• 제목/요약/키워드: Virtual avatar

검색결과 188건 처리시간 0.025초

Spectrum-Based Color Reproduction Algorithm for Makeup Simulation of 3D Facial Avatar

  • Jang, In-Su;Kim, Jae Woo;You, Ju-Yeon;Kim, Jin Seo
    • ETRI Journal
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    • 제35권6호
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    • pp.969-979
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    • 2013
  • Various simulation applications for hair, clothing, and makeup of a 3D avatar can provide more useful information to users before they select a hairstyle, clothes, or cosmetics. To enhance their reality, the shapes, textures, and colors of the avatars should be similar to those found in the real world. For a more realistic 3D avatar color reproduction, this paper proposes a spectrum-based color reproduction algorithm and color management process with respect to the implementation of the algorithm. First, a makeup color reproduction model is estimated by analyzing the measured spectral reflectance of the skin samples before and after applying the makeup. To implement the model for a makeup simulation system, the color management process controls all color information of the 3D facial avatar during the 3D scanning, modeling, and rendering stages. During 3D scanning with a multi-camera system, spectrum-based camera calibration and characterization are performed to estimate the spectrum data. During the virtual makeup process, the spectrum data of the 3D facial avatar is modified based on the makeup color reproduction model. Finally, during 3D rendering, the estimated spectrum is converted into RGB data through gamut mapping and display characterization.

Development of Men's suit Easy-Order Prototype using Cyber Fitting 3D Avatar (Cyber Fitting형 3D 아바타를 활용한 신사복 이지오더(Easy-Order) 프로토타입(Prototype) 개발)

  • Lim, Ji-Young
    • Fashion & Textile Research Journal
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    • 제11권2호
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    • pp.308-314
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    • 2009
  • In creating an avatar, consumers can find out for themselves their own sizes to be entered. Also, putting in a face creation main-page menu option enables clients to make up their faces and match them to their bodies. Through this process when purchasing clothes through the internet consumers can enter their own body sizes and create avatars that are identical to their body shape. The uniqueness of developed prototype is that it creates an avatar similar to one's body shape according to body size inputs and demonstrates visually to customers the on-line comfort test which was only available off-line traditionally. The avatar follows the movement of mouse from left to right which enables 3 dimensional visualization. Through maximizing the visual effect this research focuses on enabling consumers to feel subjective parts as if they are off-line. This study seeks to provide a type of prototype of an online shopping mall that meets the demand of the consumers using the 3D avatar.

The Effects of Metaverse Avatar Identification on Immersion, Vicarious Pleasure, and Fashion Brand Item Sharing Intention (메타버스의 아바타 동일시가 몰입, 대리만족 및 패션 브랜드 아이템 공유의도에 미치는 영향)

  • Seunghee Shin;Hyojung Kim;Jungmin Yoo;Minjung Park
    • Journal of the Korean Society of Clothing and Textiles
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    • 제47권3호
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    • pp.492-510
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    • 2023
  • The metaverse, an expansion of the real world, refers to a three-dimensional virtual world where daily life and economic activities can be conducted through avatars. This study examines the effect of avatar identification on metaverse immersion, vicarious pleasure, and fashion brand item sharing intention by subdividing avatar identification into similarity identification, wishful identification, and embodied presence. In addition, it investigates the difference in the influence relationship between avatar identification, immersion, and vicarious pleasure according to the degree of fashion involvement. The total of 319 participants were analyzed using SPSS 26.0 and AMOS 24.0. The results showed that similarity identification, wishful identification, and embodied presence had significant impacts on immersion and vicarious pleasure, influencing sharing intention. There was also a difference in the effect of avatar identification on consumer responses depending on fashion involvement. This study provides theoretical implications for experiential marketing and presents practical suggestions for developing metaverse marketing strategies.

Size Specification for Customized Production Size and 3D Avatar : An Apparel Industry Case Study

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • 제17권2호
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    • pp.278-286
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    • 2015
  • Fashion industry has tried to adopt the virtual garment technology to reduce the time and effort spent on sample creation. For garment manufacturers to adopt the virtual garment technology as an alternative to sample creation, 3D avatars that meet the needs of each brand should be developed. Virtual garment softwares that are available in the market provide avatars with standardized body models and allow to modify the size by manually entering size specifications. This study proposed a methodology to develop size specifications for 3D avatars as well as brand-customized production sizes. For this, a man's fashion brand which is using virtual garment technology is selected. And the Size Korea database is used to develop size specification based on the customers' body shape. This study developed regression equations on body size specifications, which in turn proposed a regression model to proportionately change size specifications of 3D fitting-models. Based on the each body size calculated by the regression model, a standard model is created, and the skeleton-skin algorithm is applied to the regression model to obtain the results of size changes. Then, the 3D model sizes are tested for size changes as well as measured, which verifies that the regression model reflects body size changes.

Study of Player Attitudes Regarding MMORPG Avatar Customization in the Transformation Stage (MMORPG 아바타 커스터마이징의 변형 과정에서 플레이어 태도 연구)

  • Paik, Paul Chul-ho
    • Journal of Korea Game Society
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    • 제17권3호
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    • pp.7-20
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    • 2017
  • MMORPG users can create their own identity that they will use to act through in the virtual world utilizing the avatar creation system. The MMORPG customization process, divided into the creation and transformation stages, provides a sandbox for the identity play by users. In this study, analysis of the users' customization attitudes using the Q methodology especially in the transformation stage was conducted. The users' attitudes were found to be categorized into 4 types: 1) fulfilling attitude, 2) customization immersed attitude, 3) customization challenging attitude, and 4) community oriented attitude. Of particular interest are the immersed customization type, where the attitude is driven by the internal motivation of "self-satisfaction" unlike the fulfillment and community oriented attitudes which are driven by instrumental motivation of the avatar, and the continuous desire towards transformation revealed by the challenging customization attitude. This study provides valuable insight in the design perspective for developers in instilling critical immersion elements to the users while preparing to update the level.

Reproduction of 3D Virtual Wear of Sleeve-expanded Power Shoulder Jacket (소매확장 파워숄더 재킷의 3D 가상착의 재현)

  • Jeongah Park;Jeongran Lee
    • Fashion & Textile Research Journal
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    • 제25권5호
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    • pp.593-602
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    • 2023
  • This study aimed to facilitate the use of virtual technologies such as sewing, appearance, and material expression in 3D virtual wear programs. For product production and education, we expounded how to express the shoulder shape and silhouette of sleeve-expanded power shoulder jackets. Two designs of sleeve-expanded power shoulder jackets were selected, and virtual jackets were produced using a virtual avatar based on the body dimensions of female subjects in their 20s. The essential purpose of a 3D virtual power shoulder jacket is to express the shoulder angle rise and shoulder width, which are much wider than the avatar's shoulder. Therefore, the virtual pad values were adjusted for the collision and rendering of each thickness. In addition, the position and angle of the virtual pads were controlled through simulation. Appearance similarity was evaluated using photographic data and the virtual jackets. For the set-in sleeve virtual power shoulder jacket, the wrinkle expressions of the torso and sleeve were rated as moderate, and material expression was slightly insufficient. The similarity of some ease and width items of the torso was tightly expressed, and the overall appearance, positions of lines, and details of jackets were rated high, especially at the neck and sleeve shapes. In the case of the kimono virtual power shoulder jacket, the expressions of the torso wrinkles and buttons were slightly lower; however, the overall similarity, basic lines, ease, shoulder and neck details, and material expression of the virtual jackets were highly evaluated.

The Role of Perceived Value of Avatar's Virtual Fashion in Metaverse on the Impact of Sense of Presence on Purchase Intention

  • Eun-Jung Lee;Ji-Hye Jeon
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권3호
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    • pp.334-345
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    • 2024
  • With the advent of Metaverse, a promising new era for business on virtual reality (VR) platforms has dawned. In this rapidly expanding Metaverse platform, the potential for virtual fashion marketing through avatars is vast, with leading fashion brands already making strides by creating virtual fashion stores or hosting virtual fashion shows. However, the research on fashion-related industries in this newly emerging virtual world platform is still in its infancy. This study sought to identify the relationship between the characteristics of the Metaverse and the factors that influence how the perceived value of virtual fashion products affects purchase intention. A survey was conducted with three hundred Korean respondents, and the hypothesis was verified through analysis using the SPSS statistical program. Our analysis revealed that the sense of presence significantly influences the value of fashion products on the Metaverse platform. As a result, the sense of presence significantly influenced the emotional, visual authority, and economic value of the avatar virtual fashion perceived by users. Second, enjoyment, visual authority, and economic value influence users' intention to purchase virtual fashion items. In addition, all of these perceived value factors were confirmed to have a significant partial mediating effect on the impact of the presence of the Metaverse platform on the purchase intention. Through this study, we empirically analyzed the causal relationship between the characteristics of the Metaverse platform and the virtual fashion experience using avatars - a topic that has yet to be covered. We formed new insights into virtual fashion consumption, providing primary data for related research streams. Our survey respondents consisted only of those with recent Metaverse experience, so the research results were highly effective.

A Comparative Analysis of the Different between CLO 3D Avatar Sizing and Actual Body Measurement Shapes (CLO 3D 아바타 사이징과 실제인체간의 치수 및 형태 차이 비교 분석)

  • Lee, Min-Jeong;Sohn, Hee-Soon
    • Journal of Fashion Business
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    • 제16권4호
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    • pp.137-151
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    • 2012
  • This study aims to use the avatar sizing system of the 3D apparel CAD program instead of the existing 3D body scanners, and to commercialize 3D personal avatars. Towards these ends, the study examined a difference between a 3D avatar and actual body was determined to verify the 3D avatar sizing system. For the experiment, three subjects were selected, were measured as they were, and were made to undergo 3D body scanning and photographing. Then, using avatar sizing system on the 3D apparel CAD program, three types of virtual bodies, namely 3D avatars. The 3D avatar and actual body measurements were compared, and 3D avatars and 3D body-scanned shapes were likewise compared. As a result, the three types of actual bodies and their 3D avatars that were created based on the sizing system of the 3D apparel CAD program were overall similar. but, the thin body-YY type and the normal body-A type were different from their avatars. In the case of type B, who had a bulging abdomen, the 3D avatar was bigger than the actual body as measured. Also, in all body shapes, the girths around the chest, waist and abdomen were produced with exaggerated muscular amounts compared to their actual muscular amounts.

Examining the Impact of Avatar Customization on the Continuous Intention to Use the Metaverse -The Mediating Role of Self-expansion and the Moderating Effect of Self-efficacy- (아바타 커스터마이징이 메타버스 지속사용의도에 미치는 영향에 있어 자아확장의 매개역할과 자기효능감의 조절효과)

  • Namhee Yoon
    • Fashion & Textile Research Journal
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    • 제25권6호
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    • pp.704-714
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    • 2023
  • This study explores how avatar customization influences the continuous intention to use the metaverse, mediated by self-expansion. The moderating effects of self-efficacy between avatar customization and self-expansion are also explored. Data were collected through an online survey using consumer panels. Participants were Zepeto users aged 18 or older who had used the platform within the previous six months. They were asked to recall a recent shopping experience of exploring the virtual fashion store via Zepeto. A total of 196 valid responses from participants were analyzed using SPSS 26.0 for descriptive statistics, reliability analysis, and PROCESS procedure, and AMOS 23.0 for confirmatory factor analysis. Results demonstrate that avatar customization increases continuous intention to use the metaverse; this effect is mediated by self-expansion. The moderated mediation effect of self-efficacy in the indirect path was significant and mediated by self-expansion. Specifically, the interplay effect of avatar customization and self-efficacy on self-expansion was statistically significant. For participants with high self-efficacy, avatar customization increases self-expansion, and it mediates the relationship between avatar customization and the continuous intention to use the metaverse. Findings contribute to expanding the literature on metaverse usage by testing the impact of avatar customization on self-expansion.

Compliance to Feedback on Uncivil Comments in a Virtual Online News Portal: The Role of Avatar Presence (가상 온라인 기사 포털에서 아바타의 존재와 반시민적 댓글 피드백에 대한 행동 순응)

  • YounJung Park;HeeJo Keum;SeYoung Lee
    • The Journal of the Convergence on Culture Technology
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    • 제10권1호
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    • pp.419-425
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    • 2024
  • As digital communication gains prominence, there is an increasing trend in uncivil behaviors like rude or hateful comments and the empathetic actions towards them, highlighting the need for social efforts to address these issues. As part of these endeavors, we investigated how avatar feedback in a virtual news portal affects users' empathy towards uncivil comments. We defined both posting and empathizing with uncivil comments as antisocial actions. To this end, we posted socially controversial news in a virtual space and provided feedback in two forms when participants selected uncivil comments: text-only feedback and feedback accompanied by an avatar. We then assessed the impact of this feedback on behavioral conformity, guilt, and self-image concern through surveys. Our results showed that avatar-provided feedback significantly influenced participants' social responses more than text-based feedback. Interaction with avatars notably increased participants' behavioral conformity, guilt, and self-image concern. We concluded that avatar-based interactions can positively influence users' social behaviors and attitudes, suggesting their potential in fostering a more civil and responsible digital communication culture.