• Title/Summary/Keyword: virtual digital

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The Intercommunication Process of Interactive Media Art and Merleau-Ponty's corporeity phenomenology (인터랙티브 미디어 아트의 상호작용 과정과 메를로 퐁티의 몸 현상학)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.77-102
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    • 2012
  • Interactive Media Art has been developed a lot in digital age. Especially, the audience try to make interactions by accessing the world of art as one of main interacting figures, while they used to be totally separated from the art in traditional art. Also, it is one of exclusive features distinguished from the other art genres. In this thesis, the intercommunication process of interactive media art is classified and compared with Merleau-Ponty's corporeity phenomenology theories. Merleau-Ponty's corporeity phenomenology insists integrated perception through body against the western intelligence philosophy focusing on binomial reasons. Merleau-Ponty's corporeity phenomenology, which suggested the new perception way towards the art, is analyzed in this thesis by comparing it with detailed factors of Intercommunication process of Interactive Media Art. The Intercommunication process of Media Art is classified into , , , , . Additionally, they are studied and compared with the concept of , , , , out of Ponty's corporeity phenomenology theories. Therefore, it is concluded clearly that corporeity, synesthesia, poly sensation and spaciality drawn from Intercommunication process of Media Art have something in common with Ponty's corporeity phenomenology theories rather than the other art genre or minimalism art styles. Furthermore, a new direction of study upon modern Interactive Media Art is suggested.

Mobile phone payment system using a light signal (휴대폰의 광원을 이용한 디지털 카드 시스템)

  • Hu, Moon-Heang;Shin, Moon-Sun;Ryu, Kuen-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.6
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    • pp.1237-1244
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    • 2009
  • In this paper, we proposed a mobile phone payment system using light signal containing payment related information. The digicard system we proposed creates virtual mobile card such as credit numbers and the created information is loaded in mobile phone. The virtual card information should be changed to pulse signal by light signal devices of mobile phone and the specific digicard system reader is able to read light signal. In recent years, a mobile phone payment system has been developed in order to provide user's convenience. But the mobile phone payment system has problems such as the production costs and complex and large size. In order to solve the aforementioned problems, we proposed mobile phone payment system being implemented by updating software without additional hardware modules. Therefore it is possible to apply the proposed digicard system to all kinds of mobile phone. Also encryption module is implemented to solve the problem of the security and privacy. According to an aspect of the present invention, there is provided a mobile phone payment system using a light signal containing payment-related information, comprising: a mobile phone; a photo receiver: and a control server.

Study on the Characteristics of Media Environment of MRS (혼합현실공간(MRS)의 미디어환경 특성연구)

  • Han, Jung-Yeob;Ahn, Jin-Keun
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.169-179
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    • 2010
  • In these days, space design is evolving to the mixed reality space where fused on-line and off-line. But, standard and measure of mixed reality space has not been suggested and there has been little research about media environment and expression method as a mixed system either. That's why here I suggest four media environments and their characteristics that act not only as a critical point in the mixed reality space based on ubiquitous technology but also as a standard for spatial discerning. 1) Real space that is a media environment only seen by human visual and tactical sense is evolving using expression methods like new materials based on digital technology and LED. 2) Augmented reality space is a media environment using information instruments is expressed with diverse 2D and 3D contents. 3) Cyber Space is a environment depends totally on media instruments is produced by perfect graphic information without any spatial and physical limitations. 4) Augmented cyber space is realized only through the displays in cyber studio and is a space where real objects and graphic information are mixed. Depending on the purpose of the experience, media environment and expressional characteristics of mixed reality space can be fused, blended, and mixed, and that can be realized to the intelligent information space where one can experience without spatial, visual, informational limitations. In the future, studies on physical characteristics of contents according to the media environment characteristics are necessary.

3D Product digital camera Model on the Web and study about developing 3D shopping mall (Web 상에서 3차원 디지털카메라제품모델과 3차원 쇼핑몰 개발에 관한 연구)

  • 조진희;이규옥
    • Archives of design research
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    • v.14 no.1
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    • pp.63-70
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    • 2001
  • Thanks to the inter-connection of information servers throughout the world based on the internet technology, the new sphere which actual transaction can be made like in the visible market has become conspicuous as the virtual space. The movement to realize the new business through the cyber space has been actively ongoing. In the domestic market, a lot of corporations knowing the needs of internet shopping malls have entered into this e-business but they have not made a big success comparing with internet's potentials. And, it can be attributed to the simple planes and the limitations of information provided by the cyber malls, which means that the needs of better information transfer we apparent Accordingly, in this thesis, the research on the 3-D based products and shopping malls has been made through the inter-complementary composition between the 2-D shopping malls and 3-B ones. This research consists of 3 parts. Firstly, through the research on references and existing data, it presents the analysis on consumer's characteristics and sales limits of the internet shopping mall's products. Secondly, the background of 3-D shopping mall's advent and the virtual reality technology data are put together. Finally, it presents how the development of 3-D based product modeling and shopping malls can increase the consumer's purchase power and furthermore the directions of shopping malls to go.

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Estimating the Monthly Precipitation Distribution of North Korea Using the PRISM Model and Enhanced Detailed Terrain Information (PRISM과 개선된 상세 지형정보를 이용한 월별 북한지역 강수량 분포 추정)

  • Kim, Dae-jun;Kim, Jin-Hee
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.21 no.4
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    • pp.366-372
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    • 2019
  • The PRISM model has been used to estimate precipitation in South Korea where observation data are readily available at a large number of weather station. However, it is likely that the PRISM model would result in relatively low reliability of precipitation estimates in North Korea where weather data are available at a relatively small number of weather stations. Alternatively, a hybrid method has been developed to estimate the precipitation distribution in area where availability of climate data is relatively low. In the hybrid method, Regression coefficients between the precipitation-terrain relationships are applied to a low-resolution precipitation map produced using the PRISM. In the present study, a hybrid approach was applied to North Korea for estimation of precipitation distribution at a high spatial resolution. At first, the precipitation distribution map was produced at a low-resolution (2,430m) using the PRISM model. Secondly, a deviation map was prepared calculating difference between altitudes of synoptic stations and virtual terrains produced using 270m-resolution digital elevation map (DEM). Lastly, another deviation map of precipitation was obtained from the maps of virtual precipitation produced using observation data from the synoptic weather stations and both synoptic and automated weather station (AWS), respectively. The regression equation between precipitation and terrain was determined using these deviation maps. The high resolution map of precipitation distribution was obtained applying the regression equation to the low-resolution map. It was found that the hybrid approach resulted in better representation of the effects of the terrain. The precipitation distribution map for the hybrid approach had similar spatial pattern to that for the existing method. It was estimated that the mean annual cumulative precipitation of entire territory of North Korea was 1,195mm with a standard deviation of 253mm.

Accuracy of the CT guided implant template by using an intraoral scanner according to the edentulous distance (구강스캐너를 이용하여 제작된 CT 가이드 임플란트 수술용 형판의 무치악 거리에 따른 정확도 분석)

  • Kang, Byeong-Gil;Kim, Hee-Jung;Chung, Chae-Heon
    • The Journal of Korean Academy of Prosthodontics
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    • v.55 no.1
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    • pp.1-8
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    • 2017
  • Purpose: The purpose of this study is to compare the accuracy of the CT guided implant template that was produced by using an intraoral scanner according to the edentulous distance. Materials and methods: Five maxillary casts were fabricated using radiopaque acrylic resin with the second premolars, first molars, and second molars missing. Then a virtual cast was acquired by scanning each resin cast. Implant treatment was planned on the missing sites by superimposing the presurgical CT DICOM file and the virtual cast. Then the implants were placed using a surgical template followed by postsurgical CT scan. The distance and angle of the platform and apex between the presurgical implant and postsurgical implant were measured using the X, Y, and Z axis of the superimposed presurgical CT and postsurgical CT via software followed by statistical analysis using Kruskall-Wallis test and Mann-Whitney test. Results: The implant placement angle error increased towards the second molars but there was no statistically significant difference. The implant placement distance error at the platform and apex also increased towards the second molars and there was a statistically significant error at the second molars. Conclusion: Although the placement angle had no statistically significant difference between the presurgical implant and postsurgical implant, the placement distance at the platform and apex showed a larger error and a statistically significant difference at the second molar implant.

Understanding of Metaverse Platform Ecosystem: Focusing on the Theory of Double Lines and Five Elements (메타버스 플랫폼 생태계의 이해: 양선오요소(兩線五要素) 이론을 중심으로)

  • Lee, Seoyoun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.15-35
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    • 2022
  • With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.

An Exploratory Study for Metaverse Governance in the Public Sector (공공 메타버스 거버넌스에 대한 탐색적 연구)

  • Haejung Yun;Jaeyoung An;Sang Cheol Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.353-376
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    • 2023
  • The global pandemic and the development of virtual and augmented reality technologies have led a metaverse boom that enables a lot of interactions in virtual worlds, and is being utilized in various fields such as business, government, and education etc. Despite the growing interest in the metaverse, its scope and definition are still unclear and the concept is still evolving, making it challenging to establish its governance. Governmental entities are also investing intensively in public metaverses to make public value and promote social welfare, but they are underutilized due to lack of systematic governance. Therefore, in this study, we propose a public metaverse governance framework and identify the relative importance of the factors. Furthermore, since a public metaverse should be accessible to anyone who wants to use, we explore the factors of shadow work and examine the ways to minimize it. Based on the socio-technical system theory, we derived public metaverse governance factors from previous literature and topic modeling and then generate a framework with 23 factors through expert interviews. We then tested relative priority of the factors using the analytic hierarchical process (AHP) from the experts. As a result, the top five overall rankings are: 'roles and responsibilities', 'standardization/modularization', 'collaboration and communication', 'law and policies', and 'availability/accessibility'. The academic implications of this study are that it provides a comprehensive framework for public metaverse governance, and then the practical implications include suggesting prioritized considerations for metaverse operations in the public sector.

In vitro comparison of the accuracy of an occlusal plane transfer method between facebow and POP bow systems in asymmetric ear position

  • Dae-Sung Kim;So-Hyung Park;Jong-Ju Ahn;Chang-Mo Jeong;Mi-Jung Yun;Jung-Bo Huh;So-Hyoun Lee
    • The Journal of Advanced Prosthodontics
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    • v.15 no.5
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    • pp.271-280
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    • 2023
  • PURPOSE. This in vitro study aimed to compare the accuracy of the conventional facebow system and the newly developed POP (PNUD (Pusan National University Dental School) Occlusal Plane) bow system for occlusal plane transfer in asymmetric ear position. MATERIALS AND METHODS. Two dentists participated in this study, one was categorized as Experimenter 1 and the other as Experimenter 2 based on their clinical experience with the facebow (1F, 2F) and POP bow (1P, 2P) systems. The vertical height difference between the two ears of the phantom model was set to 3 mm. Experimenter 1 and Experimenter 2 performed the facebow and POP bow systems on the phantom model 10 times each, and the transfer accuracy was analyzed. The accuracy was evaluated by measuring the angle between the reference virtual plane (RVP) of the phantom model and the experimental virtual plane (EVP) of the upper mounting plate through digital superimposition. All data were statistically analyzed using a paired t-test (P < .05). RESULTS. Regardless of clinical experience, the POP bow system (0.53° ± 0.30 (1P) and 0.19° ± 0.18 (2P) for Experimenter 1 and 2, respectively) was significantly more accurate than the facebow system (1.88° ± 0.50 (1F) and 1.34° ± 0.25 (2F), respectively) in the frontal view (P < .05). In the sagittal view, no significant differences were found between the POP bow system (0.92° ± 0.50 (1P) and 0.73° ± 0.42 (2P) for Experimenter 1 and 2, respectively) and the facebow system (0.82° ± 0.49 (1F) and 0.60° ± 0.39 (2F), respectively), regardless of clinical experience (P > .05). CONCLUSION. In cases of asymmetric ear position, the POP bow system may transfer occlusal plane information more accurately than the facebow system in the frontal view, regardless of clinical experience.

How Market Reacts on the Metaverse Initiatives? An Event Study (메타버스 투자 추진이 기업 가치에 미치는 영향 분석: 이벤트 연구 방법론)

  • Mina Baek;Jeongha Kim;Dongwon Lee
    • Information Systems Review
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    • v.25 no.4
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    • pp.183-204
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    • 2023
  • Due to the COVID-19 pandemic, lots of occasions need to be held in online environment. This is the reason why "Metaverse" gets lots of attention in 2021. A number of companies made announcements on Metaverse, and this situation also boomed stock market. This paper investigates the relationship between Metaverse initiatives and business value of the firm (i.e., stock prices). We examine this relationship by using event study method with Lexis-Nexis News data from 2019 to 2021. The results indicate that Metaverse initiatives significantly impact positive influence on firm's value. In the technological perspective, technical factors affect more positive market returns, including Metaverse enablers (e.g., NFT, VR devices, digital twin) and common infrastructure (e.g., semiconductor, AI, cloud), and especially virtual environment was emphasized. Additionally, in the strategical perspective, radical innovation (e.g., pivoting, acquisition) impact more positive market return rather than incremental innovation (e.g., partnership, investment). Also, firms from non-service industries can achieve benefits from Metaverse initiatives rather than service industry in some degree.