• Title/Summary/Keyword: 실재화

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Identifying Factors Affecting Chatbot Use Intention of Online Shopping Mall Users (온라인 쇼핑몰 챗봇 사용자의 활용의도에 영향을 미치는 요인에 대한 실증 연구)

  • Kim, Taeha;Cha, Hoon S.;Park, Chanhi;Wi, Jong Hyun
    • Knowledge Management Research
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    • v.21 no.4
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    • pp.211-225
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    • 2020
  • We investigate factors affecting chatbot use intention of online shopping mall users. We identify theoretical foundations from the literature and postulate that accuracy, personalization level, intelligence, intimacy, social presence, and piracy concern should affect intention to use more or negative intention to use. Based on 300 responses from online shopping mall chatbot users in Korea, we run the statistical analysis to assure the reliability and validity of the measurements. From the multiple regression analysis, we find that personalization level, intelligence, social presence, and privacy concerns significantly affect intention to use more. In contrast, we find that accuracy and privacy concerns significantly affect negative intention to use. This work will present pragmatic implications upon the design and management of chatbot in order to not only incent customers to use more but reduce factors that may cause negative use intention. Among functional factors, personalization and intelligence increases the intention to use more while accuracy decreases negative intention to use. Among emotional factors such as intimacy and social presence, we find that only social presence significantly increases intention to use more. Privacy concerns is found to decrease intention to use and increase negative intention to use.

A Study on the Haptic Effect Display for Interactive Haptic Game (상호작용 체감형 게임을 위한 체감 효과의 동기화 기법에 관한 연구)

  • 배희정;변기종;장병태
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.570-572
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    • 2003
  • 체감 효과 (haptic effect)는 가상 환경에서의 실재감 부여를 위하여 중요시되고 있다. 반면, 가상 객체에 실재와 흡사하게 연동하는 기술은, 체감 효과의 모델링과 함께 렌더링 시간 둥의 문제 때문에 사용의 한계를 가진다. 본 논문에서는, 실시간 체감 효과를 위하여 필수적인 가상 객체와의 동기화 기법에 대하여 다룬다. 이를 위하여, 가상 객체에 작용하는 동역학적 움직임을 체감 효과에 대응되도록 하는 알고리즘을 제안하고, 이를 실시간 충들 처리와 연동함으로써 필요한 시간을 최소화 할 수 있음을 제시한다. 본 논문의 결과로는 캐릭터의 빈번한 제어에 대응되도록 체감 효과를 생성할 수 있음을 보이며, 안정적이면서 그럴 듯한 효과를 재현할 수 있음을 보인다.

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Effects of AI Chatbot and Service Agent on Attitude and Choice Deferral of Recommended Products (AI 챗봇과 상담원이 추천하는 제품에 대한 태도와 선택연기에 미치는 영향)

  • Yoo, Kun-Woo
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.297-307
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    • 2022
  • This study examined whether there was a difference in the attitude toward the recommended product and the effect on the choice deferral according to information sources. Experiment 1 examined the relationship between trust in information and product attitude, and between uncertainty and choice deferral according to information sources (AI chatbot vs. human). Experiment 2 examined the impact of social presence, perceived personalization, and choice deferral according to whether anthropomorphism of AI chatbots or not. The research results are as follows. First, consumers were found to have a more positive attitude toward products recommended by AI chatbots (vs. human). Second, consumers were more choice deferral whether to purchase products recommended by AI chatbots (vs. human). Third, it was found that consumers' selection of products recommended by anthropomorphic AI chatbots (vs. impersonated AI chatbots) increased. Also, the implications of this study and future research directions were discussed.

Personification of On-line Shopping Mall -Focusing on the Social Presence- (온라인 쇼핑몰의 의인화 전략 -사회적 실재감을 중심으로-)

  • Park, Ju-Sik
    • Management & Information Systems Review
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    • v.31 no.2
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    • pp.143-172
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    • 2012
  • While e-commerce market(B2C) grows rapidly, many experts argue that EC(B2C) transactions have not reached its full potential. A notable difference between online and offline consumer markets that is suppressing the growth of EC(B2C) is the decreased presence of human and social elements in the online shopping environments. Generally online shopping lacks human warmth and sociability. In this study, social presence in online shopping mall was proposed as a substitute for face-to-face social interaction in the traditional commerce and author explored what variables affect social presence(human warmth and sociability) on online shopping malls and how human warmth and sociability can influence on online store loyalty. To achieve research objectives, we reviewed literatures related with marketing, psychology and communication research areas. Based on literature review, we proposed a research model on the online shopping mall. To examine the proposed research model, we gathered data by using a self-report questionnaire. Respondents consists of online shoppers with at least five or more times of purchase experience in online shopping malls. Because social presence is a feeling which needs frequent contacts with malls to experience, respondents must have enough purchase experiences. The empirical results are as follows : First, shopping mall's customization efforts influence perceived social presence on the mall significantly. Second, shopping mall's responsiveness influences perceived social presence significantly. Third, perceived activity of community of online shopping mall influences perceived social presence significantly. Mall managers have to activate their customer community to reinforce social presence, resulting in trust building. Finally, perceived social presence influences trust and enjoyment on the mall significantly. And then trust and enjoyment on the mall affect store loyalty significantly. From these findings it can be inferred that perceived social presence appears determinant which is critical to the formation of core variables(trust and loyalty) in existing online shopping papers.

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A Study on Simulator Control for Improving Virtual Presence (가상 실재감 향상을 위한 시뮬레이터 제어 방안 연구)

  • Jeong, Su-Bin;Park, Sung-Soo;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.61-70
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    • 2018
  • Thanks to the 4th Industrial Revolution, interest in virtual reality increased and many improvements of VR devices were made. Among the VR devices, the simulator plays an important role in improving the real feeling of virtual presence. In this paper, we analyze the case of existing simulator and control method for efficient interlocking of motion simulator and VR contents, and classify motion control elements in VR contents into four types. Based on this preliminary study, this paper proposes a modular motion control method to help the contents and simulator work more effectively in the production of VR contents.

The Realtime method of 3D Sound Rendering for Virtual Reality : Complexity Reduction of Scene and Sound Sources (장면 및 음원 복잡도 축소에 의한 3차원 사운드 재현의 실시간화 기법)

  • Seong SukJeong;Yi JeongSeon;Oh SuJin;Nam YangHee
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.550-552
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    • 2005
  • 실감 재현이 중요한 가상현실 응용에서는 사용자에게 고급 그래픽 환경을 제시하고 사용자의 인터랙션에 즉각적인 피드백을 제공함으로서 실재감과 몰입감을 증대시키는 연구가 진행되어왔다. 실재감, 공간감 전달을 위해 시각과 청각을 함께 활용하는 것이 효과적이나, 가상공간의 특징을 반영한 3차원 사운도 재현 연구는 국내외 통틀어 초기단계에 머물러 있다. 실재감과 공간감을 반영한 3차원 사운드의 재현을 위해서는 음원의 전파, 반사, 잔향 풍의 계산이 사용자의 인터랙션에 따라 새롭게 계산되어야한다. 그러나 사운드 전파경로와 공간을 이루는 모든 폴리곤들과의 충돌을 검사하며 반사 등을 계산하는 것은 실시간성이 중요한 가상현실응용에서는 무리가 따르므로 실 시간성을 보장하기 위한 계산량 축소가 요구된다. 본 논문에서는 다수의 음원이 존재하는 복잡한 가상공간에서의 3차원 사운드를 재현하기 위하여 사운드 신과 계산에 필요한 최소한의 정보를 가지는 오디오 씬 그라프의 공간을 재구성하고 다수의 음원을 대상으로 음원 축소 및 군집화를 적용하여 3차원 사운드효과를 실시간으로 재현하는 알고리즘을 제안한다.

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Trends and Tasks in Research on Didactic Transposition in Mathematics Education (교수학적 변환 연구의 동향과 과제)

  • Lee, Kyeong-Hwa
    • Journal of Educational Research in Mathematics
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    • v.26 no.2
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    • pp.173-188
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    • 2016
  • Research on didactic transposition in mathematics education has about 25-year and about 35-year long history in and out of Korea, respectively. This study attempts to investigate in trends of those research and to suggest tasks needed to be tackled. Major findings are followed. First, studies done in Korea tended to focus on the application of the didactic transposition theory for proving its effectiveness in understanding mathematics textbooks and mathematics lessons in-depth. It is suggested to conduct meta-analysis of the accumulated results or analysis of further applications of the didactic transposition theory to improve theoretical aspects of didactic transposition. Second, new categories for extreme teaching phenomenon were found and new typology in knowledge to be considered in the didactic transposition was developed in a few studies done in other subject matter education. Application of these to mathematics education may enhance research in didactic transposition of mathematical knowledge. Third, praxeology or a complex of praxeology for Korean school mathematics should be explored as did in other countries. Fourth, there have been rich attempts to link perspectives in didactic transposition to other perspectives or fields such as anthropology, human and education in technology era, praxeology theory in economics, epistemology in other countries but not in Korea. It is suggested to extend the scope of discussion on didactic transposition and to relate various concepts given in other disciplines. Fifth, clarification or negotiation of meaning for the main terms used in the discussion on didactic transposition such as personalization, contextualization, depersonalization, decontextualization, Topaze Effect, Meta-Cognitive Shift is suggested by comparing researchers' various descriptions or uses of the terms.

Realistic Expression Factors According to Visual Presence in Terms of Iris color and Pupil Accommodation of Virtual Avatar (가상 아바타의 홍채색과 동공 조절에 따른 시각적 실재감에 대한 실감표현요소)

  • Won, Myoung Ju;Park, Sang-In;Lee, Eui Chul;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.1-8
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    • 2014
  • The virtual avatar is a principal way as media for communicating language and affective feelings in virtual environment. As similar purpose, this study evaluates user's visual feeling according to the changes of iris color and pupil size of virtual avatar which is considered as new factors for representing realistic avatar. Virtual avatars were configured by pupil accommodation and iris color(green, brown). After presenting above image to 32 participants, a questionnaire(18 items) based on previous studies was created, and reported as a 5-point scale. Experimental result showed that the case of adopting pupil accommodation induced more realistic visual feeling of subjects. This result can be regarded as a basis for designing realistic virtual avatar by confirming the effectiveness of pupil accommodation of avatar in terms of representing visual presence.

Influence of Social Presence on Online Community Users' Continuance Intention (사회적 실재감이 온라인 커뮤니티 지속사용의도에 미치는 영향)

  • Kim, Kwang-Mo;Choi, Hee-Won;Kwon, Song-Il
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.131-145
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    • 2014
  • This study is an empirical analysis on the relationship between social presence and online community users' continuance intention. Based on Bhattacherjee(2001)'s expectation-confirmation model (ECM) of IT continuance model, we test the influence of social presence on one's intention to continue using online communities. This study sampled 132 online community users. Research hypotheses are tested using the structural equation modelling(SEM) approach. The results of this study demonstrate that user satisfaction is influenced by perceived usefulness and perceived enjoyment. But, the confirmation of expectation did not affect user satisfaction. And, social presence has direct effects on perceived usefulness and perceived enjoyment. Further, social presence has a positive effect on users' continuance intention through mediating effect of perceived usefulness. This study suggests that perceived usefulness should be taken into account when carrying out the operating strategy of online communities.

인과성과 인간 동일성

  • Lee, Jwa-Yong
    • Korean Journal of Logic
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    • v.7 no.1
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    • pp.23-40
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    • 2004
  • 실체 유물론과 인과 결정론이 개인의 자유와 동일성을 실질적으로 열어주려면 사건 원인 외에 행위자 원인의 여지를 허용해야 한다. 그 두 가지 원인은 법칙적 일반적 결정의 개념과 합리적 개성적 결정의 개념을 지니고 있다. 개성의 인과적 역할은 법칙화할 수 없는 물질성의 여지를 남긴다. 바로 그 가능성이 인간의 자유와 동일성의 실질적 복권의 가능성이다.

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