• Title/Summary/Keyword: Virtual money

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Affective interaction to emotion expressive VR agents (가상현실 에이전트와의 감성적 상호작용 기법)

  • Choi, Ahyoung
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.37-47
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    • 2016
  • This study evaluate user feedback such as physiological response and facial expression when subjects play a social decision making game with interactive virtual agent partners. In the social decision making game, subjects will invest some of money or credit in one of projects. Their partners (virtual agents) will also invest in one of the projects. They will interact with different kinds of virtual agents which behave reciprocated or unreciprocated behavior while expressing socially affective facial expression. The total money or credit which the subject earns is contingent on partner's choice. From this study, I observed that subject's appraisal of interaction with cooperative/uncooperative (or friendly/unfriendly) virtual agents in an investment game result in increased autonomic and somatic response, and that these responses were observed by physiological signal and facial expression in real time. For assessing user feedback, Photoplethysmography (PPG) sensor, Galvanic skin response (GSR) sensor while capturing front facial image of the subject from web camera were used. After all trials, subjects asked to answer to questions associated with evaluation how much these interaction with virtual agents affect to their appraisals.

Development of a Robot Design Program (로봇 설계 프로그램 개발)

  • Seo Jong Hwi;Kim Chang Su;Jung Il Ho;Park Tae Won;Kim Hyk;Choi Jae Rak;Byun Kyng Seok
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.5 s.170
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    • pp.87-94
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    • 2005
  • This paper presents the development of a virtual robot design program. Robot design requires numerical software, robot solution software and multi-body dynamics software to complete several designs. However using a commercialized software implies some disadvantages, such as the waste of time and money it costs to learn how to use the software. We developed a virtual robot design program with which a user can design a robot with rapidity and reliability. The virtual robot design program is composed of robot kinematics module and robot dynamics module. The program is powerful software which may be used to solve various problems of a robot. The 3D animator and a 2D/3D graph of the program can analyze the design results into visual data. The virtual robot design program is expected to increase the competitiveness and efficiency of the robot industry.

E-mail System Model based on Ethereum (이더리움 기반 이메일 시스템 모델)

  • Kim, Taekyung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.99-106
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    • 2017
  • With the advent of virtual money such as bit coins, interest in the block chain is increasing. Block Chain is a technology that supports Distributed Ledger and is a versatile technology applicable to various fields. Currently, the block chain is conducting research for various applications such as virtual money, trade finance, marketplace, power market, image contents service, and IoT. The technologies that make up the block chain are smart contract, digital signature/hash function and consensus algorithm. And these technologies operate on P2P networks. In this paper, we have studied e-mail system based on the ethereum which is one of the block chain based technologies. Most legacy mail systems use SMTP and the POP3/IMAP protocol to send and receive e-mail, and e-mail use S/MIME to protect the e-mail. However, S/MIME is vulnerable to DDoS attacks because it is configured centrally. And it also does not provide non-repudiation of mail reception. To overcome these weaknesses, we proposed an e-mail system model based on ethereum. The proposed model is able to cope with DDoS attack and forgery prevention by using block chain based technology, and reliable recording and management among block chain participants are provided, so that it is possible to provide a non-repudiation function of e-mail transmission and reception.

Satisfaction and direction of oral health education for non-face-to-face education due to COVID-19 (COVID-19로 인한 비대면 교육의 만족도와 구강보건교육의 방향성)

  • Kim, Han Hong
    • Journal of Korean Academy of Dental Administration
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    • v.9 no.1
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    • pp.44-50
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    • 2021
  • Owing to the Corona virus (COVID-19) crisis, virtual education has been expanded. Accordingly, this study was conducted to determine the direction of oral health education by examining participants' satisfaction with virtual education and educational media preferences. This study collected data from a Naver Form online survey targeting 290 university students across the country, from May 10 to 31, 2021. The collected data were analyzed using IBM SPSS 20.0. According to the data, satisfaction with virtual classes was 3.36 points in 5-point Likert scale, satisfaction factors were reduced commuting time and money expenditure, and the highest dissatisfaction factor was a decrease in lecture concentration. The media platform that most interested students pursing oral health education was YouTube. The oral health education that participants wished to receive through virtual education included how to prevent tooth decay, how to prevent gum disease, and how to brush teeth. In conclusion, it is necessary to develop various media like Zoom, YouTube, and virtual reality programs so that students feel motivated to utilize oral health education and improve oral health.

Study on Use the Metaverse Platform in Fashion Design (패션디자인 분야의 메타버스 플랫폼 활용 연구)

  • Ryu, Kyoung ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.31-44
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    • 2023
  • Fashion design in the metaverse is not simply a 3D avatar or virtual fashion, it is an important clue for shopping trends, and the role of fashion design has grown even more because avatars and humans are identified and active. This study, I attempts to understand the metaverse platform accurately and find out the scope of fashion design within the metaverse platform. In addition, we want to provide basic data that can expand the field by using fashion design in various ways on the metabus platform. This study investigated and analyzed various metaverse fashion cases, articles, software, and methods used by metaverse fashion creators, and the results are as follows. First, the metaverse platform is a new level of virtual interaction where users and creators communicate through the convergence of augmented reality, lifelogging, mirror world, and virtual world. Second, most of the users of the metaverse platform are generation Z, and metaverse creators who make money by producing avatars or items, including fashion design, are emerging as a new job field. Third, many fashion brands created spaces on the Metaverse platform, collaborated with games, or opened fashion weeks for publicity, marketing, and sales. Fourth, as a 3D program for metaverse fashion creator activities, open-source software is easier and free of charge compared to programs for fashion design specialists, and most costumes can be reproduced, so it will be easier for fashion design majors to utilize.

A Virtual Manufacturing Agent for Sales Agent of Manufacturers in EC Marketplace (전자상거래 환경하에서의 제초업체 판매 에이전트를 위한 가상생산 에이전트)

  • 최형림;박병주;김현수;이창호
    • Journal of Intelligence and Information Systems
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    • v.7 no.1
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    • pp.1-15
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    • 2001
  • Recently, Internet based Electronic Commerce is recognized as one of the alternatives for strengthening sales power of small and medium companies. However, small and medium manufacturers can't adjust properly to the new environment because they are in short of money, personnel, and technology. To cope with this problem, this paper deals with the development of virtual manufacturing agent to support sales agent. The sales activity of most of parts manufacturing companies is based on orders of buyers. The process of promotion, receipt and selection of orders of the parts manufacturing is closely coupled with the load status of the production lines. On deciding whether to accept an order or not, as well as negotiating with buyers, sales person needs information such as load and schedule of production lines, manufacturability of the order. Therefore, the functions of virtual manufacturing agents manufacturability analysis, process planning, and scheduling are key features in developing an agent of sales activity for the parts manufacturing business. While most of research on virtual manufacturing system so far is focused on the simulation of each product, this paper deals with the development of agent assisting internet-based product sales by supporting production information promptly. The pilot system of virtual manufacturing agent is implemented using KQML-based agent template and Java-based expert system shell for a small molding company.

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A Design of Embedded Prototyping System for Home Appliance (정보가전용 임베디드 프로토타이핑 시스템 설계)

  • Lee, Jeong-Bae;Lee, Young-Ran;Jung, Young-Jin;Kim, Jong-Il;Kim, Nam-Dong;Shin, Hyun-Cheul
    • Convergence Security Journal
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    • v.6 no.1
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    • pp.91-103
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    • 2006
  • It seems necessary to have a new methodology to develop the complex embedded system in a short time with a small amount of money and secure the reliability of products. For this in this study, the investigator presents the state-of-the-art technology with which the limitation of physical prototyping and virtual prototyping can be overcome. Also as a developing methodology of the em-bedded system in which the new technology is applied, the investigator suggests a new methodology of developing process for the integrated design, integrated simulation, and debugging of the physical prototyping and the virtual prototyping.

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A Study on Image Analysis for Determination of Wear Area in Accelerated Durability Test (가속내구시험 마모영역 판별에 대한 이미지 분석 연구)

  • Cheon, Min-Woo;Lee, Chul-Hee
    • Tribology and Lubricants
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    • v.38 no.4
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    • pp.128-135
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    • 2022
  • In the product development process, the reliability of the product can be secured through durability tests. However, since the durability test method is expensive and time consuming, a method to save time and money by utilizing virtual product development (VPD) is required. However, research on the accuracy of the results of virtual product development is required. In this paper, an accelerated durability test was designed and conducted using a planetary gear decelerator. And an analysis model under the same conditions was created and simulated. To correlate the results of the experiment with the results of the analytical model, created a model that can discriminate the wear region using one of the data mining methods, the k-means algorithm method and HSV (Hue, Saturation, Value). The wear area is compared by counting the number of pixels defined as wear through a discrimination model. A similar ratio was calculated by comparing the pixel ratio of the area determined as wear in the entire area. It showed a similar ratio of about 70%, and it is necessary to improve the discrimination method.

Fun Labor and User Identity of Virtual Worlds (가상세계의 재미노동과 사용자 정체성)

  • Lyou, Chul-Gyun;Shin, Sae-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.182-190
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    • 2007
  • Virtual world is the 3D graphical interactive environment that networked by electronic communications. Virtual Worlds offered flow experience for a long time to their users. They blur the boundaries of work and play, so bring out the concept of Fun Labor. If we can accept the principle of equivalence between Fun Labor and Real Labor, the Fun Labor may be one of the solutions of the large unemployment problem in the information society. And the Fun Labor is the new type of labor that corresponds the subjectivity of users who want interesting experience as much as they spend money and times. This situation means that the users of Virtual worlds are structuring the identities as the Residents who act the Fun Labor. It'll be very important to examine the social effects of this situation.

The opportunities of virtual reality in the rehabilitation of children with attention deficit hyperactivity disorder: a literature review

  • Bashiri, Azadeh;Ghazisaeedi, Marjan;Shahmoradi, Leila
    • Clinical and Experimental Pediatrics
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    • v.60 no.11
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    • pp.337-343
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    • 2017
  • Attention deficit hyperactivity disorder (ADHD) is one of the most common psychiatric disorders in childhood. This disorder, in addition to its main symptoms, creates significant difficulties in education, social performance, and personal relationships. Given the importance of rehabilitation for these patients to combat the above issues, the use of virtual reality (VR) technology is helpful. The aim of this study was to highlight the opportunities for VR in the rehabilitation of children with ADHD. This narrative review was conducted by searching for articles in scientific databases and e-Journals, using keywords including VR, children, and ADHD. Various studies have shown that VR capabilities in the rehabilitation of children with ADHD include providing flexibility in accordance with the patients' requirements; removing distractions and creating an effective and safe environment away from real-life dangers; saving time and money; increasing patients' incentives based on their interests; providing suitable tools to perform different behavioral tests and increase ecological validity; facilitating better understanding of individuals' cognitive deficits and improving them; helping therapists with accurate diagnosis, assessment, and rehabilitation; and improving working memory, executive function, and cognitive processes such as attention in these children. Rehabilitation of children with ADHD is based on behavior and physical patterns and is thus suitable for VR interventions. This technology, by simulating and providing a virtual environment for diagnosis, training, monitoring, assessment and treatment, is effective in providing optimal rehabilitation of children with ADHD.