• 제목/요약/키워드: Virtual product development

검색결과 154건 처리시간 0.019초

Estimating the economic value of agricultural water using the virtual water concept

  • Lee, Gyumin;Kim, Yoon Hyung
    • 농업과학연구
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    • 제44권4호
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    • pp.636-641
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    • 2017
  • Water is an essential resource for human survival. According to the OECD Environmental Outlook to 2050, rapid industrialization and a global population increase by approximately two billion will likely increase global water use by 55% in 2050. However, water depletion has been getting worse than before and has been happening more quickly, as Earth's water resources are limited. The present study proposes water management measures by using the virtual water theory which enables water consumption measurement and the confirmation and recognition of water scarcity problems, and will support the development of counter-measures. As a method for estimating the value of agricultural water, virtual water theory was used to calculate the amount of agricultural water input for domestic rice and to apply prices of agricultural water in the United States and China to Korean water prices. When the Chinese price was applied to Korean water prices, the value of agricultural water represented 0.3% of the Korean rice producer's price. When the US price was applied to Korean water prices, the value of agricultural water represented 1.6% of the domestic rice producer's price. The study exposes the percentage of the value of agricultural water in agricultural product prices, as well as how this scare resource may affect future prices. In the future, if there are water charges to effectively manage agricultural water, this study, which uses the virtual water theory, can be used as a preliminary research.

동시공학설계환경에서의 고속철도 주행시뮬레이터 개발 (Development of the Driving Simulator of High Speed Train based on the Concurrent Engineering Design Environment)

  • 전현규;박성혁;양도철;정흥채;곽영규
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2004년도 추계학술대회 논문집
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    • pp.423-429
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    • 2004
  • The concurrent engineering technologies have been broadly used in the field of the design, testing, manufacturing and maintenance works to reduce development time and costs. For this purpose, many design environments with the product data management system, the virtual engineering system and web database system are developed. In this research, we developed the driving simulator of the KTX(Korea Train Express) as a basic study for building the concurrent engineering design environment of rolling stock. The virtual track was developed from the Seoul to the Busan and the Daejeon to Mockpo to generate immersible driving environment. Also. fault generation systems were developed to educate drivers of the KTX. We expect to reduce the time and costs of newly developed rolling stock using the design environment developed in the research.

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3차원 디지털 기술을 기반으로 한 디지털 패션 플랫폼 프로토타입 설계 연구 (A Study on Digital Fashion Design Platform based on the 3D Virtual Fashion Technology)

  • 박재현;박민희;김선희;송영호
    • 패션비즈니스
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    • 제22권2호
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    • pp.88-106
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    • 2018
  • The domestic fashion industry is not able to exceed the level of fashion that exists in advanced countries due to the relatively weak design competitiveness and the differentiated capability of product development. In order for the domestic fashion industry to become a growth industry that is valued in the world market of infinite competition, a step-by-step support system that can demonstrate and maintain the creative ability of designers is needed. Therefore, this study proposes a template - based 3D virtual fashion technology and a digital fashion platform based on it. The proposed template - based 3D virtual fashion technology is designed to clearly communicate the intention of designers and to be able to instantaneously view the results, thereby reducing the time and cost of producing prototypes. In addition, the digital fashion platform based on the template is designed as a collaborative platform based on idea sharing, which dramatically improves the process of confirming the prototype and initiating the product planning and manufacturing stages. This new technology can contributes to the formation of a business environment and a new area within the existing fashion industry and can be utilized for the development of the fashion industry in the future.

객체 기반의 임베디드 실물 및 가상 프로토타입 통합 기법 (The Integrated Mechanism based on Object between Virtual Prototyping and Physical prototyping)

  • 김종일;이정배;양재수;이영란;정영진;한강우;강신관;김대응
    • 정보처리학회논문지A
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    • 제14A권4호
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    • pp.227-234
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    • 2007
  • 가상 프로토타이핑 환경에서는 다양한 컴포넌트와 라이브러리를 제공함으로써 정밀한 단위까지의 목표 모델의 시뮬레이션이 가능하다. 그리고 실물 프로토타이핑 환경에서는 목표 모델의 임베디드 구동 환경에 가까운 시뮬레이션 환경을 제공한다. 하지만, 가상 프로토타이핑 환경에서는 실제 목표 모델의 구동 환경 요소까지의 시뮬레이션이 어렵고, 실물 프로토타이핑 환경에서는 다양하고 정밀한 제품까지의 시뮬레이션이 어려운 실정이다. 이런 가상과 실물 프로토타이핑 환경의 단점을 보완하기 위한 통합 프로토타이핑 시스템을 위한 연동 기법이 개발되었으며, 본 논문에서는 기존의 실물/가상 프로토타이핑 연동 기법을 개선해서 객체 기반의 임베디드 시스템 통합 프로토타이핑 개발 환경을 구축하였다. 이러한 새로운 임베디드 시스템 개발 환경을 구축함으로써, 재사용성, 유연성, 확장성 그리고 편리성을 가질 수 있다.

한국 가상 아이돌 그룹의 콘텐츠에 나타난 디지털 기술 및 패션의 특징 (Digital Technology and Fashion Features in the Contents of Korean Virtual Idol Groups)

  • 설가예;서승희
    • 패션비즈니스
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    • 제27권1호
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    • pp.110-125
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    • 2023
  • Virtual idol groups are a product of changes in cultural content and development of digital technology. The purpose of this study is to derive the characteristics of technical expression and fashion of virtual idol groups of Korean entertainment companies, and the significance of this study is to provide basic data for creating a new content business model for virtual idol groups. The research method of this study consisted of literature research and case analysis. Korean virtual idol groups 'K/DA', 'Aespa', and 'Eternity', which show the evolved business model of the entertainment industry through rapid advances in digital technology, were selected as the subject of case analysis for this study, and newspaper articles were searched by keywords and analyzed. As a result of the study, the technical expressions shown in Korean virtual idol groups were 'implementation of realistic content through interaction technology', 'delicate motion expression through motion capture technology', and 'convergence of information between the real world and virtual world through AR technology', 'provision of experience similar to reality by VR technology' and 'formation of cultural contents by Deep Real technology' were deriven. In addition, the characteristics of the Korean virtual guide idol group's fashion are 'marketing strategy through collaboration with fashion items', 'giving recognition as a digital fashion icon of real existence', 'creating a sensuous image as a fashion brand ambassador' and 'fashion style expression of the Z generation's sensibility'.

조건부가치측정법(CVM)을 이용한 도라지 제조기술의 경제적 가치 추정 연구 -도라지 건강기능식품 가상시장을 중심으로- (Study on Economic Valuation of Manufacturing Technology of Platycodon grandiflorum Using Contingent Valuation Method - Focusing on the Virtual Market of Platycodon grandiflorum's Health Functions Food -)

  • 이현지;장인수;조하은;김홍석
    • 농촌계획
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    • 제26권1호
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    • pp.137-147
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    • 2020
  • Rural Development Administration (RDA) has developed a manufacturing technology which can increase the amount of platycodin D in Platycodon grandiflorum. A study is needed to estimate the value of this new technology and predict the market demand for a new product. This study estimates additional amount of willingness to pay (WTP) using contingent valuation method (CVM) for a new product with the technology that RDA has developed. The survey was created under virtual health functional foods market of Platycodon grandiflorums. It was conducted with 1,000 adult males and females aged between 19 and 59 years old in 17 major cities and provinces nationwide from December 4 to December 7, 2018. The amount of WTP for the health functional Platycodon grandiflorum was drawn using maxinum likelihood estimation method. The estimated average and median WTP values are 21,933.85 won per person and 10,000 won per person, respectively. The independent factors, including the ratio of monthly average health function food consumption to income, the average monthly income level of a household, and existence of family members or relatives engaged in food and nutrition-related professions in a household, have been shown to have a statistically significant influence on the WTP. This study presents the potential magnitude of health functional food market and the value of the new technology based on health functional food market.

니트소재의 인장변형 특성과 3D 디지털 클로딩 시스템에 의한 외관표현에 관한 연구 (A Study on the Tensile Deformation Characteristics of Knits and Appearance Using 3D Digital Virtual Clothing Systems)

  • 최경미;김종준
    • 패션비즈니스
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    • 제16권2호
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    • pp.151-162
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    • 2012
  • The industry-wide development of digital technologies has also affected the textile and fashion industries immensely. The applications of 3D technology, virtual reality, and/or augmented reality systems have helped to create novel fashion brands based on the marriage of IT and textile/fashion industries. 3D digital virtual clothing systems have been developed to help the textile and fashion industries in terms of the planning, manufacturing, marketing and sales sectors. So far, most of the development effort for the 3d virtual clothing systems has been focused on the woven fabrics. The characteristics of woven fabrics differ from those of knitted fabric. Since the physical structures and mechanical properties of the knitted fabrics are definitely different from those of woven fabrics, the simulation process for the knitted fabrics should follow different approaches. The loops in a knitted fabric deform easily. The deformation results in a readily stretchable fabric appearance. Cloth simulation mostly employs models that approximate the mechanical properties of linear elastic planes. This simulation scheme does not, however, describe well enough the behavior of knitted fabrics, which deviate largely from the linear isotropic material characteristics. This study aims at characterizing the tensile deformation and surface textures of a knitted fabric product. Tensile deformation curves for the wale, course, and bias direction are analyzed. The surface texture of the knitted fabric is analyzed by using a 3-dimensional scanning device.

몰입감 있는 맞춤형 가상 모델하우스 (Immersive Virtual Custom-made Model House)

  • 황선욱;김영미;서용원;고광희;류제하;이관행;이용구
    • 한국CDE학회논문집
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    • 제13권1호
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    • pp.8-17
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    • 2008
  • Putting a high value on individual preferences is a modern trend that more and more companies are considering for their product design and development and the apartment design is not an exception. Most apartments today are built using similar design with no room for customization. People in general want their tastes to be reflected in the design of their apartment. However, delivering what customers like to the construction company may not be an easy task in practice. For this reason, an intuitive and effective medium between the company and customers for effective communication is needed to ameliorate such a difficulty and in response to this necessity, we developed a test platform for the virtual model house which provides a user with the customization of the apartment using haptic interactions. In our virtual environment, a user can explore an apartment and change the interior based on their taste and feel through intuitive haptic interactions.

실사 기반 VR 콘텐츠의 감성 반응 연구: 360 제품 이미지를 중심으로 (Study on the Emotional Response of VR Contents Based on Photorealism: Focusing on 360 Product Image)

  • 심현준;노연숙
    • 감성과학
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    • 제23권2호
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    • pp.75-88
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    • 2020
  • 정보 기술 발전으로 인하여 제품 정보를 전달하는 방식이 오프라인과 2D중심에서 온라인과 3D로 이동하면서 효율적인 정보 전달을 위한 다양한 시도가 이루어지고 있다. 이러한 시도는 실물이 부재된 온라인 공간에서 단순히 제품의 정보를 전달하는 것에 그치지 않고 소비자에게 가상의 체험을 제공하면서 온라인 쇼핑의 다변화 및 활성화에 중요한 역할을 하고 있다. 360 제품 이미지는 피사체를 회전시켜 촬영하여 대상을 다양한 시점에서 입체적으로 볼 수 있는 실사 기반의 VR이다. 360 제품 이미지는 기존의 정지 이미지와 비교하여 대상물에 대해 풍부한 정보를 전달할 수 있다는 측면에서 주목받고 있다. 360 제품 이미지는 다양한 제작 요인에 의해 영향을 받으며, 이에 따라 이용자의 반응에 차이가 있으나 기술의 역사가 짧은 만큼 관련 연구 또한 미비하다. 따라서 본 연구에서는 360 제품 이미지의 제품의 형태와 소스 이미지의 수에 따라 변하는 이용자의 반응을 파악하고자 하였다. 이를 위해 온라인 쇼핑몰에서 많이 접할 수 있는 상품군 중 대표적인 제품들을 선정하여 360 제품 이미지를 제작하고 75인의 이용자를 대상으로 실험을 진행하였으며, 의미분별법을 적용한 실험 설문을 통해 360 제품 이미지에 대한 감성 반응을 분석하였다. 본 연구의 결과는 360 제품 이미지에 대한 수용자의 감성을 이해하고 파악하는데 기초 자료로 활용될 수 있을 것이다.

User Needs for Haptic Communication of VR Fashion Product Shopping

  • Kim, Jongsun;Ha, Jisoo
    • 한국의류산업학회지
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    • 제21권4호
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    • pp.401-411
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    • 2019
  • Non-contact judgment and evaluation for products are increasingly needed along with a rapid environmental change in fashion that sows urgency in the need to implement services that allows users to judge and experience a tactile sense in a fashion product without actual contact. Technological development is required to provide users with syn-aesthetic experiences that integrate the visual, tactile and the auditory. There is also a need to conduct research to increase immersion that provides users with ICT-related experiences communicated through fashion images. The study analyzed demands for haptic communication technology by Korean users in immersive VR fashion product shopping. Accordingly, it defined haptic communication through literature research, investigated immersion in the VR environment and conducted in-depth interviews for haptic communication applicable to VR shopping. Findings show that hedonic reactions by fantasy, emotion and fun function are an important motive in selecting VR shopping. VR fashion product shopping steps were divided into 4: move to store, search in store, search of product and purchase based on offline store shopping experience. It defined the haptic communication by steps and analyzed the types of the haptic feedback to be implemented. The study results provide basic data for developing haptic communication technology that can enhance e a sense of the presence and immersion experiences that can help lay a groundwork for pilot studies on the convergence of the virtual and the real.