• 제목/요약/키워드: User Immersion

검색결과 249건 처리시간 0.038초

패션 브랜드의 증강현실(AR) 콘텐츠 유형 및 특성 (Classification and Characteristics of Augmented Reality Contents of Fashion Brands)

  • 이현진;구양숙
    • 한국의류산업학회지
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    • 제22권3호
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    • pp.310-322
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    • 2020
  • This study investigated the classification and characteristics of augmented reality (AR) content of fashion brands. The AR contents of fashion brands were classified according to user participation space and content delivery method. Based on these types, eight case studies were conducted, along with a discussion of AR characteristics in terms of presence, interactivity, and immersion. The results showed that AR content could be divided into four types: offline visit-external information type, offline visit-internal experience type, online utilization-external information type, and online utilization-internal experience type. It was also found that there were differences in characteristics for each type of AR content. First, the offline visit-external information type requires various new content that can provide entertainment immersion to users. Second, the offline visit-internal experience type requires a powerful inducement for users to visit a specific space providing AR content and to participate in augmented environments. Third, the online utilization-external information type needs a series of AR content that can consistently incite users' curiosity about brands and products. Fourth, the online utilization-internal experience type needs effective content to improve users' shopping experience with the virtual fitting of fashion accessories, such as eyewear, hats, jewelry, and watches. Accordingly, fashion companies should create contents that can provide appropriate presence, interactivity, and immersion by AR type.

User Needs for Haptic Communication of VR Fashion Product Shopping

  • Kim, Jongsun;Ha, Jisoo
    • 한국의류산업학회지
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    • 제21권4호
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    • pp.401-411
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    • 2019
  • Non-contact judgment and evaluation for products are increasingly needed along with a rapid environmental change in fashion that sows urgency in the need to implement services that allows users to judge and experience a tactile sense in a fashion product without actual contact. Technological development is required to provide users with syn-aesthetic experiences that integrate the visual, tactile and the auditory. There is also a need to conduct research to increase immersion that provides users with ICT-related experiences communicated through fashion images. The study analyzed demands for haptic communication technology by Korean users in immersive VR fashion product shopping. Accordingly, it defined haptic communication through literature research, investigated immersion in the VR environment and conducted in-depth interviews for haptic communication applicable to VR shopping. Findings show that hedonic reactions by fantasy, emotion and fun function are an important motive in selecting VR shopping. VR fashion product shopping steps were divided into 4: move to store, search in store, search of product and purchase based on offline store shopping experience. It defined the haptic communication by steps and analyzed the types of the haptic feedback to be implemented. The study results provide basic data for developing haptic communication technology that can enhance e a sense of the presence and immersion experiences that can help lay a groundwork for pilot studies on the convergence of the virtual and the real.

활강 게임의 인체동작 기반 HCI 적용 연구 (A Study on HCI Application based on Human Body Motion in Flight Game)

  • 임도희;백종우;최지영;정회경
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2021년도 춘계학술대회
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    • pp.320-322
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    • 2021
  • 무선 인터넷 기술이 발달하고 게임 시장이 확대됨에 따라 모바일 플랫폼을 포함한 다양한 플랫폼에 탑재되는 다양한 형태의 게임이 개발되고 있다. 이러한 환경에서 게임 사용자 관점의 몰입감을 보장하는 것이 게임의 경쟁력을 확보할 수 있게 되므로 HCI(Human Computer Interaction) 이론에서 제시하는 각 영역을 충족시켜 몰입감을 늘리는 것이 필요하다. 이를 위하여 본 고에서는 게임 사용자의 게임 진행의 자유도를 확보하고 몰입감을 확보하기 위한 방안으로써 인체의 동작을 인식하는 방식의 인터페이스를 적용하여 활강 게임을 구현하고 키오스크에 탑재하여 실험하였다.

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A Prototype Design for a Real-time VR Game with Hand Tracking Using Affordance Elements

  • Yu-Won Jeong
    • 한국컴퓨터정보학회논문지
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    • 제29권5호
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    • pp.47-53
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    • 2024
  • 본 연구는 어포던스 개념을 적용하여 가상 환경에서의 제스처 인식 과정에서 자연스러운 동작을 유도함으로써 상호작용과 몰입감을 향상하기 위한 인터랙티브 기술 활용을 제안한다. 이를 위해 샘플링 및 정규화 과정을 포함한 선분 인식 알고리즘을 활용하여 실제 손동작과 유사한 제스처를 인식하는 기법을 제안한다. 이러한 선분 인식은 본 논문에서 설계한 <VR Spell> 게임에서 마법진을 그리는 동작에 적용되었다. 실험 방법으로는 4개의 선분 인식 동작에 대한 인식률을 검증하였다. 본 논문은 실시간 핸드 트래킹 기술을 가상 환경, 특히 VR 게임과 같은 실감 콘텐츠에 적용하여 사용자에게 더 높은 몰입감과 재미를 추구하는 VR 게임을 제안하고자 한다.

유저 중심의 서사와 놀이에 의한 게임 구조에 대한 고찰 (A Study on Game Structure by User-Centered Narrative and Play)

  • 조일현
    • 디지털융복합연구
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    • 제17권8호
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    • pp.401-406
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    • 2019
  • 최근 미디어 환경과 게임 제작 기술의 급격한 발전으로 멀티 플랫폼 게임 환경이 일반화되면서 복합적인 융합 장르의 게임이 다수 제작되었고, 기존의 플랫폼에 의한 장르 구분은 그 경계가 모호해졌다. 게임 장르는 유저의 놀이적 참여로 인해 게임의 내용이 완성되는 유저 중심의 '서사와 놀이'라는 융합 콘텐츠이다. 본 논문에서는 게임에 대한 주체가 유저라는 본질적인 인식에 입각하여, 유저의 행위 유형에 따른 게임의 장르 구분을 제시하는 바이다. 유저의 행위는 각 장르마다 각기 다른 목표와 규칙체계 안에서 이루어지며, 이 때 상호작용은 게임 세계에 몰입하기 위한 중요한 행위가 된다. 그러므로 게임 장르별 유저의 행위 구분 및 인식은 게임 구조에 대한 파악에 있어 매우 중요한 요소가 되며, 게임 설계 및 제작 방향을 제시하고 해석할 수 있는 게임 구조의 재정립에 도움이 될 것으로 기대한다.

Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • 대한인간공학회지
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    • 제33권3호
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

Interactivity and Flow in Games

  • 백억;차종국;이정우
    • 한국경영정보학회:학술대회논문집
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    • 한국경영정보학회 2007년도 International Conference
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    • pp.640-645
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    • 2007
  • In theese day, games are often referred as the most potential media to have artistic and entertaining features of digital technology, In this study, used to derive the factors of enjoyment and immersion that users experience from interaction and narrative levels in games were derived The framework of interaction and narrative levels in games was adopted from Marie-Laure Ryan's(2002) and Hyewon Han's(2005) study. The framework was used as the basic instrument for focus group interviews. The result of this study provides a practical model for game-design.

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Tangible AR interaction based on fingertip touch using small-sized non-square markers

  • Park, Hyungjun;Jung, Ho-Kyun;Park, Sang-Jin
    • Journal of Computational Design and Engineering
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    • 제1권4호
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    • pp.289-297
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    • 2014
  • Although big-sized markers are good for accurate marker recognition and tracking, they are easily occluded by other objects and deteriorate natural visualization and level of immersion during user interaction in AR environments. In this paper, we propose an approach to exploiting the use of rectangular markers to support tangible AR interaction based on fingertip touch using small-sized markers. It basically adjusts the length, width, and interior area of rectangular markers to make them more suitably fit to longish objects like fingers. It also utilizes convex polygons to resolve the partial occlusion of a marker and properly enlarges the pattern area of a marker while adjusting its size without deteriorating the quality of marker detection. We obtained encouraging results from users that the approach can provide better natural visualization and higher level of immersion, and be accurate and tangible enough to support a pseudo feeling of touching virtual products with human hands or fingertips during design evaluation of digital handheld products.

감각형 증강현실 환경에서의 손 가림 현상 해결 방안 (Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments)

  • 문희철;박형준
    • 한국CDE학회논문집
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    • 제16권4호
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.

공공도서관의 서비스스케이프가 고객충성도에 미치는 영향에 관한 연구 (A Study on the Effect of Public Library Service Scape on Customer Loyalty)

  • 김영희;조동혁
    • 품질경영학회지
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    • 제51권1호
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    • pp.19-36
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    • 2023
  • Purpose: The purpose of this study is to empirically verify the structural relationship between public library service-scape, flow, user satisfaction, and customer loyalty for adults who use public libraries for academic purposes in a changing public library environment. To this end, this study reviewed the concepts of public library service-scape, immersion, user satisfaction, and customer loyalty with existing literature, proposed a research model based on this, and empirically verified them. Methods: This study collected and statistically analyzed data for adults using public libraries for the purpose of reading books or studying. The collected data were checked using SPSS 24.0 and AMOS 24.0 and the research hypothesis was verified by analyzing the results using the structural equation modeling technique. Results: The results of the study are as follows. First, spatiality, aesthetics, and amenity of service-scapes have a positive effect on flow. Second, spatiality and amenity of service-scapes have a positive effect on user satisfaction. Third, Flow has a positive effect on user satisfaction. Fourth, Flow and user satisfaction have a positive effect on customer loyalty. Conclusion: This study is meaningful in that it suggests a strategic direction to enhance the service competitiveness of public libraries by strengthening the service-scape.