• Title/Summary/Keyword: Virtual Interactivity

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A Study on Changes in the Fashion Market Viewed from the Perspective of Big Blur (빅블러 관점으로 바라본 패션 시장의 변화에 관한 연구)

  • Park, Yonjin;Kan, Hosup
    • Journal of Fashion Business
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    • v.24 no.4
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    • pp.144-160
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    • 2020
  • Today, the development of innovative technologies is accompanied by changes in the industrial structure and the Big Blur phenomenon, where the boundaries in various fields are blurred. The purpose of this study was to view the Big Blur phenomenon as a big paradigm shift in the 21st century and derive environmental changes and characteristics of the Korean fashion market. The research method included an analysis of the fashion brands after 2015. Through this study, we intended to establish a framework for understanding the changes in the fashion market from the perspective of Big Blur and discuss the direction of brand marketing. The research results showed the hyperlinks, connectivity, openness, homeostasis, synchronicity, mobility, interactivity, and brand experience of online and offline spaces beyond the boundaries of virtual space and offline physical spaces such as online physical and spatial viewpoints. It also showed the characteristics. The characteristics from the socio-cultural point of view were characteristic of diversity, mixture, coexistence, composability, and pluralism beyond the traditional socio-cultural and regulatory scopes. Hip hop fashion, street fashion, unisex, genderless, androgynous fashion, and kid fashion are the backbone of the Big Blur and are becoming important factors in fashion. The characteristics of the market and economic viewpoint are prosumers that play roles both as producers and consumers. It shows the extensibility of consumers as producers, the cohesiveness of producers and consumers, the cooperation, and the interconnectivity.

The Effect of VDI Technical Characteristics on Interaction and Work Performance (VDI 기술특성이 상호작용과 업무성과에 미치는 영향에 관한 실증적 연구)

  • Kwak, Young;Shin, Min Soo
    • Journal of Information Technology Services
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    • v.20 no.4
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    • pp.95-111
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    • 2021
  • Recently, many organizations are actively adopting VDI (Virtual Desktop Infrastructure), an IT-based business system, to build a non-face-to-face business environment for smart-work. However, most of the existing research on VDI has focused on the satisfaction of system service quality or the use of IT resources and investment for VDI introduction. However, research on effective management and utilization of factors according to the characteristics of VDI technology is urgently required. This study is an empirical research study on how VDI technology characteristics affect interactions and work performance by identifying differences in utilization factors between general organization members and IT managers, presenting standards for business utilization and management. This study proposed a model and hypothesis that the system technology characteristics for VDI use are mediated by interactions in which users respond to functions appropriate to their work. In order to verify the hypothesis, a questionnaire survey was conducted on 188 people of companies and institutions that have adopted and used VDI through a questionnaire survey. Data analysis was performed with partial least squares (PLS), a structural equation modeling (SEM) technique that uses a component-based approach to estimation. As a result of the empirical analysis, the same environmental function for performing work, N-th security, and remote access function factors for non-face-to-face work have a significant effect on interactivity, and IT managers have an additional significant effect on the management technology characteristics of resource reallocation. Has been shown to affect. The results of this study aim to minimize trial and error due to new introduction by presenting considerations for future VDI introduction through case analysis.

Study on the Use of SNS(Social Network Service) for Tasks :Focus on the Task-Media Fit (과업수행을 위한 소셜네트워크서비스(SNS)의 활용에 대한 연구: 과업-매체적합성을 중심으로)

  • Park, Kyung-Ja;Park, Seong-Joon;Jang, HeeYoung
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.577-586
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    • 2014
  • As SNS has increased its influence on the society as a whole, companies also have started to consider how to take advantage of the new service paying specific attention to its characteristics of immediacy, sharability and interactivity. This study aims to circumstantiate the relationship between a task support tool of SNS and task-media fit, user characteristics and performance by focusing on its usage in work field. To address this issue, a Task-Technology Fit model is used to propose a research model considering the characteristics of SNS as a social element, information technology as well as its user characteristics. The outcome shows that job characteristics, virtual competence and media characteristics have a significant influence on task-media fit, whereas virtual competence and SNS characteristics variables have a significant influence on SNS usage. Besides, task-media fit has a significant influence on SNS usage and work performance while SNS usage has a significant influence on work performance. The study suggests that strategic use of SNS helps improve work performance and these individual characteristics should be considered in planning of SNS utilizing strategy.

A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.

Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.533-552
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    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.

Concepts of Disaster Prevention Design for Safety in the Future Society

  • Noh, Hwang-Woo;Kitagawa, Keiko;Oh, Yong-Sun
    • International Journal of Contents
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    • v.10 no.1
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    • pp.54-61
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    • 2014
  • In this paper, we propose a pioneering concept of DPD(Disaster Prevention Design) to realize a securable society in the future. Features of danger in the future society are expected to be diverse, abrupt occurring, large scale, and complicated ways. Due to increment of dangers with their features of uncertainty, interactivity, complexity, and accumulation, human-oriented design concept naturally participates in activities to prevent our society against disasters effectively. We presented DPD is an essential design activity in order to cope with dangers expected in the future societies as well as realize securable environments. DPD is also an integrated design aids including preemptive protections, rapid preparing, recovery, and interactive cooperation. We also expect these activities of DPD is effective for generation of new values in the market, satisfaction of social needs, expansion of design industry, and a novel chance for development in the future society. Throughout this paper, we submit various aspects of DPD concepts including definition, classification, scope, necessity, strategy, influencing elements, process, and its principle. We expect these concepts will be the seed and/or basement of DPD research for the future works. For the direction of study for DPD in the future, we emphasize alarm system for preemptive protection rather than recovery strategy for the damage occurred. We also need to research about progressive prevention techniques and convergence with other areas of design. In order to transfer the concept of product design from facility-oriented mechanism to human-oriented one, we should develop new kinds of city basis facilities, public-sense design concepts referred to social weak-party, e-Learning content design preparing disasters, and virtual simulation design etc. On the other hand, we have to establish laws and regulations to force central and/or provincial governments to have these DPD strategies applying their regional properties. Modern design activities are expanding to UI(user interface) content design area overcoming the conventional design concept of product and/or service. In addition, designers are recognized as art directors or life stylists who will change the human life and create the social value. DPD can be divided into prevention design, preparedness design, response design, and recovery design. Five strategies for successful DPD are Precaution-oriented, Human-oriented, Sense-oriented, Legislation, and Environment Friendly Strategies.

A refinement of customer satisfactory factors in multimedia contentware evaluation process - focused on company website design - (멀티미디어 컨텐트웨어 상품에 대한 소비자 감성 평가 요소(문화성 인자)추출에 관한 연구 - 기업 웹사이트를 중심으로 -)

  • 이종호;김명석;이현이;김태균
    • Archives of design research
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    • v.11 no.1
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    • pp.291-302
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    • 1998
  • This paper covers the development process of multimedia evaluation system, especially focused on customer satisfactory factors while customers navigating net-based Interactive multimedia system. Customers usually experience new level of interaction cased by newly developed web-based technology In ordinary multimedia system. However, if it gives customers satisfactory experience is a matter of question. To find out the relationship between customer satisfaction and interactivity factors exposed by multimedia system, a model has been developed which describes the structure of web-based multimedia system and its relation to customer satisfactory factors. Five different experiments, including 'semantic differential', 'focus group interview', and 'expert review', has been conducted and four customer satisfactory factors were identified. Those are 'customery value', 'structural perfectness', 'visual perfectness', and 'contemporaneity'. With these factors and newly delveoped evaluation system, 7 different web-site has been evaluated and analyzed at the end of this report.

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Application of the Web Design Elements using the Aesthetic Evaluation (감성평가를 이용한 웹 디자인 요소의 활용방안)

  • 김미영;정홍인
    • Archives of design research
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    • v.17 no.3
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    • pp.413-420
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    • 2004
  • New design method has been required for web designers to grasp the proper emotion, impression, and feeling of a web site and reflect these elements in web design. It is certain that such a new methodology can be a useful design tool, although web designers have only relied on their intuition and experience to induce users to perceive specific emotion of web sites. In this study, Kansei Engineering Type Ⅰ (Nagamachi, 2002 and Park, 2000) method was applied to develop the methodology. One hundred thirty six web sites believed to convey emotions effectively were first selected by recommendation of professional web designers and twenty two web sites were finally chosen and evaluated using questionnaire. The web sites were then objectively and quantitatively assessed by measuring the degree of utilization of the design elements, balance, overall density, and homogeneity. We examined the cause-and-effect between the results of emotional and quantitative analysis by multiple regression and introduced the design methodology based on the examination. The research method and procedures applied to this study would be applicable to design studies related to the emotional inducement.

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Extensibility of Visual Expression in Projection Mapping Installation Art; Focused on Examples and Projection Mapping Installation Artwork Domino (프로젝션맵핑 기반 영상 설치 미술의 시각적 표현 확장성 -사례 분석 및 작품 을 중심으로-)

  • Fang, Bin-Zhou;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.207-220
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    • 2021
  • Recent advances in new media for sensory experiences keep expanding visual expression methods in installation art such as projection mapping and virtual reality. Artists can create and develop visual expression techniques based on such new media. Projection mapping is a new medium that continues to add various possibilities to visual expression in media art. Under the projection mapping environment, artists can recompose the object or space with the digital content by projecting video onto three-dimensional surfaces in the space. This paper focuses on the process where visual expression with the projection mapping technology leads to viewers' sensory experience. To this end, "reproducibility," "dissemination," "virtuality," and "interactivity" of media were analyzed to describe the meaning and *definition of visual expression. Artworks are considered as an example to study visual expression techniques such as "repetition and overlap," "simulacrum and metaphor," and "displacement and conversion." I applied the analysis and created Domino, a projection mapping artwork, which helps the research on visual expression techniques that can lead to sensory experience the extensibility of visual expression.