• Title/Summary/Keyword: User Immersion

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

  • Lee, Hyun-Jin;Ku, Yang-Suk
    • Fashion & Textile Research Journal
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    • v.22 no.3
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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
    • Fashion & Textile Research Journal
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    • v.21 no.4
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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.

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

  • Lim, Dohee;Baek, Jongwoo;Choi, Jiyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.320-322
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    • 2021
  • With the development of wireless Internet technology and the expansion of the game market, various forms of games are being developed that are mounted on various platforms, including mobile platforms. In this environment, ensuring the immersion of the game user's perspective will secure the game's competitiveness, so it is necessary to increase the immersion by satisfying each area presented by the Human Computer Interaction (HCI) theory. To this end, this high school implemented downhill games and experimented with kiosks by applying an interface that recognizes the human body's movements as a way to secure freedom and immersion of game users.

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

  • Yu-Won Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.47-53
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    • 2024
  • In this paper, we propose applying interactive technology in virtual environments to enhance interaction and immersion by inducing more natural movements in the gesture recognition process through the concept of affordance. A technique is proposed to recognize gestures most similar to actual hand movements by applying a line segment recognition algorithm, incorporating sampling and normalization processes in the gesture recognition process. This line segment recognition was applied to the drawing of magic circles in the <VR Spell> game implemented in this paper. The experimental method verified the recognition rates for four line segment recognition actions. This paper aims to propose a VR game that pursues greater immersion and fun for the user through real-time hand tracking technology using affordance Elements, applied to immersive content in virtual environments such as VR games.

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

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.401-406
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    • 2019
  • Recently, as multi-platform game environments become common, many games of convergence genre have been produced, and the boundaries of genre division by existing platforms have become blurred. The game genre is convergence content consisting of user-centered 'narrative and play'. In this paper, we propose a game genre classification according to the user 's behavior type based on the essential recognition that the subject of the game is the user. The user's actions are done in different genres and goals and rules, and the interaction is an important act for immersion. Therefore, the user's behavioral classification and perception by the game genre are important and expected to help redefine the game structure.

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

  • Kwon, Jieun;Nah, Ken
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.3
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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

  • Baek, Eok;Cha, Jong-Guk;Lee, Jeong-U
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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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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    • v.1 no.4
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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.

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

  • Moon, Hee-Cheol;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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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.

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

  • Kim, Young Hee;Jo, Dong Hyuk
    • Journal of Korean Society for Quality Management
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    • v.51 no.1
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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.