• 제목/요약/키워드: virtual products

검색결과 297건 처리시간 0.033초

A study on the analysis of virtual reality platform API for virtual reality (VR) development

  • Lee, Byong-Kwon
    • 한국컴퓨터정보학회논문지
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    • 제25권8호
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    • pp.23-30
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    • 2020
  • 4차 산업혁명이 대두되면서 IoT, AI, Big Data, AR/VR/XR등 최신 기술이 나오고 있다. 하지만, 가상현실(VR) 기술 플랫폼 서비스 분야는 표준화 및 체계적인 지원이 없는 상태이다. 또한, 가상현실 관련 다양한 플랫폼 기술이 제시되어 개발에 선택해야 하는 API 선정에서 어려움을 겪고 있다. 본 연구에서는 가상현실 개발을 위한 방법과 사용자 서비스되고 있는 가상현실(VR) 기술에 대하여 분석했다. 또한, 개발플랫폼별 장점 및 단점을 제시해 개발자가 효율적인 플랫폼을 선정할 수 있도록 기준점을 제시하고자 한다. 또한, 가상현실에 사용되는 각종 HMD 기기에 대한 장점 및 단점을 비교에서 개발자 관점에서 효과적인 장비와 소프트웨어 플랫폼을 선정할 수 있도록 도와줄 것이다. 가상현실(VR) 개발환경시험은 Oculus 사의 제품을 사용했으며, 소프트웨어 개발환경으로 WebBased VR과 HMD 임베디드형의 두 가지 유형으로 시험을 했다.

내부 결함을 고려한 주조 제품의 피로수명 예측을 위한 결함 형상단순화 해석모델 (Shape-Simplification Analysis Model for Fatigue Life Prediction of Casting Products Considering Internal Defects)

  • 곽시영;김학구
    • 대한기계학회논문집A
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    • 제35권10호
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    • pp.1243-1248
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    • 2011
  • 내부결함은 주조제품의 강도 및 피로 수명에 있어 상당한 영향을 미치기 때문에 주조공정에서 주요 관심사 이다. 일반적으로 내부결함은 응력집중을 발생시키며 균열의 시작점이 되므로 피로 수명과 같은 기계적 거동에 있어 수축공과 같은 결함을 이해하는 것이 중요하다. 본 논문에서는 내부결함을 고려한 인장시편에 대해 피로시험을 수행하고 주조결함을 고려할 때의 특정하중피로노치 계수를 산정하였다. 실제 내부결함은 산업용 CT 장비를 통해서 확인하였으며 확인된 결함은 형상단순화법에 의해 타원체로 단순화 하고 응력해석과 피로해석을 수행하였다. 그 결과 우리가 제안한 방법이 기계적 거동에 있어 내부결함의 영향을 조사하고 피로수명 등을 예측함에 있어 유용함을 확인할 수 있었다.

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

  • 한상동;유철호;신종계;이종근
    • 한국CDE학회논문집
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    • 제13권1호
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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.

리튬전지 자동 블리스터 포장기 가상시제품 개발 (Development of the Automatic Blister Packaging Virtual Prototype for Lithium Battery)

  • 정상화;이경형
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 2003년도 추계학술대회
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    • pp.149-154
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    • 2003
  • The blister packaging is applied to many fields in recent years for its merit that it enable consumer to see the products. The most of battery packaging are blister type. However, the lithium battery is dealt with very carefully in packaging because of its explosion. The existing packaging machines for lithium battery are mostly adapted alkaline packaging machine and their capacity is very inferior to other process, either. In this paper, the virtual prototype of the automatic blister packaging system for lithium battery which has new mechanism and 240A/min capacity is developed and its performance is evaluated.

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The Effect of Product Experience Through Virtual Reality on Product Evaluation

  • Jeon, Eunmi;Han, Youngjee;Woo, Hyunjin
    • Asia Marketing Journal
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    • 제21권4호
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    • pp.45-57
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    • 2020
  • With the development of new technologies, virtual reality (VR) is emerging as a new consumer marketing platform. Yet, only a few studies have investigated VR in the consumption context. The current research explores how experiencing a product through VR influences consumer attitude and purchase intention for the product. Although assessing products in real life is believed to be more diagnostic than that through VR, the present research revealed that experiencing a product through VR could lead to a more positive attitude toward and higher purchase intention for the product. We also demonstrated that "enjoyment" has a mediating effect while evaluating the product through VR. To compare product experience through VR to that in real life, we employed the HTC Vive VR system to implement a VR environment. In the VR condition, participants evaluated plastic building blocks using a VR headset and a motion controller; and in the real life (reality) condition, they evaluted plastic building blocks printed using a 3D printer to make them look exactly the same as the blocks used in the VR condition. Finally, implications and suggestions are discussed.

ON χ ⊗ η-STRONG CONNES AMENABILITY OF CERTAIN DUAL BANACH ALGEBRAS

  • Ebrahim Tamimi;Ali Ghaffari
    • 한국수학교육학회지시리즈B:순수및응용수학
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    • 제31권1호
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    • pp.1-19
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    • 2024
  • In this paper, the notions of strong Connes amenability for certain products of Banach algebras and module extension of dual Banach algebras is investigated. We characterize χ ⊗ η-strong Connes amenability of projective tensor product ${\mathbb{K}}{\hat{\bigotimes}}{\mathbb{H}}$ via χ ⊗ η-σwc virtual diagonals, where χ ∈ 𝕂* and η ∈ ℍ* are linear functionals on dual Banach algebras 𝕂 and ℍ, respectively. Also, we present some conditions for the existence of (χ, θ)-σwc virtual diagonals in the θ-Lau product of 𝕂 ×θ ℍ. Finally, we characterize the notion of (χ, 0)-strong Connes amenability for module extension of dual Banach algebras 𝕂 ⊕ 𝕏, where 𝕏 is a normal Banach 𝕂-bimodule.

도어트림을 이용한 Digital 조립시스템 개발 (Development of Digital Assembly system with Door Trim)

  • 박홍석;여성운;이규봉
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2006년도 춘계학술대회 논문집
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    • pp.625-626
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    • 2006
  • Nowadays, the increasing global competition forces manufacturing enterprises to apply new technologies method of their products. To save time and cost in assembly process and to increase the quality of products, it is very important to choose an optimal assembly system. We propose a methodology that generates an optimal assembly system by using the Digital manufacturing.

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수베니어를 융합한 가상현실 기반의 문화 관광지 가상체험 서비스 (Virtual Reality Based Cultural Tourist Attractions converging with Souvenir)

  • 이가연;이석현
    • 융합정보논문지
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    • 제7권3호
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    • pp.111-116
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    • 2017
  • 본 연구는 관광객이 문화 관광지에서 구매한 수베니어에 가상현실 콘텐츠를 접목하여 단순한 전시용도가 아닌 새로운 상품으로서의 가능성을 제시하였다. 수베니어를 연계하여 VR Viewer를 착용한 증강현실 콘텐츠 재생 및 가상현실 기술 기반의 문화 관광지 가상체험 서비스를 구현하였으며, 사용자가 가상공간에서 몰입감을 높일 수 있는 4K급 고품질 $360^{\circ}$영상 촬영, 가상현실 공간 구현 및 IMU(Inertial Measurement Unit)센서를 이용한 사용자와의 직관적인 UI 인터랙션이 가능하게 하였으며, 가상공간에 3D 콘텐츠 및 다양한 부가기능 부여 및 비즈니스 모델에 맞춘 기술개발을 통해 상품성을 향상시키고, 향후 다양한 타 분야 접목이 가능하도록 하였다. 또한, 사용자가 구매할 수베니어와 VR viewer는 본 연구에서 제작할 콘텐츠가 반영되도록 3D 프린터 등을 활용해 별도의 제작공정을 들여 프로토타입 형태로 제작하고, 이 후 기성품 사용 등을 위한 해당 기업과의 협의 등을 통해 다양한 상품으로 확장 고려될 수 있을 것으로 판단된다.

라이브커머스에서 가상실재감의 효과와 결정요인 연구: 라이브쇼핑 매체 및 인플루언서 특성을 중심으로 (A Study on the Effect and Determinants of Virtual Presence in Live Commerce: Focusing on the Characteristics of Live Shopping Media and Influencers)

  • 최수정;김태경
    • 한국정보시스템학회지:정보시스템연구
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    • 제32권1호
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    • pp.23-51
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    • 2023
  • Purpose: Live commerce is a new type of electronic commerce in combination with live streaming services. It is expected to increase virtual presence in the context of online shopping by overcoming a lack of social interactions between sellers and buyers which have been raised as a limitation in electronic commerce. Drawing on the studies of communication media, this study examines how live commerce contributes to the increase of virtual presence which consists of telepresence and social presence. Telepresence refers to a buyer's perception that he or she is present at the physical shopping mall during live shopping streaming whereas social presence refers to a buyer's perception of social interaction with a seller which is human warm, social, sensitive, and personal. In this study, we verify key determinants of virtual presence and its consequences. More specifically, this study proposes virtual presence contributes to the increase of buyers' trust in products and further purchase intentions. Furthermore, we verify influential factors of virtual presence from the technical and influencer perspectives of live commerce. Design/methodology/approach: To test the proposed hypotheses, the partial least squares (PLS) analysis is conducted with a total of 250 data collected on users with experience in the TaoBao live streaming shopping platform. Findings: The results show that first, telepresence and social presence are increased by visibility, media richness and attractiveness in the context of live shopping streaming. Second, buyers' trust in product trust and purchase intentions are positively influenced by telepresence and social presence. Finally, buyers' trust in product has a direct, positve effect on their purchase intentions. Overall, the findings offer new insights into the studies of electronic commerce by introducting the concepts of virtual presence and media richness from the literature of communication media in the field of live commerce.

가상 3D 패션 코디네이션 연구 (A Study of Virtual 3D Fashion Coordination)

  • 강인애;김효숙;최창석
    • 대한가정학회지
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    • 제40권6호
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    • pp.159-171
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    • 2002
  • Today, many people seek for their own personal character which is distinguished from another people and they utilize fashion coordination as the was of expression their own image. In addition, interest in electronic commerce and cuber shopping mall on the internet is increasing. For this reason, visual and interesting virtual fashion coordination system is needed. The purpose of this study is to propose possibility of fashion coordination by virtual 3D model. For this study, 1. We make a 3D standard body model by automatic generation. 2. We make 3D fashion item (sleeveless top and flare skirt) by automatic generation. 3. We combine 3D body model with fashion item by special point, grouping and gap being between body and clothes. 4. We make textile palettes and textile DB for texture mapping and rendering. As a effect of this study, 1. It can give the chance to coordinate clothes suitable for their own character and bodyshape on the cuber space more speedily and variously. 2. It can help fashion internet shopping mall company can save a time, expenses and tries to advertise their new products, offer service for customers and lead customers to purchasing. 3. It can accumulate a database of design and textile for using by fashion and textile industry.