• Title/Summary/Keyword: Virtual goods

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A Broker Based Synchronous Transaction Algorithm For Virtual Market Place (마켓 시스템에서 거래를 위한 브로커 기반 동기화 거래 알고리즘)

  • 강남오;한상용
    • The Journal of Society for e-Business Studies
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    • v.4 no.3
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    • pp.63-76
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    • 1999
  • Internet-based electronic trade has been growing fast. But most users are not yet familiar with the system and find it very difficult to purchase and sell the products in the cyber market place. To handle these problems, agent-based virtual market place system has been proposed where agents instead of individuals participate in trading of goods. Most of the proposed models have been in the two general categories. The first is the direct transaction among sellers and buyers, and the second is the agent-based transaction. However, the transaction is not fair and the best deal can't be guaranteed for both models. In this paper, we propose a new broker based synchronous transaction algorithm which is fair to both parties and guarantees the best deal. Our algorithm is implemented using Visual C++ and the experimental results show that our method is better than the two traditional transaction models in every performance metrics, Number of transactions are increased up to 21% and price adjustment is up to 280% better for some transactions.

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A Study on the Trend Change using Trademark Information before and after COVID-19 (상표권 정보를 활용한 코로나19 전후의 트렌드 변화 연구)

  • Na, Myung-Sun;Park, Inchae
    • Journal of Convergence for Information Technology
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    • v.12 no.2
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    • pp.116-126
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    • 2022
  • Many studies using trademark information have suggested that trademark information is good data to monitor business trends. This study intends to analyze the trend change before and after COVID-19 using trademark information. Changes before and after COVID-19 were analyzed by using goods & service classification, similar group code, and designated goods information as trademark information. Among the trademark information, it was statistically significant that the change in trends before and after COVID-19 using designated goods names. To verify the results, the changes in keywords using designated goods names before and after COVID-19 were compared with the frequency of keywords in Google Trends. Among the top 8 keywords extracted from designated goods names, the frequency of Google trend searches for 'online, antibacterial, prevention of epidemics, meal kit, virtual' is on the rise, and 'mask, droplet' is not on the rise, but it increased rapidly at the time of COVID-19, and even after COVID-19, it showed a higher level than before. The frequency of 'unmanned' does not differ much before and after COVID-19, but it has been maintained at a consistently high level, and related businesses have been active since before COVID-19, and it can be interpreted as a keyword with high public interest. This study has academic achievements in that it specifically identified information that could be used in business trends by using three types of trademark information.

Virtual Assembly Analysis Tool and Architecture for e-Design and Realization Environment

  • Kim, K.Y.;Nnaji, Bart-O.;Kim, D.W.
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.1
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    • pp.62-76
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    • 2004
  • Many customers are no longer satisfied with mass-produced goods. They are demanding customization and rapid delivery of innovative products. Many companies are now realizing that the best way to reduce life cycle costs is to evolve a more effective product development paradigm using Internet and web based technologies. Yet there remains a gap between current market demands and product development paradigms. The existing CAD systems require that product developers possess all the design analysis tools in-house making it impractical to employ all the needed and newest tools. Hence, this paper addresses how assembly operation analysis can be embedded transparently and remotely into a service-oriented collaborative assembly design environment. A new assembly operation analysis framework is introduced and a relevant architecture and tools are developed to realize the framework. Instead of the current sequential process for verifying and validating an assembly design, a new Virtual Assembly Analysis (VAA) method is introduced in the paper to predict the various effects of joining during actual collaborative design. As a case study, arc welding and riveting processes are investigated. New service-oriented VAA architecture and its VAA components are proposed and implemented on prototype mechanical assemblies.

Metaverse Friend Making System Design and Implement (메타버스 비대면 친구사귀기 시스템 디자인 및 구현)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.3
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    • pp.97-102
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    • 2021
  • In this study, we developed the service that can efficiently making friends among college students in metaverse world. Metaverse technology has recently emerged as an important topic across the industry.' The development of virtual and augmented reality technologies, which have emerged as a new paradigm to drive the next generation of the Internet, is bringing us closer to the metaverse world. Metaverse is spreading around the gaming, entertainment, music, and content industries[1]. In particular, as non-face-to-face transitions have accelerated since the COVID-19 outbreak, lifestyles and industrial sites are rapidly changing beyond untacting to metaverseization, a three-dimensional virtual space. After discovering the needs of users through surveys and interviews, the research method added functions to the service that matched those needs. Users were pleased that they could make friends who matched their preferences and tastes, play like a game in a virtual world called metaverse, and customize their avatars to their liking. It was also very fresh to customize the goods so that they could be gifted and kept by themselves.

Calculating virtual water for international water transactions: deriving water footprints in South Korea (국제 물거래 대비 가상수 거래량 산정 : 국내 물발자국 적용값 도출)

  • Park, Sungje;Lee, Minhyeon;Park, Kyeyoung;An, Yosep
    • Journal of Korea Water Resources Association
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    • v.53 no.spc1
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    • pp.765-772
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    • 2020
  • The amount of water resources identified by water balance analysis are usually used to formulate water resources plans. However, this does not consider the trade in goods between countries. It is possible to use virtual water to come up with a supply and demand plan by looking at the export and import of products. This is because it looks comprehensively at the direct water use (water resources within the region) and indirect water use (water resources of other regions from imported products). Yet South Korea does not actively use the concept of virtual water in the national water resources plan. There is difficulty with calculating and identifying the appropriate virtual water amount as many of the research papers present only few of the cases or omit the calculation process. This paper introduces detailed water footprint values for calculating the virtual water trade for South Korea. The international movement, water footprint, and virtual water trade of agricultural and livestock products are presented and compared to existing research. The water footprint and virtual water research in this paper can be utilized as baseline data for future researchers.

Funology Characteristics of High Concept in Contemporary Fashion (현대 패션에 나타난 하이컨셉(high concept)의 퍼놀로지(funology) 특성)

  • Lew, Chahyang;Suh, Seunghee
    • Journal of Fashion Business
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    • v.21 no.2
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    • pp.1-15
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    • 2017
  • This study aims to identify the special features of high-concept funology observed in fashion products and expressional media by exploring funology in an era of high-concept, the emotional paradigm of the 21st century. High-concept funology in today's fashion can be explained as follows: First, 'virtual reality', which is often seen in fashion shows and fashion commercials, enhances consumer participation and involvement with blurred boundaries between the real world and the virtual world. With the expansion of various forms of real-time communication with consumers, positive images of the brand are being projected to the consumers. Second, 'form transformability', which is often found in fashion products, promotes customers' purchase desire as they are able to present themselves in a more versatile way in the fashion product that is changeable in various designs. Third, 'integration of different fields', which is easily found in various fashion goods, engages consumers in a mutual interaction under an entertaining setting with the product that is made to satisfy their needs attuned to their digital lifestyle. Fourth, 'interactive responsiveness', which is mainly recognized in fashion stores and commercials, is characterized by its interactive playfulness that encourages consumer participation through entertainment contents and promotes brand intimacy, eventually adding more value to its name.

Effect of Internet shopping mall Attributes on Purchase Intention for Apparel on Internet (인터넷 쇼핑몰 점포속성 지각이 의류제품 구매의도에 미치는 영향 및 비구매 요인에 관한 연구)

  • 홍희숙
    • Journal of the Korean Home Economics Association
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    • v.40 no.4
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    • pp.27-44
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    • 2002
  • The purposes of this study were 1) to identify predictors of consumers′ apparel purchase on Internet shopping malls and 2) to determine reasons that respondents didn\`t have purchase intention of apparel on Internet shopping malls. The data were collected via a self-administered questionnaire from 204 male and female students who experienced shopping for apparel on Internet shopping malls, living in Cheju and analyzed by factor analysis, multiple regression analysis, t-test and paired t-test. Two predictors were found regarding purchase of apparel on the "big box" Internet shopping malls which sells various product categories; apparel quality and fun of order process. On the speciality Internet shopping malls which sells only fashion goods, diverse apparel assortment and easy handling and fun of information search were identified as predictors of apparel purchase. Reasons that respondents didn′t have purchase intention of apparel on Internet shopping malls were summarized and labeled as: difficulty of decision making due to virtual shopping environment, insufficiency of diverse apparels, users′ unease handling, risk of incredible apparel quality, unfamiliarity of Internet shopping and risks of unsecurity. Difficulty of decision making due to virtual shopping environment was determined as the most important factor of reasons that respondents didn′t have purchase intention of apparels in website.

A study on Dobby Weave Design using Computer-Aided Weaving System (CAW(Computer-Aided Weaving) 시스템을 이용한 도비 직조디자인 연구)

  • Song, Ha-Young
    • Fashion & Textile Research Journal
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    • v.12 no.3
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    • pp.272-278
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    • 2010
  • The purpose of this study was to research about Dobby weave design using Computer-Aided Weaving System. For performing this design study, first, it was researched the characteristics of the classified woven fabrics, weaving processing, structure of Dobby loom, and Computer-Aided Dobby Weaving system theoretically. To develop Dobby woven design, Patternland Weave Simulator(U.S.A) for computer weave system was used. Among the developed Dobby woven designs by computer weaving system, mainly three of them were selected and woven into Dobby loom. To see the visual image of the fabric end-use, some of the scanned Dobby fabrics were simulated to the three-dimensional virtual images by Alias CAD system. The result of this study can be summarized as follows. Before the step of weaving Dobby fabrics on the woven design works, Computer-Aided Weaving system can be done very easily to apply the design step of Dobby woven fabrics, specially in case of the complicated woven structure. Also the usage of the simulation CAD system in visual image of the final products, ultimately can be saved cost and developed the higher value-added goods in more response to consumer demands.

A Study on Problems and Development Plan of the NFT Digital Goods Transaction in Metaverse (메타버스 내의 NFT 디지털 상품거래의 문제점 분석과 발전 방향에 관한 연구)

  • Jong Ryul Seo;Chang Kyung Choi;Dong Sung Woo;Dongho Kim
    • Journal of Information Technology Services
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    • v.22 no.1
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    • pp.15-27
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    • 2023
  • As the number of users of the Metaverse platform increases and virtual assets in the Metaverse can be converted into reality, various commercial trading activities are occurring within the Metaverse. Considering that users can earn profits through selling digital products and the profits can be converted into fiat money or virtual assets, the commerce activities within Metaverse are similar to existing e-commerce. However, due to the peculiarity of transactions performed in Metaverse platform, the current legal system is insufficient to apply to Metaverse commerce, and many researches have been conducted for this purpose. But, regulatory research on NFT(Non-Fungible Token) digital products that can be applied to all types of physical products is inadequate. Therefore, This study investigated the types of digital products commerce in Metaverse, investigated the issues of commerce transactions related to NFT digital products and the regulations related to them. Based on this, research results can be used as the development direction of NFT digital products trading and consideration of related policy to protect NFT digital products.

A Study on the Application and Analysis of FPV Drones Using Virtual Reality (가상현실을 활용한 FPV드론에 대한 분석 및 활용분야에 대한 연구)

  • Kang, Sung-Jun;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.312-314
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    • 2021
  • The government sees drones as a key future growth engine, prepares plans to foster the nation-led drone industry, conducts pilot projects in various fields, such as transporting goods, forest protection, monitoring, facility safety diagnosis, and is actively in the use of drones. In particular, the police are attempting to use drones to search for missing people. However, existing drones have a short operating time due to the limitation of battery time. The effectiveness of the existing drones is insufficient because it has no choice but to search by aerial photography on the mountain tops in hillside or dense forest. In this study, we propose an FPV drone that utilizes virtual reality as a drone that can overcome the limitations of searching for missing people.

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