• Title/Summary/Keyword: virtual store

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A STEREOSCOPIC VISUALIZATION OF FRACTAL IN 3D SPACE WITH INTERACTIVE CUTTING AND PARAMETER SETTING

  • Yamamoto, Hiroki;Makino, Mitsunori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.649-654
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    • 2009
  • In this paper, we propose "InFra-VC", an interactive Fractal viewer on virtual reality system. Fractal impresses us very much and is expected to model some natural phenomenon effectively. Therefore, their visualization is necessary for us to study their beauty as well as structure. InFra-VC can represents a cutting plane of the fractal figure, so that the user can see and enjoy its internal structure. Moving position of the cutting surface, we can easily understand its internal structure. Additionally, InFra-VC can store situation as VRML format file at any time. This feature enables us to see the structure by a VRML viewer on common PC.

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A Study for Simulation Technique of Construction with Virtual Reality (가상현실을 이용한 건축물의 simulation 기법에 관한 연구)

  • 김대식;강경식
    • Journal of the Korea Safety Management & Science
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    • v.1 no.1
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    • pp.207-216
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    • 1999
  • Too many big accidents have been occurring in Korea during '90. Those were accidents of Sung-Soo Bridge in 1994 and Sam-Poong Department Store in 1995. It was confirmed that the causes of the accident were unreliable construction or building. Therefore, in this study are to use technique of virtual reality(VR) simulation in order to prevent construction accidents. To set up the VR in safety construction, Date Base of variables, VR model and expert system are needed. This system is to build expert system, to visualize of the VR system and navigation, and to find out design errors of construction. Therefore, the purpose of this was to analyze accident type of construction, and apply VR system for simulation technique.

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A Study for Simulation Technique of Construction with Virtual Reality (가상현실을 이용한 건축물의 simulation 기법에 관한 연구)

  • 김대식;강경식
    • Proceedings of the Safety Management and Science Conference
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    • 1999.11a
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    • pp.291-301
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    • 1999
  • Too many big accidents have been occurring in Korea during '90. Those were accidents of Sung-Soo Bridge in 1994 and Sam-Poong Department Store in 1995. It was confirmed that the causes of the accident were unreliable construction or building. Therefore, in this study are to use technique of virtual reality(VR) simulation in order to prevent construction accidents. To set up the VR in safety construction, Date Base of variables, VR model and expert system are needed. This system is to build expert system, to visualize of the VR system and navigation, and to find out design errors of construction. Therefore, the purpose of this was to analyze accident type of construction, and apply VR system for simulation technique.

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The Analysis of the Characteristic Types of Fashion Brand Application - Concentrating on Korean Application cases - (패션 브랜드 어플리케이션의 특징적 유형 분석 - 한국 계정 어플리케이션 사례를 중심으로 -)

  • Park, Min-A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.1
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    • pp.136-151
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    • 2014
  • This study systematically analyzed types of fashion brand application focusing on accounts created in Korea. While referring to 'Chanel' which has developed a fashion brand app for the first time in August of 2008, not only for App store by Apple Inc. of the greatest market share but also for Android market, the one and only competitor of App store, the study examined cases of fashion brand app in Korea and foreign countries which have been in service till August of 2013 since the year of 2008. To achieve the research goal, the study conducted a literature research and a case review, categorizing the app by their distinctive functions which were Basic Information, SNS, AR, LBS, Entertainment, Mobile Shopping and Live Streaming. As for the first function, Basic Information, it was considered to provide information on a brand such as prices, sizes and colors of products which should be the most fundamental function of a fashion brand. The function would include look book, catalogues, photographs and others of products, helping users of the app with their understanding on images and concepts of the brand. Second, SNS function was considered useful for its mobility and communication and with the help of theirs, the users share fashion information with each other. Third, AR function as in a filed of virtual reality would edit virtual objects to look real in an actual environment. This would eventually offer the users a chance to try for clothes virtually. The fourth function, LBS, would work with GPS to find a store closest from a present location. This would be a help when the users try to find stores holding promotion events or trails while hiking in mountains. The fifth Entertainment function would include all sorts of games and chances for the users to listen to music and keep fashion diaries. The sixth function, Mobile Shopping, would help the users purchase items online via the app as they would not visit a store in person. The seventh function, Live Streaming, would give the users chances to actually see fashion collections in real time, held all over the world in every season. Because of this function, not only fashion experts but also regular people have become able to enjoy the fashion shows. The distinctive characteristics of the fashion brand application discussed in the study will be a useful reference when any relevant fields try to design other new fashion brand application.

Virtual Flutter Plight Test of a Full Configuration Aircraft with Pylon/External Stores

  • Kim, Dong-Hyun;Kwon, Hyuk-Jun;Lee, In;Paek, Seung-Kil
    • International Journal of Aeronautical and Space Sciences
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    • v.4 no.1
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    • pp.34-44
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    • 2003
  • An advanced aeroelastic analysis using a computational structural dynamics (CSD), finite element method (FEM) and computational fluid dynamics (CFD) is presented in this Paper. A general aeroelastic analysis system is originally developed and applied to realistic design problems in the transonic flow region, where strong shock wave interactions exist. The present computational approach is based on the modal-based coupled nonlinear analysis with the matched-point concept and adopts the high-speed parallel processing technique on the low-cost network based PC-clustered machines. It can give very accurate and useful engineering data on the structural dynamic design of advanced flight vehicles. For the nonlinear unsteady aerodynamics in high transonic flow region, Euler equations using the unstructured grid system have been applied to easily consider complex configurations. It is typically shown that the advanced numerical approach can give very realistic and practical results for design engineers and safe flight tests. One can find that the present study conducts a virtual flutter flight test which are usually very dangerous in reality.

The Effects of Experiential Factors of Virtual Reality (VR) Store on Perceived Information, Satisfaction and Revisit Intention (가상현실 점포의 체험요소가 소비자의 지각된 정보의 양, 고객만족 및 재방문의도에 미치는 영향)

  • Cheon, Ye Rim;Choi, Woo Lim;Park, Min Jung;Yoo, Jung Min
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.5
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    • pp.682-698
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    • 2019
  • This study examines whether experiential factors of virtual reality (VR) stores influence consumers' perceived amount of information and satisfaction, which in turn influences revisit intention. This also study examines whether the experiential factors differ as a function of an individual characteristic such as environmental responsiveness. Female consumers who had an experience in using VR technology for digital shopping participated in the online survey. The results showed that educational, escapist and aesthetic experiences have a significant impact on the perceived amount of information, and entertainment and escapist experiences have a significant impact on satisfaction. In addition, the perceived amount of information has a positive effect on customer satisfaction, which in turn has a positive effect on revisit intention. There is also a difference in the effect of experiential factors on consumer responses depending on the environmental responsiveness. This study provides theoretical suggestions for experiential marketing and presents practical implications for developing marketing strategies for digital retailers utilizing VR technology.

Generating Dynamic Virtual Light Sources by Interpolating HDR Environment Maps (HDR 환경 맵 보간을 이용한 동적 가상 조명 생성)

  • Hwang, Gyuhyun;Park, Sanghun
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1399-1408
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    • 2012
  • The light source is an important visual component that empirically affects the color and illumination of graphic objects, and it is necessary to precisely store and appropriately employ the information of all light sources in the real world in order to obtain photo-realistic composition results. The information of real light sources can be accurately stored in HDR environment maps; however, it is impossible to create new environment maps corresponding to dynamic virtual light sources from a single HDR environment map captured under a fixed lighting situation. In this paper, we present a technique to dynamically generate well-matched information for arbitrarily selected virtual light sources using HDR environment maps created under predefined lighting position and orientation. Using the information obtained from light intensity and distribution analysis, our technique automatically generates HDR environment maps for virtual light sources via image interpolation. By applying the interpolated environment maps to an image-based lighting technique, we show that virtual light can create photo-realistically rendered images for graphic models.

Development of Virtual Reality-based Visual Perception and Cognitive Rehabilitation Service

  • Song, YoHan;Kim, JinCheol;Lee, JeongA;Han, Shin;Lim, YoonGyung;Lee, HyunMin
    • The Journal of Korean Physical Therapy
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    • v.31 no.2
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    • pp.67-75
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    • 2019
  • Purpose: Patients with brain damage suffer from limitations in performing the activities of daily living (ADL) because of their motor function and visual perception impairment. The aim of this study was to help improve the motor function and visual perception ability of patients with brain damage by providing them with virtual reality-based contents. The usability results of the patients and specialists group were also evaluated. Methods: The ADL contents consisted of living room, kitchen, veranda, and convenience store, similar to a real home environment, and these were organized by a rehabilitation specialist (e.g., neurologist, physiotherapist, and occupational therapist). The contents consisted of tasks, such as turning on the living room lights, organizing the drawers, organizing the kitchen, watering the plants on the veranda, and buying products at convenience stores. To evaluate the usability of the virtual reality-based visual cognitive rehabilitation service, general elderly subjects (n=11), stroke patients (n=7), stroke patients with visual impairment (n=4), and rehabilitation specialists (n=11) were selected. The questionnaires were distributed to the subjects who were using the service, and the subjective satisfaction of individual users was obtained as data. The data were analyzed using SPSS 21.0 software. The general characteristics of the users and the evaluation scores of the experts were analyzed using descriptive statistics. Results: The usability test result of this study showed that the mean value of the questionnaire related to content understanding and difficulty was high, between 4-5 points. Conclusion: The virtual reality rehabilitation service of this study is an efficient service that can improve the function, interest, and motivation of stroke patients.

Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

The Effects of Immersive Virtual Reality-Based Simulation Learning Program on the Communication Competence and Learning Attitude of Students with Intellectual Disabilities: Focusing on a Convenience Store Situation (몰입형 가상현실 기반 모의학습 프로그램이 지적장애학생의 의사소통 능력과 학습태도에 미치는 효과: 편의점을 중심으로)

  • Kim, Jung-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.553-561
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    • 2020
  • The purpose of this study was to identify the effects of an immersive virtual reality-based simulation learning program(IVR-SLP) on the communication competence and learning attitude of students with intellectual disabilities. To do this, 23 participants with intellectual disabilities were selected from 2 special schools. 11 students were placed in an experimental group and 12 students in a control group. An IVR-SLP, focusing on possible situations in a convenience store, was implemented within the experimental group and a traditional intervention program was implemented within the control group. The programs were conducted 5 times per week for 4 weeks and each session lasted approximately 40 minutes. Evaluations were carried out by using a pre- and post- test, and the results of the evaluation were analyzed using the independent t-test. The results of this study indicated that the communication competence of the experimental group showed greater improvement than that of the control group. In addition, the learning attitude of the experimental group became more positive than that of the control group. This implies that the immersive virtual reality-based simulation learning program can be a very effective tool for teaching language and communication skills to students with intellectual disabilities.