• Title/Summary/Keyword: 가상사회

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A Study on the Creation Virtual Space using 2D Images based on Unreal Engine (언리얼 엔진(Unreal Engine) 기반의 2D 이미지를 이용한 가상공간 제작 연구)

  • Minjeong Oh;Yongdeuk Seo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.175-176
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    • 2022
  • 최근의 코로나 팬데믹과 같은 사회적 요구로 주목을 받고 있는 가상공간은 가상의 환경에서 사용자에게 존재하지 않지만 존재한 것처럼 믿게 만드는 시각적 공간이라 할 수 있다. 본 연구는 언리얼 엔진의 'HDRI backdrop'과 'Paper 2D' 기능을 활용하여 2D 이미지들로 가상공간을 제작한 작품을 서술한 글이다. 작품에서 배경은 HDRI backdrop을 이용하여 4K HDR 사진 이미지를 3D 공간에 설정하여 제작하고 캐릭터는 Paper 2D를 활용하여 책 표지에 등장하는 캐릭터 이미지를 포토샵 편집 후 스프라이트로 변환하여 배치하였다. 2D 이미지를 활용하여 가상공간을 제작한 작품을 계기로 2D 콘텐츠와 3D 가상공간의 융합으로 새로운 방향의 활용가능성을 발견하고 다양한 표현방식과 아이디어로 발전할 수 있을 것이다.

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Fun Labor and User Identity of Virtual Worlds (가상세계의 재미노동과 사용자 정체성)

  • Lyou, Chul-Gyun;Shin, Sae-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.182-190
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    • 2007
  • Virtual world is the 3D graphical interactive environment that networked by electronic communications. Virtual Worlds offered flow experience for a long time to their users. They blur the boundaries of work and play, so bring out the concept of Fun Labor. If we can accept the principle of equivalence between Fun Labor and Real Labor, the Fun Labor may be one of the solutions of the large unemployment problem in the information society. And the Fun Labor is the new type of labor that corresponds the subjectivity of users who want interesting experience as much as they spend money and times. This situation means that the users of Virtual worlds are structuring the identities as the Residents who act the Fun Labor. It'll be very important to examine the social effects of this situation.

포커스

  • Korean Associaton of Information & Telecommunication
    • 정보화사회
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    • s.104
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    • pp.70-73
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    • 1996
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Analysis on Factors Affecting Knowledge Sharing Behavior in Virtual Community (가상커뮤니티에서 지식공유 행동에 영향을 미치는 요인 분석)

  • Park, Kyung-Soo;Lim, Yong-Hwan
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.3
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    • pp.38-53
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    • 2008
  • This study focuses on identifying motivation factors affecting knowledge sharing behavior in virtual communities. To achieve this research objective, a research model has been developed through two major coordinated theories such as social cognitive theory(self-efficacy and community-related outcome expectation) and social exchange theory (codification effort, image, reciprocity, and enjoyment in helping others). 246 samples have been collected and simple regression and multiple regression methods have been used for empirical analysis. The research result is that self-efficacy has a positive influence on image, reciprocity, enjoyment in helping others, and community-related outcome expectation and thus this result reveals that self-efficacy indirectly affects knowledge sharing behavior. Among the antecedents of knowledge sharing behavior, codification effort, enjoyment in helping others and community-related outcome expectation are significant, but image and reciprocity are not. The research results help to derive practical strategic implications related to knowledge sharing to activate a virtual community.

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The Impact of Metaverse Development and Application on Industry and Society (메타버스의 발전과 적용이 산업과 사회에 미치는 영향)

  • Moon, Seung Hyeog
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.515-520
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    • 2022
  • Metaverse is at the center of heated debates in many areas recently. Coupled with real world, metaverse is extending its domain into social and cultural activities in addition to economic value creation as untact activities increase. Global companies are investing in R&D for metaverse. The reason is that metaverse is supposed to create new value by converging virtual and real worlds thanks to technology advancement such as AI, big data, 3D graphic, 5G, cloud computing, etc. Thus, innovative changes are expected in the economic, social and cultural areas. However, there are many problems to be solved yet for connecting virtual world and real one. Also, epoch-making development of products and services should be done for realistic experience and profit creation using virtual space in various industries beyond untact social activities against pandemic situation. The essence, present condition, development and its application areas of metaverse will be analyzed, and expected problems researched so that the strategy and methodology for securing global competitiveness will be addressed in coming metaverse era.

A Study on Cyber house Model for creating Virtual Community (가상공동사회구현을 위한 사이버주거모델에 관한 연구)

  • 송정화;최용의;김은영;정나리;이현수
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2000.11b
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    • pp.189-195
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    • 2000
  • The purpose of this study is to provide a basis for creating virtual community based on Cyber house. Cyber house is a digital architecture which enables multifarious lives based on the self, neighbor, new information. This study presents a process of Cyber house model and suggests scenarios of Cyber house application. Cyber house model has been developed by using SCOL but there were a few problems to design Cyber house. Since Java3D has flexibility to create Cyber house without limitation, even though it is very difficult to develope, it may well suited to make Cyber house. .Therefore Cyber house has to be developed as an instrument which provides various function rather than simple 3 dimensional digital house. Cyber house has a lot of potential and contribute to the Quality of lives.

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Design and Implementation of avatar behaving on Internet Using EAI (EAI를 이용한 인터넷 상에서의 아바타 동작에 관한 설계 및 구현)

  • 정회경;안성옥;정재길
    • The Journal of Information Technology
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    • v.4 no.1
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    • pp.97-108
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    • 2001
  • This thesis is about the design and implementation of the system for controlling Avatar, user's alter ego in a simulated world using the EAI(External Authoring Interface) technology to be able to control VRML(Virtual Reality Modeling Language). In this thesis, user's Avatar described in VRML language embodied interactions to move and show an expression by JAVA according to a user's demand. In the future, this would be able to develop into a research to try to embody and construct a simulated society based on web for the purpose of various integration of society such as cyber government, lecture, trial performance, and auction.

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A Comparative Study on the Factors Affecting the Loyalty to Cyber Communities: Focusing on Korea and India (가상공간에서의 사회적 교류가 가상공동체 몰입에 미치는 영향에 관한 연구: 한국과 인도를 비교하여)

  • Kim, Bong-Jun;Jeong, Chang-Mi;Cho, Nam-Jae
    • Asia pacific journal of information systems
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    • v.14 no.2
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    • pp.21-36
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    • 2004
  • Since IT industry has changed very rapidly in technology, market environments, the cyber communities raise new social space. In spite of such growth of cyber communities, academic discussion is relatively limited. This Paper suggested several factors that affect the level of participator's loyalty on cyber communities. Participator's loyalty was classified into two categories, the psychological loyalty, which measure the psychological responses, and the behavior loyalty, which measure the absorption of time, the volume and frequency of visit to cyber communities. Consequently, this research has showed social awareness about cyber community culture and suggested the strategy directions for customer-oriented cyber Community Company.

A Study of Family Relationship Maximizing Strategy using Ubiquitous Virtual Space (유비쿼터스 가상공간을 이용한 가족유대감 극대화 방안 연구)

  • Lee, Gee-Won;Hong, Seong-Yong
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06d
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    • pp.156-158
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    • 2011
  • 최근 핵가족 및 1인 가구 형태의 주거문화 가속화로 인해 독거노인 건강 및 복지문제, 맞벌이자녀의 양육문제 등이 자연스럽게 대두되기 시작하였고 원격지에 떨어져 사는 가족 구성원간의 커뮤니케이션 기회 상실로 가족 유대감이 점차 저하되면서 뿌리 깊게 이어진 우리나라의 가족 중심문화의 해체현상이 급속화 되어가고 있다. 따라서 본 논문에서는 이러한 사회문제 해소를 위해 광대역 통신망 및 유비쿼터스 기술을 활용하여 원격지 사이의 공간을 하나로 연결하는 가상공간을 구축하여 장소, 시간에 구애 없이 멀리 떨어져 사는 가족 간에 실제 대면하듯이 커뮤니케이션을 하고 정서적 교감을 나눌 수 있는 방안 연구하고 제안하였다. 유비쿼터스 환경은 인간사회에 큰 영향을 줄 것이며, 다양한 기술이 발전하여 언제 어디서나 네트워크를 기반으로 인간과 인간, 인간과 사물 간에 통신이 가능하도록 하는 3차원 커뮤니케이션 공간을 가능하게 할 것이다. 본 연구는 이러한 3차원 커뮤니케이션을 통한 가족 간의 의사소통과 유대감을 높일 수 있도록 가상공간을 활용하는 것에 대하여 제안하였다.