• Title/Summary/Keyword: Virtual Interactivity

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A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store- (가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로-)

  • Jang, Ju Yeun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.4
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    • pp.671-688
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    • 2018
  • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

A Study on the Interactive Web 3D (인터랙티브(Interactive) 웹 3D 연구)

  • 오병근
    • Archives of design research
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    • v.14 no.3
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    • pp.117-125
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    • 2001
  • The 2D based-web contents are limited to implement interactive elements for the users even though the contents are offered in various styles. Using the mouse and keyboards users chose any web contents for themselves beyond the limitation of time and space. They want more interactive style as they become familiar with convenience of web contents. The 3 dimensional web contents integrated with interactive technologies are one of the ways for them There are many researches and commercialization of the interactive web 30 for the past years because it has a lot of user benefits in terms of immersion, realistic expression, and interactivity. It has two types of implementation; one is for 3D polygon based objects, the other is for virtual worlds. This research is focus of on the concept of web interactive 3D, the technical aspects, design elements, and the proposal of navigation methods for the purpose of creating new type of web interactive contents.

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A Study on the Idea of Materiality of New Media Art through Rethinking Kinetic Art (키네틱아트의 재조명을 통한 뉴미디어아트의 물질성에 대한 고찰)

  • Song, Min Jeong
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.263-270
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    • 2015
  • The development of technology has always been influencing the worldview of the time, and this has been embodied through artistic media and contents throughout history. This paper begins with an overview on how the notion of movement in art has developed with the juxtaposition of materiality and immateriality or the conversion between the two by rethinking Kinetic Art which was popularized in the mid-twentieth century in America and Europe. Then, this is compared with New Media Art which employs advanced digital media techniques to generate virtual images. New Media Art requires some kinds of physical mechanisms and space for the embodiment of virtual images to some extent. The coexistence of material and immaterial aspects of New Media art is investigated through the contextualization with certain aspects of Kinetic Art.

Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.5
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    • pp.127-160
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    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.

Development of the FishBowl Game Employing a Tabletop Tiled Display Coupling With Mobile Interfaces (모바일 인터페이스와 테이블탑 타일드 디스플레이를 연동한 FishBowl 게임 개발)

  • Kong, Young-Sik;Park, Kyoung-Shin
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.57-66
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    • 2010
  • In the prior works on tabletop systems, a projection-based tabletop surface is mostly used to display computer images, and the participants interact with the display surface by hand multi-touching or using some tangible objects. In this research, however, we developed the FishBowl game that employs a scalable tabletop tiled display with infrared camera tracking coupled with PDA mobile interfaces. The focus of this game is to enhance user interactivity and realistic experience by coupling the high-resolution tabletop virtual environment and PDA mobile interface. This paper describes the game design followed by the system design and its detailed implementations. It also discusses the system usability and recommendation for its improvements after interviewing game players and then concludes with future research directions.

A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.

Punching Motion Generation using Reinforcement Learning and Trajectory Search Method (경로 탐색 기법과 강화학습을 사용한 주먹 지르기동작 생성 기법)

  • Park, Hyun-Jun;Choi, WeDong;Jang, Seung-Ho;Hong, Jeong-Mo
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.969-981
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    • 2018
  • Recent advances in machine learning approaches such as deep neural network and reinforcement learning offer significant performance improvements in generating detailed and varied motions in physically simulated virtual environments. The optimization methods are highly attractive because it allows for less understanding of underlying physics or mechanisms even for high-dimensional subtle control problems. In this paper, we propose an efficient learning method for stochastic policy represented as deep neural networks so that agent can generate various energetic motions adaptively to the changes of tasks and states without losing interactivity and robustness. This strategy could be realized by our novel trajectory search method motivated by the trust region policy optimization method. Our value-based trajectory smoothing technique finds stably learnable trajectories without consulting neural network responses directly. This policy is set as a trust region of the artificial neural network, so that it can learn the desired motion quickly.

On the Fantastic Aspect in Electronic Media Art : A Preliminary Approach by Way of Barthes, Freud and Lyotard (전자매체예술에서의 '환상적' 측면에 대하여: 바르트, 프로이트, 리오타르를 경유한 접근)

  • Kim Won-Bang
    • Journal of Science of Art and Design
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    • v.5
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    • pp.159-174
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    • 2003
  • 'Fantasy', the central notion of this essay, is discussed here more as a new paradigm in order to describe the structure of a work of art than as a stylistic characteristic proper to a specific genre of art. It means the whole situation and experience produced by two connected terms 'corporeal subject - screen'. Roland Barthes explained the 'semiographic painting' by Andre Masson as a field in which happens a certain connexion between the impulse of subject and the image, which views the painting not as a physical object but as a 'cinematic screen' ; painting may be redefined as a dream or a fantasy of the corporeal subject. And such an idea of 'art as fantasy' is closely related to the recent theoretical attempts consisting in abolishing the vision-centered conception of art since Renaissance. In this essay, the notion of fantasy as an aesthetic model is sketched by means of the Freud's notes on the fantasy 'A child is being beaten' and Lyotard's more advanced analyse on its attributes and operations. In Lyotard's analysis, fantasy is defined as a 'bloc' or a 'matrix-figure' featuring simultaneous conversion between the active and the passive, sadism and masochism, and coexistence of imcompossible meanings. In this sense, fantasy may be given to us as an analogical model from which we can outline the aesthetic characteristics of electronic media art involving virtual reality and interactivity.

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A Study on Moral Functionalities of Digital Game as an Art Form (예술작품으로서 디지털 게임의 도덕적 기능에 대한 연구)

  • Ahn, Kay-Youn;Woo, Tack
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.159-170
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    • 2011
  • It seems that social distrust toward morality of video games has not been deducted even the influence of video game has increased drastically for last few decades. To rationalize the identity of video game and its social legitimacy, this paper first considered video game genre as a new art form. By doing so, we could derive various aesthetical and moral issues to dispute in modern society. Secondly, by considering former issues, this study could figure out moral vulnerabilities of the genre according to its own form, by categorizing them into virtual reality, interactivity and simulation. To suggest most effective way to overcome its immorality by functionalize social feedbacks which elaborately designed based on John Dewey's pragmatist aesthetics and immoralism.

Development of an Augmented Reality Puzzle Game Detecting Hand Posture Using HSV Color Space in Real Time (HSV 컬러 영역을 이용한 실시간 손동작 검출 증강현실 퍼즐 게임 개발)

  • Kim, Minhyuk;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.79-86
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    • 2014
  • There have been many trials for development of games using augmented reality. This paper presents a 2D puzzle game system using HSV color space to detect hand posture from an input image by smart device's cameras in real time. The developed game in this paper brings smart devices and the computer vision closer. Also this game can be a new interactive technology utilizing both the mobility of smart devices and the tangible interactivity of virtual reality in education and entertainment environments.