• Title/Summary/Keyword: virtual stage

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A Study on Changes in Form and Characteristics of Digital Fashion Shows According to Changes in Digital Platforms (디지털 플랫폼의 변화에 따른 디지털 패션쇼의 형태변화와 특성 연구)

  • Ha Jin Choi;Jae Yoon Chung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.1-14
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    • 2024
  • Digital transformation has been actively evolving through the use of digital platforms. The fashion industry also utilizes digital platforms and significant changes have become particularly evident in fashion shows. Therefore it is essential to research digital fashion shows. The purpose of this study is to analyze the evolution of digital fashion shows in terms of their form and characteristics in response to changes in digital platforms. The research method consisted of literature research and case analysis. In this study, the development stages of digital platforms were divided into four stages: Internet platforms, SNS platforms, Metaverse platforms, and Artificial Intelligence platforms. Results were derived by analyzing digital fashion shows published on digital platforms at each stage. Internet digital fashion shows were used as an ancillary implement for fashion shows. SNS digital fashion shows expanded the fashion presentation method by experimenting with various fashion show formats. The Metaverse Digital Fashion Show offers a unique experience by integrating Virtual Reality and digital technology to create visual effects customized for the virtual environment. The Artificial Intelligence digital fashion show used virtual graphics created using Artificial Intelligence. Digital fashion shows will continue to evolve and become a significant digital strategy for fashion content and brands. The change in the format of digital fashion shows clearly showcases the characteristics of each stage, but the formats appear to merge during the development process.

Effects of Wearing Toe Braces of Hallux Valgus on Gait during Virtual Environment Simulation (무지외반증 발가락 교정기 착용 여부가 가상 환경 시뮬레이션 시 보행에 미치는 영향)

  • Dong-Su Kim;Da-Eun Lee;Hyun-A Shin;Ji-Won Jeon;Young-Keun Woo
    • PNF and Movement
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    • v.21 no.1
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    • pp.27-35
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    • 2023
  • Purpose: Hallux valgus (HV) is one of the most common chronic foot disorders, occurring when the first toe deviates laterally toward the other toe. HV impairs muscle strength and affects gait function (postural sway and gait speed). Thus, this study aims to investigate using the FDM system the effect of wearing braces on gait while wearing a virtual reality (VR) device. Methods: This study was conducted on 28 healthy adults with HV of 15 degrees or more. To compare differences in walking, depending on whether a toe brace can be worn, the subject walked without wearing anything, walked after wearing the VR device, and walked after wearing the VR device and the toe brace, and the FDM system was used for the gait ability measurement analysis. Results: As a result of a one-way repeated analysis of variance, the walking speed-related variables (cadence, velocity, etc.) in the HV group were higher during comfortable walking. In addition, walking while wearing a VR device and walking while wearing a VR device and a toe brace demonstrated more significant values in terms of six gait parameters (double stance phase, loading response, stage, stage, stage, and stage). The maximum pressure of the forefoot was significantly reduced when walking while wearing a VR device and a toe brace compared to comfortable walking, but in all variables, there was no statistically significant difference between walking while wearing a VR device and walking while wearing a VR device and a toe brace. Conclusion: Orthosis with a VR device during gait (OVG) and gait with a VR device (GVR) affect gait in HV patients. However, there was no significant difference between GVR and OVG. Thus, it is necessary to conduct experiments on various HV angles and increase the duration of wearing the toe brace.

A Numerical Simulation of Projectile Aerodynamics Using a Ballistic Range (Ballistic Range를 이용한 Projectile 공기역학의 수치모사)

  • Jung S. J.;Rajesh G.;Kim H. D.;Lee J. M.
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • v.y2005m4
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    • pp.386-393
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    • 2005
  • The objective of the present study is to develop a new type of the Ballistic range, called 'two-stage light gas gun'. A computational work has been performed to investigate the aerodynamics of a projectile which is launched from the two-stage light gas gun. A moving coordinate method for a multi-domain technique is employed to simulate unsteady projectile flows with a moving boundary. The effect of a virtual mass is added to the axisymmetric unsteady Euler equation systems. The computed results reasonably capture the major flow characteristics which are generated in launching the projectile supersonically, such as the interaction between the shock wave and the blast wave, the interaction between the vortical flow and the barrel shock, and the steady under-expanded jet. The present computational results properly predict the velocity, acceleration, and drag histories of the projectile.

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A Study on the Mechanism of Rotational Stage with Multi Degree of Freedom for Multi-Channel Optical Alignment System (다채널 광정렬 장치에서의 다자유도 회전 스테이지 동작 특성에 관한 연구)

  • 정상화;차경래;최석봉;김광호;박준호;이경형
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2004.04a
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    • pp.219-224
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    • 2004
  • In recent years, as the demands of VBNS(Very high speed Backbone Network Service) and VDSL(Very high-data rate Digital Subscriber Line) increase, the development of kernel parts of optical communication such as PLC(Planar Light Circuit), Coupler, WDM elements increase. The alignment and the attachment technology are very important to fabricate the optical elements for communication. In this paper, the mechanism of rotational stage, the contact sensing unit, and integrated control circuit for the optical alignment system are studied.

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A Study on the Mechanism of Rotational Stage for Optical Fiber Alignment (다채널 광소자 정렬 장치의 회전스테이지 구동 메커니즘 연구)

  • Jeong S.H.;Cha K.R.;Kim H.U.;Choi S.B.;Kim G.H.;Park J.H.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.1514-1517
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    • 2005
  • In recent years, as the demands of VBNS(Very high speed Backbone Network Service) and VDSL(Very high-data rate Digital Subscriber Line) increase, the development of kernel parts of optical communication such as PLC(Planar Light Circuit), Coupler, WDM elements increase. The alignment and the attachment technology are very important to fabricate the optical elements for communication. In this paper, the mechanism of rotational stage are studied. with the three different method and the results of them are applied to the design of the system. The performance test of resolution and travel is performed.

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A Study on the Development of the Rotary Stage for Multi-Channel Optical Alignment System (다채널 광정렬 장치 로터리 스테이지 개발에 관한 연구)

  • 정상화;차경래
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2003.10a
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    • pp.143-148
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    • 2003
  • In recent years, as the optical Communication systems are developed, the demands of essential parts such as splitter, coupler, WDM, and AWG filter are grow rapidly. The fabrication process for them is not, however, automatic. On that reason, the automation is needed for the grow of productivity. The optical alignment and attach ment is the core process in fabrication. In this paper, the 6-axis rotary stage for multi-channel optical alignment system is developed and the dynamic characteristic of this system is studied.

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A Study on the Mechanism of Rotational Stage with Multi Degree of Freedom for Multi-Channel Optical Alignment System (다채널 광정렬 장치에서의 다자유도 회전 스테이지 동작 특성에 관한 연구)

  • Jeong Sanghwa;Cha Kyoungrae;Kim Hyunuk;Choi Sukbong;Kim Kwangho;Park Junho
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2005.05a
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    • pp.150-155
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    • 2005
  • In recent years, as the demands of VBNS(Very high speed Backbone Network Service) and VDSL(Very high-data rate Digital Subscriber Line) increase, the development of kernel parts of optical communication such as PLC(Planar Light Circuit), Coupler, WDM elements increase. The alignment and the attachment technology are very important to fabricate the optical elements for communication. In this paper, the mechanism of rotational stage are studied. with the three different method and the results of them are applied to the design of the system. The performance test of resolution and travel is performed.

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A Participatory Spatial Design Methodology using Virtual Reality (가상현실(VR)을 활용한 참여형 공간설계방법론)

  • Choi, Jae-Yeon;Kim, Eun-Hyung
    • Journal of Cadastre & Land InformatiX
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    • v.46 no.2
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    • pp.253-267
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    • 2016
  • This paper is on a participatory spatial design methodology using Virtual Reality, which can be applied to the overall spatial design process. Participation in the current spatial design has several limitations: one-sided communication process, difficulty of understanding the given information and partial participation in the design process. Virtual Reality can be an ideal visualization tool for Geodesign and PPGIS(Public Participation GIS), which is presented as a highest step at the participation ladder. A participatory methodology is proposed to take advantage of Virtual Reality. In order to support participation through Virtual Reality in spatial design process, theories about the participation are compared to derive the new roles of Virtual Reality and the roles are formulated in the participatory spatial design methodology. By applying the methodology to the design process and implementing each stage through Virtual Reality, the design performance of each step can be verified in the methodology. As a result, design ideas can be effectively understood through Virtual Reality experiences. It is also confirmed that the interactions in Virtual Reality and participation are possible in the entire design process.

Realization Method for Landscape Architecture Design Using Virtual Reality Technology - Focused on the Residential Garden Design - (가상현실(VR)기법을 이용한 조경설계 구현방법 - 주택정원 설계 중심으로 -)

  • Deng, Bei-Jia;Kim, Young-Hun;Cao, Lin-Sen;Heo, Sang-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.3
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    • pp.71-80
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    • 2019
  • The Fourth Industrial Revolution, centered on intelligence and information, began to take hold in 2016. This study uses virtual reality technology, which is the most popular technology of the Fourth Industrial Revolution. The purpose of this study is to explore a Virtual Walk-through method, which can be easily applied to landscape architecture. At present, virtual reality technology is widely used in the fields of games, emergency training, and architectural design. However, in the field of landscape architecture, it is still in the development stage. In addition, most of the traditional ways to display virtual reality use 2D images, but such methods have some limitations. Therefore, this research addresses the three stages of "design-exhibition-experience" and puts forward a new simple method called 'Virtual Walk-through' that breaks from traditional landscape design exhibitions. The results show that compared with traditional methods, virtual reality has many advantages, such as the freedom of experience, a diversity of viewing angles, information supply, interaction, etc. It can show high quality images and effects, which are suitable for landscape design. It provides an evaluation method for garden design that can be utilized in the future. It is simple and has value as it can reflect the method and the expected effects. Virtual reality technology can bring an infinite number of prospects to the development of landscape architecture.

Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.