• Title/Summary/Keyword: Virtual Experience Evaluation

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User Needs for Haptic Communication of VR Fashion Product Shopping

  • Kim, Jongsun;Ha, Jisoo
    • Fashion & Textile Research Journal
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    • v.21 no.4
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    • pp.401-411
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    • 2019
  • Non-contact judgment and evaluation for products are increasingly needed along with a rapid environmental change in fashion that sows urgency in the need to implement services that allows users to judge and experience a tactile sense in a fashion product without actual contact. Technological development is required to provide users with syn-aesthetic experiences that integrate the visual, tactile and the auditory. There is also a need to conduct research to increase immersion that provides users with ICT-related experiences communicated through fashion images. The study analyzed demands for haptic communication technology by Korean users in immersive VR fashion product shopping. Accordingly, it defined haptic communication through literature research, investigated immersion in the VR environment and conducted in-depth interviews for haptic communication applicable to VR shopping. Findings show that hedonic reactions by fantasy, emotion and fun function are an important motive in selecting VR shopping. VR fashion product shopping steps were divided into 4: move to store, search in store, search of product and purchase based on offline store shopping experience. It defined the haptic communication by steps and analyzed the types of the haptic feedback to be implemented. The study results provide basic data for developing haptic communication technology that can enhance e a sense of the presence and immersion experiences that can help lay a groundwork for pilot studies on the convergence of the virtual and the real.

Understanding the Evaluation of Quality of Experience for Metaverse Services Utilizing Text Mining: A Case Study on Roblox (텍스트마이닝을 활용한 메타버스 서비스의 경험 품질 평가의 이해: 로블록스 사례 연구)

  • Minjun Kim
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.160-172
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    • 2023
  • The metaverse, derived from the fusion of "meta" and "universe," encompasses a three-dimensional virtual realm where avatars actively participate in a range of political, economic, social, and cultural activities. With the recent development of the metaverse, the traditional way of experiencing services is changing. While existing studies have mainly focused on the technological advancements of metaverse services (e.g., scope of technological enablers, application areas of technologies), recent studies are focusing on evaluating the quality of experience (QoE) of metaverse services from a customer perspective. This is because understanding and analyzing service characteristics that determine QoE from a customer perspective is essential for designing successful metaverse services. However, relatively few studies have explored the customer-oriented approach for QoE evaluation thus far. This study conducted an online review analysis using text mining to overcome this limitation. In particular, this study analyzed 227,332 online reviews of the Roblox service, known as a representative metaverse service, and identified points for improving the Roblox service based on the analysis results. As a result of the study, nine service features that can be used for QoE evaluation of metaverse services were derived, and the importance of each feature was estimated through relationship analysis with service satisfaction. The importance estimation results identified the "co-experience" feature as the most important. These findings provide valuable insights and implications for service companies to identify their strengths and weaknesses, and provide useful insights to gain an advantage in the changing metaverse service environment.

Evaluating Stability of a Transient Cut during Endmilling using the Dynamic Cutting Force Model

  • Seokjae Kang;Cho, Dong-Woo;Chong K. Chun
    • International Journal of Precision Engineering and Manufacturing
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    • v.1 no.2
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    • pp.67-75
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    • 2000
  • virtual computer numerical control(VCNC) arises from the concept that one can experience pseudo-real machining with a computer-numerically-controlled(CNC) machine before actually cutting an object. To achieve accurate VCNC, it is important to determine abnormal behavior, such as chatter, before cutting. Detecting chatter requires an understanding of the dynamic cutting force model. In general, the cutting process is a closed loop system the consists of structural and cutting dynamic. Machining instability, namely chatter, results from the interaction between these two dynamics. Several previous reports have predicted stability for a single path, using a simple cutting force model without run out and penetration effects. This study considers both tool run out and penetration effects, using experimental modal analysis, to obtain predictions that are more accurate. The machining stability during a corner cut, which is a typical transient cut, was assessed from an evaluation of the cutting configurations at the corner.

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Stability Analysis in Transient Cut during Endmilling (엔드밀링가공시 과도 영역에서의 안정성 평가)

  • Kang, Seok-Jae;Cho, Dong-Woo
    • Journal of the Korean Society for Precision Engineering
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    • v.18 no.3
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    • pp.195-204
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    • 2001
  • Virtual computer numerical control(VCNC) arises from the concept that one can experience pseudo-real machining with a computer-numerically-controlled(CNC) machine before actually cutting an object. To achieve accurate VCNC, it is important to determine abnormal behavior, such as chatter, before cutting. Detecting chatter requires an understanding of the dynamic cutting force model. In general, the cutting process is a closed loop system that consists of structural and cutting dynamics. Machining instability, namely chatter, results from the interaction between these two dynamics. Several previous reports have predicted stability for a single path, using a simple cutting force model without tool runout and penetration effects. This study considers both tool runout and penetration effects, using experimental modal analysis, to obtain more accurate predictions. The machining stability in the corner cut, which is a typical transient cut, was assessed from an evaluation of the cutting configurations at the corner.

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Experience in Practical Implementation of Abstraction Interface for Integrated Cloud Resource Management on Multi-Clouds

  • Kim, Huioon;Kim, Hyounggyu;Chun, Kyungwon;Chung, Youngjoo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.1
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    • pp.18-38
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    • 2017
  • Infrastructure-as-a-Service (IaaS) clouds provide infrastructure as a pool of virtual resources, and the public IaaS clouds, e.g. Amazon Web Service (AWS) and private IaaS cloud toolkits, e.g. OpenStack, CloudStack, etc. provide their own application programming interfaces (APIs) for managing the cloud resources they offer. The heterogeneity of the APIs, however, makes it difficult to access and use the multiple cloud services concurrently and collectively. In this paper, we explore previous efforts to solve this problem and present our own implementation of an integrated cloud API, which can make it possible to access and use multiple clouds collectively in a uniform way. The implemented API provides a RESTful access and hides underlying cloud infrastructures from users or applications. We show the implementation details of the integrated API and performance evaluation of it comparing the proprietary APIs based on our cloud testbed. From the evaluation results, we could conclude that the overhead imposed by our interface is negligibly small and can be successfully used for multi-cloud access.

A Study on Reality Enhancement Method of VR Baseball Game (VR 야구 게임의 현실감 강화 방법 연구)

  • Yoo, Wang-Yun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.23-32
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    • 2019
  • The popularization of VR content is slow. It's because they have not created a new visual experience, that is, 'utility' beyond 'interest'. The utility of VR content starts from functional reality. And to enhanced it, realistic interaction is required. Specifically, this study presents three methods of network play, character artificial intelligence, and Haptic implementation. In order to confirm the hypothesis, we conducted all phases of VR content production from baseball to contents production, play test, and technical verification. Through the test of the user and the evaluation institution about the final product, it was evaluated that it contributed to the realization of the content realism through the realistic visual effect, the play presentation, and the impact evaluation by the vibration.

The User Experience Evaluation of VR/AR Technology in the FEM/CFD Simulation (구조/유체 시뮬레이션에서 VR/AR기술의 사용자 경험 평가)

  • Seo, Dongwoo;Park, Sangjin
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.1-7
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    • 2019
  • This study focused on the usability and the difference between VR and AR technology in the FEM/CFD simulation environments. First, this paper explains the current status and prospect of the VR/AR technology and conducted a case study on the VR and AR service in the FEM/CFD simulation environments. In addition, we made the evaluation strategies for usability by a review of previous research. And then, after Interviewers participants who use of simulation at a specific site C to we investigated the usability of the VR and AR service based on the mobile device in the FEM/CFD simulation environments. The result of this study is look forward to be used as a design service to form a VR and AR service in the future.

User Experience Evaluation of VR Service Platform -Focused on Oculus and NOON VR- (VR 서비스 플랫폼의 사용자 경험 평가 -Oculus와 NOON을 중심으로-)

  • Koo, Ja-yoon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.8
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    • pp.143-148
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    • 2018
  • This study focused on the difference between Oculus Store of Oculus and FXGEARs. NOON VR Stores service platform. First the literature study considered the current status and prospect of the VR market and conducted a case study on the VR service platform. In addition, this study conducts the platform strategies of Andrei Hakgu and Hirano AtsushI. After that Interviewers were interviewed to investigate the usability of the VR service platforms. The result of this study is expected to be used as a design guideline to form a VR service platform in the future, and as a user experience study.

Proposal of Location-aware Interface using Empirical Metapo Element (경험적 메타포 요소를 활용한 위치 인식 인터페이스 제안)

  • Kim, Daun;Song, Jinkyung;Shin, Yejin;Jeong, Garam;Park, Su-e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.145-147
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    • 2018
  • As mobile devices increase use, users are forced to recognize and navigate their own location and virtual space within a given small display. Unlike trains and buses, this study aims to select a space inside a subway train that is difficult to transfer location information to and suggest an interface to reduce cognitive differences to users. First, observe the actual environment and then derive the empirical factors. Second, by using Metapo which is an act of understanding or experiencing specific targets that are not familiar with familiar objects, the interface is designed according to the UX principle after converting the experience element into metapo. Finally, usability will be assessed through user experience evaluation and problem elicited and supplemented in future studies. This study expects the use of spatial interfaces to be increased and applied as a variety of services by using metaphors through experience elements to help users easily recognize their location within the mobile interface.

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Analysis of Pre-Service Elementary Teachers' Questions and Lesson Plans in Planning Science Class Utilizing Smart Technology (스마트 테크놀로지 활용 과학 수업 계획 시 발생하는 초등 예비교사의 질문과 수업과정안 분석)

  • Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.40 no.2
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    • pp.162-174
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    • 2021
  • The purpose of this study was to investigate the types of questions raised by pre-service elementary teachers when planning a science class utilizing smart technology and the characteristics of their lesson plans. For this purpose, lesson plans and questions written by the 96 pre-service teachers were collected. The results of this study can be summarized as follows: (1) Pre-service teachers used simulation apps, information offering apps, clicker evaluation apps, astronomical observation apps. Simulation apps and clicker evaluation apps were used the most in the introduction stage of the class, simulation apps in the development stage, and clicker evaluation apps in the finishing stage. (2) In the lesson plans, the activities that elementary school students use smart technology showed more than those used by teachers, and its characteristics were more prominent in the development stage of the class. (3) As for the content type of smart technology, experience type was the highest, followed by tool type and resource type. In comparison, there were relatively few interaction support types and learning opportunity extensions. (4) There were many cases in which pre-service teachers replaced elementary school students with virtual experiences using experience type instead of providing opportunities to experiment or experience directly. (5) Pre-service teachers asked various questions while planning science class utilizing smart technology, and a total of 25 question types appeared in 7 categories.