• Title/Summary/Keyword: Virtual

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A study of virtual human production methods: Focusing on video contents

  • Kim, Kwang Jib
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.23-36
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    • 2024
  • Interest in virtual humans continues to increase due to the development of generative AI, extended reality, computer graphics technology, and the spread of a converged metaverse that goes beyond the boundaries between reality and virtuality. Despite the negative public opinion that virtual humans were just temporary form of entertainment event in the early days of their emergence, the reason they are showing continuous growth is due to the unique characteristics of virtual humans and the expansion of diverse usage from technological advancements. The production of video content using virtual humans is becoming vigorously active, but currently there is limitation and no exact process for the technology to apply virtual humans to video content for it to be produced accordingly to the characteristics or situations of virtual humans. In this study, we investigated the characteristics of virtual human production technology methods & processes, and identifying the impact of each production technology on the production environment through examples of virtual human content applied to domestic and international video contents. In conclusion, by proposing an appropriate production method for each content, we hope to develop and assist production practitioners so they can effectively use virtual humans in video content production.

Factors Affecting Members' Sense of Belonging in Virtual Community (가상커뮤니티에서의 구성원 소속감에 영향을 미치는 요인)

  • Lee, Kook-Yong
    • Journal of the Korean Operations Research and Management Science Society
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    • v.35 no.1
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    • pp.19-45
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    • 2010
  • Virtual Communities, which are formed on the Internet, are expected to serve the needs of members for e-collaboration, e-communication, information and knowledge sharing. The executives of organizations should consider virtual community as a new innovation or knowledge pool since members share knowledge. However, many virtual community have failed due to members' low willingness to engage and furthermore to share knowledge with other members. Thus, there is a need to understand and foster the determinants of members' sense of belonging behavior in virtual community. This study develops an integrated model designed to investigate and explain the relationships between contextual factors, personal perceptions of virtual community, usability, trust and sense of belonging in using a certain virtual community. Empirical data was collected from 201 and tested using structural equation modeling (SEM) to verify the fit of the hypothetical model. The results show that the perceived usability and community trust of members significantly influences sense of belonging in using the virtual community, and information quality, system quality, familiarity on the virtual community are significantly influence the usability but not reputation. And I confirmed that perceived shared vision and responsiveness play the role of determinants in making the member's trust, perceived risk influence the making community trust in directly. The results of the study can be used to identify the motivation underlying members' sense of belonging in a certain virtual community by investigating the impacts of contextual factors and personal perceptions on virtual community, the integrated model better explains behavior than other proposed models. This study might help executives of virtual communities and organizations to manage and promote these determinants of sense of belonging to stimulate members' willingness to engage the community and futhermore enhance their virtual community loyalty.

A Study on the Virtual Switch Implementation and Comparison for Smart Node Platform (가상 스위치 구현 및 비교에 관한 연구)

  • Jeong, Gab Joong;Choi, Kang-Il
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.2911-2918
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    • 2014
  • Nowadays, most Internet servers run on virtual a network which connects each virtual machine, to process large amounts of data on single physical computer. The virtual machines for their own purposes are interconnected to other virtual server systems with various types of operating systems. Each virtual server may share one physical computer resources and operates at a service seamlessly to each other. Sometimes even the virtual machines are implemented using a method that lease the physical IT resources without purchasing physical server. Therefore, a virtual switch is needed to improve the performance when a large number of virtual machines operate on physical server. In this study, the implementation and investigation was performed for the virtual switches, OpenvSwitch and DPDKvSwitch, in order to provide the necessary high-performance cloud services to creative business.

A Study on the Improvement Plan of a Virtual Training Content Supply Institution (가상훈련 콘텐츠 보급기관 개선방안에 관한 연구)

  • Yang, Mi-seok
    • Journal of Practical Engineering Education
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    • v.13 no.3
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    • pp.453-460
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    • 2021
  • The purpose of this study is to understand the educational types and educational status of institutions that operate virtual training contents distributed by K University's Online Lifelong Education Center and to examine the role and improvement measures of institutions that supply virtual training contents. To this end, a survey was conducted on 56 institutions that operate virtual training contents distributed by K University's Online Lifelong Education Center in 2020, and a survey of 44 institutions that responded finally was analyzed. The analysis results are as follows. First, virtual training education media responded that a total of 52 courses were applied to the content process using PC, the theory+virtual training type is the most, and one to two weeks of practice period were the most. In addition, when looking at the current status of education, the subjects of virtual training were mainly students, and the institution itself recruited, and the largest number of respondents was 1-20, the number of courses opened was 1-3, and the number of teachers and instructors in charge was 1-3. Second, they responded that it is necessary to develop various virtual training contents as a virtual training content supply institution, present ways to apply and utilize virtual training curriculum, and improve the quality of virtual training content. Third, as an improvement plan for virtual training content distribution institutions, it demanded strengthening the linkage of virtual training content, training using virtual training content by teachers and instructors, suggesting various virtual training content linkage, and strengthening virtual training content quality management. Therefore, this study is meaningful in that it identified the overall operation status and status of virtual training content management institutions and examined ways to establish and improve the role of public virtual training supply institutions.

The Influence of Online Social Networking on Individual Virtual Competence and Task Performance in Organizations (온라인 네트워킹 활동이 가상협업 역량 및 업무성과에 미치는 영향)

  • Suh, A-Young;Shin, Kyung-Shik
    • Asia pacific journal of information systems
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    • v.22 no.2
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    • pp.39-69
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    • 2012
  • With the advent of communication technologies including electronic collaborative tools and conferencing systems provided over the Internet, virtual collaboration is becoming increasingly common in organizations. Virtual collaboration refers to an environment in which the people working together are interdependent in their tasks, share responsibility for outcomes, are geographically dispersed, and rely on mediated rather than face-to face, communication to produce an outcome. Research suggests that new sets of individual skill, knowledge, and ability (SKAs) are required to perform effectively in today's virtualized workplace, which is labeled as individual virtual competence. It is also argued that use of online social networking sites may influence not only individuals' daily lives but also their capability to manage their work-related relationships in organizations, which in turn leads to better performance. The existing research regarding (1) the relationship between virtual competence and task performance and (2) the relationship between online networking and task performance has been conducted based on different theoretical perspectives so that little is known about how online social networking and virtual competence interplay to predict individuals' task performance. To fill this gap, this study raises the following research questions: (1) What is the individual virtual competence required for better adjustment to the virtual collaboration environment? (2) How does online networking via diverse social network service sites influence individuals' task performance in organizations? (3) How do the joint effects of individual virtual competence and online networking influence task performance? To address these research questions, we first draw on the prior literature and derive four dimensions of individual virtual competence that are related with an individual's self-concept, knowledge and ability. Computer self-efficacy is defined as the extent to which an individual beliefs in his or her ability to use computer technology broadly. Remotework self-efficacy is defined as the extent to which an individual beliefs in his or her ability to work and perform joint tasks with others in virtual settings. Virtual media skill is defined as the degree of confidence of individuals to function in their work role without face-to-face interactions. Virtual social skill is an individual's skill level in using technologies to communicate in virtual settings to their full potential. It should be noted that the concept of virtual social skill is different from the self-efficacy and captures an individual's cognition-based ability to build social relationships with others in virtual settings. Next, we discuss how online networking influences both individual virtual competence and task performance based on the social network theory and the social learning theory. We argue that online networking may enhance individuals' capability in expanding their social networks with low costs. We also argue that online networking may enable individuals to learn the necessary skills regarding how they use technological functions, communicate with others, and share information and make social relations using the technical functions provided by electronic media, consequently increasing individual virtual competence. To examine the relationships among online networking, virtual competence, and task performance, we developed research models (the mediation, interaction, and additive models, respectively) by integrating the social network theory and the social learning theory. Using data from 112 employees of a virtualized company, we tested the proposed research models. The results of analysis partly support the mediation model in that online social networking positively influences individuals' computer self-efficacy, virtual social skill, and virtual media skill, which are key predictors of individuals' task performance. Furthermore, the results of the analysis partly support the interaction model in that the level of remotework self-efficacy moderates the relationship between online social networking and task performance. The results paint a picture of people adjusting to virtual collaboration that constrains and enables their task performance. This study contributes to research and practice. First, we suggest a shift of research focus to the individual level when examining virtual phenomena and theorize that online social networking can enhance individual virtual competence in some aspects. Second, we replicate and advance the prior competence literature by linking each component of virtual competence and objective task performance. The results of this study provide useful insights into how human resource responsibilities assess employees' weakness and strength when they organize virtualized groups or projects. Furthermore, it provides managers with insights into the kinds of development or training programs that they can engage in with their employees to advance their ability to undertake virtual work.

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Characteristics of Business based on 'Second Life' Simulation Game (가상세계에서 패션 디자인 비즈니스의 특징 - 세컨드 라이프(second life)를 중심으로 -)

  • Choi, Eun-Young;Suh, Dong-Ae
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.198-206
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    • 2008
  • The fashion in the virtual world is emerging as a new genre. Gammer in virtual community shares the avatars and space for their activities and for flourishing their virtual lives, they start to demand indispensable daily items. The gammer's demands lead to the concept of second life in the virtual world which was introduced in 2003. The trading business system is realized at the virtual world with various daily items, developed by individual programmers, through the virtual money, which may converted into real money. Particularly, fashion industry's inherent nature of snagging on-line trading is no more, now, set to ready in the virtual world let alone various daily virtual items developed by individual programmers. The purpose of this study is, focused on the virtual second life, to introduce the model of fashion business in virtual world and overall informations regarding second life business systems so as to provide the fundamental data for opening the web.3.0 era. Further various fashion items in the virtual world, developed by individual programers, will be another boost for shaping another virtual fashion business genre.

The Revitalization Schemes for Virtual Communities in Apartment Complex II - Residents' Needs of the Virtual Community Contents in Apartment Complex - (아파트 단지 내 사이버 공동체 활성화 방안 연구 II - 사이버 공동체 콘텐츠에 대한 거주자 요구도 -)

  • Lee, Young-Ae;Kang, Soon-Joo
    • Journal of the Korean housing association
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    • v.20 no.1
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    • pp.91-99
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    • 2009
  • With the development of the internet and the spread of 'digital home', apartment houses equipped with the homepages connecting apartment houses as one cyberspace unit have increased. The virtual community with a homepage in apartment complex have improved the effect on management businesses in the side of a apartment manager and increased the importance of the space with a strong tie between residents in the side of residents. But the apartment residents didn't make full use of the virtual community because they have the low level of recognition of it. Therefore, this study attempted to present basic materials for the scheme to revitalize the virtual community. For this purpose, it attempted to find residents' recognition of and participation in the virtual community and demand for the classified contents conducted before this study. In the research method, it conducted the questionnaire research. The results are as follows. 1) First of all, It was found that the apartment residents had the low level of recognition of the virtual community. There was a significant difference according to the degree and the level of using the internet. Some easy-access programs are necessary. 2) The apartment residents took part in the virtual community about 67 percents because there was a lack of the public relation of the virtual community. 3) It was found that there was a significant positive correlation between the level of recognition and participation. 4) An attempt was made to identify the apartment residents' demand for the type of virtual community contents. It was found that most of contents were needed. 'apartment complex introduction and management information' showed the highest score among them. 5) Most respondents are affirmative to the virtual community. Therefore the residential community could be reinforced if the contents of virtual community is developed and well operated in the future.

Virtual Walking Tour System (가상 도보 여행 시스템)

  • Kim, Han-Seob;Lee, Jieun
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.605-613
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    • 2018
  • In this paper, we propose a system to walk around the world with virtual reality technology. Although the virtual reality users are interested in the virtual travel contents, the conventional virtual travel contents have limited space for experiencing and lack of interactivity. In order to solve the problem of lack of realism and limited space, which is a disadvantage of existing contents, this system created a virtual space using Google Street View image. Users can have realistic experience with real street images, and travel a vast area of the world provided by Google Street View image. Also, a virtual reality headset and a treadmill equipment are used so that the user can actually walk in the virtual space, which maxmizes user interactivity and immersion. We expect this system contributes to the leisure activities of virtual reality users by allowing natural walking trip from famous tourist spots to even mountain roads and alleys.