• Title/Summary/Keyword: The Designed World

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Study on a Connector between Virtual World and Real World (가상세계와 현실세계 사이의 정보전달자에 관한 연구)

  • Hyungjun Seo;Park, Jae-Hee;Heedong Ko
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.65-69
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    • 2003
  • The concept of connector is introduced as mediator between virtual environment and real environment. A connector has interest on usefulness in real world while previous interfaces of virtual reality system have focus on virtual world. A functional connector among connectors gives solution if disorientation problem in virtual environment and helps user to take out the knowledge experienced through virtual reality system in real environment. An example of a functional connector is designed and developed. Evaluation of designed and developed. Evaluation of connector will be executed later.

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A Planner for the Limited Table-Capacity Blocks World (작업장이 제한된 블럭세계에 대한 계획자)

  • 심동희;황종선
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.31B no.8
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    • pp.192-200
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    • 1994
  • Gupta defined deadlocks in the blocks world and proved that decision making problem in the blocks world is NP-Complete. The types of deadlocks are classified and the properties of deadlocks are analyzed in this paper. The heuristic planner algorithm for the limited table-capacity blocks world using both the inverse position of the block and properties of deadlocks is designed and its performance is also evaluated.

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Satellite Ground Track Display on a Digitized World Map for the KOMPSAT-2 Mission Operations

  • Lee, Byoung-Sun;Kim, Jae-Hoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.246-249
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    • 2005
  • Satellite ground track display computer program is designed and implemented for the KOMPSAT-2 mission operations. Digitized world map and detailed Korean map is realized with zoom and pan capability. The program supports real-time ground trace and off-line satellite image planning on the world map. Satellite mission timeline is also displayed with the satellite ground track for the visualized mission operations. In this paper, the satellite ground track display is described in the aspect of the functional requirements, design, and implementation.

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Structural Desingn of the Seoul World Cup Stadium (서울월드컵경기장 구조설계)

  • 이문곤
    • Journal of the Korean Professional Engineers Association
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    • v.34 no.5
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    • pp.25-28
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    • 2001
  • The Seoul World-Cup Stadium is a representative stadium of Korea that 2002 Korea-Japan World-Cup will be held in. It is designed for structural safety, economical efficiency during the construction, easy maintenance, and the utilization after the festival. Also, it is considered that this stadium has sufficient safety against the earthquake, wind, and snow through 3-dimensional dynamic analysis. In addition, We hope that 2002 Korea-Japan World-Cup gets great success.

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An Empirical Study Approach to Investigating Impact of 3D Avatars on Customer Trust and Purchase Intention : Second Life Environment (3차원 아바타가 소비자 신뢰 및 구매의도에 미치는 영향에 관한 실증연구 : 세컨드라이프를 중심으로)

  • Lee, Kun-Chang;Lee, Keun-Young;Chae, Seong-Wook;Seo, Young-Wook
    • Knowledge Management Research
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    • v.9 no.4
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    • pp.91-112
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    • 2008
  • Recently, the virtual world where avatars are playing crucial roles in connecting users with each other receives much attention from practioners as well as academicians. Especially, Second Life is one of the most prevailing website where 3-D avatars can be easily designed in line with for users' personal tastes. However, there are no studies showing how the selling agents designed in 3-D avatars can affect customer trust and purchase intention in the context of virtual world. This study is concerned with suggesting the empirical results to fill in the research void like this. Results reveal that the proposed hypotheses are proven with statistical significance.

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Design Concept of the Seoul World Cup Stadium (서울월드컵경기장의 건축개념)

  • 류춘수
    • Journal of the Korean Professional Engineers Association
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    • v.34 no.5
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    • pp.18-24
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    • 2001
  • This Seoul World Cup Stadium is designed not only for FIFA's Football Game. This stadium would be a very huge multi-use urvan structure as a core of new developing west seoul. Architect's basic design concept is based on the combination of traditional korean symbolic form and ultra mordern high-tech.

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The Roof Canopy for Seoul World Cup Stadium (서울월드컵경기장 지붕구조물 설계와 시공)

  • ;David.M.Campbell
    • Journal of the Korean Professional Engineers Association
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    • v.34 no.5
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    • pp.29-33
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    • 2001
  • This paper summarizes the design and construction of the roof canopy structure for the SEOUL 2002 World Cup Main Stadium with a design inspired by Korean traditional beauty emphasizing images of the Pangpae kite. The stadium has also been designed for maximization of its post-World Cup utility to be used on as every basis by the citizens. The stadium canopy is a unique spatial network of truss members with a tensile membrane roof suspended from 16 masts. The canopy covers 40,950 ㎡. which is clad with a pre-stressed tensile membrane of PTFE coated fiberglass fabric and the glass.

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Empirical Analysis of the Effect of 3D Avatars on Consumer's Online Purchasing Behavior in Virtual World : Emphasis on Trust Transference (가상세계에서 3차원 아바타 판매원이 소비자 온라인 구매 행위에 미치는 영향에 관한 실증연구 : 신뢰전이를 중심으로)

  • Chae, Seong-Wook;Lee, Kun-Chang;Lee, Keun-Young
    • Knowledge Management Research
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    • v.10 no.3
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    • pp.153-173
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    • 2009
  • Virtual world typically characterized by Second Life (www.secondlife.com) has been successfully drawing a great deal of potential users all around the world. Attention towards 3D avartars has been increasing exponentially especially in the electronic commerce world. 3D avatars have firm position in the virtual world. This study is launched to explore this research void in which trust transference from 3D-avatars-sales representative to customers purchase intention will be especially analyzed on. To perform experiments, a research model was built in a form of path analysis. Two types of 3D avatars were designed and implemented-at-tractive type and professional type. Questionnaire survey was adopted, and empirical analysis results were obtained from the research model. Results reveal that the proposed hypotheses are proven with statistical significance.

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