• Title/Summary/Keyword: digital products

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Implementation and Applications of Simulation Based Digital Shipyard (시뮬레이션 기반 디지털 조선소 구축 및 활용)

  • Han, Sang-Dong;Ryu, Cheol-Ho;Shin, Jong-Gye;Lee, Jong-Kun
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.1
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    • pp.18-26
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    • 2008
  • Shipbuilding industries have been struggling to reduce production time and cost of their products in many aspects. Manufacturing systems have been changed, new production lines and robots have been installed, and new planning and scheduling systems have been adopted in order to achieve shorter time-to-market and higher productivity. Simulation based manufacturing, digital manufacturing, or virtual manufacturing simulation, whatever the name means, is an approach to achieve such a goal. In order to improve productivity in a shipbuilding process at a shipyard, a digital shipyard development has been driven. This paper proposed how to implement the digital shipyard, what to do with it, and what to obtain from it. This digital shipyard will help simulate and optimize the entire shipbuilding life cycle with its virtual environment through shipbuilding process from the initial development stage to the launch.

Virtual Manufacturing for an Automotive Company(V) - Parametric Modeling of the Digital General Assembly Shop using Object-Oriented Methods (자동차 가상생산 기술 적용(V) - 객체지향 방법에 의한 디지털 조립공장의 파라메트릭 모델링)

  • Park, Tae-Keun;Kim, Gun-Yeon;Noh, Sang-Do;Park, Young-Jin
    • IE interfaces
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    • v.18 no.1
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    • pp.94-103
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    • 2005
  • Digital Manufacturing is a technology to facilitate effective product developments and agile productions by digital environments representing the physical and logical schema and the behavior of real manufacturing system including manufacturing resources, processes and products. A digital factory as a well-designed and integrated environment is essential for successful applications of this technology. In this research, we constructed a sophisticated digital factory of an automotive company’ general assembly shop by measuring and 3-D CAD modeling using parametric methods. Specific parameters of each objects were decided by object-oriented schema of the general assembly shop. It is expected that this method is very useful for constructions of a digital factory, and helps to manage diverse information and re-use 3D models.

A Study on Effective Advertisement Offer System using Digital Information Display (DID(Digital Information Display)를 통한 효과적인 광고 제공시스템에 관한 연구)

  • Kang, Min-Sik
    • Journal of Digital Contents Society
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    • v.14 no.1
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    • pp.73-80
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    • 2013
  • The advertisement using DID(Digital Information Display) has been a huge increase in many public spaces. Many company has been advertise their products through DID in recent. In this paper, we suggest more effective advertisement system on DID for advertisers. This system can provide a floating population, operation information and other useful informations for advertisement. The advertisers can choose and buy the advertisement that they want.

Three-Dimensional Digital-Mold Modeling and Sand-Printing for Replication of Bronze Mirror

  • Jo, Young Hoon;Lee, Jungmin
    • Journal of Conservation Science
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    • v.37 no.1
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    • pp.25-33
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    • 2021
  • To extend the application of digital technology to the replication of artifacts, meticulous details of the process and the diversity of three-dimensional (3D) printing output materials need to be supplemented. Thus, in this study, a bronze mirror with Hwangbichangcheon inscription was digitalized by 3D scanning, converted into a voxel model, and virtual conservation treatment was performed using a haptic device. Furthermore, the digital mold of the bronze mirror completed by Boolean modeling was printed using a 3D sand-printer. Such contactless replication based on digital technology reflects the stability, precision, expressivity, collectivity, durability, and economic feasibility of artifacts. Its application can be further extended to cultural products as well as such areas as education, exhibition, and research. It is expected to be in high demand for metal artifacts that require casting. If empirical studies through experimental research on casting are supplemented in the future, it could extend the application of digital technology-based contactless replication methods.

Research Consisting of Comparison of Character Contents through Collaboration (콜라보레이션을 통한 캐릭터 콘텐츠 비교 연구)

  • Im, Ri-Na;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.449-454
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    • 2016
  • Characters have been frequently used as a symbol or an icon in above the line advertising for generations. It has become an essential factor for companies to research about the experience that consumers have by engaging with the products that are partnered with famous or brand characters before introducing a product to the market. The character trademark has become more popular and interesting than the product itself. Therefore, products have become dependent on its character trademark. The ultimate purpose of this research is to find effective ways of increasing the value of the brand by observing various characters and how people interact with these characters, depending on the consumer's age, gender, and so forth. One would be able to collect data or information from documents as a method of this research and grasp different contents, components, concepts, and contexts of character collaboration and affiliate characters from well-known messengers, such as Kakaotalk and Line. In addition, by re-analyzing Peter Morville's Honeycomb tool, its method would set the scale of the user experience and one would be able to conduct interviews with those who are using collaboration products. This study reveals extensive guidelines for character partnership or collaboration that have been successful and creating effective marketing skills.

A Study on Meal Kit User Experience Design (밀키트(Meal Kit) 제품의 사용자 경험 디자인 연구)

  • Park, Seo-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.373-378
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    • 2021
  • This study is a study on user experience design of Meal Kit product information. The purpose of this study is to derive the product information necessary for the purchaser and the necessity for the convenience of use, and to propose an improvement plan. When purchasing Meal Kit products, two types of domestic Meal Kit brands, Peacock and Fresheasy, were compared and analyzed for information on nutrition intake, package design, and environmental issues. As a research method, a questionnaire survey was conducted by deriving 7 factors for purchasing Meal Kit products through literature research and prior research. Proceeded. As a result of the study, the factors that satisfy buyers were in the order of cooking process, food, taste/nutrition, package, convenience, price, and information, and overpacking was also revealed as a problem. Through this, it was possible to derive improvements and develop plans for the Meal Kit product. It is expected that this study will help improve the dietary life of One person households and develop Meal Kit products in the future.

Development of virtual upcycling fashion design based on 3-dimensional digital clothing technology (디지털 클로딩 기술 기반 가상착의 업사이클링 패션디자인)

  • Chen, Tianyi;Yang, Eun Kyoung;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.374-387
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    • 2021
  • The purpose of this study is to develop up-cycling fashion design methods centered on discarded denim material for the study of original up-cycling design methods. Up-cycling fashion design work was developed using digital clothing technology. This is a recent hot topic among sustainable fashion design methods. Up-cycling fashion design expression methods (categorized as dismantlement, collages, dépaysement, grafting, weaving, and tearing) were centered on design methods. These methods create various three-dimensional modeling effects in planar forms, whereby five pieces can be applied to the fabric and digitally produced. The results are as follows: First, the use of discarded denim fabric for the development of up-cycling fashion design pieces enabled the recycling of existing resources, provided solutions to environmental pollution problems, and provided expansion opportunities for design processes for sustainable fashion products that expand the design value of denim products and their utility. Second, new eco-friendly fashion designs that attempt to achieve diversity in modern fashion trends could be presented through formative contemporary fashion produced by up-cycling work products. Third, up-cycling fashion design work is expected to provide opportunities for eco-friendly fashion design methods. This will expand the value of sustainable fashion design by recycling simple waste materials through the use of three-dimensional digital clothing technology and further through the presentation of expanded life cycles that extend product planning, production, and life cycles.

A Study of a Scheme on the Export Promotion of the Digital Content Industry with the Spread of Hallyu Culture (한류문화 확산에 따른 디지털콘텐츠 산업의 수출확대방안 연구)

  • Lee, Chung-Bael;Lee, Jung-Min
    • International Commerce and Information Review
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    • v.8 no.2
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    • pp.79-98
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    • 2006
  • With shifting the paradigm to digital economy, the digital industry becomes one of the national strategic industries. The digital industry has not only significant effects on forward and backward related industries but is also creating its own value. Furthermore, the effects of conversion with diverse products also play an important role in adding value. Since the early 2000s, Korea's culture so called 'Hallyu' (Korean wave) has been spreading to neighboring Asian countries such as China, Japan, Hong Kong, Therefore we have a good opportunity to increase our competitiveness with the development of the digital content industry using various base resources in conjunction with the spread of Hallyu culture in the Southeast Asian region. In this paper we attempt to suggest several schemes to promote our exports of digital contents while analyzing the current status of the Korean digital industry and addressing some problems and barriers to the export of the digital content industry. There are several schemes to be proposed in order to promote Korean exports of digital contents, as follows: 1) to foster global digital contents, 2) to establish a supporting system, 3) to build a marketing and R&D center, 4) to operate a test-bed of digital contents and 5) to fund expenses such as marketing.

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Disputes Patterns and Resolution Approaches in the Global Trading of Digital Goods (디지털상품의 국제거래 유형과 분쟁 해결방안)

  • Shim, Sang-Ryul;Jeong, Yoon-Say
    • Journal of Arbitration Studies
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    • v.17 no.3
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    • pp.145-167
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    • 2007
  • Digital goods are defined as intangible and non-physical goods, composed of a combination of digital signals, electronically represented as 0 and 1. They are also called as digital products, electronic transmissions, information goods, digital contents, computer information, etc. Digital goods are now traded both domestically and internationally as well as on-line and off-line. Korean government revised the Basic Law on Foreign Trade to include digital goods and services as the scope of foreign trade in 2001. Trade volume of digital goods are increasing in Korea. The supply chains of digital goods from producing the components to selling globally to consumers are different from conventional physical goods. Mostly, digital goods are traded on the license basis rather than ownership contract. End User License Agreements(EULAs), such as shrink-wrap, click- wrap, or browser-wrap licenses are very popular in online transactions. Unlike conventional physical goods. the breach of license contract is closely linked with the infringement of intellectual property rights. Digitalized intellectual property is easy to copy and transmit in the cyber space. In cases of legal disputes from the breach of license contract, commercial arbitration or on-line alternative dispute resolutions(ADRs) are regarded as better approach to solve them rather than court sues. For promoting more secure and reliable international trade of digital goods. arbitration clauses should be included in most of license contracts.

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