• Title/Summary/Keyword: Virtual Ego

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Transaction Pattern between Real Life and Games Centered on Players (플레이어의 현실과 게임내의 교류패턴)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.95-107
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    • 2012
  • Communication skill to maintain personal relationships is a crucial factor in our social life. However, even though a number of people are experiencing difficulty in communication owing to their poor interpersonal interchanges in real life, they are interacting with virtual characters in artificially created virtual space. In order to remedy such a lack of communication among game players, first, they need to search appropriate ways to communicate each other in real life, but not in virtual space, or to create a game space as a new place for interaction among them by utilizing advantages of the game world. To accomplish such an aim, it is necessary to precede the research on what kind of relations or characteristics for game players' interaction to others in the real life and game world. For the reason, in this paper, we investigate interaction patterns of game players in real life and in the virtual space. In order to perform this investigation, an ego-gram, which demonstrates the pattern of the ego states as a field-oriented approach is used as the research method. The result shows that there are differences between patterns in each spaces. so, we apply a factor analysis and analyse the relationship between the transaction pattern of players in two spaces using the ego-gram.

Virtual Space Persona Expressed in Fashion Illustration (패션 디자인에 나타난 가상공간의 페르소나 표현)

  • Kim, Soon Ja
    • Fashion & Textile Research Journal
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    • v.15 no.5
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    • pp.671-681
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    • 2013
  • Persona means the mask of personality where the internal ego exposes itself to the outside. The complicated structure and diversity of contemporary society has provided men with a more variegated and diversified persona; in addition, advancements in internet and information communications creates the possibility for the emergence of more variegated and new persona. This study probes the persona of virtual space expressed in fashion designs; subsequently, this study reviews the concept and various characteristics of persona and examines the type of persona in the virtual space from the perspective of the manifestation of identity. The type of persona in the virtual space canbe categorized into flexible identity and falsified identity; subsequently, the characteristics and meanings of virtual space persona in fashion designs are analyzed. Flexible identity-oriented personas expressed in fashion designs are revealed through the images of animals or dolls. This is a childlike persona expression that expresses ego through other substances in an effort to express infantile substances such as dreams and fantasy cherished in childhood. Falsified identity-oriented personas are expanded as a realm of expression of the body and the realities are camouflaged as transformed persona. Negating existence itself by covering the eyes or face as well as the concealment of the body with masks or veils is an expression of a self-denying persona.

Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.

Men's ego-images represented on the fashion blogs in web 2.0 era (웹 2.0 시대 패션에 나타난 남성의 자아이미지 - 퍼스널 패션블로그를 중심으로 -)

  • Suh, Sung Eun
    • The Research Journal of the Costume Culture
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    • v.22 no.5
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    • pp.760-775
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    • 2014
  • In the era of 2.0 web, blog has become the media that men can express themselves with fashion more actively and independently, as paying much attention to their personal appearance and cultivating an upscale lifestyle. They often create their fashion images in the virtual space where enables a free and creative operations of self-expression. The study aims to identify the types of men's ego-images represented on the personal fashion blogs based on the framework of analysis from the previous research (Suh, 2014), to build the base data for analyzing men's fashion style in $21^{st}$21st century that reflects changes in men's sexual images, and to verify the framework as comparing with the previous case study about the women blogs (Suh, 2014). The case studies conducted 5 men's personal blogs such as bryanboy, iamgala, little fashionisto, katelovesme, and stylentonic. The study results almost same types of women's ego-images as following. The imaginary ego-image is classified as narcissism, regression, identification, and virtuality, the social ego-image as symbolism of roles and others'desire, the real ego as primary instinct, practical reality, object a, jouissance and sexual perversion. The personal style of men shown on the fashion blogs appears as a significant factor to analyze male customers in the growing men's beauty and fashion market.

An Efficient Algorithm for Betweenness Centrality Estimation in Social Networks (사회관계망에서 매개 중심도 추정을 위한 효율적인 알고리즘)

  • Shin, Soo-Jin;Kim, Yong-Hwan;Kim, Chan-Myung;Han, Youn-Hee
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.1
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    • pp.37-44
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    • 2015
  • In traditional social network analysis, the betweenness centrality measure has been heavily used to identify the relative importance of nodes. Since the time complexity to calculate the betweenness centrality is very high, however, it is difficult to get it of each node in large-scale social network where there are so many nodes and edges. In our past study, we defined a new type of network, called the expanded ego network, which is built only with each node's local information, i.e., neighbor information of the node's neighbor nodes, and also defined a new measure, called the expanded ego betweenness centrality. In this paper, We propose algorithm that quickly computes expanded ego betweenness centrality by exploiting structural properties of expanded ego network. Through the experiment with virtual network used Barab$\acute{a}$si-Albert network model to represent the generic social network and facebook network to represent actual social network, We show that the node's importance rank based on the expanded ego betweenness centrality has high similarity with that the node's importance rank based on the existing betweenness centrality. We also show that the proposed algorithm computes the expanded ego betweenness centrality quickly than existing algorithm.

A Study on Metaverse Hype for Sustainable Growth

  • Lee, Jee Young
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.72-80
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    • 2021
  • Metaverse is an immersive 3D virtual environment, a true virtual artificial community in which avatars act as the user's alter ego and interact with each other. If we do not manage the hype for the metaverse, which has recently been receiving a surge in interest, the metaverse will fail to cross the chasm. In this study, to provide stakeholders with insights for the successful introduction and growth of the 3D immersive next-generation virtual world, metaverse, we analyzed user-side interest, media-side interest, and research-side interest. For this purpose, in this study, search traffic, news frequency and topic, and research article frequency and topic were analyzed. The methodology and results of this study are expected to provide insight for the stable success of metaverse transformation and the coexistence of the real world and the virtual world through hyper-connection and hyper-convergence.

The Effect of Presence for Virtual Reality Sports Use Activation on Participation Satisfaction (가상현실 스포츠 이용 활성화를 위한 프레즌스이 참여만족에 미치는 영향)

  • Lee, Seung-Do;Lim, Kwan-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.79-94
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    • 2020
  • The purpose of this study is to analyze the difference in the effect of presence for the activation of virtual reality sports on participation satisfaction, to suggest continuous screen golf exercise participation, and to provide empirical and academic data for the development of the entire virtual reality sports market. To achieve this purpose, the survey period was from March 13 to May 13, 2020, with five researchers and assistants. The purpose of this study and the questionnaire were fully explained to consumers who experienced screen golf directly, and 247 questionnaires were used as the final valid sample by making a questionnaire with self-administration method. The data processing method was the statistical program Windows SPSS 18.0. First, factor analysis and reliability analysis, second, frequency analysis mean(M) and standard deviation(SD), third, Scheffe analysis among t-test and One-way ANOVA analysis, fourth, correlation analysis between variables and multiple regression analysis were conducted. The results of this study through these methods and procedures are as follows. First, there was a significant difference in participation satisfaction of presence in gender, and participation period of general characteristics. Second, there was a high difference in social presence, social self-reliance, and Ego, which are sub-factors of Presence, in social satisfaction, psychological satisfaction, and physical satisfaction. Third, the sub-factors of Presence, Social Presence, Social Self-Reliance, and Ego, were found to have a high effect on the sub-factors of Participation Satisfaction, Social Satisfaction, and Psychological Satisfaction.

The Internal Meanings of Dolls and Dolls' Images Expressed in Modern Fashion Show (현대 패션쇼에 나타나는 인형과 인형이미지의 내적 의미)

  • Yoo, Ju Yeon;Kwon, Gi Young
    • Human Ecology Research
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    • v.52 no.1
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    • pp.33-42
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    • 2014
  • The purpose of this study is to analyze the internal meanings of dolls and dolls' images expressed in modern fashion show. Dolls are used as sacred object, decoration object, playing object, personified object or cherished object. The expression types of doll image in modern fashion are as following; substitutes of multi-ego, object of sexual desire, objectified creature, and medium of transcending fantasy. First, dolls image as substitutes of multi-ego had been expressed in magical expression, disgusting mask, transparent mannequin, expressionless, horror, conflict, loss of identity, exaggeration or escapism. Second, as object of sexual desire, dolls image are expressed as naked baby, ambiguous expression, naked body, voluminous body, emphasized specific bodypart, heavy makeup or wax doll of sexy actresses. Third, as objectified creature, dolls are human body in passive form. Human bodies are disassembled and reassembled as dolls. Such dolls reflect serious reality. They wrap up human like product and objectify it. Fourth, dolls image expressed as medium of transcending fantasy recollects youth age or expresses imagination on ambiguous virtual reality. Like this, dolls have value as creatures in various fields of modern fashion. Dolls contribute a lot in creating important inspiration. Dolls also expose internal mentality and represent ego. Externally, dolls express human shape becoming more and more materialized and objectified by advancing scientific technology in digital capitalistic society.

Development of Simulation Environment for Autonomous Driving Algorithm Validation based on ROS (ROS 기반 자율주행 알고리즘 성능 검증을 위한 시뮬레이션 환경 개발)

  • Kwak, Jisub;Yi, Kyongsu
    • Journal of Auto-vehicle Safety Association
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    • v.14 no.1
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    • pp.20-25
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    • 2022
  • This paper presents a development of simulation environment for validation of autonomous driving (AD) algorithm based on Robot Operating System (ROS). ROS is one of the commonly-used frameworks utilized to control autonomous vehicles. For the evaluation of AD algorithm, a 3D autonomous driving simulator has been developed based on LGSVL. Two additional sensors are implemented in the simulation vehicle. First, Lidar sensor is mounted on the ego vehicle for real-time driving environment perception. Second, GPS sensor is equipped to estimate ego vehicle's position. With the vehicle sensor configuration in the simulation, the AD algorithm can predict the local environment and determine control commands with motion planning. The simulation environment has been evaluated with lane changing and keeping scenarios. The simulation results show that the proposed 3D simulator can successfully imitate the operation of a real-world vehicle.

Design and Implementation of avatar behaving on Internet Using EAI (EAI를 이용한 인터넷 상에서의 아바타 동작에 관한 설계 및 구현)

  • 정회경;안성옥;정재길
    • The Journal of Information Technology
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    • v.4 no.1
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    • pp.97-108
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    • 2001
  • This thesis is about the design and implementation of the system for controlling Avatar, user's alter ego in a simulated world using the EAI(External Authoring Interface) technology to be able to control VRML(Virtual Reality Modeling Language). In this thesis, user's Avatar described in VRML language embodied interactions to move and show an expression by JAVA according to a user's demand. In the future, this would be able to develop into a research to try to embody and construct a simulated society based on web for the purpose of various integration of society such as cyber government, lecture, trial performance, and auction.

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