• Title/Summary/Keyword: Platform modeling

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Development of Multi-platform 3D Interactive Rural Landscape Simulator with Low-cost Web GIS and Game Engine (무료 Web GIS와 보급형 게임엔진을 이용한 다중플랫폼 3차원 인터랙티브 농촌경관 시뮬레이터 개발)

  • Lee, Sungyong;Kim, Taegon;Lee, Jimin;Suh, Kyo
    • Journal of Korean Society of Rural Planning
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    • v.19 no.4
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    • pp.177-189
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    • 2013
  • 3D modeling and rendering technologies are getting more attention from landscape planners and architects because the virtual reality based on 3D graphic technology could give more realistic experience to landscape simulation users and boost promotional effects. The 3D landscape simulation, however, not only requires a lot of cost and time in production, but also demands efforts to distribute to consumers due to various computing environment of them. The purpose of this study is to suggest a process for developing an interactive 3D landscape simulator with low-cost, which can support multi-platform functionality in high quality through reviewing related current software and web services. We select GIMP for 2D image texturing, SketchUpfor 3D modeling, Unity for real-time rendering, and Google Earth for terrain modeling considering price and workability and apply the developed process for Windows, Web, and Android versions to test the applicability for Sangji-ri, Gosam-myeon, Gyeonggi-do, Korea.

Analysis of Reviews from Metaverse Platform Users Based on Topic Modeling

  • Jung Seung Lee
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.93-104
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    • 2024
  • This study conducts an in-depth analysis of user reviews from three leading metaverse platforms - Minecraft, Roblox, and Zepeto - using advanced topic modeling techniques to uncover key factors for business success. By examining a substantial dataset of user feedback, we identified and categorized the main themes and concerns expressed by users. Our analysis revealed that common issues across all platforms include technical functionality problems, user engagement and interest, payment concerns, and connection difficulties. Specifically, Minecraft users highlighted the importance of adventure and creativity, Roblox users expressed significant concerns about security and fraud, and Zepeto users focused heavily on the fairness of the in-game economy. The findings suggest that for metaverse platforms to achieve sustained success, they must prioritize the resolution of technical issues, enhance features that foster user engagement, ensure reliable connectivity, and address platform-specific concerns such as security for Roblox and payment fairness for Zepeto. These insights provide valuable guidance for developers and business strategists, emphasizing the need for robust technical infrastructure, engaging and diverse content, seamless user access, and transparent and fair economic systems. By addressing these key areas, metaverse platforms can improve user satisfaction, build a loyal user base, and secure long-term success in an increasingly competitive market.

The Effect of Experiential Value of AR Fashion Platform on Platform Preference (증강현실 패션플랫폼에 대한 경험적 가치가 플랫폼 선호도에 미치는 영향)

  • Ha Kyung Lee;Hee Jin Hur
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.6
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    • pp.987-1003
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    • 2022
  • This study explores the effect of experiential value of AR fashion platform on platform preference. Based on the SOR theory, the effects of visual appeals, entertainment, service excellence, and efficiency on platform attitudes, mediated by intrinsic enjoyment and escapism, are tested. The participants respond to the questions after watching the video clip, using an AR fashion platform. A total of 252 data is analyzed using SPSS 26.0 for descriptive statistics and reliability analysis and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. The results show visual appeals, entertainment, and efficiency influence platform preference, mediated by intrinsic enjoyment. Entertainment also influences platform preference, mediated by escapism. The moderating effect of the AR service pre-experience is also explored. For the group with the AR service experience, entertainment and efficiency has a positive effect on intrinsic enjoyment, leading to AR platform preference. For the group without an AR service experience, only entertainment influences the AR platform preference, mediated by intrinsic enjoyment; however, there are no factors which increase escapism. The findings of this study contribute to find the marketing directions for the AR service users, by offering appropriate experiential values based on their prior AR experience.

Model Test Study on the Earth Pressure of the Retaining Wall with the Relieving Platform (선반식 옹벽의 토압에 관한 모형시험 연구)

  • Kim, Byoungil;Yoo, Wankyu;Yang, Mirim;Park, Yongseok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.32 no.1C
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    • pp.27-35
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    • 2012
  • The relieving platform has the advantage of decreasing the total lateral earth pressure on the retaining wall and increasing the overall stability of the structure. Several modeling tests were performed to determine the earth pressure distribution on the retaining wall with a relieving platform and to compare it with that of the cantilever retaining wall. Different types of soil and angle of cutting surface were used to determine the effect of the soil characteristics and the backfill conditions on these earth pressure distributions. From the modeling tests, comparisons between the retaining wall with a relieving platform and the cantilever retaining wall show that the reduction of the lateral earth pressure and deformation of wall was indicated clearly on the retaining wall with a relieving platform. And the overall stability was increased by the relieving platform.

Identifying Key Factors Affecting Mobile Market-Platform Attractiveness

  • Lee, Jeonghoon;Kim, Sookyung
    • Journal of Information Technology Applications and Management
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    • v.21 no.1
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    • pp.137-150
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    • 2014
  • The following study specially aims to market platform in the mobile circumstance. The characteristics of customers and infrastructure are handled by market platform under the new media. These characteristics will be revealed based on the unification of organizational structure and interaction of information structure in the relationship marketing. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on Perceived integratedness and Interactive Accessibility of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized on the base of the market communication. Perceived integratedness and Interactive Accessibility, 2 properties of new media increase the co-creation experience and perceived convenience in the market platform of their customers. Therefore, the structure of market platform that enhance the co-creation experience and perceived convenience has higher attractiveness. They create beneficial experience to the customers and productive values to the producers as well.

Modeling Traceability Between Software Product Line Requirements and Architecture (소프트웨어 제품 라인의 요구사항과 아키텍처 간 추적성 모델링)

  • Eom, Seokhwan;Kang, Sungwon;Kim, Jingyu;Lee, Seonah
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.11
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    • pp.487-498
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    • 2015
  • Traceability enables software developers to trace up the changes occurring in software artifacts. In software product line, traceability is more complex than traceability in a single product as commonality and variability should be considered. Modeling traceability between features and requirements has been proposed in the past. However, traceability between requirements and architecture has more factors to consider, including many-to-many mappings and hierarchical structure of architectures. This paper proposes a method of systematically constructing platform traceability between platform requirements and platform architecture. This paper also shows the efficacy of the proposed mechanism through case studies.

Investigating the Trends of Research for the Platform Work (플랫폼노동 연구 동향 분석)

  • Bang, Mi-Hyun;Lee, Young-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.430-440
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    • 2021
  • We analyzed research trends of 288 Korean academic dissertations and articles regarding platform work, using topic modeling and keyword network analysis method. Research disciplines of many studies were laws, business administration, and economics fields. Thigh frequent themes were platform labor protection measures and direct or indirect effects of the sharing economy. The main keywords were digital, value, industry, and labor in terms of infrastructure and structural change. Besides, the main topics were the protection of platform workers, the values of sharing services, digital paradigm, and platform regulations. Based on the results of the analysis, we derived four implications and suggestions such as researching structural frames in macroscopic contexts, generalizing case analysis, and technology supplementation by applying average and quantitative analysis methods, researching individual competency development to realize the essential symbiotic value of sustainability, and developing customized vocational education and training programs.

Loads and motions for a spar-supported floating offshore wind turbine

  • Sultania, Abhinav;Manuel, Lance
    • Wind and Structures
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    • v.22 no.5
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    • pp.525-541
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    • 2016
  • An offshore wind turbine supported by a spar buoy floating platform is the subject of this study on tower and rotor extreme loads. The platform, with a 120-meter draft and assumed to be sited in 320 meters of water, supports a 5 MW wind turbine. A baseline model for this turbine developed at the National Renewable Energy Laboratory (NREL) is employed in stochastic response simulations. The support platform, along with the mooring system consisting of three catenary lines, chosen for loads modeling, is based on the "Hywind" floating wind turbine concept. Our interest lies in gaining an understanding of the dynamic coupling between the support platform motion and the turbine loads. We first investigate short-term response statistics using stochastic simulation for a range of different environmental wind and wave conditions. From this study, we identify a few "controlling" environmental conditions for which long-term turbine load statistics and probability distributions are established.

Rope Modeling and Verification for the Robotic Platform of the Wall Cleaning Robot (ROPE RIDE) (외벽청소로봇(ROPE RIDE)의 등강 로봇 플랫폼을 위한 로프 모델링 및 검증)

  • Yoo, Sungkeun;Kim, Taegyun;Seo, Myoungjae;Kim, Hwa Soo;Seo, TaeWon
    • The Journal of Korea Robotics Society
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    • v.14 no.3
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    • pp.191-195
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    • 2019
  • This paper presents a rope modeling and verification for the robotic platform of the wall cleaning robot (ROPE RIDE). ROPE RIDE has the characteristics of climbing up and down using a rope fixed on the roof like traditional workers. In order to perform a stable operation with a wall cleaning robot, it is necessary to estimate the position of the robot in a vertical direction. However, due to the high coefficient of extension and nonlinearity of the climbing rope, it is difficult to predict the behavior of the rope. Thus, in this paper, the mathematical modeling of the rope was carried out through the preliminary experiment. Extensive experiments using different types of rope were used to determine the parameters of the constitutive equation of climbing ropes. The validity of the determined parameters of various ropes was verified through the experiment results.