• Title/Summary/Keyword: 4D Experience

Search Result 557, Processing Time 0.031 seconds

A Study on Knowledge Service R&D Management Process Innovation : Through Marketing Intelligence Solution Development Case (사례를 통한 지식서비스 R&D 관리개선 연구 : 마케팅인텔리전스솔루션 기술개발 R&D 사례를 통해서)

  • Kim, Hyun-Soo
    • Journal of Information Technology Services
    • /
    • v.10 no.4
    • /
    • pp.295-307
    • /
    • 2011
  • The purpose of this research is to find a better knowledge service R&D management process. There are four basic characteristics in service : intangibility, inseparability, inconsistency, and no inventory. These intrinsic characteristics require us to change the traditional manufacturing sector based R&D management process. It is necessary to develop an effective knowledge service R&D management model to improve the competitiveness of the service industry and Korean economy. A model case knowledge service R&D has been performed to find a better R&D management model. The whole cycle of R&D process, such as planning, selection, performing, and evaluation has been reviewed by real experience. Several important aspects of R&D process are compared between manufacturing R&D and service R&D. A knowledge service R&D management framework has been suggested. The results of this research can be used for building a better service R&D management process.

BIM and 4D planning: a holistic study of the barriers and drivers to widespread adoption

  • Kassem, Mohamad;Brogden, Trevor;Dawood, Nashwan
    • Journal of Construction Engineering and Project Management
    • /
    • v.2 no.4
    • /
    • pp.1-10
    • /
    • 2012
  • Building Information Modeling (BIM) and its different work streams, such as 4D planning (4D), are among the major drivers for change in the construction industry. The primary aim of this research is to create a holistic map of both the barriers and drivers affecting the industrial uptake of BIM and 4D through the use of an extensive literature review and a survey of contractors and consultants from the UK AEC (Architectural, Engineering and Construction) industry. This research demonstrates that while non-technical barriers such as the inefficiency in the evaluation of the business value of BIM and 4D; the shortage of experience within the workforce, and the lack of awareness by stakeholders are recognized by professionals as main barriers to BIM and 4D adoption, current research is still largely concerned with technical advancement of BIM and 4D technologies. A holistic map of the driving and restraining forces affecting BIM and 4D widespread adoption was provided. The tackling of the non-technical barriers identified will help bridge the gap between technology, end-users and their processes.

3D Motion Capture based Physical Fitness using Full Body Tracking Suit

  • Imran Ghani;Emily Hattman;David T. Smith;Muhammad Hasnain;Israr Ghani;Seung Ryul Jeong
    • Journal of Internet Computing and Services
    • /
    • v.24 no.4
    • /
    • pp.47-56
    • /
    • 2023
  • This paper presents an approach to exercise that utilizes motion capture through the Rokoko Smart Suit. With the emergence of Covid-19, physical fitness levels have declined due to restrictions on in-person fitness classes and gym closures. To maintain physical activity, many individuals have turned to mobile applications and streaming videos. However, home workouts often lack the motivation and experience found in gyms, classes, or community centers, particularly with the presence of coaches and instructors. Additionally, instructors find it challenging to convey precise postures to their online students, and vice versa. To address this issue, the researchers propose the use of a full-body tracking suit like the Rokoko Smart Suit, which enables instructors to present a more realistic approach to physical activity. The Rokoko Smart Suit offers a 3D view of the instructor, eliminating the limitations of camera scope when streaming on platforms like Zoom or MS Teams. This technology enhances the at-home workout experience, and the incorporation of 3D virtual reality features can further elevate the realism of a workout.

Applicability Evaluation of Quantitative Light-Induced Fluorescence-Digital and Cariview in Cries Prediction Study (Quantitative Light-Induced Fluorescence-Digital과 Cariview의 우식예측 연구에 대한 활용도 평가)

  • Lee, Su-Young;Lim, Soon-Ryun;Bae, Hyun-Sook
    • Journal of dental hygiene science
    • /
    • v.13 no.4
    • /
    • pp.403-409
    • /
    • 2013
  • The purpose of this study was to evaluate the correlation between caries experience, Quantitative Light-Induced Fluorescence-Digital (QLF-D) redings and new caries activity test (Cariview) results in preschool children. Fifty-seven healthy kindergarten children (male 28, female 29) were participated this study. The calibrated dentist investigated the caries experience of children and new caries activity test. Cariview samples were incubated in the activated medium at $37^{\circ}C$ for 48 hours. All QLF-D taking and readings were performed by one experienced and trained operator under identical conditions in a dental unit chair located in a darkened room. Analysis range was limited to the maxillary and mandibular anterior teeth. QLF-D redings (white spot and dental plaque) were analysed using QLF system. The dft index had a relatively high correlation with the QLF-D redings (white spot: r=0.617, simple plaque score: r=0.500) (p<0.01). Also, there was significant correlation between dft index and the Cariview score (r=0.286) (p<0.05). However, the Cariview score had no significant correlation between dt index and ft index (p>0.05). QLF-D can be evaluated objectively the initial caries lesions and dental plaque correlated with caries experience. Therefore, QLF-D will be useful to the study of caries prediction.

덕유산 국립공원의 이용특성 및 휴양편익에 관한 연구

  • Yun, Yeo-Chang
    • 공원문화
    • /
    • s.26
    • /
    • pp.26-32
    • /
    • 1984
  • There have been few researches on the factors affecting forest recreation demand and demand for and value of forest recreation in Korea. This study has three main objectives as follows; First, to introduce the nature of recreation demand, the factors affecting forest recreation demand, and the methods of measuring demand for and benefits from forest recreation by reviewing related literatures. Secondly, to investigate the visitors' characteristics, patterns of recreation activities, and their attitudes for the recreation environments at the Deogyu National Park through interviewing them with the questionaire. Thirdly, to estimate the demand for and benefits of forest recreation at the National Park by Travel Cost Method. The survey was dealt by three trained interviewers at the enterance of the park for 5 days from September 26 to October 10, 1982. The 430 respondents were sampled randomly among 9,391 visitors with 4.6% of sampling rate. As the results, the study revealed that most of visitors to Deogyu National Park were from urban areas and belonged to the intermediate-upper income classes, and that most of them traveled more than 250 km or 4 hours to the site from their origins. And more respondents answered that the recreation environments of the cite were more or less better than other recreation areas. From the date of travel distances and participation rates of 13 cities or counties, the demand schedule of forest recreation at the National Park was established. The estimated equation of total experience demand curve is; Log $VR_i$ 2.6353 – 1.021 Log $D_i$ $R^2=0.9451$ where, $VR_i$ $(%\times1000)$ = Participation rate of the ith origin $D_i$ (km) = Travel distance from the ith origin From the total experience demand curve, the demand curve of recreation resources was built by adding travel cost in distance (km). The regression equation of the recreation resources at the Nation park is; Log V = 4.0304 – 0.8167 Log D $R^2=0.9060$ From the demand schedule of recreation resources, the recreational bendfits of Deogyu National Park was estimated. The estimated bendfits to a visitor from the forest is equivalent to the travel cost of 2,372 km. The study also found out that the demand for recreation resources was less elastic than the demand for the total recreation experience at the Deogyu National Park.

  • PDF

The relationship between precarious work and unmet dental care needs in South Korea: focus on job and income insecurity (한국 노동시장 불안정성과 미충족 치과의료의 관련성: 고용과 소득 불안정성을 중심으로)

  • Che, Xianhua;Park, Hee-Jung
    • Journal of Korean Academy of Oral Health
    • /
    • v.42 no.4
    • /
    • pp.167-174
    • /
    • 2018
  • Objectives: The aim of this study was to analyze the accessibility of dental care services among individuals with precarious employment in South Korea. Methods: We used the $9^{th}$ wave of the Korean Health Panel data (2015) and included 7,736 wage and non-wage earners in our study. We determined precariousness in the labor market as a combination of employment relationship and job income, and categorized individuals based on this into the following four groups: Group A comprising those who report job and income security, Group B comprising those who experience job insecurity alone, Group C comprising those who report a stable job but low income, and Group D comprising those who experience both job and income insecurity. Accessibility to dental care services was determined by experience of unmet dental care needs and unmet dental care needs caused primarily by financial burden. Logistic regression analyses were used to assess the effect of precarious work on access to dental care services. Results: Individuals with job insecurity (Group B; OR=1.445; 95% CI=1.22-1.70) and both job and income insecurity (Group D; OR=1.899; 95% CI=1.61-2.24) were more likely to have unmet needs than the comparison group. Both groups B and D were also 2.048 (95% CI=1.57-2.66) times and 4.435 (95% CI =3.46-5.68) times more likely, respectively, to have unmet dental care needs caused by financial burden. Education status, health insurance, and health status were all also effective factors influencing unmet dental care needs. Conclusions: Unstable employment and low income resulted in diminished access to dental care services. Therefore, governments should consider health policy solutions to reduce barriers preventing individuals with employment and income instability from accessing adequate dental care.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.18 no.12
    • /
    • pp.507-512
    • /
    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.

The Effects of Science Lessons Using Creative Activities on Scientific Concepts and Self Directed Learning Ability (창의적 체험활동 프로그램이 과학개념 및 자기주도적 학습능력에 미치는 효과)

  • Lee, Yongseob;Kim, Yoonkyung
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.8 no.3
    • /
    • pp.399-408
    • /
    • 2015
  • This study is to find out that the effects of a creative experience activity program to scientific concepts and self-directed learning skills. This study has been aimed at 2 class 40 students of 4th grade in D metropolitan city A elementary school in 2015, one class 20 students are the research group to apply Scientific research program using creative experience activity, another class 20 students were comparison groups to apply general science classes. The related class section of this study is 4th grade 2 semester of science 4 chapters, 'The Earth and the moon' This section is in fourth grade elementary science curriculum revision in 2009 is a Sections to learn for the first time about astronomical area. Target research group in club activities as part of the creative activities implemented using scientific inquiry and analyzed the results. In addition, in order to better research based on the results of this study as follows. First, the science curriculum in elementary schools, as well as applied research about the creative experience activity classes in other subjects is required. The ongoing research is needed to classes utilizing the characteristics of creative experience activities in several subjects of the elementary school curriculum. Second, Creative experiential learning is only effective when it is done consistently, it is worth studying for long periods of time.

Building a Sustainable UX Ecosystem under N-Screen and Cloud Computing Paradigm (N-Screen과 클라우드 컴퓨팅 패러다임에서의 지속가능한 UX 생태계 구축에 대한 연구)

  • Kim, Sung-Woo
    • Journal of the Ergonomics Society of Korea
    • /
    • v.29 no.4
    • /
    • pp.553-561
    • /
    • 2010
  • This paper discusses the next direction for user experience design to keep pace with an ongoing IT paradigm shift, particularly focused on UX standardization activity contributing to reinforcement of brand power and customer loyalty. The paper introduces a model that identifies four levels of UX standardization and a key concept called "sustainable UX ecosystem" as its top level. It argues that in the new IT paradigm the fourth level of UX standardization, the sustainable UX ecosystem, is the next direction user experience must head towards.

The Effect of Product Experience Through Virtual Reality on Product Evaluation

  • Jeon, Eunmi;Han, Youngjee;Woo, Hyunjin
    • Asia Marketing Journal
    • /
    • v.21 no.4
    • /
    • pp.45-57
    • /
    • 2020
  • With the development of new technologies, virtual reality (VR) is emerging as a new consumer marketing platform. Yet, only a few studies have investigated VR in the consumption context. The current research explores how experiencing a product through VR influences consumer attitude and purchase intention for the product. Although assessing products in real life is believed to be more diagnostic than that through VR, the present research revealed that experiencing a product through VR could lead to a more positive attitude toward and higher purchase intention for the product. We also demonstrated that "enjoyment" has a mediating effect while evaluating the product through VR. To compare product experience through VR to that in real life, we employed the HTC Vive VR system to implement a VR environment. In the VR condition, participants evaluated plastic building blocks using a VR headset and a motion controller; and in the real life (reality) condition, they evaluted plastic building blocks printed using a 3D printer to make them look exactly the same as the blocks used in the VR condition. Finally, implications and suggestions are discussed.