• Title/Summary/Keyword: Artificial reality

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Metaverse R&D Promotion Strategy Reflecting Digital Ethics and UX (디지털 윤리와 UX를 반영한 메타버스 R&D 추진전략)

  • Bang, Junseong;Park, Pangun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.703-717
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    • 2022
  • Metaverse provides a simulated environment that can produce various values while conducting economic, social, and cultural activities in a digital society where the virtual and real worlds are connected. In this paper, the direction of technological progress is predicted by analyzing the characteristics of Metaverse services and their businesses. Technologies and latest researches for the realization of the Metaverse service platform are also explored. In addition, Metaverse Ethics to construct a sustainable Metaverse and Metaverse UX to increase users' service participation are also discussed. Moreover, the R&D promotion strategy for Metaverse services are presented.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

A Retail Strategy for the Prosperity of the Art Market within Online Distribution Channel

  • Soomin, HAN
    • Journal of Distribution Science
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    • v.21 no.3
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    • pp.113-121
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    • 2023
  • Purpose: Online distribution channel alludes to the many different digital channels utilized in marketing and distributing goods and services to end users. The present research aims to explore and provide various retail strategy for the success of the art market within online distribution channel. Research design, data and methodology: The current author has conducted and investigate the qualitative textual methodology to take a look at carefully the current and prior literature dataset to achieve the purpose of the present research so that the present author could obtain total 27 relevant prior studies. Results: According to the comprehensive literature investigation, this research has found that there are six kinds of retail strategy for the prosperity of the art market within online distribution channel as follows: (1) Blockchain Technology, (2) Artificial Intelligence (AI), (3) Virtual Reality (VR), (4) Online Market Places, (5) Social Media, and (6) Regulations. Conclusions: The results of this analysis of the relevant literature show that the art market industry needs to adjust to keep up with the quickly shifting landscape of the digital world. In addition, although these technologies can be helpful in addressing difficulties linked to authenticity and transparency, they cannot eliminate the hazards of fraud and misrepresentation.

Effects of selfie semantic network analysis and AR camera app use on appearance satisfaction and self-esteem (셀피의 의미연결망 분석과 AR 카메라 앱 사용이 외모만족도와 자아존중감에 미치는 영향)

  • Lee, Hyun-Jung
    • The Research Journal of the Costume Culture
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    • v.30 no.5
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    • pp.766-778
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    • 2022
  • Image-oriented information is becoming increasingly important on social networking services (SNS); the background of this trend is the popularity of selfies. Currently, camera applications using augmented reality (AR) and artificial intelligence (AI) technologies are gaining traction. An AR camera app is a smartphone application that converts selfies into various interesting forms using filters. In this study, we investigated the change of keywords according to the time flow of selfies in Goolgle News articles through semantic network analysis. Additionally, we examined the effects of using an AR camera app on appearance satisfaction and self-esteem when taking a selfie. Semantic network analysis revealed that in 2013, postings of specific people were the most prominent selfie-related keywords. In 2019, keywords appeared regarding the launch of a new smartphone with a rear-facing camera for selfies; in 2020, keywords related to communication through selfies appeared. As a result of examining the effect of the degree of use of the AR camera app on appearance satisfaction, it was found that the higher the degree of use, the higher the user's interest in appearance. As a result of examining the effect of the degree of use of the AR camera app on self-esteem, it was found that the higher the degree of use, the higher the user's negative self-esteem.

Proposal of Makeup's Function on the Metaverse Digital Platform - Focusing on Zepeto - (메타버스 디지털 플랫폼의 메이크업 기능 제안 - 제페토를 중심으로 -)

  • Se Mi Nam;Eun Sil Kim
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.739-744
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    • 2023
  • With the popularization of 5G networks and the development of AI (artificial intelligence) technology, Metaverse, which creates production capacity by combining virtual space and reality, is attracting attention. In this study, we searched for makeup applications with more than 100 million downloads from October 11, 2020 to November 3, 2020 through the Google Play Store. As a result of the search, four applications were found: YouCam Makeup, YouCam Perfect, Beauty Plus, and Sweet Snap. Based on the functions provided by the four applications, we attempted to suggest makeup functions applicable to Zepeto's avatar. Functions for the eyes (eyeliner, eyelashes, mascara, eye shadow, eye shape, eyebrow shape, lenses, double eyelids), functions for the nose (nose shape), functions for the mouth (lipstick, lip shape, smile function) ) Functions corresponding to the facial contour (contour, skin foundation, blusher, shading, highlighter, face painting, theme makeup) and functions corresponding to the body (body adjustment) were proposed. This study is the first in the beauty field to propose a method of applying the functions of the Metaverse platform as the importance of digital platforms is highlighted, and is the first to propose a makeup function applied to the Metaverse so that it can be used as important basic data in the future.

Neuromorphic Sensory Cognition-Focused on Touch and Smell (뉴로모픽 감각 인지 기술 동향 - 촉각, 후각을 중심으로)

  • K.-H. Park;H.-K. Lee;Y. Kang;D. Kim;J.W. Lim;C.H. Je;J. Yun;J.-Y. Kim;S.Q. Lee
    • Electronics and Telecommunications Trends
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    • v.38 no.6
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    • pp.62-74
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    • 2023
  • In response to diverse external stimuli, sensory receptors generate spiking nerve signals. These generated signals are transmitted to the brain along the neural pathway to advance to the stage of recognition or perception, and then they reach the area of discrimination or judgment for remembering, assessing, and processing incoming information. We review research trends in neuromorphic sensory perception technology inspired by biological sensory perception functions. Among the various senses, we consider sensory nerve decoding technology based on sensory nerve pathways focusing on touch and smell, neuromorphic synapse elements that mimic biological neurons and synapses, and neuromorphic processors. Neuromorphic sensory devices, neuromorphic synapses, and artificial sensory memory devices that integrate storage components are being actively studied. However, various problems remain to be solved, such as learning methods to implement cognitive functions beyond simple detection. Considering applications such as virtual reality, medical welfare, neuroscience, and cranial nerve interfaces, neuromorphic sensory recognition technology is expected to be actively developed based on new technologies, including combinatorial neurocognitive cell technology.

A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

Research Trend on Digital Twin Based on Keyword Frequency and Centrality Analysis : Focusing on Germany, the United States, Korea (키워드 빈도 및 중심성 분석에 기반한 디지털 트윈 연구 동향 : 독일·미국·한국을 중심으로)

  • Lee Taekkyeun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.2
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    • pp.11-25
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    • 2024
  • This study aims to analyze research trends in digital twin focusing on Germany, the US, and Korea. In Elsevier's Scopus, we collected 4,657 papers about digital twin published in from 2019 to 2023. Keyword frequency and centrality analysis were conducted on the abstracts of the collected papers. Through the obtained keyword frequencies, we tried to identify keywords with high frequency of occurrence and through centrality analysis, we tried to identify central research keywords for each country. In each country, 'digital_twin', 'machine_learning', and 'iot' appeared as research keywords with the highest interest. As a result of the centrality analysis, research on digital twin, simulation, cyber physical system, Internet of Things, artificial intelligence, and smart manufacturing was conducted as research with high centrality in each country. The implication for Korea is that research on virtual reality, digital transformation, reinforcement learning, industrial Internet of Things, robotics, and data analysis appears to have been conducted with low centrality, and intensive research in related areas appears to be necessary.

Analyzing Key Factors for Metaverse Investment: A Perspective from Fashion Brand Companies (메타버스 투자를 위한 주요 요인 분석: 패션브랜드 기업 관점)

  • So-Hyun Lee;Mi-Jeong Na;Sang-Hyeak Yoon
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.63-81
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    • 2024
  • With the advancement of Information and Communication Technologies (ICT) and Artificial Intelligence (AI), the metaverse has emerged as a transformative model across various sectors, offering a three-dimensional virtual world where activities mirroring the real world occur. This study delves into the significant factors influencing fashion brand companies' investments in the metaverse, an evolved concept from Virtual Reality (VR) that extends beyond gaming to include real-life activities through avatars. This study highlights the surge in virtual fashion engagements, as evidenced by increased avatar updates and purchases of digital fashion items on platforms like Roblox. Luxury brands are steadily entering the metaverse indicating a new revenue stream within the fashion industry. This study employs a mixed-methods approach, integrating text mining and interviews to identify key factors for fashion companies considering metaverse investments. By proposing strategies based on these findings, this study not only enriches academic discourse in fashion, e-commerce, and information systems but also serves as a guideline for fashion companies aiming to navigate the burgeoning digital market, contributing to the generation of new revenue streams in the fashion sector.

Realtime Attention System of Autonomous Virtual Character using Image Feature Map (시각적 특징 맵을 이용한 자율 가상 캐릭터의 실시간 주목 시스템)

  • Cha, Myaung-Hee;Kim, Ky-Hyub;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.745-756
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    • 2009
  • An autonomous virtual character can conduct itself like a human after recognizing and interpreting the virtual environment. Artificial vision is mainly used in the recognition of the environment for a virtual character. The present artificial vision that has been developed takes all the information at once from everything that comes into view. However, this can reduce the efficiency and reality of the system by saving too much information at once, and it also causes problems because the speed slows down in the dynamic environment of the game. Therefore, to construct a vision system similar to that of humans, a visual observation system which saves only the required information is needed. For that reason, this research focuses on the descriptive artificial intelligence engine which detects the most important information visually recognized by the character in the virtual world and saves it into the memory by degrees. In addition, a visual system is constructed in accordance with an image transaction theory to make it sense and recognize human feelings. This system finds the attention area of moving objects quickly and effectively through the experiment of the virtual environment with three dynamic dimensions. Also the experiment enhanced processing speed more than 1.6 times.

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