• Title/Summary/Keyword: virtual tools

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A Process Planning System for Machining of Dies for Auto-Body Production(II)-Operation Planning and NC Code Post-Processing (자동차 차체금형 가공용 공정계획 시스템(II)-작업 계획과 NC 코드 후처리)

  • Sin, Dong-Mok;Lee, Chang-Ho;Choi, Jae-Jin;Noh, Sang-Do;Lee, Ki-Woo
    • Journal of the Korean Society for Precision Engineering
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    • v.18 no.1
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    • pp.63-73
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    • 2001
  • This paper presents a process and operation planning system with an NC code post-processor for effective machining of press dies for production of cars. Based on the machining features, major parts of press dies are categorized into 15 groups and a standard process plan is defined for each group. The standard process plan consists of a series of processes where a process is defined as a group of operations that can be done with one setup. Details such as cutting tools, cutting conditions, and tool paths are decided at the operation planning stage. At the final stage of process and operation planning, the NC code post-processor we developed adjusts feedrates along the tool path to reduce machining time. The adjustment rule is selected based on the metal removal rate estimated by virtually machining with virtual cutting tool.

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Constructivist Research in Smart Tourism

  • Hunter, William Cannon;Chung, Namho;Gretzel, Ulrike;Koo, Chulmo
    • Asia pacific journal of information systems
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    • v.25 no.1
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    • pp.103-118
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    • 2015
  • Smart tourism is a social phenomenon arising from the convergence of information technology with the tourism experience. New ways of doing business, new patterns of experience and new problems concerning tourism destination image management and marketing are emerging due to the ubiquitous presence and influence of the internet and mobile devices. New conceptual tools are also available to enable researchers to further understand the social implications as well as the practical implementation of these new virtual and augmented smart tourism ecosystems. To this effect this paper introduces the constructivist paradigm and associated research methodologies as another toolbox for interpreting how smart tourism works as a form of soft power. The implications revealed by constructivism are that through smart tourism ecosystems, destination commodification and commoditization, experience and image formation are increasingly self-perpetuating, autonomous and organic social constructions. Researchers in information technology can use constructivist research to further explore these dynamic developments in smart tourism.

Predictors of Videoconference Fatigue: Results from Undergraduate Nursing Students in the Philippines

  • Oducado, Ryan Michael F.;Fajardo, Maria Teresa R.;Parreno-Lachica, Geneveve M.;Maniago, Jestoni D.;Villanueva, Paulo Martin B.;Dequilla, Ma. Asuncion Christine V.;Montano, Hilda C.;Robite, Emily E.
    • Asian Journal for Public Opinion Research
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    • v.9 no.4
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    • pp.310-330
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    • 2021
  • Driven by the need for remote learning, the COVID-19 pandemic led to the rise of use of videoconferencing tools. Scholars began noticing an emerging phenomenon of feeling tired and exhausted during virtual meetings. This study determined the predictors of videoconference or Zoom fatigue among nursing students in a large, private, non-sectarian university in the Philippines. This cross-sectional online survey involves 597 nursing students in the Philippines using the Zoom Exhaustion and Fatigue Scale. Multiple linear regression analysis was used to examine predictors of videoconference fatigue. Results indicated that nursing students experienced high levels of videoconference fatigue. Gender, self-reported academic performance, Internet connection stability, attitude toward videoconferencing, frequency, and duration of videoconferences predicted videoconference fatigue. The regression model explained 25.3% of the variances of the videoconference fatigue. Videoconference fatigue is relatively prevalent and may be taking its toll on nursing students. Developing strategic interventions that can protect or mitigate the impact of fatigue during virtual meetings is needed.

Competency Assessment Tool and Faculty Assessors for Competency-based Pharmacy Education: A Preliminary Study of Its Applications and Advantages

  • Sin, Hye Yeon
    • Korean Journal of Clinical Pharmacy
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    • v.31 no.4
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    • pp.285-292
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    • 2021
  • Background: Recently, the Korean Association of Pharmacy Education has been focusing on competency-based education (CBE) and has established required areas of competencies to improve the graduation competency. However, competency-based assessment (CBA) tools for implementing CBE have not yet been developed for faculty members and students to successfully access the assessment tests. Moreover, the faculty members in charge in pharmacy schools have encountered various barriers in recruiting individuals with integrated clinical experience to act as virtual patients. Therefore, this study aimed to identify the advantages and limitations of applying CBA tool and faculty assessors in the development of CBE to ensure the reliability of this assessment. Methods: Utilizing CBA tool, the students' communication skills and styles were assessed. students and faculty assessors were surveyed to evaluate the advantages and limitations of the CBA tool. Results: 8 assessors and 96 students participated in this study. 100% (8/8) of the faculty assessors and 77.4% (65/84) of the students reported that CBA tool is valuable to assess and improve student's ability. 90.5% (76/84) of the students felt confident in applying knowledge to patient-centered care. CBA tool can be a valuable for the instructors in identifying the competency level of students but can also be associated with limitations in implementation to ensure the objectivity and reliability of the CBA. Conclusions: The CBA tool can be valuable in assessing the level of students' competency. Faculty assessors have the advantage of well-prepared themselves for patient roles, so that the time and cost required may be minimized.

Systematic Review of Extended Reality Digital Therapy for Enhancing Mental Health Among South Korean Adolescents and Young Adults

  • Serim Lee;Jiyoung Yoon;Yeonjee Cho;JongSerl Chun
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.34 no.4
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    • pp.204-214
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    • 2023
  • Digital therapy using extended reality (XR) holds great promise for addressing the mental health needs of adolescents and young adults. This study addresses a notable research gap in South Korea by systematically reviewing XR-based digital therapy for the mental health of South Korean adolescents and young adults. We analyzed 26 studies encompassing various aspects, including study type, publication date, research field, research methodology, data sources, program types, program content, sample characteristics, target population, assessment tools, and program effectiveness. Notably, 46.15% of the studies employed an experimental design, whereas over 53% utilized non-experimental approaches. Experimental studies lacked a genuine design, standardized questionnaires, and control variables. Similarly, non-experimental studies failed to report specific literature selection criteria. Consequently, future studies should adopt rigorous methodologies to enhance reliability and validity. Moreover, over 85% of the 26 studies focused solely on virtual reality and did not incorporate augmented or mixed reality. This study identifies the limitations of the previous research. These findings emphasize the need for structured investigations to advance the development of XR-based digital therapy to promote mental health in adolescents and young adults in South Korea.

Web3.0 Metaverse Business Model Innovation of Sports Media

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.64-76
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    • 2024
  • We study three sports media start-ups that seek to promote business model innovation (BMI) in which Web 3.0 and metaverse are converged. In results, LM starts from an innovative digital space platform offering a unique combination of virtual real estate, games, and non-fungible tokens (NFTs) which come with real-world earning potential. It creates value by integrating virtual real estate, training academies, blockchain games, and meta shops to offer a unique experience, capture value by offering monetization tools for buying and trading limited edition NFTs of favorite influencers from various sports leagues, offering access to premier real-world events and VIP game contests, and delivers value by building community to play games with favorite athletes or teams including trivia games, allowing fans to engage with their favorite athletes in a unique exclusive way. SL starts from the customizable digital identities especially for young sports fans like generation (gen) Z to play, hang out, and express themselves with their own avatars. SI starts from a leading Web3.0 metaverse innovator creating NFTs with the greatest athletes of all time, allowing athletes and creators to set up a profile and mint NFTs directly onto the blockchain. It tries to have the partnerships with great athletes revolutionizing the sports media industry to connect sports heroes and their super fans through an immersive, artistic, inspirational NFTs and unlockable content creating a sticky community between them.

Development of Three-dimensional CAD System for Die Design for Automotive Body Panels (자동차 프레스 금형 설계를 위한 3차원 CAD 시스템의 개발)

  • Lee, Sang-Hwa;Ryu, Seung-Woo;Lee, Sang-Hun
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.1
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    • pp.39-49
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    • 2007
  • Recently three-dimensional (3-D) die design and production process has been widely introduced into the tooling shops of automotive manufacturers to reduce time-to-production of brand-new automobiles. 3-D solid models created in CAD systems are used not only for various simulations for design verification, but also for NC tool path generation to machine dies and their Styrofoam patterns. However, a lot of time and cost will be required to build solid models for dies if designers use only the generalized modeling capabilities of commercial 3-D CAD systems. To solve this problem, it is necessary to customize 3-D CAD system for the specific die design and manufacturing process. This paper describes a dedicated 3-D CAD system based on Unigraphics for die design for automotive body panels. The system provides not only 3-D design capabilities, but also standard part libraries, to enhance design productivity. The design process modeling technology has been introduced to facilitate redesign of the die for the modified panel. By introducing this system, dies can be designed more rapidly in the 3-D space, and their solid data can be directly transferred to CAM tools for NC tool path generation and simulation tools for virtual manufacturing.

Development of Internet-based Basic Planning System for Ships (인터넷 기반의 선박 기본계획 지원시스템 개발)

  • Lee S.-S.;Lee J.-K.;Lee K.-H.;Park J.-W.;Kim S.-Y.
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.4
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    • pp.406-415
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    • 2004
  • The industrial environment for shipbuilding in 21st century requires increase in few type of ships and marine structures, international cooperation and globalization, while virtual enterprise environment is rapidly establishing. On the other hand, more and more efforts will be spent on internet based distributed and collaborative environment rather than being spent on unit level automations such as CAD, CAM and CAE, and the link between them. Recent internet technology and information technology in heterogeneous environment are being applied in shipbuilding industry as well as in other industries. While these technology are rapidly adopted in major shipyards, many small and medium-sized shipyards does not have enough resources to introduce system designed for large enterprise. In this paper, a prototype of Internet technology based basic planning system is implemented for the small and medium sized shipyards based on the internet technology and concurrent engineering concept. First, the system is designed from the user requirements. Then standardized development environment and tools are selected. These tools are used for defining and evaluating core application technologies for the system development. This can guarantee the survival of small and medium-sized shipyards in 21st century industrial environment.

Development of a Three-Dimensional CAD System for Design of Drawing Dies for Automotive Panels (자동차 패널 드로잉 금형 설계를 위한 3 차원 CAD 시스템의 개발)

  • Lee Sang-Hwa;Lee Sang-Hun
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.1424-1428
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    • 2005
  • This paper describes a dedicated three-dimensional CAD system for design of drawing dies for automotive body panels. Since solid die models are useful not only for simulations for design verification, but also for NC tool path generation to machine dies and their Styrofoam patterns, 3-D CAD systems have been introduced in the tooling shop of automotive manufacturers. However, the work to build solid models requires a lot of time and effort if the designer uses only the general modeling capabilities of commercial 3-D CAD systems. To solve this problem, we customized a 3-D CAD system for the drawing die design. The system provides not only 3-D design capabilities, but also standard part libraries to enhance design productivity. By introducing this system, the drawing dies can be designed more rapidly in the 3-D space, and their solid data can be directly transferred to CAM tools for NC tool path generation and simulation tools for virtual manufacturing

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Provision of Effective Spatial Interaction for Users in Advanced Collaborative Environment (지능형 협업 환경에서 사용자를 위한 효과적인 공간 인터랙션 제공)

  • Ko, Su-Jin;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.677-684
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    • 2009
  • With various sensor network and ubiquitous technologies, we can extend interaction area from a virtual domain to physical space domain. This spatial interaction is differ in that traditional interaction is mainly processed by direct interaction with the computer machine which is a target machine or provides interaction tools and the spatial interaction is performed indirectly between users with smart interaction tools and many distributed components of space. So, this interaction gives methods to users to control whole manageable space components by registering and recognizing objects. Finally, this paper provides an effective spatial interaction method with template-based task mapping algorithm which is sorted by historical interaction data for support of users' intended task. And then, we analyze how much the system performance would be improved with the task mapping algorithm and conclude with an introduction of a GUI method to visualize results of spatial interaction.

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