• 제목/요약/키워드: 아바타

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An Inter-Working Method for Mobile Upbringing Game Using WAP Push Technology between WEB and WAP servers (WAP Push 기술을 애용한 모바일 육성 게임을 위한 WEB과 WAP 서버간의 연동 방법)

  • Hwang Doh-Yeun;Lee Nam-Jae;Kwak Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.137-142
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    • 2005
  • Since wireless communication cost is relatively expensive, the mobile games using cellular phones or PDAs are mostly played after being downloaded unlike more updated types of phone-to-phone or online games. In particular, the upbringing games, in which garners foster virtual companion animals or vegetables as their avata, have been spotlighted. It is essential to supply variety of items for upbringing avatas. However, due to diverse tastes for avatas and limited storage of mobile terminals, game manias must download their desired items from homepages. In addition, game developers must inform users through SMS messages whenever a new item is created. To do so, they must link WEB server and WAP server to Call Back URL or ARS. This paper proposed a linkage method suitable for JAVA-based mobile phone operating system. The proposed method will consequently increase life cycle of a game and reinforce profitability.

A collaborative Serious Game for fire disaster evacuation drill in Metaverse (재난 탈출 협동 훈련 기능성 게임의 메타버스 플랫폼 구현)

  • Lee, Sangho;Ha, Gyutae;Kim, Hongseok;Kim, Shiho
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.70-77
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    • 2021
  • The purpose of Serious games in immersive Metaverse platform to provide users both fun and intriguing learning experiences. We proposes a serious game for self-trainable fire evacuation drill with collaboration among avatars synchronized with multiple trainees and optionally with real-time supervising placed at different remote physical locations. The proposed system architecture is composed of wearable motion sensors and a Head Mounted Display to synchronize each user's intended motions to her/his avatar activities in a cyberspace in Metaverse environment. The proposed system provides immersive as well as inexpensive environments for easy-to-use user interface for cyber experience-based fire evacuation training system. The proposed configuration of the user-avatar interface, the collaborative learning environment, and the evaluation system on the VR serious game are expected to be applied to other serious games. The game was implemented only for the predefined fire scenario for buildings, but the platform can extend its configuration for various disaster situations that may happen to the public.

The Christian Understanding and Application of Metaverse: Focusing on the the Characteristics of Metaverse (메타버스(Metaverse)의 기독교적 이해와 적용: 메타버스의 특성을 중심으로)

  • Park, Kunchun;Bong, Wonyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.511-523
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    • 2022
  • This study attempts an appropriate Christian understanding and application of the metaverse. To this end, the general concept, type, and utilization of the metaverse were examined, and the main characteristics of the metaverse were analyzed in three main categories by the association of the concepts and the common factors. Based on this, the main focus of the Christian understanding of the metaverse found in this study is, first, the "transcendental worldview" of the metaverse. Applications include restructuring the Christian worldview and creating a Christian metaverse environment for future generations. Second, it is a "fusion and composite on- and offline" understanding of the metaverse. An integrated on- and off-line understanding of the church, worship, mission, and the missional acceptance of the metaverse are its applications. Third, in the metaverse, it is an "extension of the functionality of the avatar." This presents its application tasks, such as establishing human identity, expanding the concepts of empathy and communication, and expanding Christian ethics and economic views. At the heart of the Christian understanding of the metaverse is worldview, mission, and understanding on human being.

Virtual Costume Creation Simplification Service Design - Focusing on Metaverse and ZEPETO - (가상 의상 제작 간략화 서비스 설계 - 메타버스, 제페토를 중심으로 -)

  • Ryu, Sang-Hyun;Sur, Da-Eun;Kim, Kyeong-Mok;Ban, Jae-Eun;Huh, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.583-589
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    • 2022
  • Due to COVID-19, which has thrown the whole world into chaos, it has become an era where many technologies and contents are made non-face-to-face. At the same time, the popularity of the metaverse service is also increasing day by day, and the virtual costume (avatar) industry, one of the sub-industries, is also growing. In this study, we designed and developed a system for creating virtual costumes to be uploaded to ZEPETO, a mobile metaverse service. Unlike the existing service that requires a program that operates in a PC environment, it can be produced only by shooting and simple operation through a mobile device. With the advantage of being able to process all tasks of this system in a mobile environment, small businesses and individual operators who are not familiar with external programs will be able to more easily access the 3D virtual clothing industry.

Analysis of Female Body Types in Their 20s and 30s for Modeling Korean Standard Avatar (한국인 표준 아바타 모델링을 위한 20-30대 여성 체형 분석)

  • Eun-Hee Hong;Ji-Won Yoon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.4
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    • pp.57-72
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    • 2022
  • This study categorized and analyzed the body types of adult women in their 20s and 30s using 3D human measurement data from the 8th Size Korea, and intended to construct body shape and dimension data necessary for modeling Korean standard avatars. Data analysis considered data from 1302 adult women in their 20s and 30s, and a total of 49 index values, drop values, and angle items were subjected to factor analysis and one-way ANOVA to categorize the body type, and Duncan test to post-verify significant differences by type. As a result of conducting factor analysis, 13 factors were extracted and were categorized into 4 body types. Type 1 is short in the upper torso, long in the lower torso, long in the arms and legs, and has a upright body shape and sagging shoulder. Type 2 is short in the torso, arms and legs, and has large torso flexion and lower body circumference. Type 3 has abdominal obesity with small torso flexion and lower body circumference. Type 4 is a small body bending forward type. For the distribution of body types by age among those in their 20s and 30s, the highest appearance rate was Type 1 and was therefore selected as the represntative body type. The body type information of this study will be used as basic data for developing standard avatars.

Examining the Impact of Avatar Customization on the Continuous Intention to Use the Metaverse -The Mediating Role of Self-expansion and the Moderating Effect of Self-efficacy- (아바타 커스터마이징이 메타버스 지속사용의도에 미치는 영향에 있어 자아확장의 매개역할과 자기효능감의 조절효과)

  • Namhee Yoon
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.704-714
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    • 2023
  • This study explores how avatar customization influences the continuous intention to use the metaverse, mediated by self-expansion. The moderating effects of self-efficacy between avatar customization and self-expansion are also explored. Data were collected through an online survey using consumer panels. Participants were Zepeto users aged 18 or older who had used the platform within the previous six months. They were asked to recall a recent shopping experience of exploring the virtual fashion store via Zepeto. A total of 196 valid responses from participants were analyzed using SPSS 26.0 for descriptive statistics, reliability analysis, and PROCESS procedure, and AMOS 23.0 for confirmatory factor analysis. Results demonstrate that avatar customization increases continuous intention to use the metaverse; this effect is mediated by self-expansion. The moderated mediation effect of self-efficacy in the indirect path was significant and mediated by self-expansion. Specifically, the interplay effect of avatar customization and self-efficacy on self-expansion was statistically significant. For participants with high self-efficacy, avatar customization increases self-expansion, and it mediates the relationship between avatar customization and the continuous intention to use the metaverse. Findings contribute to expanding the literature on metaverse usage by testing the impact of avatar customization on self-expansion.

Modeling Metaverse Avatars and K-Fashion Apparel 3D Production -Focus on Developing Styling Work with K-Designer Items- (메타버스 아바타 및 K-패션의류 3D 제작 모델링-K 디자이너 아이템을 활용한 스타일링 작업물 개발을 중심으로-)

  • Sojin Kim;Boyoung Kang
    • Journal of Fashion Business
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    • v.27 no.5
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    • pp.60-77
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    • 2023
  • The scale of the industry utilizing the Metaverse platform is gradually growing around the world. Fashion brands are also starting to utilize the Metaverse platform as a new market to replace the next e-commerce platform by targeting new consumers, MZ generation, and even Alpha generation. In this study, a real K-fashion designer's outfit was made into a 3D outfit using CLO 3D program to express it in a new market, the Metaverse 3D platform. It was then compared with a real outfit. An avatar prototype was completed using Max program to simulate the 3D digital fashion outfit and produce an avatar through an optimization process. The 3D outfits showed the same level of results as the actual outfits in terms of fabric surface, material texture, drapability, overall outfit, details, and trimmings. In addition, we proposed a 2D work on total styling suggestion and modeling to secure data sets for future AI-based styling services. In conclusion, this study revealed that actual outfits and 3D outfits had the same results. It is significant that it can be a sample work to build a styling data set through styling suggestion and content production as a significant amount of styling DB construction will be required before AI styling automation services.

Musculoskeletal Rehabilitation Exercise Platform for Elderly based on MR (혼합현실 기반의 노인을 위한 근골격계 재활 운동 플랫폼)

  • Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.63-70
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    • 2023
  • In this paper, we propose a Mixed Reality based rehabilitation exercise solution with the goal of mitigating one of the most common chronic conditions among the elderly, musculoskeletal disorders. In modern society, as the number of elderly increases, more people engage in office work and engage in more sedentary activities. Due to repetitive work in the office, muscle strength decreases and this causes many difficulties in daily life. In this study, we developed a mixed reality based exercise platform to solve these chronic musculoskeletal diseases. VR is not appropriate for elderly because of dizziness. In addition, we developed a wearable sensor based on IMU and attached it to important parts of the upper body to motion tracking. We developed a algorithm synchronize to raw data from wearable sensor with in a vr avatar. Ederly can check in real time whether rehabilitation exercises are being performed accurately through the avatar.

Identification with avatar and self-reference effects: Impact on perceived attributes and purchase intentions (아바타와의 동일시가 가상 패션 아이템 속성 지각 및 구매의도에 미치는 영향)

  • Woojin Choi;Yuri Lee
    • Journal of Fashion Business
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    • v.28 no.2
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    • pp.1-14
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    • 2024
  • Within the metaverse platform, users engage in communication with others through 'avatars' reflecting their own identities. Users experience various virtual fashion items through avatars, and the fashion industry anticipates avatars wearing virtual fashion items as an emerging business opportunity. Many fashion brands are currently releasing virtual fashion items specifically designed for avatars. In this study, we examined the impact of user identification with their avatar on their perception of the attributes of virtual fashion items (investment attractiveness, scarcity, playfulness, and aesthetics) and its influence on behavioral intentions. The research involved a survey of 250 females with prior knowledge of the metaverse. Structural equation modeling analysis was conducted to examine research hypotheses and validate the model. The results confirmed that as users within the metaverse perceive greater identification with their avatar, they also perceive the attributes of virtual fashion items more favorably. This finding affirms the self-reference effect, where users positively evaluate objects associated with themselves. Additionally, perceiving the attributes of virtual fashion items was found to be positively linked to purchase intentions for virtual products and actual interest in the brand. Lastly, a higher intention to purchase virtual fashion items was associated with forming a more favorable attitude toward the respective brand. Consequently, this study provides academic and practical implications for marketing strategies within the metaverse, emphasizing the active utilization of avatars and elements that facilitate user-avatar identification for effective engagement.

A Study of Subjectivity about Virtual Fashion

  • Su-Joung Cha
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.189-202
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    • 2024
  • The purpose of this study was to apply the Q methodology to type subjective perceptions of virtual clothing and to examine the characteristics of each type. Perceptions of virtual clothing were analyzed into four types. The first type was the "virtual clothing trusting fit grasping type," who preferred to use virtual clothing and believed that virtual clothing would help them grasp the fit. The second type was the shopping mall adoption-positive design understanding type, which believes that virtual clothing is useful for design understanding and that all shopping malls should have a virtual clothing system. The third type was the environmental pollution reduction virtual clothing purchase type, where the virtual clothing reduces environmental pollution and the user wants to purchase virtual clothing that cannot actually be worn. The fourth type was the actual clothing-like fun-seeking type, in which the virtual clothing resembles actual clothing and the shopper believes that the virtual clothing will make shopping more enjoyable. Depending on the type, the avatar was required to adjust the dimensions of the avatar, enhance the design expression of the garment, equip the avatar with decorative items, and produce virtual clothing for sale.