• Title/Summary/Keyword: Virtual mirror

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A Study on Metaverse Usability in the Fashion Industry

  • Park, HyeSook
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.396-402
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    • 2022
  • Since the 21st century, the internet has been an essential existence due to the 4th industrial revolution and the development of IT technology, but the focus of the existing development direction has changed a lot over the past three years. COVID-19, also known as a pandemic, first occurred in 2020 escalating rapidly and cutting off society existing as an off-line form in every country. As non-face-to-face life continues, everyday technologies using online such as hybrid work have promptly developed, and an online virtual world called Metaverse excelled and became a phenomenal topic. In this study, theoretical considerations and the current status of the metaverse, which are being highlighted as global trend keywords, are examined, and the utility of the metaverse in the fashion industry was studied. Based on this study, it is expected that the work is recognized and brings helpful intuitions as a way to revitalize the shrinking fashion industry by using the metaverse, which is still in its infancy.

The setup of the moiré deflectometry using the virtual grating and the measurement of the effective focal length (가상격자를 사용한 무아레 무늬 발생기의 구성과 유효초점거리 측정)

  • Kim, Sang Gee
    • Journal of Korean Ophthalmic Optics Society
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    • v.5 no.2
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    • pp.181-186
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    • 2000
  • The setup of the moir$\acute{e}$ deflectometry using the virtual grating was done, so the convergence and divergence of a pencil of ray was determined. The light source was He-Ne laser(3mW). The focal length of the first lens, the second lens being 18 mm, 250 mm respectively was used for the setup of the beam expander. The optics of the moir$\acute{e}$ deflectometry determining the vergence was used a diffraction grating(pitch = $1.6{\mu}m/line$) and a front flat reflection mirror. The effective focal length of the trial lens set was measured and compared with the theoretical value.

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The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology (혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

Omnidirectional Environmental Projection Mapping with Single Projector and Single Spherical Mirror (단일 프로젝터와 구형 거울을 활용한 전 방향프로젝션 시스템)

  • Kim, Bumki;Lee, Jungjin;Kim, Younghui;Jeong, Seunghwa;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.1
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    • pp.1-11
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    • 2015
  • Researchers have developed virtual reality environments to provide audience with more visually immersive experiences than previously possible. One of the most popular solutions to build the immersive VR space is a multi-projection technique. However, utilization of multiple projectors requires large spaces, expensive cost, and accurate geometry calibration among projectors. This paper presents a novel omnidirectional projection system with a single projector and a single spherical mirror.We newly designed the simple and intuitive calibration system to define the shape of environment and the relative position of mirror/projector. For successful image projection, our optimized omnidirectional image generation step solves image distortion produced by the spherical mirror and a calibration problem produced by unknown parameters such as the shape of environment and the relative position between the mirror and the projector. Additionally, the focus correction is performed to improve the quality of the projection. The experiment results show that our method can generate the optimized image given a normal panoramic image for omnidirectional projection in a rectangular space.

An Optical Quenching and Efficiency of Laser for the Virtual Display System (허상 디스플레이에 적용되는 레이저 다이오드의 출력 효율과 파장 변이에 대한 연구)

  • Chi, Yongseok
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.9
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    • pp.129-134
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    • 2016
  • This paper studies the high frequency PWM (pulse width modulation) driving technique to increase an optical efficiency and to prevent an optical color quenching of blue laser for head up display on vehicles using digital micro mirror device (DMD) panel and yellow phosphor wheel. The proposed approach adaptively drives the current pulse width modulated signals of high optical power of blue laser to increase the lifetime and to decrease the stem temperature of laser. This method stabilizes the temperature of laser according to the driving environment and the forward current capacity. By the proposed method, the brightness of blue laser is improved by about 37% compared to the continuous waveform current driving method.

Change of Brain Activation due to Change of Viewpoint in Action during Action Observation: an EEG Analysis Study (동작관찰 중 동작 수행 시 시점의 변화에 따른 뇌 활성의 변화)

  • Kim, Oi-Jin;Sim, Ji-Young;Lee, Se-Young;Jin, Hyun-Jin
    • PNF and Movement
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    • v.14 no.3
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    • pp.209-217
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    • 2016
  • Purpose: Treatments using a mirror neuron system, such as 3D virtual reality therapy, are used in stroke rehabilitation, but they need to be constructed according to a detailed procedure. The aims of this study were to analyze electroencephalograms (EEG) during relaxation and action while observing first person perspective (1AE) and third person perspective (3AE) videos of the right hand for 20's. Methods: Thirty participants (Male=4, Female=26) were recruited for this study. Participants were selected by a vividness of movement imagery questionnaire (VMIQ). EEG was measured during relaxxation and during action with 1AE and 3AE videos, focusing on the supination and pronation actions of participants' right hands. An absolute mu rhythm, a relatively high alpha power, and a relative beta power were identified. In each group, one-way repeated measures ANOVA was used for statistical analysis. Results: Measurement of absolute mu rhythms was significantly suppressed for both 1AE and 3AE compared with relaxation in C3 and C4 regions. High alpha wave measurements were significantly suppressed for both 1AE and 3AE in all regions, while beta wave measurements were significantly increased only for 3AE in F3 and F4 regions. Conclusion: Based on this study, we suggest that the mirror neuron system is activated during actions accompanied by action observation, especially actions with 3AE video observation, which can be a great therapeutic mathod in stroke rehabilitation.

Integrating 3D facial scanning in a digital workflow to CAD/CAM design and fabricate complete dentures for immediate total mouth rehabilitation

  • Hassan, Bassam;Greven, Marcus;Wismeijer, Daniel
    • The Journal of Advanced Prosthodontics
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    • v.9 no.5
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    • pp.381-386
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    • 2017
  • PURPOSE. To integrate extra-oral facial scanning information with CAD/CAM complete dentures to immediately rehabilitate terminal dentition. MATERIALS AND METHODS. Ten patients with terminal dentition scheduled for total extraction and immediate denture placement were recruited for this study. The patients were submitted to a facial scanning procedure using the in-office PritiMirror scanner with bite registration records in-situ. Definitive stone cast models and bite records were subsequently submitted to a lab scanning procedure using the lab scanner (iSeries DWOS; Dental Wings). The scanned models were used to create a virtual teeth setup of a complete denture. Using the intra-oral bite records as a reference, the virtual setup was incorporated in the facial scan thereby facilitating a virtual clinical evaluation (teeth try-in) phase. After applying necessary adjustments, the virtual setup was submitted to a CAM procedure where a 5-axis industrial milling machine (M7 CNC; Darton AG General) was used to fabricate a full-milled PMMA immediate provisional prosthesis. RESULTS. Total extractions were performed, the dentures were immediately inserted, and subjective clinical fit was evaluated. The immediate provisional prostheses were inserted and clinical fit, occlusion/articulation, and esthetics were subjectively assessed; the results were deemed satisfactory. All provisional prostheses remained three months in function with no notable technical complications. CONCLUSION. Ten patients with terminal dentition were treated using a complete digital approach to fabricate complete dentures using CAD/CAM technology. The proposed technique has the potential to accelerate the rehabilitation procedure starting from immediate denture to final implant-supported prosthesis leading to more predictable functional and aesthetics outcomes.

Study of Patterns According to Changes in Shoulder Angle in Drop Shoulder Sleeves (드롭숄더 슬리브의 어깨각도 변화에 따른 패턴 연구)

  • Ha-Eun Lee; Eun-Hye Lee;Jeong-Woo Choi
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.15-32
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    • 2024
  • Modern fashion manifests in forms that mirror the diverse lifestyles and personalities of consumers. It transcends mere aesthetic designs and embodyies practicality. There is a preference for comfortable, highly functional attire, leaning towards easy wear. Casual wear, in particular, embraces a sense of freedom not found in standard business attire. It seeks a comfortable, natural silhouette through tactile fabrics rather than sportswear. Loose, drop shoulder sleeves enhance comfort and mobility and often become key elements in casual wear designs. Given that clothing must balance aesthetics with functionality, especially across various activities, it is natural to prioritize functional design. Research on patterns suited for dynamic conditions is imperative. The rise of drop shoulder styles necessitates the development of corresponding sleeve patterns. It is crucial to differentiate pattern drafting methods due to the resulting silhouette variations. This study aims to categorize drop shoulder pattern drafting techniques based on shoulder extension and angle dimensions. Each method will be examined, and drop shoulder sleeve patterns and wear forms will be studied using a 3D virtual system. This research holds significance in providing valuable insights and foundational data for designing diverse drop shoulder sleeve patterns, contributing to their practical development and advancement.

Ukrainian Students' Analysis of Abuse Treatment by Parents: Retrospective and Perspective in Virtual and Real Environments

  • Stoliarchuk, Olesia;Kokhanova, Olena;Prorok, Nataliia;Khrypko, Svitlana;Shevtsova, Olena;Tkachyshyna, Oksana;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.197-207
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    • 2022
  • Given the prevalence of violence in Ukrainian families, measures to prevent parental abusive treatment against children are urgent. It is important to study today's youth awareness about violence within families in order to enhance a culture of engagement with spouses and children in future. The aim of the study is to examine students' reflective experiences and their attitudes towards forms, frequency, causes and effects of parental abusive treatment. During the research the following methods were used step-by-step: theoretical analyses of scientific resources, anonymous questionnaire, quantitative and correlation analyses. According to result of survey 98 students who were interviewed, none of them fell victim of sexual abuse in their families. However, more than a half (51%) of the students surveyed experienced some forms of parental physical punishment. All the interviewed students encountered psychological cases of parental violence. The mostprevalent forms of parental abuse among the interviewees are criticism, negative comparison, emotional detachment, arrogance, intimidation, blackmail and humiliation. The most prevalent consequences of parental abuse among students are anxiety, low self-esteem, insecurity, impatience, suspiciousness, constraint in communication. Students agree that budget limitations, forced labor, criticism, spanking, emotional detachment, ignoring type of communication, reproach, blackmail are acceptable methods of punishment to use when raising their own children. These results clearly demonstrate the problem of the impact of parental abuse on children and its consequences in the future. A virtual dimension of the actualized problem is considered, namely: - virtualization of aggression and cruelty in the postmodern world. - the level of determining the factor of cruelty from the space of virtual culture. - the mirror image of everyday cruelty in the virtual environment; - the phenomenon of video games as a source and context of representation of the factor of cruelty in behavioral realities; - cybercrime as a virtualized result of cruelty in family and everyday realities. - futurological perspectives of virtualization of cruelty in communicative culture in general and in family relations in particular. The postmodern world is fundamentally different from the traditions and culture of the past, primarily due to the development of computer technologies and the virtualization of life in general. So, for example, virtual communities have become, in a certain way, another world, a second reality of life in general. And certain behavioral factors, in particular cruelty in the private environment, became a projection of such a phenomenon as cybercrime. Video games are a unique modern phenomenon, which multipolarly absorb all facets of human potential, communicative tendencies, behavioral and characterological factors, from the warmth of interpersonal relationships to the extreme degree of cruelty.

Investigating the Spatial Focusing of Time Reversal Lamb Waves Using a Virtual Sensor Model on a Rectangular Plate (직사각형 판에서 가상탐지자 모델을 이용한 시간반전램파의 공간모임 규명)

  • Park, Hyun-Woo
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.24 no.5
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    • pp.553-567
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    • 2011
  • During the last three years, the possibility of the time reversal Lamb waves has been paid attention to for structural health monitoring of a plate. This study proposes a numerical scheme which can simulate the spatial focusing of time reversal Lamb waves on a rectangular plate. In this scheme, a time reversal process is formulated in the frequency domain using active virtual sensors being equivalent to the mirror effects of an actual sensor due to wave reflection on the plate boundary. Forward and backward Lamb wave propagations are represented by scalar functions for simulating the spatial focusing of time reversal Lamb waves. The validity of the proposed scheme is demonstrated through the comparison to the results of finite element analysis in which the spatial focusing of time reversal Lamb waves is realized by wafer-type piezoelectric(PZT) transducers collocated on a rectangular plate.