• Title/Summary/Keyword: Virtual design review

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The Role of Fashion House Museums - Focused on European Luxury Fashion Brands - (패션하우스 뮤지엄의 역할에 관한 연구 - 유럽의 럭셔리 패션브랜드를 중심으로 -)

  • Jung, Jung-hee;Yim, Eun-hyuk
    • Fashion & Textile Research Journal
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    • v.20 no.2
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    • pp.143-155
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    • 2018
  • The purpose of this study is elucidate the status and role of fashion house museums including art museums that are affiliated to luxury fashion brands. This study is significant in that it offers profound understanding of the history of luxury brands and the direction of communication these luxury brands are taking through online and offline museums. For research methods in this study, literature review and case studies were combined. Based on the luxury type classification by Sicard, the scope of research was determined to include the French classical luxury brands to modern luxury brands and contemporary luxury brands. Examining the current status of fashion house museums, it was found that Cartier Foundation for Contemporary Art is an art museum operated by the luxury fashion brand, Cartier. Other fashion house museums in operation included $Herm{\grave{e}}s$ Museum, Foundation Louis Vuitton Museum, $Crist{\acute{o}}bal$ Balenciaga Museum, Yves Saint Laurent Museum, Gucci Museum, Christian Dior Museum, Prada Foundation Museum, Ferragamo Museum, Armani Silos, and so on. As for online museums, there was Valentino Garavani Virtual Museum. These luxury fashion brands' museums serves the following roles: provides references to the fashion industry professionals and researchers; differentiates the brand as means of experience marketing; promotes the brand and enhances brand communication through exhibitions of the founder and designers; archive the brand's design and builds the brand's history as a means of storytelling marketing.

A study on 3D Modeling Process & Rendering Image of CAD Program-With Case study on Cellular Phone Design- (캐드에 의한 3차원 모델링 제작과정과 렌더링 이미지 연출에 관한 연구-무선 이동 전화기 디자인 사례를 중심으로-)

  • 이대우
    • Archives of design research
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    • no.18
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    • pp.25-34
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    • 1996
  • Industrial design development methods and processes have changed in accordance with Industrial Information Age. These days, problems are created by existing methods and evaluation of design value , all problems concerned with time and finances sitaution have been made a subject of discussion. Development of design processes have been changed by the development of problem recognition and solving tools, and dpsign tpchnulugy havp hppn replaced by computer technology,Thus. software design processes linking thoughtware to hardware are used in the solution of design problems with many parts. In this study, 3D Modeling samples are presented, 3D Modeling can realise ' Ideas' to '3Dimentional Virtual Ohjects'. These effect and value are anle to decisively influence the process of design problem conference-ebealuation-solution.Proxesses of actual modeling and rendering are made as follows. By compusition of simple 20 drawings and shaping them into 30 objects, 30 solid models can be made. To prssent effectivley, we can make a sample model by varying camera views,light sourses,materials and colours etc. This sample is evaluated by various cumposition, methods and PERT(Program Evaluation and Review Technique). This cuncrete sample (tentative plan)is changed within the CAD SYSTEM by design evaluation, and then converted to flowchart of mass productive conception through refined data. So, that tentative plan can be conformed to design desire actuillly, to the utmost degree. Finally, this design process can be proposed as il new method in cuntrast with current methods. The aim of this study is to suggest effective evaluation methods of design outcome among many evaluating elements.

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Review of Research Trends on Virtual Reality-Based Intervention for Students with Autism Spectrum Disorders and Intervention Characteristics (자폐 범주성 학생을 위한 가상현실 기반 중재 연구동향 및 중재 특성 고찰)

  • Yang, Yi;Lee, Suk-Hyang;Suh, Min-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.623-636
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    • 2017
  • The use of virtual reality(VR)-based interventions for students with autism spectrum disorders(ASD) has received special attention as evidence-based practices for its feasiblity, practicality, and appropriateness. However, there is little research to investigate the effects of VR-based intervention for students with ASD in Korea. This study identifies and reviews studies applying VR-based interventions. In total, 13 experimental studies were found that examine the effects of VR interventions published from 1990 to 2016. The selected studies were analyzed by 6 variables including publication year, participants, research design, independent variable, dependent variable, and outcome. The results of this study showed the feasibility of the implementing VR-based interventions in various age group students with ASD. In addition, the utilization of VR techniques was particularly effective in improving a wide range of social communication skills including facial recognition, empathy, joint attention, understanding social context, and resolving issues due to limited cognitive abilities. Several recommendations for the future study on VR-based intervention for students with ASD such as interdisciplinary approach to VR-based interventions, support needs regarding characteristics of ASD, generalization and maintenance of acquired technology, and consideration for participants' cultural background. were discussed.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

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.

Service Design for Using the Drones in the Early Stages Fires of Dense Residential Areas (주택가 밀집지역 화재발생 초기 드론 활용 서비스디자인 연구)

  • Youn, Gyo-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.111-121
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    • 2019
  • Recently, through the services that use drones at fire sites to deliver on-site and road conditions into the situation room and life-saving activities or the deliveries of first aid outfits at the accident scenes that are inaccessible to humans, there are more and more cases of dealing with emergency situations. Therefore, by studying the service design using drones in the initial stage of response to fires in dense residential areas, this study was intended to reify the service design area of the response stage, including the dispatch of fire sites and the fire suppression. To do this, through literature researches, research directions were explored by examining the concept and process review of service design, and by analyzing the application cases using service design. In order examine the validity of this study, a one-on-one interview was conducted to identify the use and problems of drones among incumbent firefighters, and identified the applicability of drones to fire sites by targeting drone experts. Field research was conducted to identify the location and distance of road conditions, site conditions, and 119 safety centers, by making Yongsan-gu, the most vulnerable area to fire in Seoul, as a research sample. And, among the methodologies of service design, Persona and Customer Journey Map were prepared and Insight was derived, by using virtual scenarios for the experience values and behavior analyses of the interested parties. Through these processes, this researcher intended to present the fire-response service design and help establish the direction of service design in the initial stages of fire in Korea.

An Approach to the Graph-based Representation and Analysis of Building Circulation using BIM - MRP Graph Structure as an Extension of UCN - (BIM과 그래프를 기반으로 한 건물 동선의 표현과 분석 접근방법 - UCN의 확장형인 MRP 그래프의 제안 -)

  • Kim, Jisoo;Lee, Jin-Kook
    • Korean Journal of Construction Engineering and Management
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    • v.16 no.5
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    • pp.3-11
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    • 2015
  • This paper aims to review and discuss a graph-based approach for the representation and analysis of building circulation using BIM models. To propose this approach, the authors survey diverse researches and developments which are related to building circulation issues such as circulation requirements in Korea Building Act, spatial network analysis, as well as BIM applications. As the basis of this paper, UCN (Universal Circulation Network) is the main reference of the research, and the major goal of this paper is to extend the coverage of UCN with additional features we examined in the survey. In this paper we restructured two major perspectives on top of UCN: 1) finding major factors of graph-based circulation analysis based on UCN and 2) restructuring the UCN approach and others for adjusting to Korean Building Act. As a result of the further studies in this paper, two major additions have demonstrated in the article: 1) the most remote point-based circulation representation, and 2) virtual space-based circulation analysis.

Development of Teaching and Learning Process Plans Based on the Use of the Metaverse ZEP Platform in Practical Arts (Technology & Home Economics) Focusing on the "Family Life" Unit (실과(기술·가정) 교과 '가족' 영역 메타버스 ZEP 플랫폼 기반 교수·학습 과정안 개발)

  • Eun Mi Ko;Sung Sook Kim;Hyoung Sun Kim;Yeon Jeong Kim;Jung Hyun Chae
    • Human Ecology Research
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    • v.61 no.4
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    • pp.543-563
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    • 2023
  • The purpose of this study is to design and develop a Metaverse ZEP platform-based teaching and learning process plan by selecting learning topics that are commonly dealt with among the core concepts of the "family" area of practical (technical and home) subjects. To this end, a teaching and learning process plan was developed through planning, Metaverse platform design, expert review, and revision stages. The Metaverse ZEP "Open Class Day" platform, a virtual learning space, was created and developed to further utilize EduTech programs, such as Padlet, Mentimeter, Jamboard, Miricanvas, and Spatial. The teaching and learning process plan developed in this study consists of a total of seven sessions, including approaching EduTech, Changing Families, Exploring Our Family, and Counseling Centers 1, 2, and 3. Among them, Geumji Counseling Center 1, 2, and 3 was designed as a class in which parents and children participate together in open classes using the ZEP platform. This platform can be used as part of parent classes as well as to encourage online participation in the open classes held periodically at each individual school. In terms of the content validity ratio (CVR) of the developed teaching and learning process verified through five experts, 12 out of 15 questions had a CVR of 1, while the remaining three questions had a CVR of 0.6. The three questions with lower validity were revised and supplemented.

Workflow Procedures and Applications in BIM-based Design for Safety (DfS) (BIM 기반 설계안전성검토의 업무 절차와 활용 방안에 관한 연구)

  • Jaewoong Hwang;Heetaek Yoon;Junhyun Bae;Youngkon Park
    • Land and Housing Review
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    • v.15 no.2
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    • pp.125-137
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    • 2024
  • A conventional Design for Safety (DfS), introduced to eliminate potential hazards in the design phase proactively, has encountered persistent challenges, such as perfunctory risk assessments and hazard identifications based on 2D drawings and inefficient workflow processes. This study proposes a BIM-based approach to Design for Safety (DfS) to address the limitations of conventional methods, aiming to enhance efficiency and achieve practical safety management benefits. The proposed workflow process for BIM-based DfS has been refined and validated for on-site applicability through various case studies, including risk assessments during the design phase and field applications for safety management activities during the construction phase. Specifically, the critical process of risk assessment within the DfS methodology has also been transitioned to a BIM-based approach. This BIM-based risk assessment process has been evaluated through case studies, encompassing safety reviews for structural design, construction equipment operation, and construction methodology with sequence in design projects. Additionally, the proposed BIM-based DfS has demonstrated exceptional on-site applicability and efficiency, as validated by the application of a BIM deliverable embedded in DfS information for CDE-based daily activity briefing, VR-based safety training, AR-based mitigation measures inspections, and other safety management activities in the construction phase.

Users' Perception and Behavioral Differences Depending on Chatbot Agent Identities (챗봇 에이전트 정체성(identity)에 따른 사용자의 인식 및 행동 차이에 대한 연구 개인, 기관, 기계 에이전트의 차이를 중심으로)

  • Kim, Yoojung;Han, Sang Kyu;Yoon, Zongmuk;Heo, Eunyoung;Kim, Jeong-Whun;Lee, Joongseek
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.45-55
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    • 2017
  • In recent years, some service providers have introduced chatbot agents to provide engagement in the healthcare field. However, current research on chatbot agents is still limited to designing various chatbot identities for healthcare services. By contrast, this study aims to investigate how various agent identities affect users' perceptions and behaviors differently. We developed three chatbot agents with different identities: a doctor (an individual), a hospital (an institution), and a virtual agent (a machine). Then, we recruited 36 users and divided them into three groups, each using a different chatbot agent. They were asked to track their behaviors and review advice from the chatbot agent for six days. Post-hoc surveys and interviews were conducted in order to investigate users' perceptions. The findings are as follows: participants felt more trusting and intimate with the doctor and hospital agents than with the virtual agent. Many of the participants preferred the hospital agent due to its higher reliability. However, all three agents did not lead the participants to change their behaviors. This study contributes to providing practical guidelines for designing chatbots in the healthcare field by studying users' perceptions and behaviors depending on chatbot identities.