• Title/Summary/Keyword: Virtual Avatar

Search Result 188, Processing Time 0.023 seconds

Action-Based Audit with Relational Rules to Avatar Interactions for Metaverse Ethics

  • Bang, Junseong;Ahn, Sunghee
    • Smart Media Journal
    • /
    • v.11 no.6
    • /
    • pp.51-63
    • /
    • 2022
  • Metaverse provides a simulated environment where a large number of users can participate in various activities. In order for Metaverse to be sustainable, it is necessary to study ethics that can be applied to a Metaverse service platform. In this paper, Metaverse ethics and the rules for applying to the platform are explored. And, in order to judge the ethicality of avatar actions in social Metaverse, the identity, interaction, and relationship of an avatar are investigated. Then, an action-based audit approach to avatar interactions (e.g., dialogues, gestures, facial expressions) is introduced in two cases that an avatar enters a digital world and that an avatar requests the auditing to subjects, e.g., avatars controlled by human users, artificial intelligence (AI) avatars (e.g., as conversational bots), and virtual objects. Pseudocodes for performing the two cases in a system are presented and they are examined based on the description of the avatars' actions.

Development of Fitness Avatar Model for Increasing Physical Activity in Individual with Spinal Cord Injury (척수장애인 신체활동 증가를 위한 피트니스 아바타 모형 개발)

  • Kang, Sunyoung
    • Convergence Security Journal
    • /
    • v.14 no.3_1
    • /
    • pp.65-70
    • /
    • 2014
  • The aim of this study is to suggest the fitness Avatar model for increasing physical activities in individuals with SCI(spinal cord injury). With the increasing of the disable, the ratio of individuals with SCI is also increasing. Avatar is a movable image that represents a person in a virtual reality environment or in cyberspace. With the expansion of new technology, such as video games and virtual reality, there has been an increase in the interest of using virtual reality in therapy. It is not easy for individuals with SCI to access tho sports facilities due to paraplegia. The increasing physical activities based on virtual reality will be the most innovative and future-oriented approach. First, building a system and establishing a comprehensive support system is essential to activate and spread variety of physical activities for individuals with SCI. Second, providing a appropriate feedback and identifying the effect of intervention will be considered.

Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.617-625
    • /
    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

Effect of Experience of Fashion Brand Metaverse Virtual Reality Store on Perceived Avatar Identification, Perceived Fun, and Consumer-Brand Self-Congruity (패션브랜드 메타버스 가상현실매장 체험이 지각된 아바타 동일시성, 지각된 즐거움, 소비자-브랜드 자아 일치성에 미치는 영향)

  • Lee, Eun-Jung;Jeon, Jihye
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.4
    • /
    • pp.387-395
    • /
    • 2022
  • This study empirically studied the effect of the characteristics of consumer experience in a virtual store in the metaverse of a fashion brand on consumers' perceived utility and self-congruence for the medium. As a result of the analysis, all three factors (reality, ubiquity, anonymity) of the fashion brand metaverse virtual reality store experience had a significant positive effect on the perceived avatar consistency. On the other hand, realism and ubiquity had a significant positive effect on perceived fun, but the effect of anonymity on perceived fun was not significant. On the other hand, perceived avatar identity was found to have a significant positive effect on perceived consumer-brand self-congruence. Finally, it was found that the perceived fun in the metaverse fashion brand virtual reality store had a statistically significant positive effect on perceived consumer-brand self-congruence.

Design and Implementation of Internet Shopping Mall by Using Virtual Reality-Driven Avatar and Web Decision Support System (가상현실 분신과 웹 의사결정지원 개념에 입각한 인터넷쇼핑몰 설계 및 구현에 관한 연구)

  • 이건창;정남호
    • Proceedings of the Korea Database Society Conference
    • /
    • 1999.06a
    • /
    • pp.361-371
    • /
    • 1999
  • This paper is concerned with designing and implementing the Internet shopping mall by using virtual reality-driven avatar and web decision support system. Traditionally, the Internet shopping mall has been designed based on the combination of several hyperlinks, images, and tents. However, this sort of approach results in a lower performance because possible customers cannot make more accurate shopping decisions. To overcome this kind of pitfalls facing the current Internet shopping malls, we propose using a combination of virtual reality and web DSS. The main virtues of our proposed approach to designing the Internet shopping mall are as follows: First, the virtual reality technique is emerging as one of alternatives guaranteeing a sense of reality for customers' part and facilitating the complex process of shopping decision makings. Especially, the avatar, which is an artificially designed man working on the Internet, can make easy and absorbing the Internet shopping-related decision making processes. Second, the web DSS approach can provide an effective decision support mechanism for customers. Especially, we design a set of intelligent agents for the proposed web DSS. Experimental results with an illustrative example showed that our proposed approach can yield a new Internet shopping mall paradigm with which customers can benefit from a high level of decision support functions.

  • PDF

Design and Implementation of Internet Shopping Mall by Using Virtual Reality-Driven Avatar and Web Decision Support System (가상현실 분신과 웹 의사결정지원 개념에 입각한 인터넷쇼핑몰 설계 및 구현에 관한 연구)

  • 이건창;정남호
    • Proceedings of the Korea Inteligent Information System Society Conference
    • /
    • 1999.03a
    • /
    • pp.361-371
    • /
    • 1999
  • This paper is concerned with designing and implementing the Internet shopping mall by using virtual reality-driven avatar and web decision support system. Traditionally, the Internet shopping mall has been designed based on the combination of several hyperlinks, images, and texts. However, this sort of approach results in a lower performance because possible customers cannot make more accurate shopping decisions. To overcome this kind of pitfalls facing the current Internet shopping malls, we propose using a combination of virtual reality and web DSS. The main virtues of our proposed approach to designing the Internet shopping mall are as follows: First, the virtual reality technique is emerging as one of alternative guaranteeing a sense of reality for customers part and facilitating the complex process of shopping decision makings. Especially, the avatar, which is an artificially designed man working on the Internet, can make easy and absorbing the Internet shopping-related decision making processes. Second, the web DSS approach can provide an effective decision support mechanism for customers. Especially, we design a set of intelligent agents for the proposed web DSS. Experimental results with an illustrative example showed that our proposed approach can yield a new Internet shopping mall paradigm with which customers can benefit from a high level of decision support functions.

  • PDF

Evaluation of Protective Clothing Using 3D Virtual Fitting (3차원 가상착의를 활용한 방호복 평가)

  • Okkyung Lee;Heeran Lee
    • Textile Coloration and Finishing
    • /
    • v.35 no.2
    • /
    • pp.107-120
    • /
    • 2023
  • The purpose of this study was to analyze the patterns of D level protective clothing, improve their ease of movement by modifying the patterns, and validate the effectiveness of the improvements through 3D virtual fitting and subjective wearing evaluations. Based on previous studies that identified numerous complaints, the patterns of the neck, armpit, and waist areas were modified, resulting in the development of new patterns. To compare and analyze the improved protective clothing with the basic protective clothing, stress and strain were examined after 3D virtual fitting. Additionally, to assess the clothing's allowance, the overall distance between the avatar and the protective clothing, as well as the sectional circumference length and distance of each avatar body part, were measured. Furthermore, the improved protective clothing was manufactured, and a subjective wearing evaluation was conducted with ten males in their twenties as participants. The results showed that the improved protective clothing had evenly distributed stress, larger sectional circumference, and lower average cavity distance. The subjective wearing evaluation also revealed that the suit with improved patterns exhibited superior size suitability, reduced pulling sensation in different body parts, and increased ease of movement. In conclusion, this study confirmed that even minimal pattern modifications can enhance the functionality of protective clothing, alleviating discomfort for wearers.

Understanding factors influencing usage intention of virtual fitting services - An application of the UTAUT2 model - (가상 피팅 서비스 사용의도에 영향을 미치는 요인 연구 - UTAUT2를 중심으로 -)

  • Seri Jung;Jera Jung;Eunjung Shin
    • The Research Journal of the Costume Culture
    • /
    • v.31 no.4
    • /
    • pp.489-503
    • /
    • 2023
  • This study utilized the unified theory of acceptance and use of technology 2 (UTAUT2) to examine usage intentions associated with virtual fitting services. Six independent variables were examined: performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and habit. The study collected responses from 445 participants who had utilized virtual fitting services. Regarding factors related to usage intentions associated with these services, performance expectancy and social influence were found to significantly influence the usage intentions associated with photo-based virtual fitting services. Furthermore, performance expectancy, social influence, and habit significantly influenced the usage intention of avatar-based virtual fitting services. This suggests that higher levels of performance expectancy and social influence positively impact the usage intentions associated with both types of virtual fitting services, while habit influences only avatar-based virtual fitting services. Moreover, the findings confirm that effort expectancy, facilitating conditions, and hedonic motivation from UTAUT2 do not significantly influence usage intentions associated with virtual fitting services. By analyzing factors influencing potential customers' virtual fitting service usage intentions, this study can suggest effective strategies to increase usage intentions for companies providing virtual fitting services. Additionally, these findings can be utilized in the formulation of virtual fitting service marketing strategies.

3D Avatar Gesture Representation for Collaborative Virtual Environment Design (CVE 디자인을 위한 3D 아바타의 동작 표현 연구)

  • Lee Kyung-Won;Jang Sun-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.4
    • /
    • pp.122-132
    • /
    • 2005
  • CVE(Collaborative Virtual Environment) is the virtually shared area where people cannot come together physically, but wish to discuss, collaborate on, or even dispute certain matters. In CVEs, in habitants are usually represented by humanoid embodiments, generally referred to as avatars. But most current graphical CVE systems fail to reflect the natural relationship between the avatar's gesture and the conversation that is taking place. More than 65% of the information exchanged during a person to person conversation is carried on the nonverbal band. Therefore, it is expected to be beneficial to provide such communication channels in CVEs in some way. To address this issue, this study proposes a scheme to represent avatar's gestures that can support the CVE users' communication. In the first level, this study classifies the non-verbal communication forms that can be applicable to avatar gesture design. In the second level, this study categorizes the body language according to the types of interaction with verbal language. And in the third level, this study examines gestures with relevant verbal expressions according to the body parts-from head to feet. One bodily gesture can be analyzed in the description of gesture representation, the meaning of gesture and the possible expressions, which can be used in gestural situation.

  • PDF

Face-to-face Communication in Cyberspace using Analysis and Synthesis of Facial Expression

  • Shigeo Morishima
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 1999.06a
    • /
    • pp.111-118
    • /
    • 1999
  • Recently computer can make cyberspace to walk through by an interactive virtual reality technique. An a avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, an avatar is realized which has a real face in cyberspace and a multiuser communication system is constructed by voice transmitted through network. Voice from microphone is transmitted and analyzed, then mouth shape and facial expression of avatar are synchronously estimated and synthesized on real time. And also an entertainment application of a real-time voice driven synthetic face is introduced and this is an example of interactive movie. Finally, face motion capture system using physics based face model is introduced.