• Title/Summary/Keyword: Virtual Beings

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Meaning of Reality on Television -Focused on <THE WORLD AS PHANTOM AND AS MATRIX>, of Guünter Anders- (텔레비전에서 실재가 가진 의미 귄터 안더스의 <팬텀과 매트릭스로서의 세계>를 중심으로)

  • Shin, Shang-Ki
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.60-71
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    • 2014
  • Images of TV that crossed the reality & the virtual reality have been discussed for a long time, Then, With what feature can TV make messages of the reality & the virtual reality maintain to achieve such a target, and in which situation will the feature be exposed? One who answered first about these questions is a German critic, G$\ddot{u}$nter Anders. Anders called the reality confused with the reality and the confused world of the virtual reality Phantom, and thought human beings would live in the reproduced world created by media machine in the long run as a world that the Phantom created would be gloomy and confusing. The media, themselves, become images, and an image creates another image. Through this process, human beings became unaware of which image the reality was indeed. As TV often created these situations, we have been already seduced into the deep Phantom world before discussing right or wrong of the situation. Of course, the media reality & the reality can't be strictly distinguished. Because the means that help to form judgement of viewers is the media. The subject of practical judgement is the media reality not human beings.

A Study on the Space Design of the Virtual Reality Simulation Exclusive Space (가상현실(VR) 시뮬레이션 전용관 공간설계에 관한 연구)

  • 임종엽;유태관
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.115-121
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    • 2002
  • This study is based on the Virtual Reality Space what grow rapidly compared with other space type. We make a certain definite possibilities by the functional, material, scientific and conceptual space comparison approved with existing visual space about the function of sound and visual system & the application of the mechanical system. Symbol and Expression Media are showing characteristics more than a tool in Modern times being changed from materialistic world to immaterial one. Especially, Augmented Reality, which is the new technology showing human beings real world and virtual world simultaneously recently and being exceeded to existent many limits, is going ahead. Simulation space is the technology one which can be applied to various fields such as culture, industry and education etc., and it helps human beings to overcome their limitations. The gains from this study are the specified and detailed yardsticks and cases of Simulation(space) facilities classified as a specific space. Therefore, the space mainly consists of the parts on size, equipment, and material etc. judging from technical point of view. Architectural Space, especially, should be considered very importantly in the middle of the transition from image realization to experience. The comprehension on various contents together with mechanical facilities will be requested to the connection applied to physical space expression, and that is what we have to study continuously afterward.

A Study on User Liking Based on Anthropomorphism of Virtual Humans:Focusing on Social Comparison Experience and Self-Improvement Motivation (가상인간의 의인화에 따른 이용자 호감도에 관한 연구: 사회비교 경험과 자기향상욕구를 중심으로)

  • Jeong, DongA;Kim, Hayeon;Lee, Sang Woo
    • The Journal of Information Systems
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    • v.32 no.4
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    • pp.163-188
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    • 2023
  • Purpose The study examines the impact of the level of anthropomorphism (both in appearance and behavior) of virtual humans on user liking. It investigates whether this relationship is mediated by social comparison experiences, with the moderated mediation effect of users' desire for self-improvement. Design/methodology/approach A between-groups experimental design was employed to examine the impact of different levels of appearance(low/mid/high) and behavior(low/high) anthropomorphism on user liking of virtual humans. The experiment was conducted in an online environment, and participants were randomly exposed to one of six stimuli, which were Instagram-like posts. Findings The results indicate that as virtual humans become more anthropomorphic, they have a positive impact on user liking. However, once the level of anthropomorphism in appearance reaches a certain point (mid vs high), there is no significant difference in user liking. Users who perceive virtual humans as highly anthropomorphic tend to engage in more social comparison experiences, which positively affects their liking for these virtual humans. Conversely, individuals with a high desire for self-improvement found that the positive effect of appearance anthropomorphism on liking through social comparison experiences was reduced. The study extends the application of social comparison theory by examining its impact on influencer marketing with virtual beings. It provides valuable insights for the formulation of influencer marketing strategies using virtual humans.

A Study on the Design of Virtual Engine Sound of Eco-Friendly Vehicle

  • Jee, Sanghwi;Park, Hyungwoo;Bae, Myung-Jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.2
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    • pp.37-41
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    • 2017
  • In the development of means of transportation, human beings who walk, ride or ride carriages are now enjoying the benefits of many means of transportation, including bicycles, airplanes, trains, buses, and cars. In the case of automobiles among various means of transportation, there is an advantage that an individual can conveniently move while possessing it. To solve air polution problems at the same time, eco-friendly automobiles such as low-noise, low-pollution, and high-efficiency automobiles have emerged. However, in the case of eco-friendly vehicleJ, engine noise at low speeds is a noise that is unlike existing vehicles and poses a threat to the safety of pedestrians. In this study, virtual engine system has been developed to prevent engine accidents caused by low- The pedestrians are aware of the fact that the vehicle is approaching.

Study on the Role of Media in the Building of Interpersonal Trust (개인간 신뢰형성 과정에서 미디어의 역할에 관한 연구)

  • Oh, Jinwouk;Cho, Namjae
    • Korean Management Science Review
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    • v.33 no.2
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    • pp.29-47
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    • 2016
  • Trust is formed from the day-to-day and persistent interaction relationship. The trust demands more and more at the age of uncertainty. Human beings are using media interaction. The area of communication with media is extended to virtual space. The purpose of this study is to qualitatively explain trust building process in virtual team by media using. In the pursuit of this purpose, we executed in-depth interview with the person who have experience communicating by media with a man of a complete stranger. They experienced the trust building process. Interview data were analyzed by a Structured Coding Techniques. The derived seven categories were reconstructed in consideration of the cause-and-effect relationship and the flow of events. We have discovered a new trust model that was the result from communication by a media using. The model presented is very useful to Individuals who need a new trust building relationship with stranger or virtual team member.

Virtuality in Fashion (패션에 표현된 가상성)

  • 이민선
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.5
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    • pp.981-990
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    • 2001
  • The purpose of this study is to review the concept of virtuality and analyze in which way virtuality is expressed in fashion. As for the research methodology, literary research was undertaken to study psychoanalytical and socioeconomic contexts in which virtuality has been formed. In addition, demonstrative studies on styles were undertaken through the analysis of photos in modern fashion magazine. With the explosive diffusion of the Internet since the 1990s, people have created a new identity in cyber space. Indeed, computers have made it possible for human beings to make virtual bodies in any way they want. Through the experiment of creating the figures that they dreamed of in their childhood buy could not embody in their actual life, people are making up for their narcissistic ego of their childhood. With the advent of the cyber society, dreams have been realized in cyber space, which in turn has influenced reality and finally had an effect on fashion. In cyber space, People try to break away from their bodies by combining elements of a different nature from them. They are dying hair and skin, and using holographic fabric for fashion, metallic color and geometric pattern for cosmetics. In pursuit of omnipotent beings, people have depicted models as flying in a weightless state and floating in the water within dress of undefined silhouette, so that they can be shown as transcending the law of nature. Furthermore, a variety of cultures newly appearing as dominant in cyber space have constantly interacted with actual life and formed an collage of heterogeneous cultures in fashion.

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A Study on Immersive Content Production and Storytelling Methods using Photogrammetry and Artificial Intelligence Technology (포토그래메트리 및 인공지능 기술을 활용한 실감 콘텐츠 제작과 스토리텔링 방법 연구)

  • Kim, Jungho;Park, JinWan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.654-664
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    • 2022
  • Immersive content overcomes spatial limitations through convergence with extended reality, artificial intelligence, and photogrammetry technology along with interest due to the COVID-19 pandemic, presenting a new paradigm in the content market such as entertainment, media, performances, and exhibitions. However, it can be seen that in order for realistic content to have sustained public interest, it is necessary to study storytelling method that can increase immersion in content rather than technological freshness. Therefore, in this study, we propose a immersive content storytelling method using artificial intelligence and photogrammetry technology. The proposed storytelling method is to create a content story through interaction between interactive virtual beings and participants. In this way, participation can increase content immersion. This study is expected to help content creators in the accelerating immersive content market with a storytelling methodology through virtual existence that utilizes artificial intelligence technology proposed to content creators to help in efficient content creation. In addition, I think that it will contribute to the establishment of a immersive content production pipeline using artificial intelligence and photogrammetry technology in content production.

Contents and Item Development for Virtual Communities in Apartment - The Revitalization for Commununities Program - (아파트 단지 내 사이버 커뮤니티 콘텐츠 및 아이템 개발 - 공동체 활성화를 위한 프로그램 중심으로 -)

  • Park, Na-Rae;Kang, Soon-Joo
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2008.11a
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    • pp.344-349
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    • 2008
  • When it comes to discussing the natural behaviors of human life, defining the word "community" itself can be extremely crucial. The word "Community" can be defined as a group of interacting human beings sharing an environment. It is also the basic form for "dwelling" which can be explained as a quint essential factor in human life. Compared to the previous traditional society with strong bonding and close chemistry between neighbors, modern society with simple and monolithic apartments brought a literal extinction of what has been called as a 'relationship'. Hence, people started to take this phenomenon as a problematic issue. Also, high-rise apartments made its residents more isolated and individualistic on a growing basis. In order to aid the aggravating symptoms, there has been a wide recognition between the "dwellers" to develop and strengthen their "community". This movement in strengthening the "community" is currently on a full expansion towards the cyber space, riding the tides of a drastic improvement of the Internet. Apartment web sites today not only displays introductory level of information they also provide wider meanings of general lifestyle plus deeper content, which can enhance their community.

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Inundation Map at Imwon Port with Past and Virtual Tsunamis (과거 및 가상 지진해일에 의한 임원항의 침수예상도)

  • Kim, Tae-Rim;Cho, He-Rin;Cho, Yong-Sik
    • Journal of the Earthquake Engineering Society of Korea
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    • v.21 no.1
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    • pp.1-9
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    • 2017
  • The scale of disaster and damage witnessed in the 2004 Indian Ocean Tsunami and the 2011 Great East Japan Tsunami has motivated researchers in developing foolproof disaster mitigation techniques for safety of coastal communities. This study focuses on developing tsunami hazard map by numerical modeling at Imwon Port to minimize losses of human beings and property damage when a real tsunami event occurs. A hazard map is developed based on inundation maps obtained by numerical modeling of 3 past and 11 virtual tsunami cases. The linear shallow-water equations with manipulation of frequency dispersion and the non-linear shallow-water equations are employed to obtain inundation maps. The inundation map gives the maximum extent of expected flooded area and corresponding inundation depths which helps in identifying vulnerable areas for unexpected tsunami attacks. The information can be used for planning and developing safety zones and evacuation structures to minimize damage in case of real tsunami events.

Ontology-Based Recognition Mechanism for Objects in Cyber World (가상세계에서의 온톨로지 기반 객체 인식 기법)

  • Jung, Geun-Jae;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.45-54
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    • 2009
  • The virtual world is simulated in terms of agents and the environment as the real world. Agents are able to perceive and recognize objects as well as components of the environmental elements in the virtual world. As a result, they are able to autonomously act in terms of their decision. They generate diverse situation that make the user to feel familiarity as they would be have like human beings. Such situations are constructed in terms of the concepts of the entities, relations and activities, and agents accordingly recognize the situations in terms of these concepts. In this paper, we propose the method to recognize and represent the shapes which are the most important feature among objects. Various shapes are represented in terms of primitive shapes and their spatial relations in depth. We use distance, direction, and orientation in order to represent basic spatial relation. In order to simplify basic signal processing, objects dynamically send messages of self information to agents, and refer to ontology as the knowledge base of the virtual world. Agents perceive the information from objects by comparing with schematic knowledge and instance knowledge in ontology.