• Title/Summary/Keyword: virtual products

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A Decision-Making Model of Integrated Vertical and Horizontal Move Plan for Finishing Material in Righ-Rise Building Construction (고층건물공사 마감자재의 수직$\cdot$수평이동계획이 통합된 의사결정모델)

  • Ahn Byung-Ju;Kim Jae-Jun
    • Korean Journal of Construction Engineering and Management
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    • v.2 no.2 s.6
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    • pp.47-58
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    • 2001
  • Of all the site logistics technologies in high-rise building construction, both vertical and horizontal move plan, are the most imperative factors. And the horizontal plan follows lift-up plan as of the vertical plan. However though it may be, temporary lifts on site are numbered by heuristic formulas. The quantity of finishing material cannot be converted into lift-up load per finishing material. The lift-up plan cannot be evaluated the feasibility for finishing material move plan by a reasonable evaluation methodology. The horizontal plan is far from the vertical one. And the information as an input data for the horizontal plan is devoid of package unit size, length, and volume per finishing material. These can hardly result in reasonable and detail decision on how much to use temporary lifts, how long to use these, and where to deposit each finishing material. Therefore, this study is to suggest a decision-making model that can integrate vertical and horizontal material move plan in high-rise building construction and make a decision the plans systematically. And the study is to explain the concept, methodology, and contents of the model applied to a virtual project, named as MT 130 (Millennium Tower 130). By the model, the planner can shift his/her thinking framework on site logistics management products-oriented Into process-oriented. He/she can manage a project by the framework as system thinking, evaluate the feasibility of a lift-up plan, and decide the horizontal plan integrated with the lift-up.

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The Influence of Food Image Presentation on Purchase Intention With the Use of Augmented Reality: The Mediation Effect of User Engagement (증강현실(AR)을 활용한 음식 이미지 제시가 구매 의사에 미치는 영향: 사용자 참여의 매개효과를 중심으로)

  • Kong, Hae-In;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.65-76
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    • 2019
  • Augmented reality (AR) is the technology in which a virtual image made by computer is integrated with the real world. Food is one of the most popular products purchased online. In this study, we investigated how the presentation of food images with AR affects purchase intention and user engagement. We hypothesized that purchase intention was increased more by AR food images than by static food images. We also examined whether user engagement mediates the relationship between image presentation format and purchase intention. To test this hypothesis, participants in one group saw AR food images, and participants in another group saw static food images on an iPad. All participants then answered questions about user engagement and purchase intention. As predicted, participants who saw an AR food image reported higher user engagement and higher purchase intention than did those who saw a static food image. The indirect effect of user engagement was also significant, and the link between image presentation format and purchase intention was fully mediated by user engagement. We also found that aesthetic appeal, one of the sub-factors of user engagement, fully mediated the link between image presentation format and purchase intention. Thus AR images of food images were aesthetically more appealing, which led to higher purchase intention. These findings suggest that AR technology can be used effectively as a way to advertise food.

Implementation of Smart Shopping Cart using Object Detection Method based on Deep Learning (딥러닝 객체 탐지 기술을 사용한 스마트 쇼핑카트의 구현)

  • Oh, Jin-Seon;Chun, In-Gook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.7
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    • pp.262-269
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    • 2020
  • Recently, many attempts have been made to reduce the time required for payment in various shopping environments. In addition, for the Fourth Industrial Revolution era, artificial intelligence is advancing, and Internet of Things (IoT) devices are becoming more compact and cheaper. So, by integrating these two technologies, access to building an unmanned environment to save people time has become easier. In this paper, we propose a smart shopping cart system based on low-cost IoT equipment and deep-learning object-detection technology. The proposed smart cart system consists of a camera for real-time product detection, an ultrasonic sensor that acts as a trigger, a weight sensor to determine whether a product is put into or taken out of the shopping cart, an application for smartphones that provides a user interface for a virtual shopping cart, and a deep learning server where learned product data are stored. Communication between each module is through Transmission Control Protocol/Internet Protocol, a Hypertext Transmission Protocol network, a You Only Look Once darknet library, and an object detection system used by the server to recognize products. The user can check a list of items put into the smart cart via the smartphone app, and can automatically pay for them. The smart cart system proposed in this paper can be applied to unmanned stores with high cost-effectiveness.

A Study on the Fire Prevention Activities and Suppression Measures of Utility-Pipe Conduit (지하공동구 화재예방활동 및 진압대책에 관한 연구)

  • Lee, Jung-Il
    • Journal of the Korean Society of Hazard Mitigation
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    • v.10 no.4
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    • pp.63-68
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    • 2010
  • Utility-Pipe Conduit is, Housing and city effectively accommodate what they absolutely need power, communications, gas, pipeline, water supply, drainage, energy facilities etc, according to expansion of urban infrastructure are derived, several ways to solve problems in, collection facilities in place are maintained and managed facility. If Utility-Pipe Conduit is damaged, as well as national security, because their impact on society as a whole, by introducing large vulnerability in the fire prevention activities and suppression measures and disaster for our situation by introducing measures, comprehensive analysis of the fire risk, it shall establish fire prevention activities and suppression through analysis of Utility-Pipe Conduit design, institutional issues, the problem of fire protection facilities, fire spread phenomenon etc. Because of Utility-Pipe Conduit is an enclosed place, so incomplete combustion due to lack of oxygen supply that there are problem such dark smoke, carbon monoxide etc, toxic combustion products and heat generation and visual impairment is an issue difficult to enter. As well as fire prevention activities, the fire In light of the particularity of the under ground than above ground fire, so this phenomenon is weak fire fighting that fire to become effective fire fighting tactics, basically it is necessary difficulty softening, non-burn softening and prevent combustion expansion of the cable is installed on the Utility-Pipe Conduit, having to considering the specificity of the response command system and relevant organizations to establish an on-site, Structural identification and other information gathering required to record of Response agencies, keep air conditioning system 24 hours and strengthening Virtual Total Training of Response agen

A Study on the Design of Visual-Auditory Haptic Interface - With emphasis on embodying Haptics using Visual and Auditory perception (시/청각적 촉감 인터페이스 디자인에 관한 연구 - 시각과 청각을 이용한 촉감 구현을 중심으로)

  • 백승화;김명석
    • Archives of design research
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    • v.14 no.2
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    • pp.15-25
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    • 2001
  • With the rapid development of current internet, digital age make human beings intangible. Haptic sense was recognized less important than visual sense and auditory sense, but it plays an important role in determining the quality of products. The goals of this study are embodying haptics using Visual and Auditory preception and designing Visual-Auditory Haptic interface, in the case of actual touching is required but impossible. This study was carried out 3 steps. Firstly, developing the concept of Visual-Auditory Haptic Interface(VAHI) was carried out to make it certain the direction of this study. To get common factors of VAHI, this study researched physical-mechanism of visual, auditory, and haptics senses, and psychological-mechanism. Secondly, identifying factors of V/A haptic sense was analysed by web-evaluation test, to be categorized 11 Emotional Haptic Factors(EHF) and some Design Haptic Factors(DHF). The relation of EHF and DHF was analysed and summarized to VAHI design check sheet. Finally, Applying DHF to VAHI by EHF according to VAHI design check sheet was validated by web-evaluation test, to be resulted 13% increase in reliability and the same in usability. Conclusively, the possibility of embodying haptics using Visual and Auditory preception was resulted to be valid. And this concept can be applied to an interface, such a internet shopping mall and virtual reality, which requires actual touching to perceive haptic information, but it is impossible.

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Analysis and Application of Water Footprint to Improve Water Resource Management System - With a Focus on Seoul City - (서울시 물환경관리체계 개선을 위한 물발자국 도입 및 활용방안에 관한 연구 - 서울시 자치구 물환경관리 정책 및 제도, 관리체계 분석을 중심으로 -)

  • Chun, Dong Jun;Kim, Jin-Oh
    • Journal of Environmental Impact Assessment
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    • v.25 no.3
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    • pp.222-232
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    • 2016
  • Water Footprint is utilized to analyze direct and indirect water consumption for sustainable water resource management. This study aims to understand potential applicability of water footprint concept by analyzing the status of water consumption and related water policies in Seoul. We analyzed a direct gray water footprint and the blue water footprint in Seoul affected by the social and economic characteristics of the consumers in the city. In particular, in order to analyze the blue water footprint represented by both surface and underground water for the provision and consumption of products, we calculated the actual water consumptions of surface and underground water for 25 districts in Seoul. Our analysis in consideration of population and households indicates that Jung-gu has the highest blue water footprint followed by Jongro-gu, Gangnam-gu, Yongsan-gu, and Seocho-gu. Gray water footprint was calculated by estimating the amount of water for purifying wastewater to meet the water quality standard (above BOD 3.5ppm) for each district. As a result, Jung-gu has the highest gray water footprint, followed by Jongro-gu, Gangnam-gu, Yongsan-gu, Seocho-gu, and Youngdeungpo-gu. Our study suggests the potential value of using water footprint concept to complement the current limitations of water use management focusing on water supply control. We expect that our analysis will provide an important basis for considering water use management which is economically and socially more resilient and sustainable.

Design and Performance Evaluation of Software On-Demand Streaming System Providing Virtual Software Execution Environment (가상 소프트웨어 실행 환경을 제공하는 주문형 소프트웨어 스트리밍 시스템 설계 및 성능평가)

  • Kim Young-Man;Park Hong-Jae;Han Wang-Won;Choi Wan;Heo Seong-Jin
    • The KIPS Transactions:PartC
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    • v.13C no.4 s.107
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    • pp.501-510
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    • 2006
  • Software streaming allows the execution of stream-enabled software on desktop or portable computing devices like PC, PDA, laptop, cellular phone, etc., even while the transmission/streaming from the server may still be in progress. In this paper, we present an efficient streaming system called Software On-Demand(SOD) streaming system to transmit stream-enabled applications in addition to automatic installation of program registry, environment variables, configuration files, and related components. In particular, we design and implement a SOD system in Linux to provide the user with the instant look-and-click software execution environment such that software download and installation are internally proceeded in a completely user-transparent way. Therefore, the SOD system relieves the user from the tricky, failure-prone installation business. In addition, the software developer now obtains a new, powerful means to advertise and propagate their software products since the user can use software packages via user-friendly UI window or web browser by look-and-click interactive operation. In the paper, we also make a couple of SOD streaming experiments using a spectrum of popular softwares. Based on the analysis of the experiment results, we also propose two performance improvement schemes.

A Study on the Benefits and Issues of 360-degree VR Performance Videos (360도 VR공연영상의 효과와 문제점 연구)

Comparison of Commercial Multi-use Mask Patterns for Korean Adult Women

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.185-193
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    • 2022
  • This study attempted to compare and analyze the commercially available multi-use patterns to develop mask patterns suitable for the face types of adult women. Through this, it was intended to provide necessary data to mask pattern development and products. As a results of comparing the dimensions and shapes of commercial multi-use mask patterns, there was a significant difference in dimensions even though it was a L-size mask manufactured for adults. As a result of the appearance evaluation of the virtual outfit, there were significant differences by design in the vertical of the center front line, the cover and space of the mask, the height of the nose, and the lower part of the mask. The side also showed significant differences in the covering of the side of the face, the space of the side, and the width and length of the string. As a result of the appearance evaluation, Mask 4 received the best evaluation. The shape of the mask pattern had a large dart in the lower part of the nose so that it can cover the three-dimensional shape of the face, but there was a difference in the degree and angle of the curve depending on the mask. Although the upper part of the mask, the lower part of the mask, and the cheek part are in close contact, the evaluation of the mask pattern, which has room in the nose and mouth, was high. It is thought that the mask pattern should be set according to the upper length, lower length, and nose height of the mask through analysis of the face shape and dimensions.

A Comparative Study on the Brand Experiences of Metaverse and Offline Stores (메타버스와 오프라인 스토어의 브랜드 체험 비교 연구)

  • Gwang-Ho Yi;Yu-Jin Kim
    • Science of Emotion and Sensibility
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    • v.26 no.2
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    • pp.53-66
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    • 2023
  • In recent times, more fashion brands have been seeking ways to use metaverse platforms, in which users can actively participate, as their new brand touch-points. This study aims to compare the brand experiences of the fashion brand Gentle Monster's offline store and its equivalent metaverse store. By changing the order of offline and metaverse visits, two groups participated in the field study that allowed them to experience directly the offline and metaverse stores. As a result of the analysis, the following findings were discovered: (1) In the overall experiential response, the frequency of sensory modules responding to new information was much higher than that of feeling experiences; (2) Experiential responses were more active in the offline store where the subjects could touch and use products directly rather than in the metaverse; (3) Among the four types of theme space, the experiential response was the most frequent in the product space; (4) The first group that visited the metaverse store before the offline store showed a more active experience than the second group that visited the offline store first. Finally, the results of this study show that metaverse brand stores in virtual space not only provide differentiated experiences beyond the spatiotemporal constraints of real space but can also be used as a strategic tool to make offline store experiences more meaningful and rich.