• Title/Summary/Keyword: Avatars

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Analysis of Personal Messenger Contents Design as Digital Contents (디지털 콘텐츠로서 개인형 메신저 콘텐츠 디자인 분석에 관한 연구)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.4
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    • pp.183-192
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    • 2010
  • Digital communities' spaces have been very popular through communication contents provide entertainment and usability. Emoticons provide simply emotional expressions and intension, so they weakly convey a realistic sense as they are designed by 2D graphics. However, 3D Avatars presented by 3D Computer Graphics make users interesting because of delivering senses of reality and three-dimension and amuse users because of representing their characters. It is the purpose of this study to analyze design examples of emoticons and avatars applying to personal messengers and propose the development of them. In addition, this paper researches various characteristics of emoticons and avatars for web and mobile phones, and suggests a strategy to usefully and properly apply emoticons and avatars to design.

Comparative Assessment of Virtual Garments using Direct and Manual Avatars (가상아바타에 따른 가상의복의 비교평가)

  • Lim, Ho-Sun;Istook, Cynthia L.
    • The Research Journal of the Costume Culture
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    • v.19 no.6
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    • pp.1359-1371
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    • 2011
  • The purpose of this paper is to compare two avatars made using direct and manual methods and to evaluate the fit and appearance of two virtual garments on the direct and manual avatars. In this study, two subjects were measured by $[TC]^2$ body scanner and the avatars and virtual garments were created by OptiTex software. The direct avatar was made by the direct importation of 3D body scan data and the manual avatar was made by manual input from extracted body measurement. Two virtual garments in a tank-top were evaluated by distance, transparency, and stretch maps. In the results of comparing difference of the direct and manual avatars, the bust and back of the manual avatar are protruded slightly more than that of the direct avatar and the manual avatar is slightly larger dimensions at the bust, waist, abdomen, and hip area in the side view in case of subject 1 and 2. In the results of comparing difference of the fit and appearance of two virtual garments on the direct and manual avatars, in case of subject 1 and 2, the back of the virtual garment on the manual avatar are protruded more than that of the direct avatar. Also, the ease in the bust area of the virtual garment on the manual avatar with a projected bust area was smaller than that of the virtual garment on the direct avatar and the stretch of that of the manual avatar was also high in the bust area. The results of this study are expected to be used as basic information in the apparel industry using virtual try-on technology.

The Uncanny Valley Effect for Celebrity Faces and Celebrity-based Avatars (연예인 얼굴과 연예인 기반 아바타에서의 언캐니 밸리)

  • Jung, Na-ri;Lee, Min-ji;Choi, Hoon
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.91-102
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    • 2022
  • As virtual space activities become more common, human-virtual agents such as avatars are more frequently used instead of people, but the uncanny valley effect, in which people feel uncomfortable when they see artifacts that look similar to humans, is an obstacle. In this study, we explored the uncanny valley effect for celebrity avatars. We manipulated the degree of atypicality by adjusting the eye size in photos of celebrities, ordinary people, and their avatars and measured the intensity of the uncanny valley effect. As a result, the uncanny valley effect for celebrities and celebrity avatars appeared to be stronger than the effect for ordinary people. This result is consistent with previous findings that more robust facial representations are formed for familiar faces, making it easier to detect facial changes. However, with real faces of celebrities and ordinary people, as in previous studies, the higher the degree of atypicality, the greater the uncanny valley effect, but this result was not found for the avatar stimulus. This high degree of tolerance for atypicality in avatars seems to be caused by cartoon characters' tendency to have exaggerated facial features such as eyes, nose, and mouth. These results suggest that efforts to reduce the uncanny valley in the virtual space service using celebrity avatars are necessary.

A Study on the Reality of Avatar Sizes Comparing with Body Sizes of Women Aged 19 to 59 (19~59세 성인여성과 비교한 가상인체의 부위별 치수분석)

  • Kang, Yeosun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.38 no.6
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    • pp.896-912
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    • 2014
  • This study analyzed the reality of avatar size when it was automatically changed by different height and waist circumference inputs. This study focused on analyzing 22 of 28 avatar parts created by the 3D Clo virtual fitting program, based on the height and 'waist circumference of 2,247 woman samples from the $6^{th}$ Size Korea survey data. The 'waist back L'. and 'bishoulder L'. of the avatars were shorter than the bodies; however, the avatars' 'waist H'. and 'arm L'. were longer. Differences between the avatar and body increased in the taller groups. The body proportion of tall avatars was more distorted than small avatars. There were also some exaggerations in some circumferences. The 'bust C'. of the avatar was larger in the group with thin upper torsos; however, the 'hip C'. and 'upper arm C'. were larger in the group with thick upper torsos. The avatar torso silhouette of each somatotype was not representative of the real body silhouette as the 'hip C'. and 'bust C'. always increased together.

A Interactive Virtual Reality for 3D Avatar Community Representation (3D 아바타 커뮤니티 표현을 위한 인터렉티브 가상현실)

  • Won, Yong-Tae;Lee, Malrey;Kwa, Hoon-Sung
    • Journal of Advanced Navigation Technology
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    • v.11 no.1
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    • pp.99-104
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    • 2007
  • On-line avatar community service requires natural representation of communication, emotional expression, and popular dances and various kinds of services. The space should be dynamic, and the interaction between the motions of avatars and the space is required. The avatars with their national, interesting, and various motions should be implemented togetherwith interaction with virtual spaces, in order to have competition in developing 3D avatars. It is expected for 3D avatars to be broadly applied for 3D shopping malls for e-commerce, cyber model houses, 3 D simulations, and 3D virtual reality game. Therefore, for one line 3D avatar community services, we try to provide the scheme for making interactive virtual spaces, together with 3D avatar animations.

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An Observation on the Feasibility of Information Delivery Services Using Avatars on the Internet (정보전달서비스를 위한 아바타의 활용가능성에 대한 고찰)

  • 조찬식
    • Journal of the Korean Society for information Management
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    • v.21 no.2
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    • pp.269-283
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    • 2004
  • The importance of an efficient information delivery service cannot be overemphasized in the information society. In this context, this study, based upon the importance of information intermediary on the internet, tries to suggest the use of Avatars in information services. This study first examines the concepts, theories, and characteristics of information services and internet, along with the meaning and role played by Avatars. Also, by suggesting the use of Avatars in information services, this study alms at enhancing our understanding on the internet and providing efficient information services.

Avatar Application for Fashion Cyber Education - Focused on Optical Illusion of Design Elements according to Body Shapes - (패션 사이버 교육(敎育)을 위한 아바타 제작(製作)및 활용(活用) - 체형(體型)에 따른 디자인요소(要素)의 착시효과(錯視效果)를 중심(中心)으로 -)

  • Lim, Hyun-Jung;Park, Hye-Won
    • Journal of Fashion Business
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    • v.9 no.4
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    • pp.1-15
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    • 2005
  • Interesting education which utilizes cyber visual and audio multimedia effects, we regard it as a very effective education but those programs are not prepared yet. So, the purpose of this research is to provide a new direction for cyber fashion education with the use of avatars as the multimedia factor to increase student's interest and understanding. First, we investigated the present situation of fashion cyber education and the present avatar usage situation online, and also we searched literature and the internet to investigate the general theory of design. Second, we used Adobe photoshop 7.0 to make avatars, then, we used Macromedia Flash MX to design the avatar on our web site, and to make it look more realistic. According to the research results, cyber fashion education is usually used as marketing in certain areas, and for middle school, and high school students it is mainly used as text and lecture videos. When searching for fashion sites that use avatars, we found that most fashion shopping malls use them. Because avatars can give visual effects and also increase interest and fun, they can increase concentration and understanding and can be effective in fashion cyber education.

A Comparative Study on Virtual Try-on Systems using Body Measurement Input

  • Lim, Ho-Sun;Istook, Cynthia
    • The International Journal of Costume Culture
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    • v.13 no.2
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    • pp.118-129
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    • 2010
  • Digital technology introduced into the clothing and fashion industry is evolving to digital virtual fashions and consumer-centered mass-customized production systems. Today the application of such 3D virtual try-on systems is being expanded gradually in the clothing industry. This study purposed to make virtual avatars and virtual garments using OptiTex and V-stitcher virtual software and compared the appearance of the virtual garments put on the virtual avatars. For this, we created virtual avatars and virtual garments using body measurements obtained from jive subjects of top jive body shapes, respectively, using $[TC]^2$ body scanner. According to the results of comparing the outcomes of the two different virtual software systems, virtual avatar II of V-Stitcher tended to have a more round and lifted hip and the waist line at a higher position. In addition, the body curves and shapes of a virtual avatar affect the appearance of virtual garments. This study applied the same body measurements to virtual avatars and the same pattern to virtual garments, but when different kinds of virtual software were used, the virtual avatars and virtual garments showed different appearance and fit. This result may mean that when customers buy apparel products using different kinds of virtual try-on systems, their evaluation of appearance can vary depending on the virtual try-on system. Therefore, research needs to be made actively for the development and use of linkage programs that can reflect actual body measurements between virtual software systems and 3D body scanning systems.

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A Comparative Analysis of the Different between CLO 3D Avatar Sizing and Actual Body Measurement Shapes (CLO 3D 아바타 사이징과 실제인체간의 치수 및 형태 차이 비교 분석)

  • Lee, Min-Jeong;Sohn, Hee-Soon
    • Journal of Fashion Business
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    • v.16 no.4
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    • pp.137-151
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    • 2012
  • This study aims to use the avatar sizing system of the 3D apparel CAD program instead of the existing 3D body scanners, and to commercialize 3D personal avatars. Towards these ends, the study examined a difference between a 3D avatar and actual body was determined to verify the 3D avatar sizing system. For the experiment, three subjects were selected, were measured as they were, and were made to undergo 3D body scanning and photographing. Then, using avatar sizing system on the 3D apparel CAD program, three types of virtual bodies, namely 3D avatars. The 3D avatar and actual body measurements were compared, and 3D avatars and 3D body-scanned shapes were likewise compared. As a result, the three types of actual bodies and their 3D avatars that were created based on the sizing system of the 3D apparel CAD program were overall similar. but, the thin body-YY type and the normal body-A type were different from their avatars. In the case of type B, who had a bulging abdomen, the 3D avatar was bigger than the actual body as measured. Also, in all body shapes, the girths around the chest, waist and abdomen were produced with exaggerated muscular amounts compared to their actual muscular amounts.

The Effect of Consumers' Trust in Communication with Online Fashion Mall Avatars on Performance Expectancy and Re-use Intentions (소비자의 온라인 패션몰 아바타에 대한 커뮤니케이션 신뢰가 아바타에 대한 성과기대 및 재사용의도에 미치는 영향)

  • Ja Sung Goo;Chan Ho Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.1
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    • pp.97-113
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    • 2023
  • This study investigates the effect of consumers' trust in communication with online fashion mall avatars on performance expectancy and re-use intention. For the empirical study, 207 adults were surveyed using a 5-point Likert scale, and the results were analyzed with SPSS 21.0. The analysis reveals the following results. First, the factor analysis of trust in communication with the avatar, performance expectancy, and re-use intention revealed cognitive and affective trust as subfactors of the trust in communication with the avatar, while purchase choice expectations and performance expectancy were identified as subfactors of performance expectancy for the avatar. A total of five factors, including re-use intention, were recognized. Second, the trust in communication with online fashion mall avatars significantly positively affected performance expectancy for the avatar. Among the subfactors, cognitive trust was determined to have a greater influence on purchase choice expectations than affective trust. Third, the performance expectancy for the online fashion mall avatar significantly positively affected re-use intention. Notably, the subfactor performance expectancy had a greater influence than purchase choice expectations. Finally, trust in communication with online fashion mall avatars significantly positively affected re-use intention. Accordingly, the sub-factor cognitive trust had a greater influence on re-use intention than affective trust. The results of this study are academically significant in that they empirically test the influence relationship between trust in communication, performance expectancy, and re-use intention, considering the personal characteristics of online fashion mall avatars on consumers using the Meta-UTAUT model in the fashion field.