• Title/Summary/Keyword: Self-Customization

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An Exercise to Explore Avatar Customization and Gender Swapping (게임 유저의 아바타 성별 선택의 측도(測度)에 관한 연구)

  • Scheck, Katherine;Lee, Dong Yeop;Kyung, Byung Pyo;Ryu, Seuc Ho;Lee, Dong Lyeor;Lee, Wan Bok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.63-72
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    • 2015
  • Avatars are a visual representation of users in a virtual world such as an MMORPG. These avatars are often seen as representations or idealizations of the user's actual self. However, this view does not account for the prevalence of two behaviors: multiple avatars and 'gender swapping'. An exercise and questionnaire were created to study avatar customization practices across players outside the context of any particular game to understand better user motivations in creating their virtual selves. A preliminary trial of the exercise showed little correlation between age or gender and gender swapping. While those of non-traditional sexuality were more likely to gender swap, half of traditional sexuality also swapped. Finally, the personality trait, Openness to Experience, showed promising correlation with gender swapping.

A study on the up-cycling characteristics of the marquage paintings in contemporary fashion (현대패션에 나타난 마카쥬 기법의 업 사이클링 표현 특성)

  • Han, Yeon-Hee;Kim, Jung-Sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.139-151
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    • 2019
  • This study intends to present the directions for effective up-cycling design using Marquage painting through analysis of trends and the formative characteristics of fashion products. Research was conducted through a literature review (published papers, books and web site contents). Cases were analyzed by examining the contents of web sites of global luxury brands, representative workshops, and social network sites (SNS). The results of the study are categorized as follows, First, Marquage paintings are continuously used by global luxury brands and have developed as an expression of self-ownership and the personalization of one's identity. Second, fashion brands use Marquage painting as a customized service for sales. On the other hand, Marquage paintings are used as a kind of up-cycling to present old goods as brand new ones. Third, the patterns used in Marquage painting were classified into five types: geometric patterns, logo patterns, character patterns, lettering patterns, and art patterns. Moreover, formalization by Marquage patterns is represented by identification, customization, and up-cycling. Finally, to up-cycle the expressive features of Marquage- sustainability, scarcity, storytelling, and originality based on factors of up-cycling need to be reflected.

A Study on the Effect of Game Character Identification on Item Purchase and Game Play Intention (게임 속 캐릭터에 대한 동일시가 아이템 구매 및 게임 이용의도에 미치는 영향)

  • Lee, Won-jun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.41-50
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    • 2021
  • Character identification is illustrated in terms of game players' altered self-perception during gameplay. Research has shown that players' identification with game characters resulted in game players aligning their attitude with game character. This study investigates the relationships among control, ownership, character customization, identification, flow with game charater, and the impact on game players' behavior toward item purchase and play intention. Empirical results showed that character ownership and character customization significantly predicted use-character identification, but the impact of character control was not supported. In addition, the positive relationships between identification and flow was supported.

Benefits and perceived risks of influencing the consumer's willingness to use customization service for rash guard design (래시가드 디자인 커스터마이징 서비스 이용에 영향을 미치는 소비자의 추구혜택과 지각된 위험)

  • Lee, Jung-Woo;Jang, Seyoon
    • The Research Journal of the Costume Culture
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    • v.26 no.4
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    • pp.598-612
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    • 2018
  • This research aims to shed a light on the benefits and perceived risks to the willingness to use perceived by consumers, centering on design-customizing service catering to individuals' tastes and needs, and to study their impacts on the use of a design-customizing service. The validation of how benefits and perceived risks affect the intention to use showed that only aesthetic and self-expressive benefits had significant impacts on the willingness to use. However, only time/economic loss and self-design risks had negative impacts on the willingness to use a service. By gender, there was no difference in benefits and perceived risks to willingness to use for the benefit factors, whereas in terms of perceived risks to willingness to use factors. By age, there were also differences in the effects of benefits and perceived risks to purchase on the willingness to use a rash guard customizing service. There were variations in the perceived risks to the willingness to use and benefits depending on age. In particular, it was found that there were no perceived risks to the willingness to use for the age group of 10s. As design-customizing services based on individual tastes have drawn more attention recently, this research on the benefits and perceived risks to purchasing a rash guard design customizing service, as well as their effects on service use (particularly backed up by comparative analysis by gender and age), is expected to provide insights into design-customizing service strategy development.

A Study of 3D Printing of Self-Customization Cast by Using Fused Deposition Modeling Technique of ABS Resin (ABS 수지의 용융적층조형방식에 의한 자가 맞춤형 부목의 3차원 출력 사례 연구)

  • Seoung, Youl-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.9
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    • pp.6019-6026
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    • 2015
  • In this study, we have tried to use 3D-printing technology, which is very useful for small amount production and individual personalization manufacturing to produce a cast customized by individual. To do this, we have made casts by the 3D printer in the method of fused deposition modeling technique using ABS(acrylonitrile butadiene styrene) resin which is thermoplastic plastics. The computed tomography of human hand part was used as the modeling of the cast and it was designed to circulate air well. As a result, an individual personalized cast that fitted well with the model part was produced. In addition, we could get more excellent radiography from the cast than the existing cast. In conclusion, this study of 3D-printing could be used as basic data when a similar designed structure in fused deposition modeling technique by ABS resin is printed out.

A Smart Machining System (스마트 가공 시스템)

  • Park, Hong-Seok;Tran, Ngoc-Hien
    • Journal of the Korean Society for Precision Engineering
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    • v.32 no.1
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    • pp.39-47
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    • 2015
  • Globalization, unpredictable markets, increased products customization and frequent changes in products, production technologies and machining systems have become a complexity in today's manufacturing environment. One key strategy for coping with the evolution of this situation is to develop or apply an enable technology such as intelligent manufacturing. Intelligent manufacturing system (IMS) is characterized by decentralized, distributed, networked compositions of heterogeneous and autonomous systems. The model of IMS is inherited from the organization of the living systems in biology and nature so that the manufacturing system has the advanced characteristics inspired from biology such as self-adaptation, self-diagnosis, and selfhealing. To prove this concept, an innovative system with applying the advanced information and communication technology such as internet of things, cognitive agent are proposed to integrate, organize and allocate the machining resources. Innovative system is essential for modern machining system to flexibly and quickly adapt to new challenges of manufacturing environment.

A Study on Modularity Concepts of Furniture Design - Focus on Fractal Concepts - (모듈화(Modularity) 개념이 적용된 가구디자인 연구 - 프랙탈 개념을 중심으로 -)

  • Lee, Hyun-Jung
    • Journal of the Korea Furniture Society
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    • v.21 no.5
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    • pp.380-391
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    • 2010
  • Modular furniture's colors, materials, finishing materials and quantities are determined by users' tastes and it's diverse functions, shapes and sizes are determined by the spaces of users. That is, modules satisfy the diversity of consumers, meet differentiated individuals' tastes and enable communications with consumers rather than delivering one-way messages of designers. The contemporary spaces of the 21st century have been gradually shifting from uniform spaces attaching weight on individuals' individuality and tastes and along with it, the consumption of expensive custom-made furniture and foreign branded furniture is increasing to satisfy those small numbers of consumers who want to express diversified individuality. The modular furniture as a concept which is the most suitable to Mass Customization can be produced in large quantities while considering the diverse needs and tastes of individuals and it does not have absolute shapes or sizes. The concept of modular furniture shows similarities to the creation of fractals that forms shapes by self similarities, repeats and similar transformations which is in the same context as the characteristics of a modular design that presents diversity with scales, materials and jointing points. Fractals will be combined with the digital media of today to present great plasticity and influence designers more heavily. Pursuit of new modeling is a requisite for the creation of future spaces and it will require continuous creativity and the transformable modular furniture will contribute to the satisfaction of diverse consumers' needs. This study is to propose the modular furniture that considers the diversity of the public in the 21st century and their individuality and that will enable interactions between designers and consumers.

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A study on self-expression attitude and fandom phenomenon of avatar customizing (아바타 커스터마이징의 자기표현 태도와 팬덤현상 연구)

  • Son, Jun-Gi;Paik, Paul Chul-Ho
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.47-58
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    • 2018
  • MMORPG started from text-based MUD in the early '80s and had developed a lot of technology to the present. As these technologies evolve, so far, the game has changed in the game centred on male enthusiasts, and the use of players with various tendencies is increasing. As a result, a new phenomenon in the MMORPG virtual space has created. In this paper, MMORPG users are divided into five factors by using Q methodology and studied play about fandom phenomenon. Through this, the player showed the self-expression phenomenon according to the level, and the characteristic that develops from the enjoyment of the gameplay itself to the fandom phenomenon further developed.

Exploring How Gamification Design Drives Customers' Co-Creation Behavior in Taiwan

  • CHEN, Tser-Yieth;HUANG, Yu-Chen;LI, Pei-Fang
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.4
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    • pp.109-120
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    • 2022
  • This study has incorporated the mechanics-dynamics-emotions (MDE) and two behavioral learning paths to investigate the customers' co-creation behavior in Taiwan. The intuitive path begins with a gamification design that reflects the customers' proactive and innovative behavior; the cognitive path begins with persuasion knowledge remarks based on rational and reactive reasoning. These two paths conclude what forms user co-creation. The study collects data of 505 active social media users in Taiwan and employs structural equation modeling. The empirical findings demonstrate persuasive knowledge and gamification design are significantly associated with self-reference, and in turn, positively associated with co-creation. It indicates that cognitive behavior plays the main role in forming co-creation. Participants are more drawn to co-creation behaviors by the marketing contents that prompt reactive behaviors than proactive ones. Therefore, marketing managers can use appropriate stimuli to enhance co-creation behavior. Companies can design activities related to users, and more accessible for reactive, instead of proactive behavior, i.e., asking for their initiatives. It also suggests that companies' marketing campaigns should involve key opinion leaders matching the product image and the target audience's preferences. The novelty of this study is to introduce a novel augmented MDE framework to extend the "dynamics" into the incubation and implementation stage.

The performance and quality improvement of Lithium ion Batteries

  • Xiaoping Li
    • 한국전기화학회:학술대회논문집
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    • 2004.11a
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    • pp.75-108
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    • 2004
  • The market, development and trend of Lithium ion Batteries in China are introduce briefly. Early, Chinese manufactories were busy to expand and many new battery factories have been built up. Now, the relatively large companies pay more attentions on comprehensive quality improvement, therefore the production processing and facilities have been also modified in some extent. The recent technology progresses focus on High capacity (energy density), High rate, High average voltage, High safety, High temperature properties, Long cycle life, Low temperature properties, Low self discharge, Low cost, Super-large, Super-small, Super-thin, Consistency, Customization, and Environment friendly processing, simply $H_5L_4S_3C_2E_1$. Lithium ion polymer batteries which all batteries packaged with soft lamination film are named as in China have a quick growth and emphasized here because of their advantages ins $H_5L_4S_3C_2E_1$ for which it is quite difficult to be realized at the same time. Some of research works such as listed above are introduced. The other contends related to application trend of Lithium ion batteries and projects carrying out are also included.

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