• Title/Summary/Keyword: Virtual Interview

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Automation of an Interactive Interview System by Hand Gesture Recognition Using Particle Filter

  • Lee, Yang-Weon
    • Journal of information and communication convergence engineering
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    • v.9 no.6
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    • pp.633-636
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    • 2011
  • This paper describes a implementation of virtual interactive interview system. A hand motion recognition algorithm based on the particle filters is applied for this system. The particle filter is well operated for human hand motion recognition than any other recognition algorithm. Through the experiments, we show that the proposed scheme is stable and works well in virtual interview system's environments.

The Qualitative Study on the Evaluation and the Application of 3D scan and virtual try-on technology (3차원 스캔과 가상 착의 기술의 평가와 활용에 관한 질적연구)

  • Choi, Young-Lim;Nam, Yun-Ja
    • Fashion & Textile Research Journal
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    • v.11 no.3
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    • pp.437-444
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    • 2009
  • According to the activation of the fashion electronic commerce, this research investigated the merits and demerits and improvement plan of the 3D virtual try-on technology using the qualitative research method. This research was performed by interview with 70 evaluation group. The evaluation group of 3D virtual try-on was organized and the fit evaluation process by 3D human body scan and the 3D virtual try-on of the i-Fashion technology center were experienced. This study was performed by interview after the actual and virtual try-on about the casual shirt. The convenience and accuracy of measurement, usability in online shopping, body evaluation, complement of sizing system, and body shape management were discovered as merits. The requirement of high accuracy in sizing and avatar, limits of fabric expression, practical limitation by cost, vexatious of measurement garment, differences between real and virtual fittings, personal information leakage risk, and etc were pointed out as demerits. The mass customization, customized garment connected with medical service, humanized avatar, improved fitting report, entertainment, coordination, wardrobe manager were proposed as improvement plan.

Examining the Role of Emoji and Gender during Job Interview Training within Metaverse (메타버스 취업 면접 훈련의 효과성에 있어 성별에 따른 이모지 역할 연구)

  • Song, Stephen W.;Chung, Donghun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.51-62
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    • 2021
  • The current study investigated the effect of emoji use and gender on job interview training within virtual environment (VE). A 2 (emoji use: use vs. no use) × 2 (interviewee gender) × 2 (interviewer gender) mixed design experiment (N = 80) was conducted. The result shows that emoji may be implemented within VE to promote positive affect. Intimacy predicted better mutual understanding and higher attention. Practical implication is provided as using emoji in virtual environment can be utilized as a practice tool for job interviews, or for other potentially stressful social contexts.

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.

A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
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    • v.23 no.4
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

The Current State of Domestic and Foreign Virtual Advertising and Revitalization Strategy for Virtual Advertising in Korea ; Centered on Qualitative Research (국내,외 가상광고 현황 및 국내 가상광고 활성화 방안 :질적 연구를 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.199-210
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    • 2019
  • Virtual Advertising, which was introduced exclusively in sports casting programs in 2010, has enlarged its scope to terrestrial TV networks' sports news, entertainment shows, and dramas by 2015. Such advertising deregulation allows broadcasting business operators to insert more various virtual advertising methods into TV programs. Despite recent evaluation that virtual advertising was deregulated to a large degree, it is still inadequate compared to foreign state of affairs and has a lot of room for growth. Therefore, this research explores a literature review of virtual advertising in other countries and considers possible ways for virtual advertising in Korea to move forward. Additionally, through in-depth interview with seven virtual advertising experts, the research unravels positive and negative impacts of virtual advertising as well as its current state of affairs and struggles. This research also analyses the regulation of virtual advertising and finally explores possible revitalization strategies. The results of the research show that it is necessary to first improve the viewers' favorable concerning virtual advertising in order to revitalize virtual advertising. Revitalization will also require a clarification of regulation as well as a more unified and consistent content review and rating system. Furthermore, it is imperative that data of advertising impact will be accessible to advertisers and that advertising regulation will loosen. Revitalization will also require a clarification of regulation as well as a more unified and consistent content review and rating system. Furthermore, it is imperative that data of advertising impact will be accessible to advertisers and that advertising regulation will loosen. It is necessary to further develop new techniques and creators of virtual advertising. The research suggests strategies and alternative paths for the growth and revitalization of the virtual advertising market in light of recently revised law.

Cyber Interview System using Stereoscopic Images (입체 영상을 이용한 가상 모의 면접 시스템)

  • Yoon, Kyung-Seob
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.4
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    • pp.197-204
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    • 2011
  • In this research, we have developed a virtual interview simulation system that utilizes the 3D stereoscopic technology. For this virtual simulation can play individual question stereoscopic movies using seamless loop technology, it provides realistic environment and interviewee with 3D filmed interviewer increasing reliable experience for interviewees. Implementing question-pool system and real-time construction of questionnaires is also available so that the interviewee can train and prepare for the various situations. This will reduce the effort for work power, time, place and cost, opening for a possibility of utilizing for many other areas such as linguistics study and public sector.

Development of a Unity-Based Interview Room Prototype for Virtual Interviews in a Metaverse Environment (메타버스 환경에서의 가상 인터뷰를 위한 유니티 기반의 면접장 프로토 타입 개발)

  • Seongeun Yang;Jongwook Si;Sungyoung Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.225-226
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    • 2023
  • 취업 시장의 급변에 따라 교육 기관에서는 다양한 상황에 대응할 수 있는 시스템이 필요하다는 인식이 대두되고 있다. 특히, 취업 준비생들은 낯선 면접장에 빠르게 적응하여 면접에서 최상의 결과를 얻어내야 하는 요구사항이 있다. 본 논문에서는 요구사항을 충족시키기 위하여 메타버스 환경에서의 가상 인터뷰 시스템의 가상 면접장 프로토 타입을 소개한다. Unity를 기반으로 개발된 이 가상 면접장은 실제 면접과 유사한 환경을 제공하여 면접관 아바타를 통해 진행되는 면접의 현실감을 높일 수 있다.

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Virtual Sleep Sensor with PSQI for Sleep Therapy Service (수면 테라피 서비스를 위한 PSQI 지원 가상 수면센서)

  • Lee, Byung Mun;Hwang, Hee Joung
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1538-1546
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    • 2015
  • This paper proposes a virtual sleep sensor in order to monitor sleep disorder for an individual, and presents a therapy service model for the sleep management. PSQI score is usually used clinically to evaluate the levels of sleep disorder. However, The PSQI score which was only gleaned through an interview on a questionnaire can not be accurate because it is difficult to remember something about sleep during the last month. In order to resolve this problem, This paper presented the virtual sleep sensor that has a protocol to receive sleep information through physical sensors and smart algorithm. In addition, the virtual sleep sensor can be contributed to a service model for sleep therapy when it is combined with light therapy and aromatherapy. Finally, based on the findings of the experiment, its effectiveness was confirmed in the proposed model.

An User Experience Analysis of Virtual Assistant Using Grounded Theory - Focused on SKT Virtual Personal Assistant 'NUGU' - (근거 이론을 적용한 가상 비서의 사용자 경험 분석 - SKT 가상 비서 'NUGU'를 중심으로 -)

  • Hwang, Seung Hee;Yun, Ray Jaeyoung
    • Journal of the HCI Society of Korea
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    • v.12 no.2
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    • pp.31-40
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    • 2017
  • This a qualitative research about the virtual personal assistant, voice recognition device SKT 'NUGU' which was launched on September 1, 2016. For the study, an in-depth interview was committed with the 9 research participants who had used this device for more than a month. For the result of the interview, 362 concepts were discovered and through open coding, axis coding, selective coding the concepts got categorized in 16 sub-categories and 10 top categories. After recognizing 362 concepts from the interview sources, I proposed a paradigm model from the open coding. And from the selective coding, the main category of the study has been narrowed down to understand the 'Usage Patterns by Each Type'. As a result of the typification, it was confirmed that the usage pattern can be described in two different types of the dependent and inquiry type. From the result of the research, it provided the basic data about the user experience of virtual assistant which can be utilized when suggesting virtual personal assistant in the near future.