• Title/Summary/Keyword: Virtual Try-Out

Search Result 23, Processing Time 0.025 seconds

The Study of Mapping Coordination S/W Based on the Internet Shopping Mall for Silver Apparel

  • Lee, Yoong-Joo;Chung, Sham-Ho
    • Journal of Fashion Business
    • /
    • v.13 no.6
    • /
    • pp.20-30
    • /
    • 2009
  • The purpose of this study is to develop the effective customized elderly fashion marketing process based on the web site, where older customer will be able to choose various fabrics and to try them out. This aims to establish new prototype of internet shopping mall for customized elderly fashion clothing. In this study, new method of product presentation on the online shopping mall is proposed to offer product information through 3D virtual reality. With the online shopping mall(SATC Mall) as a showcase, we presented virtual mapping system so that it enable the customers to select the fabrics and to see exactly how chosen fabric will look when applied to image of clothing. As an initial test of the application of simulation to measure 3D visualization of product, mapping software Vision Easy Map Pro Version 6.0(NedGraphics) Vision Easy Map Viewer Version 5.0(NedGraphics) were chosen and applied. By using this mapping system, the fabric change of the apparel product could be made on the internet shopping web site. However, this approach has been successful applied for presenting and customizing garment products. Future research will focus on the integration of mapping coordination into SATC Mall.

Possibility for Gamification based on Alternate Reality Game : Toward Pro-baseball Manager Game (대체현실게임기반의 게임화 가능성 : 프로야구매니저게임을 중심으로)

  • Han, Sang Geun;Song, Seung Keun
    • Smart Media Journal
    • /
    • v.4 no.1
    • /
    • pp.52-57
    • /
    • 2015
  • Currently the gamification as marketing technique has appeared in the field non-related with game, applied to game elements. The alternate reality game pulled down the boundary between the real and the virtual has come out. New trend game has shown beyond the range of the existing game. The possibility has import into online baseball simulation game. The objective of this research is the exploratory approach to build GOMS model through three subjects to the famous pro-baseball manager game. After game playing session, three subjects' utterance with game experience was recorded. We built the goal hierarchy of goal in GOMS to pro-baseball manager game to analyze the vocabulary in three subjects' utterance. We try to find the possibility of gamification in alternate reality game interacting between the real and the virtual, and demolishing them.

Structural Design of Interactive Storytelling (인터렉티브 스토리텔링의 구조적 디자인)

  • 이준희
    • Archives of design research
    • /
    • v.16 no.4
    • /
    • pp.375-384
    • /
    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

  • PDF

Design Analysis and Field Try-out of Automotive Panel Dies (자동차 패널금형의 설계해석과 현장 트라이아웃)

  • 이종문;금영탁
    • Transactions of Materials Processing
    • /
    • v.8 no.2
    • /
    • pp.127-134
    • /
    • 1999
  • This study suggests the practical method which can reduce the lead time of the field trial and design of the dies. The virtual manufacturing, with which the die design is evaluated by computer analysis, reveals the impropriety of a design before die makings. Three methods for reducing the die making process occupying over 60% of the automotive development are like follows: First, the crack and wrinkle occurrence can be prevented by virtually adjusting the blank holding force and drawbead force with a computer simulation. Second, the parts which can not remove the forming defects in spite of the adjustment of forming parameters need to modify the part geometry or punch temporary shape. Third, the simulation before field trial, and field trial simulation can be effectively used in die design.

  • PDF

Design Analysis and Field Try-out of Automotive Panel Dies (자동차 패널금형의 설계해석과 현장 트라이아웃)

  • 이종문;이한수;금영탁
    • Proceedings of the Korean Society for Technology of Plasticity Conference
    • /
    • 1998.06a
    • /
    • pp.25-32
    • /
    • 1998
  • This study suggested the practical method which can reduce the lead time of the field trial and design of the dies. The virtual manufacturing, with the die design is evaluated by computer analysis, reveals the impropriety of a design before making dies. Three methods for reducing the die making process occupying over 60% of the automotive development are like fellows : First, the crack virtually adjusting the blank holding force and draw bead force with a computer simulation. Second, the parts which can not remove the forming defects in spite of the adjustment of forming process parameters need to modify the part geometry or punch temporary shape. Third, the simulation before trial, field trial, and field trial simulation can be used effectively in the die design.

Design and Implementation of On-line Standards Development System on the World Wide Web (WWW상에서의 온라인 정보통신표준 개발 시스템 설계 및 구현)

  • 구경철;김형준;박기식;송기평;조인준;정회경
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.2 no.4
    • /
    • pp.559-573
    • /
    • 1998
  • Recently Standards Developments Organizations (SDO$\_S$) in the field of Information and Communication recognize that "More new and more complex standards should be developed in shorter time". To cope with this challenge they try to construct Standards Information Cooperation Network (SICN) or Electronic Document Handling (EDH) systems for efficient standards development process. This paper presents the design and implementation of an Extranet based Web system dedicated to effective on-line standards making environments. The system, which is called SICN (Standards Information Cooperation Network), is a workflow-based network application created with a view to fostering faster standards development with functionalities such as an electronic signature mechanism, electronic voting, comment gathering and dynamic links for ready retrieval of standards information stored in a database. This paper also describes the concept of a VSDO (Virtual Standards Development Organization) that supports all the features needed by the relevant standards making bodies to carry out their activities in dynamic on-line environments.ironments.

  • PDF

A Music Recommendation Method Using Emotional States by Contextual Information

  • Kim, Dong-Joo;Lim, Kwon-Mook
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.10
    • /
    • pp.69-76
    • /
    • 2015
  • User's selection of music is largely influenced by private tastes as well as emotional states, and it is the unconsciousness projection of user's emotion. Therefore, we think user's emotional states to be music itself. In this paper, we try to grasp user's emotional states from music selected by users at a specific context, and we analyze the correlation between its context and user's emotional state. To get emotional states out of music, the proposed method extracts emotional words as the representative of music from lyrics of user-selected music through morphological analysis, and learns weights of linear classifier for each emotional features of extracted words. Regularities learned by classifier are utilized to calculate predictive weights of virtual music using weights of music chosen by other users in context similar to active user's context. Finally, we propose a method to recommend some pieces of music relative to user's contexts and emotional states. Experimental results shows that the proposed method is more accurate than the traditional collaborative filtering method.

A Task Scheduling Algorithm with Environment-specific Performance Enhancement Method (환경 특성에 맞는 성능 향상 기법을 사용하는 태스크 스케줄링 알고리즘)

  • Song, Inseong;Yoon, Dongsung;Park, Taeshin;Choi, Sangbang
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.54 no.5
    • /
    • pp.48-61
    • /
    • 2017
  • An IaaS service of a cloud computing environment makes itself attractive for running large scale parallel application thanks to its innate characteristics that a user can utilize a desired number of high performance virtual machines without maintenance cost. The total execution time of a parallel application on a high performance computing environment depends on a task scheduling algorithm. Most studies on task scheduling algorithms on cloud computing environment try to reduce a user cost, and studies on task scheduling algorithms that try to reduce total execution time are rarely carried out. In this paper, we propose a task scheduling algorithm called an HAGD and a performance enhancement method called a group task duplication method of which the HAGD utilizes. The group task duplication method simplifies previous task duplication method, and the HAGD uses the group task duplication method or a task insertion method according to the characteristics of a computing environment and an application. We found that the proposed algorithm provides superior performance regardless of the characteristics in terms of normalized total execution time through performance evaluations.

The Effects of Experience Factors have on Store Satisfaction and Store Loyalty for Experimental Fashion Stores - Focusing on Virtual Experience by Visual Stimuli - (체험적 패션 매장에서 체험 요인이 점포만족도와 점포충성도에 미치는 영향 연구 - 시각적 자극물을 통한 가상 체험을 중심으로 -)

  • Chae, Heeju;Kim, Minyoung;Ko, Eunju
    • Journal of the Korean Society of Costume
    • /
    • v.66 no.4
    • /
    • pp.1-17
    • /
    • 2016
  • Fashion stores have to change to fit such the taste of individual customers taste and try to give unique experiences to the customers. They need to develop a special space that entertains customers, and entices them to visit and revitalize the off-line stores. This paper aims to analyze the experimental factors of stores, and how each of the factors impact customer experience in order to find out its effect on store satisfaction and store loyalty. Data was analyzed by using SPSS 18.0 and AMOS 18.0. Results of this study are as follows. First, Visual, Tactile, and Gustatory are the main senses that influence the emotional experience of the customers on a store visit. Second, three factors that influenced customer experience in experimental fashion stores are 'Causing Interest', 'Causing Concern', and 'Causing Relationship.' Third, the 'Causing Interest' factor and the 'Causing Concern' factor showed positive correlation with store satisfaction, while the 'Causing Relationship' factor did not impact store satisfaction, which affected store loyalty. Fourth, each experimental fashion stores can have different effect to consumer satisfaction and loyalty. Also, fashion store brands without an experimental store can cause various effects to consumers when a flagship store with an array of product information is formed. The conclusion drawn from this study will provide a guideline for fashion stores attract faithful customers by improving their store environment.

A Case Study on The Improvement of Dental Clinic Preventive Service Using User-Centered Service Design (사용자 중심 서비스디자인을 활용한 치과예방서비스 개선 사례연구)

  • Shin, Kwangsub;Choi, Hyunchul;Kwon, Sang Ji;Yoon, Chiho
    • Korea Journal of Hospital Management
    • /
    • v.26 no.3
    • /
    • pp.28-42
    • /
    • 2021
  • Purposes: The objective of this study is to analyze service design process of dental clinic preventive service by using 'Double Diamond Design Process' which is user-centered for improving dental clinic management efficiency. Methodology: We examine case study that dental clinic preventive service of local dental clinic. Following the double diamond design four steps(①discover, ②define, ③develop, ④deliver), we use suitable analytic tools in each steps. In discover step, we perform observation and desk research. Next, in define step, affinity diagram, user persona, and user journey map are performed. We then make service blueprint in develop step. Finally, in deliver step, virtual scenario and confirm some outputs which are based on results of former steps are suggested. Findings: As a result of this study, waiting and consulting phases turn out that these phases are in the most trouble than others. Users(patients) have lots of complain and dissatisfaction in these phases. These touch-points will have to be modified Practical Implication: After checking this study result, it could suggest improvement schemes. To apply these, we try to make some scenarios, and finally realize some outputs. Service design has arisen to strengthen the competitiveness by reflecting user's experience and needs. Especially, service design is not typical, it is so flexible that can apply to various situation and objects. We hope that result of this study is made good use for dental clinics in need.