• 제목/요약/키워드: Virtual Avatar

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가상 아바타의 각막면에 비친 반사영상의 시각적 실재감에 대한 실감표현 요소 (Realistic Expression Factor to Visual Presence of Virtual Avatar in Eye Reflection)

  • 원명주;이의철;황민철
    • 한국콘텐츠학회논문지
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    • 제13권7호
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    • pp.9-15
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    • 2013
  • 최근 가상환경에서는 실재감 있는 인간의 얼굴 모델을 설계하기 위하여 얼굴의 형태나 근육의 움직임과 같이 단순히 일반적인 표현요소를 중심으로 모델링 되고 있다. 하지만, 이러한 얼굴 자체의 외형적 요소 이외에도 외적 요소에 의한 얼굴 부분의 변화 인자는 가상 아바타를 효과적으로 표현하기 위한 중요한 요소이다. 따라서 본 연구에서는 가상 아바타의 각막면에 비친 반사영상(eye reflection)을 기반으로 사용자의 시각적 실재감에 대한 반응을 평가한다. 실험결과, 각막면의 반사율을 크게 하여 반사영상이 뚜렷하게 나타난 경우 높은 실감을 느끼는 것으로 나타났다. 이 결과는 새로운 시각적 실감표현요소를 제안하고, 제안된 실감표현요소의 구체적인 표현 범위를 제시함으로써 사실적인 가상 아바타를 설계하기 위한 기초 연구로써 활용 가능할 것으로 사료된다.

A Study on i-Fashion 3D Avatar's Consumer satisfaction & Comparison of 3D and Direct Masurement - Based of Domestic University Students

  • Choi, Eunhee;Do, Wolhee
    • 한국의류산업학회지
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    • 제17권3호
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    • pp.421-428
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    • 2015
  • This research is to understand customer satisfaction with virtual fitting based on a 3D body scanner and avatars as well as differences between avatars and the 'real me'. To this end, this research examined Korean college students to facilitate 3D body scanning, avatar generation and surveys. The author used 3D body scan data with direct measurements to identify differences between the 3D body scan data-based 'my avatar' and 'real me' in the virtual dress fitting system. The survey results on 'the level of customer awareness on 3D body scanner' found that the majority of both genders did not know about it and indicated a lower usability to incorporate IT technology into the fashion industry. The question in the 3D body scanning and avatar found an affirmative attitude. Satisfaction levels on the 3D avatars' similarity with 'own body' and garment fitting were positive and indicated a need for further technological improvements to express the avatars identical to customers' own body. More research is necessary for the accuracy of sizes for 3D body scanning that measure body sizes while wearing clothes. Avatars based on such datamay be less similar to 'own body' and cause customer dissatisfaction. Thus, further technology development is required to narrow gaps using data to make avatars that provide more accurate virtual fitting simulation services to customers.

아바타와의 동일시가 가상 패션 아이템 속성 지각 및 구매의도에 미치는 영향 (Identification with avatar and self-reference effects: Impact on perceived attributes and purchase intentions)

  • 최우진;이유리
    • 패션비즈니스
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    • 제28권2호
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    • pp.1-14
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    • 2024
  • Within the metaverse platform, users engage in communication with others through 'avatars' reflecting their own identities. Users experience various virtual fashion items through avatars, and the fashion industry anticipates avatars wearing virtual fashion items as an emerging business opportunity. Many fashion brands are currently releasing virtual fashion items specifically designed for avatars. In this study, we examined the impact of user identification with their avatar on their perception of the attributes of virtual fashion items (investment attractiveness, scarcity, playfulness, and aesthetics) and its influence on behavioral intentions. The research involved a survey of 250 females with prior knowledge of the metaverse. Structural equation modeling analysis was conducted to examine research hypotheses and validate the model. The results confirmed that as users within the metaverse perceive greater identification with their avatar, they also perceive the attributes of virtual fashion items more favorably. This finding affirms the self-reference effect, where users positively evaluate objects associated with themselves. Additionally, perceiving the attributes of virtual fashion items was found to be positively linked to purchase intentions for virtual products and actual interest in the brand. Lastly, a higher intention to purchase virtual fashion items was associated with forming a more favorable attitude toward the respective brand. Consequently, this study provides academic and practical implications for marketing strategies within the metaverse, emphasizing the active utilization of avatars and elements that facilitate user-avatar identification for effective engagement.

The Effect of Ideal Avatar on Virtual Brand Experience in XR Platform

  • Joo-Eon JEON
    • 유통과학연구
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    • 제21권10호
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    • pp.109-121
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    • 2023
  • Purpose: This study aims to verify whether avatars that embody different brand concepts offer different experiences to users. Furthermore, this study explores the relationship between user identification with avatars and their actual brand purchase intentions. Research design, data and methodology: The research design employed a between-subjects approach, with two independent variables: brand concept and avatar. The measured dependent variables were brand experience in extended reality (XR) and purchase intention. Additionally, brand attitude served as a control variable. Results: First, in virtual brand spaces with symbolic benefits, ideal avatars were found to elicit higher levels of brand experience than actual avatars. Specifically, participants reported elevated levels of entertainment and relational assembly experiences in symbolic brand spaces. Second, this research reveals that the relationship between users' identification with avatars and their intention to make actual brand purchases is mediated by brand experience in XR. Conclusions: The findings suggest that ideal avatars evoke higher levels of brand experience within symbolic brand spaces, particularly in entertainment, relational connection, and a sense of community. Furthermore, this study establishes the role of brand experience in XR as a mediator between avatar identification and purchase intentions.

가상착의프로그램의 활성화를 위한 용어 표준화 방안 - 아바타사이징 용어 분석 - (Standardization of Terminology to Boost the Use of 3D Virtual Fitting Program - Analysis of Terminology in Avatar Sizing -)

  • 한현정;전은경
    • 한국의상디자인학회지
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    • 제18권1호
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    • pp.191-203
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    • 2016
  • The 3D virtual fitting system is a new and very efficient system replacing real fitting in apparel industry and on-line shopping. It is a win-win system for both of consumer and manufacturer which not only reduces design and production time but also resolves consumer's complaints by checking the wearing image beforehand. It is a must-have item in the future. The purpose of this study is to analyze sizing menu, terms, and current status and to figure out problems of avatar sizing programs which substitute human bodies in virtual fitting. We chose three existing outstanding programs in domestic and global market, compared and analyzed the program, manual, and terms that are used in avatar sizing, and investigated the strengths, weaknesses, problems of options and terms and finally suggested an alternative terms. The revealed problems are as follows: each program supports various avatars ranging from male to female, from child to adult, and from oriental style to western style. The image of the avatar could be changed through the options for hair style, shoes and accessories. But we found out some problems. The avatar body types are far from actual human body types, avatar sizing menus and item terms are different from program to program, and terms not yet standardized. Cooperative efforts of industry and academy on standardization of sizing menus and terms should be emphasized for the virtual fitting system to be widely used like the other computer graphic programs or word editors.

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A Study on the Body Shape Analysis for an Avatar Generation of the Virtual Fitting System -Focusing on Korean Women in their 20's-

  • Jang, Heekyung;Chen, Jianhui
    • 패션비즈니스
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    • 제22권3호
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    • pp.122-142
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    • 2018
  • In the virtual fitting system, the use of a 3D avatar is not a simple garment model, but it should be able to reproduce the size and shape of the customer using a fitting system. Although various virtual fitting systems have their own 3D avatar sizing systems and provide 3D avatars that match the size of the customer, there are limitations in realizing the actual body shape in actual use by the consumer. The purpose of this study is to realize a 3D avatar with excellent size and conformity for customer use. Therefore, this study aims to provide basic data for the formation of a 3D standard avatar of Korean women aged in their 20's, by comparing and analyzing the degree of the consumer user friendly system change of a body type, and the consumer's ability in selecting a consumer representative body type. Based on the survey data of 'Size Korea' conducted from 2004 to 2015 at three times, we examined the change of body shape over 10 years. Then, based on the results of 6th and 7th data, 4 factors of the concurrent body shape change of women of the consumer demographic studied were selected through the use of a factor analysis. Following this analysis, the 4 extracted factors were clustered again and finally released 7 representative body types, which were obtained based on height and weight. The size of each representative figure is derived by the use of a regression analysis, and it is used as a basic data for 3D avatar formation of the virtual fitting system.

성인여성 버추얼 패션 3D 아바타와 Size Korea 인체형상의 형태 차이 비교 (A Comparative of the Different between Virtual Fashion 3D Avatar and Size Korea of Adult Women's Body Shapes)

  • 이예리;장정아
    • 한국의류산업학회지
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    • 제22권1호
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    • pp.87-93
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    • 2020
  • This study provide basic data to develop a dress form reflecting body shape characteristics by age and to produce a 3D body form in a virtual fitting program. A comparative analysis was conducted on the size, section shape, and slope of side shape of the modeling form by the sizing of the basic female avatar in CLO 3D, one of the 3D apparel CAD programs and the body form of women in their 20s-50s by body shape in the 6th Size Korea (2010). First, all the differences were formed similarly in the direct measurements between the 3D avatar and the body form were within 1 mm. Second, in a comparison of the section form of the avatar and body form in Size Korea, the avatar was formed in straight body shape and did not reflect a spinal curvature according to age. As a result of an examination of the items with a difference over 5° in the slope of side shape, there were angle differences in numerous body shapes in the angles of the side upper abdomen, side upper back, and side upper bust, and the avatar's bust shape was expressed more flatly compared to body form. It will be possible to produce an avatar that can adequately reflect body shape characteristics by adding detailed length and angle items by the region like waist back length and front length in producing the avatar reflecting body shape characteristics, instead of a standard body shape.

대화형 가상 현실에서 아바타의 립싱크 (Avatar's Lip Synchronization in Talking Involved Virtual Reality)

  • 이재현;박경주
    • 한국컴퓨터그래픽스학회논문지
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    • 제26권4호
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    • pp.9-15
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    • 2020
  • 가상 현실(VR)에서 사용자와 동일한 아바타를 시각화하는 것은 몰입도를 증가시킨다. 가상 현실 기술이 발달함에 따라 여러 사용자들의 가상 소셜 네트워킹과 말하는 아바타를 포함하는 다양한 어플리케이션이 늘어난다. 보급형 가상현실 기기에서 사용자의 얼굴 전체와 몸 동작 캡처를 위한 디바이스 정보가 부족하기 때문에 대부분의 가상현실 애플리케이션은 대화하는 얼굴과 몸을 나타내지 않는다. 우리는 오디오와 동기화되어 대화하는 가상 얼굴을 위해, 가상현실 어플리케이션을 대상으로 하는, 새로운 방법을 제안한다. 우리의 시스템은 단일 사용자 애플리케이션에서 사용자 자신과 동기화된 아바타를 실험한다. 단일 사용자 환경에서는 자신의 아바타를 미러링 하고 다중 사용자 환경에서 동기화된 대화 파트너를 시각화 하여 동기화된 대화 아바타의 구현한다. 우리는 사실적으로 대화하는 아바타가 동기화되지 않은 말하는 아바타나 보이지 않는 아바타보다 더 영향력이 있다는 것을 사용자 스터디로 검증한다.

3차원 가상착의 시스템을 활용한 남성용 커버롤 도장 작업복의 작업동작 적합성 평가 (The Evaluation of the Work Motion Suitability of Men's Coverall Type Painting Work Clothes Using 3D Virtual Clothing Simulation)

  • 박진아
    • 패션비즈니스
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    • 제24권4호
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    • pp.63-84
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    • 2020
  • It is essential to consider the heavy industrial working environment factors which are regarded as harmful to workers' health and safety and suitable work motion factors for the workers' motion while developing the work clothes for painting workers in the machinery and shipbuilding industries. This study suggests the use of 3D virtual clothing simulations as a solution to protect the human body from hazardous working conditions accompanying the development of painting work clothes and assessing the work motion performance associated with the comfort while workers wear them during the work clothes. The initial aim of the study is to examine a male avatar to run work motions simultaneously within a 3D virtual clothing simulator, secondly, to present the simulation images of coverall type men's painting work clothes with the application of two experimental painting work motions and one control motion to the avatar, and finally, to present the distance analysis images of the painting work clothes and the avatar body and air gap rates through the analysis of cross-sections of the avatar body while wearing the coverall work clothes according to the work motions. The results showed that the distance degree of painting work clothes to the avatar body for each part of the human body when performing painting work motions. Moreover, 3D virtual clothing simulations enabled the creation of a male model avatar to run painting work motions together and the painting work clothes developed were found to be suitable for the painting work motions.

19~59세 성인여성과 비교한 가상인체의 부위별 치수분석 (A Study on the Reality of Avatar Sizes Comparing with Body Sizes of Women Aged 19 to 59)

  • 강여선
    • 한국의류학회지
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    • 제38권6호
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    • pp.896-912
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    • 2014
  • This study analyzed the reality of avatar size when it was automatically changed by different height and waist circumference inputs. This study focused on analyzing 22 of 28 avatar parts created by the 3D Clo virtual fitting program, based on the height and 'waist circumference of 2,247 woman samples from the $6^{th}$ Size Korea survey data. The 'waist back L'. and 'bishoulder L'. of the avatars were shorter than the bodies; however, the avatars' 'waist H'. and 'arm L'. were longer. Differences between the avatar and body increased in the taller groups. The body proportion of tall avatars was more distorted than small avatars. There were also some exaggerations in some circumferences. The 'bust C'. of the avatar was larger in the group with thin upper torsos; however, the 'hip C'. and 'upper arm C'. were larger in the group with thick upper torsos. The avatar torso silhouette of each somatotype was not representative of the real body silhouette as the 'hip C'. and 'bust C'. always increased together.