• Title/Summary/Keyword: Digital human model

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Digital Signage User Satisfaction Model: The Dual Effect of Technological Complexity

  • Lee, Mi-ah;Lee, Sooyeon;Ko, Eunju
    • Asia Marketing Journal
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    • v.23 no.1
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    • pp.5-27
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    • 2021
  • This paper seeks to suggest user satisfaction model of digital signage to see how new in-store technology can effectively lead to customers' shopping satisfaction in fashion retails. Authors in particular focus on technological complexity, which is expected to serve a subtle role in using digital signage. This study employed a scenario-based online survey. Interactive digital signage with virtual try-on and video-captures functions was used as stimuli. Data were collected from 320 respondents and 307 useable responses were analyzed to examine a proposed model. Research model compares dual paths of motivators: the extrinsic motivation route that leads from usefulness to shopping outcome satisfaction and intrinsic motivation route that leads from enjoyment to shopping process satisfaction. Technological complexity of digital signage indirectly and negatively influences shopping outcome and process satisfaction, mediated by usefulness and enjoyment, but directly and positively affects shopping process satisfaction. In omni-channel environments, the findings have implications for fashion retail managers in using digital signage to maximize customer satisfaction and to counterbalance the advantages and disadvantages of technological complexity.

Towards alleviation of the digital divide and poverty through land information

  • Liou, Jae-Ik
    • Journal of Korean Society for Geospatial Information Science
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    • v.10 no.5 s.23
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    • pp.29-43
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    • 2002
  • Accesses to lands, houses, the Internet and other utilities are regarded as basic human needs to escape poverty and are required to recognize the relationships between the digital divide and socio-economical inequality. The digital divide might not be a single technical disparity, but stems from a complicated mixture of economic and socio-technical symptoms of inequality. There is growing awareness of scrutinizing causal mechanisms between the digital divide and poverty since combating poverty could be a primary step to mitigate the digital divide. In this paper, the Hexad model is proposed to explicate poverty interpretation by using 6 parameters as a major tool for partly assisting in poverty monitoring system in connection with land information. A solution model of the Internet is suggested to break the digital divide. It expounds a conceptual framework and new idea for poverty management to notify spatio-temporal locations of poor actors and geography of the digital divide when efforts of poverty eradication hinge on understandings of geographic location of digital disadvantaged groups through parcel-based land information.

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Motion-capture-based walking simulation of digital human adapted to laser-scanned 3D as-is environments for accessibility evaluation

  • Maruyama, Tsubasa;Kanai, Satoshi;Date, Hiroaki;Tada, Mitsunori
    • Journal of Computational Design and Engineering
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    • v.3 no.3
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    • pp.250-265
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    • 2016
  • Owing to our rapidly aging society, accessibility evaluation to enhance the ease and safety of access to indoor and outdoor environments for the elderly and disabled is increasing in importance. Accessibility must be assessed not only from the general standard aspect but also in terms of physical and cognitive friendliness for users of different ages, genders, and abilities. Meanwhile, human behavior simulation has been progressing in the areas of crowd behavior analysis and emergency evacuation planning. However, in human behavior simulation, environment models represent only "as-planned" situations. In addition, a pedestrian model cannot generate the detailed articulated movements of various people of different ages and genders in the simulation. Therefore, the final goal of this research was to develop a virtual accessibility evaluation by combining realistic human behavior simulation using a digital human model (DHM) with "as-is" environment models. To achieve this goal, we developed an algorithm for generating human-like DHM walking motions, adapting its strides, turning angles, and footprints to laser-scanned 3D as-is environments including slopes and stairs. The DHM motion was generated based only on a motion-capture (MoCap) data for flat walking. Our implementation constructed as-is 3D environment models from laser-scanned point clouds of real environments and enabled a DHM to walk autonomously in various environment models. The difference in joint angles between the DHM and MoCap data was evaluated. Demonstrations of our environment modeling and walking simulation in indoor and outdoor environments including corridors, slopes, and stairs are illustrated in this study.

Evaluation of Predicted Driving Postures in RAMSIS Digital Human Model Simulation (Digital Human Model Simulation을 위한 RAMSIS 추정 운전자세의 정합성 평가 및 개선)

  • Park, Jang-Woon;Jung, Ki-Hyo;Chang, Joon-Ho;Kwon, Jeong-Ung;You, Hee-Cheon
    • IE interfaces
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    • v.23 no.2
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    • pp.100-107
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    • 2010
  • For proper ergonomic evaluation using a digital human model simulation (DHMS) system such as $RAMSIS^{(R)}$, the postures of humanoids for designated tasks need to be predicted accurately. The present study (1) evaluated the accuracy of driving postures of humanoids predicted by RAMSIS, (2) proposed a method to improve its accuracy, and (3) examined the effectiveness of the proposed method. The driving postures of 12 participants in a seating buck were measured by a motion capture system and compared with their corresponding postures predicted by RAMSIS. Significant discrepancies ($8.7^{\circ}$ to $74.9^{\circ}$) between predicted and measured postures were observed for different body parts and driving tasks. Two methods (constraints addition and user-defined posture) were proposed and their effects on posture estimation accuracy were examined. Of the two proposed methods, the user-defined posture method was found preferred, reducing posture estimation errors by 11.5% to 84.9%. Both the posture prediction accuracy assessment protocol and user-defined posture method would be of use for practitioners to improve the accuracy of predicted postures of humanoids in virtual environments.

The Digital Model Generation for the Human Body Measurement (인체 계측을 위한 수치모형생성)

  • 이재기;최석근;임인섭
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.15 no.1
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    • pp.81-89
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    • 1997
  • The size and shape of the human body has been an important factor not only in anthropology but in integration of designs aimed for daily use. Although the three-dimensional measurements have been proposed and obtained introducing new methods, there still remains many problems concerning how to analyze and evaluate the results. In this study, we have got the internal and external orientation factors, image coordinates from the ac-quired photographs, have calaulated the object coordinates through Bundle Adjustment, have matched multi-images. have drawn the object in the computer, and smoothly handled the surface of the body model using the Au-to-CAD system or graphic processing utility then we could generate the digital model of human body. The. results show that once digital modeling of the body is generated. the information which a designer needs can be acquired and the adequate calculations for many application fields can be done easily and many geometrical properties could be extracted. Therefore we propose the possibility of indirect human body measurement through digital model generation.

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Application of Digital Human Modeling for Design of Yacht

  • Kim, Dong-Joon;Ko, Chan Gil;Lee, Yujeong;Chang, Seong Rok
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.5
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    • pp.475-480
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    • 2013
  • Objective: In this study, virtual reality was adopted to consider ergonomic factors in yacht design. Virtual human which is the same actual human was created in virtual environment using Digital Human Modeling which has been used in the manufacturing communities to design better workplaces and maximize the safety of workers. Background: During the past 40 years yachting has expanded from being, generally speaking, a minority sport - too expensive for the large majority of people - into a major recreational activity practiced by millions all over the world. Many new yacht designs have appeared and number of professional, as well as amateur designers has increased steadily. But they had not considered ergonomic factors in yacht design. Method: Worker's posture, traffic line and workload had been analyzed in sailing yacht. After the caution level was evaluated, we pointed out clues which had high workload and interference. To reduce workload, we applied ergonomic principles for improving working conditions and environments in Digital Human Model. Results: We found the space problems and workload of postures. Conclusion: (1) Unnatural posture of crews was sustained. (2) Workload that occurs in the human body was overloaded. (3) Crew's work space was very narrow. Application: This study will be applied the new ergonomic design of yacht.

From Ambient to Interactive: Human-Digital Art Interaction on Public Display Based on the Spatial Relationship (공공디스플레이에서 공간적 상관관계를 고려한 인간과 디지털 아트의 상호작용)

  • An, Mi-Hye;Wohn, Kwang-Yun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1069-1074
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    • 2009
  • Public displays are evolving from a one-way display to an interactive medium which contains dynamic transition of various media. This study focuses on the interaction between human and digital technology-based art on public display from a HCI point of view, while several viewpoints exist on interactive public displays. We present a new interaction model which suggests different interactions depending on the viewer's distance and direction so that public display could offer rich media experiences. We have also and built an installation art to examine the efficacy of our interaction model. As such, we introduced two methodologies from HCI to derive our final interaction model. First of all, we analyze previous distance-dependent interaction models for public display in terms of context analytic approach, and propose an effective model for human-digital art interaction. Second, we introduce the concept of aura in HCI as user analytic approach to redefine interaction depending on the viewer's direction of attention. Thus, this study aims to suggest a new interaction model based on the previous two analyses to improve interaction between human and digital technology-based art on public display.

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A Study on Nurturing Human Resources for Digital Cultural Contents: in the Case of Chung-Nam Province (디지털 문화콘텐츠 인력양성 방안에 관한 연구: 충남지역을 중심으로)

  • Jung, Hae Yong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.4
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    • pp.199-216
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    • 2010
  • The objectives of this study are to provide advices and methods for cultivating labor in the digital cultural contents industry in the Chung-Nam Province. For the purpose of this study, review of theoretical and practical literature, identifying the present status of affairs, and three times FGI and surveys were executed. The results of research show a lack of professional labor in the digital cultural contents industry; even so most of laborers want to get a job in or around the Seoul region. To activate digital cultural contents in the local area, a development model for the Chung-Nam digital cultural contents industry was introduced and four strategies were also suggested. The nurture of a professional skilled labor force through a strategically designed joint relationship between university and companies in the digital cultural contents industry was found to be quite necessary. In this way, the need for specialized training and education in the university classroom can be supported.

A Study on the Change of Education System with the Development of Digital Content Industry

  • Kim, Jisoo
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.145-150
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    • 2019
  • Due to the development of science and technology and the emergence of new industries, the environmental change of the digital contents industry is rapidly progressing. The scope of technological development in the digital contents industry is affecting not only the entertainment industry but also various industries. Recently, with the development of digital convergence using realistic content, games, video, and VR have provided new opportunities for the growth of the content industry. The researcher determined that a new education system would need to be changed as the digital contents industry developed. For this purpose, an AHP questionnaire was conducted for experts with a high basic understanding of the education platform based on previous studies. We proposed a platform model for human resource development as an education system that meets the demand of digital contents industry. The education system for nurturing talents needed by future society should include elements that can interest the learning of users. The platform should not be approached from a system point of view, but should be developed from the content and user's point of view, considering the platform's original purpose.

On the Implementation of Articulatory Speech Simulator Using MRI (MRI를 이용한 조음모델시뮬레이터 구현에 관하여)

  • Jo, Cheol-Woo
    • Speech Sciences
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    • v.2
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    • pp.45-55
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    • 1997
  • This paper describes the procedure of implementing an articulatory speech simulator, in order to model the human articulatory organs and to synthesize speech from this model after. Images required to construct the vocal tract model were obtained from MRI, they were then used to construct 2D and 3D vocal tract shapes. In this paper 3D vocal tract shapes were constructed by spatially concatenating and interpolating sectional MRI images. 2D vocal tract shapes were constructed and analyzed automatically into a digital filter model. Following this speech sounds corresponding to the model were then synthesized from the filter. All procedures in this study were using MATLAB.

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