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A Study of VR Interaction for Non-contact Hair Styling (비대면 헤어 스타일링 재현을 위한 VR 인터렉션 연구)

  • Park, Sungjun;Yoo, Sangwook;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.367-372
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    • 2022
  • With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.

A Study on Utilization Method of the Metaverse in Digital Heritage (디지털 문화유산의 메타버스 활용방안 연구)

  • Seol, Yeonsu;Joo, Chungmin;Yoo, Jongwon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.111-120
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    • 2021
  • This study looked at how the digital cultural heritage, which is being actively built by the government and public institutions, can be utilized in the metaverse service. Through an expert interview, we investigated how the digital cultural heritage of Bulguksa can be serviced with the four elements of the metaverse: augmented reality, mirror world, lifelogging, and virtual world. As a result of the study, it was confirmed that when digital cultural heritage is used in a virtual space called metaverse, interactive and realistic services can be provided to users. In addition, it was found that users can exhibit, experience, and educate online parts that are not available in real life in the same situation as if they were in the field. Through this, it was confirmed that if digital cultural heritage is designed as a metaverse service, it can provide functions and services of a different level than before. In particular, the result was obtained that it is possible to provide services considering the characteristics of each of the four elements of the metaverse. First, it is possible to obtain the convenience of augmenting the senses by using augmented reality, and secondly, it is possible to obtain the scalability and efficiency of reproducing the real space by using it as a mirror world element. Third, by using the lifelogging element, communication can be strengthened through the user's record and connection, and fourthly, through the virtual world element, roles and activities in the virtual world can be given to the user. Therefore, if digital cultural heritage is developed as a metaverse service in consideration of these factors, a more active and open experience environment can be provided to users.

The Influence of China's Network Video Features on Consumer Subscription Satisfaction and Continuous Subscription Intentions (중국 인터넷 동영상 특성이 소비자 구독 만족도와 지속구독의도에 미치는 영향)

  • Zhang, XinDan;Wang, Lu;Pang, QiWei;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.423-435
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    • 2021
  • The purpose of this paper is to verify the influence of the characteristics of Chinese online video on users' subscription satisfaction and continuous subscription intention. For this purpose, this paper conducted online and offline questionnaire for customers who had subscription experiences within one month from April 16 to May 16, 2021. A total of 338 questionnaires were collected, except for 55 dishonest responses and non-subscription responses. A total of 283 copies were used for empirical analysis. The analysis results are as follows. First, before implementing the hypothesis verification of this paper, the results of analyzing the rationality and reliability of the measurement concept show six factors of online video characteristics, such as accuracy, social impact, service quality, content diversity, information, and entertainment. Second, among the six factors of the characteristics of online video, accuracy, social influence, service quality, and information have a "positive (+)" impact on subscription satisfaction. Third, in addition to the content diversity and entertainment in the characteristics of online video, the other four factors have a positive impact on consumers' continuous subscription intention. Fourth, subscription satisfaction has a positive impact on continuous subscription intention. Fifth, there is a media effect of subscription satisfaction between the characteristics of online video and the intention of continuous subscription.

Development of a Building Construction Curriculum Learning Management System for the Application of Team-based Learning (팀기반학습 적용을 위한 건축시공 교육지원시스템 개발)

  • Kim, Jae-Yeob;Kim, Seong-Bin
    • Journal of the Korea Institute of Building Construction
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    • v.21 no.6
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    • pp.689-700
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    • 2021
  • Due to the COVID-19 pandemic, higher education in South Korea has rapidly shifted online. In addition, the advent of the Fourth Industrial Revolution has highlighted the need to introduce innovation teaching methods. To cope with these changes and demands, the learning management system used by domestic universities must therefore be improved. This study developed a learning management system for the application of team-based learning to improve and develop the learning management system of domestic universities. The major research findings are as follows. The analysis results showed that there is not sufficient function to apply new innovation teaching methods, such as team-based learning, in the current learning management system of domestic universities. Therefore, a learning management system capable of supporting team-based learning courses was developed in this study. The system consisted of 'pre-class learning,' 'team activities' and 'participation learning,' which were further classified into nine sub-items. In the future, a survey of system users is planned in order to further improve the system. It is believed that if the proposed learning management system were introduced to domestic universities, it would improve the educational environment and contribute to the spread and use of innovative teaching methods.

Familiarity and Preference on Korean Typefaces by Serif and Square-Frame (한글 글꼴의 세리프 및 네모틀 여부에 따른 친숙성과 선호도)

  • Lee, Haeun;Hyun, Joo-Seok
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.29-38
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    • 2021
  • Korean typefaces are characterized on two axes: a font is either serifed or non-serifed, and it is either square-frame or non-squared. A serifed font entails small strokes that are regularly attached to the ends of larger strokes. Conversely, fonts without these marks are termed sans-serif. One of the exclusive features of Korean typeface of the square-frame type is that in such fonts, vowels and consonants often with their final vowels, are harmonically placed within the boundaries of the virtual square. We hypothesize that serifed and squared-frame typefaces are more popular and preferred owing to their widespread use throughout history. A survey incorporating Korean pangrams written with serif, sans-serif, squared, and non-squared typefaces was designed to test the present hypothesis. We found that people typically preferred and were more familiar with squared typefaces compared to non-squared typefaces. However, no difference was observed between serifed and san-serif typefaces. Furthermore, a positive correlation was found between familiarity and preference ratings only where the typefaces had squared and serifed features. The results revealed that Korean typefaces with the squared feature were more well-known and, therefore, more preferred to the typefaces without it. The results further indicated that Korean typefaces with the squared feature can be recommended for people's familiarity to it and the comfort it provides, and their emotional relevance and sensibility enhanced if serifs are added.

A Product Development Study that Applies theFormative Elements of Rooftile Sumaksai (기와 수막새의 조형적 요소를 응용한 제품개발연구)

  • Nam-Goong, Sun
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.322-330
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    • 2022
  • With the development of media, modern times are actively exchanging cultures and information around the world. Therefore, product development using traditional material, which are Korean cultural heritages, can be said to be another medium that can promote our unique culture to the world. Therefore, this study attempted to develop a product suitable for the modern lifestyle that combines tradition and modernity by investigating and analyzing Korean roof tiles and applying the formative elements identified as a result of the study. Among the types of roof tiles, a Sumaksai, which is located on the front of the roof and stands out for decoration, was selected as the subject of the study, and it was developed by combining it with lighting and plates as an item for modern people seeking a life full of personality. In product development, we tried to express the traditional style as it is by making the most of the elements of the Sumaksai, and the lotus pattern, which was most commonly used in each era when roof tiles were made, was simplified and applied to the product. As the products developed in this way are used in our daily lives, we hope that users' interest in ours will increase, and that the development of various products through research on traditional material can be activated as a way to spread our culture around the world.

Study on selection and basic specifications design of shield TBM for power cable tunnels (터널식 전력구 쉴드TBM 선정 및 기본설계 사양 제시에 관한 연구)

  • Jung Joo Kim;Ji Yun Lee;Hee Hwan Ryu;Ju Hwan Jung;Suk Jae Lee;Du San Bae
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.25 no.3
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    • pp.201-220
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    • 2023
  • Power cable tunnels is one of the underground structures meant for electricity transmission and are constructed using shield TBM method when transitting across urban and subsea regions. With the increasing shaft depth for tunnels excavation when the shield TBM excavated the rock mass, the review of selecting closed-type shield TBM in rocks becomes necessary. A simplified shield TBM design method is also necessary based on conventional geotechnical survey results. In this respect, design method and related design program are developed based on combined results of full-scale tests, considerable amount of accumulated TBM data, and numerical simulation results. In order to validate the program results, excavation data of a completed power cable tunnel project are utilized. Thrust force, torque, and power of shield TBM specification are validated using Kernel density concept which estimates the population data. The robustness of design expertise is established through this research which will help in stable provision of electricity supply.

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.

Comparison of acoustics performance measurement and evaluation standard of office space and office acoustics criteria of European countries (사무공간의 음향성능 측정, 평가 방법의 표준화와 유럽 국가들의 음향성능 기준 비교)

  • Jeong-Ho Jeong
    • The Journal of the Acoustical Society of Korea
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    • v.42 no.2
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    • pp.133-142
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    • 2023
  • The office environment is changing according to work types, Information Technology (IT) advancements, and the Coronavirus disease (COVID)-19 situation. In order for office space users to perform their tasks comfortably and efficiently, it is necessary to secure individual privacy as well as easy communication among members. In Korea, the demand for improving the acoustic performance of office spaces is also increasing, but the related performance criteria and guidelines have not been established. In this study, standardization of office space acoustic performance measurement and evaluation methods and European countries' acoustic performance criteria were compared and reviewed. It is proposed to comprehensively review international standardization trends and acoustic performance standards in each country and to establish and utilize criteria for evaluating the acoustic performance and satisfaction of office spaces in Korea through our survey. Considering the international standardization direction and compatibility with communication and Public Address (PA) systems, it is appropriate to establish criteria using the speech transmission index or Speech Transmission Index (STI) application index. This criterion will be highly utilizable and compatible. In addition, since the office furniture industry is interested in improving the acoustic performance of office space, it is necessary to establish a labelling system for speech level reduction of office furniture.

Proposing a Service based on a Social Robotic Figure that Supports Interaction Between Fans and K-pop Stars (팬과 K-pop 스타간의 상호작용을 지원하는 소셜 로봇 피규어 기반 서비스 제안)

  • Jeon, Bienil;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.10
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    • pp.499-508
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    • 2016
  • According to spreading K-pop globally, the market size related to K-pop stars is increasingly growing at home and abroad. Recently, services and products having direct interaction with the star are emerging. This research aims to propose a new service using a smart, connected social robotic figure that can support interaction between fans and K-pop stars. For this study, we begin by exploring literature about K-pop culture. Also, we investigate cases that connect between fans and stars and then build the development directions for a new service. Based on these development directions, we extract feasible technology and its interaction elements through analysing the cases of social robots. Finally, we propose the social robotic figure service in this research. This service proposed in this study can create and enhance diverse bidirectional communication between fans and stars through employing a user-customized, smart, connected figure based on a IoT platform. This research contributes to approaches for sustainable advance of K-pop through applying IoT technology.