• Title/Summary/Keyword: Virtual landscape

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A Retail Strategy for the Prosperity of the Art Market within Online Distribution Channel

  • Soomin, HAN
    • Journal of Distribution Science
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    • v.21 no.3
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    • pp.113-121
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    • 2023
  • Purpose: Online distribution channel alludes to the many different digital channels utilized in marketing and distributing goods and services to end users. The present research aims to explore and provide various retail strategy for the success of the art market within online distribution channel. Research design, data and methodology: The current author has conducted and investigate the qualitative textual methodology to take a look at carefully the current and prior literature dataset to achieve the purpose of the present research so that the present author could obtain total 27 relevant prior studies. Results: According to the comprehensive literature investigation, this research has found that there are six kinds of retail strategy for the prosperity of the art market within online distribution channel as follows: (1) Blockchain Technology, (2) Artificial Intelligence (AI), (3) Virtual Reality (VR), (4) Online Market Places, (5) Social Media, and (6) Regulations. Conclusions: The results of this analysis of the relevant literature show that the art market industry needs to adjust to keep up with the quickly shifting landscape of the digital world. In addition, although these technologies can be helpful in addressing difficulties linked to authenticity and transparency, they cannot eliminate the hazards of fraud and misrepresentation.

A study on the perception of the metaverse and luxury fashion brands

  • Hosun Lim
    • The Research Journal of the Costume Culture
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    • v.32 no.2
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    • pp.125-147
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    • 2024
  • This study aims to analyze consumer perceptions of the metaverse platform and luxury fashion brands in relation to consumer lifestyles, thereby providing foundational data for future marketing strategies of fashion brands using the metaverse. A survey on the lifestyle and perceptions of the metaverse, as well as on luxury fashion brands, was conducted among 300 men and women between their 20s and 40s. Statistical analyses included frequency analysis, cross-tabulation, chi-square (χ2) analysis, factor analysis, cluster analysis, one-way ANOVA, and Duncan's post-hoc test. Factor analysis of the participants' lifestyles revealed five distinct types: "Indifferent," "Social, individual, and leisure-oriented," "Trend-leading and brand-oriented," "Appearance and fashion-oriented," and "Self-improvement-focused and individualistic" types. The analysis of luxury fashion brand perceptions based on lifestyle types showed that the "Trend-leading and brand-oriented" type had higher awareness and preference for brands such as Gucci, Burberry, and Balenciaga, while the "Indifferent" type showed lower levels of awareness and preference. Regarding brand perception related to luxury fashion brand content experiences within the metaverse, Gucci, Burberry, and Balenciaga showed consistent results across all types. Specifically individuals classified under the "Trend-leading and brand-oriented" category exhibited higher awareness and preference for these brands within metaverse experiences, while those categorized as "Indifferent" displayed comparatively lower levels. Therefore, digital marketing strategies targeting consumers under the "Trend-leading and brand-oriented" category are expected to be highly effective for luxury fashion brands. This study is poised to contribute to the expansion of the marketing landscape within the metaverse virtual world for fashion.

Physiological and Psychological Responses to Landscape Experiences in a Natural Forest and a VR Forest (자연숲과 VR숲의 경관 체험에 따른 생리 및 심리적 반응)

  • Kim, Il-Doo;Shin, Won-Soep
    • Korean Journal of Environment and Ecology
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    • v.36 no.5
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    • pp.525-534
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    • 2022
  • In this study, we investigated the psychological and physiological effects of experiences in real natural forests and virtual forests using artificially controllable VR. The experiment tested 60 adult college students in a natural forest and a graduate seminar room where external light was blocked. It evaluated the effects of the natural and the VR forest environments by comparing the psychological and physiological recovery of the subjects. Psychometric testing using the PANAS psychological index showed increased positive emotions and decreased negative emotions after experiencing forest scenery in the natural and VR forest environments. And a stress index, based on measuring cortisol in saliva, decreased significantly in the subjects in both environments. The experiment results can be used to support the creation of a psychological and physiological recovery environment with VR for those who cannot go to the natural forest due to certain restrictions such as physical distance, mobility difficulties, etc. It is expected that the results will be the basis for further research into the visual effects of forest healing and also for widening the use of VR, a technology of the fourth industry, in the field of forestry.

A Study of Visual-psychological Effect of Wood on the Human - For the Virtual Small Room - (목재가 인간에게 미치는 시각심리적 영향에 관한 기초적 연구 - 가상의 작은 방을 대상으로 -)

  • Nam, Young-Sook;Kim, Eun-Il
    • Journal of the Korean housing association
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    • v.23 no.5
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    • pp.95-102
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    • 2012
  • We studied in order to find out suitable amounts of board by visual effects to establish indoor boards and human psychological effects by several board designs. Thirty students of C university were tested in constant temperature/humidity room and interviewed after tests. The experimental visual images were projected from 54' TV. As a result, the board length that showed high preference and satisfaction was the 90cm both horizontal and vertical direction. We found that vertical board gave an impression of a linear and narrow shape and the horizontal board gave wide space and cool feeling from psychological analytical study. The factors affecting satisfaction in horizontal direction were refreshing, intimacy, beauty, area, splendor and those in vertical direction were a sense of security, beauty, texture, intimacy, continuity, extensity, natural feeling. We got 5 factors from the result of factor analysis in order to get psychological factor axis. Those were pleasantness, artificiality, openness, dynamics, refinement. By multiple regression analysis, the factor pleasantness had the highest impact on visual satisfaction on scenary. The study on psychological factor difference by analysis of variance showed that psychologically feeling amount about pleasantness, artificiality, dynamics, refinement, and openness had statistically meaningful difference despite of board direction. We found that the 90cm had a tendency as a changing point leading image change by the investigative analysis of board direction based on factor points.

Apparel Pattern CAD Education Based on Blended Learning for I-Generation (I-세대의 어패럴캐드 교육을 위한 블렌디드 러닝 활용 제안)

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.18 no.6
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    • pp.766-775
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    • 2016
  • In the era of globalization and unlimited competition, Korean universities need a breakthrough in their education system according to the changing education landscape, such as lower graduation requirements to cultivate more multi-talented convergence leaders. While each student has different learning capabilities, which results in different performance and achievements in the same class, the uniform education that most universities are currently offering fails to accommodate such differences. Blended learning, synergically combining offline and online classes, enlarges learning space and enriches learning experiences through diversified tools and materials, including multimedia. Recently, universities are increasingly adopting video contents and on-offline convergence learning strategy. Thus, this study suggests a teaching method based on blended learning to more effectively teach existing pattern CAD and virtual CAD in the Apparel Pattern CAD class. To this end, this researcher developed a teaching-learning method and curriculum according to the blended learning phase and video-based contents. The curriculum consisted of 2D CAD (SuperAlpha: Plus) and 3D CAD (CLO) software learning for 15 weeks. Then, it was loaded to the Learning Management System (LMS) and operated for 15 weeks both online and offline. The performance analysis of LMS usage found that class materials, among online postings, were viewed the most. The discussion menu most accurately depicted students' participation, and students who did not participate in discussions were estimated to check postings less than participating students. A survey on the blended learning found that students prefer digital or more digitized classes, while preferring face to face for Q&As.

A Comparative Review on Building Height Regulations Using GIS Simulation (GIS Simulation을 이용한 건축높이 규제 방안의 비교검토)

  • Kim, Ho-Yong;Yun, Jeong-Mi
    • Journal of the Korean Association of Geographic Information Studies
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    • v.16 no.2
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    • pp.129-140
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    • 2013
  • This study reviewed different results according to the selection of viewpoints and considerations of the neighborhood in the analysis of view to regulate the height of buildings. To do this, 4 cases were set according to the analytical methodology and a GIS simulation was performed. Characteristics of each methodology were compared and analyzed by simulated values with ANOVA(analysis of variance) and post-hoc analysis. First, the method using moving viewpoints was found to be appropriate for the regulation of building height as it could reflect basic characteristics of landscape which was sequential and it did not show big difference in analysis result according to situational setting. Second, the method using grid viewpoints showed a problem that viewpoints at left and right sides viewed ridges of other mountains than the background mountains of the target land. Additionally, the simulation method that induces three-dimensional cross-sections between multiple sight-surface and virtual construction points created at viewpoints used in this study was found to be useful in the simulation review with various settings as it induced the marginal height of the spot quantitatively.

Contour-based Procedural Modeling of Leaf Venation Patterns (컨투어기반 잎맥 패턴의 절차적 모델링)

  • Kim, Jin-Mo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.97-106
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    • 2014
  • This study proposes an efficient method to model various and diverse leaves required to express digital plants such as flowers and trees in virtual landscape easily and intuitively. The proposed procedural method divides a leaf mainly into a blade and vein thereby detecting contours from binary images that correspond to blades and generating leaves by modeling leaf veins procedurally based on the detected contours. First of all, a complicated leaf vein structure is divided into main veins, lateral veins, and tertiary vein while all veins grow procedurally directing from start auxin to destination auxin. Here, to calculate destination auxin required for growth automatically, approximated contours from binary images that correspond to blades are found thereby calculating candidate destination auxin. Finally, natural digital leaves are generated by applying a color combination method. Through the proposed method, natural and various leaves can be generated and whether the proposed method is efficient or not is verified through the experiment.

Smart Healthcare: Enabling AI, Blockchain, VR/AR and Digital Solutions for Future Hospitals (스마트 헬스케어: 미래 병원을 위한 AI, 블록체인, VR/AR 및 디지털 솔루션 구현)

  • Begum, Khadija;Rashid, Md Mamunur;Armand, Tagne Poupi Theodore;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.406-409
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    • 2022
  • In recent years, the developments in technologies, such as AI systems, Blockchain, VR/AR, 3D printing, robotics, and nanotechnology, are reshaping the future of healthcare right before our eyes. And also, healthcare has seen a paradigm shift towards prevention-oriented medicine, with a focus on consumers requirements. The spread of infectious diseases such as Covid-19 have altered the definition of healthcare and treatment facilities, necessitating immediate action to redesign hospitals' physical environments, adapt communication models to address social distancing requirements, implement virtual health solutions, and establish new clinical protocols. Hospitals, which have traditionally served as the hub of healthcare systems, are pursuing or being forced to reestablish themselves against this landscape. Rather than only treating ailments, future healthcare is predicted to focus on wellness and prevention. In personalized care, long-term prevention strategies, remote monitoring, early diagnosis, and detection are critical. Given the growing interest in smart healthcare defined by these modern technologies, this study looked into the definitions and service kinds of smart healthcare. The background and technical aspects of smart hospitals were also explored through a literature review.

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Beyond Platforms to Ecosystems: Research on the Metaverse Industry Ecosystem Utilizing Information Ecology Theory (플랫폼을 넘어 생태계로: Information Ecology Theory를 활용한 메타버스 산업 생태계연구 )

  • Seokyoung Shin;Jaiyeol Son
    • Information Systems Review
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    • v.25 no.4
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    • pp.131-159
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    • 2023
  • Recently, amidst the backdrop of the COVID-19 pandemic shifting towards an endemic phase, there has been a rise in discussions and debates about the future of the metaverse. Simultaneously, major metaverse platforms like Roblox have been launching services integrated with generative AI, and Apple's mixed reality hardware, Vision Pro, has been announced, creating new expectations for the metaverse. In this situation where the outlook for the metaverse is divided, it is crucial to diagnose the metaverse from an ecosystem perspective, examine its key ecological features, driving forces for development, and future possibilities for advancement. This study utilized Wang's (2021) Information Ecology Theory (IET) framework, which is representative of ecosystem research in the field of Information Systems (IS), to derive the Metaverse Industrial Ecosystem (MIE). The analysis revealed that the MIE consists of four main domains: Tech Landscape, Category Ecosystem, Metaverse Platform, and Product/Service Ecosystem. It was found that the MIE exhibits characteristics such as digital connectivity, the integration of real and virtual worlds, value creation capabilities, and value sharing (Web 3.0). Furthermore, the interactions among the domains within the MIE and the four characteristics of the ecosystem were identified as driving forces for the development of the MIE at an ecosystem level. Additionally, the development of the MIE at an ecosystem level was categorized into three distinct stages: Narrow Ecosystem, Expanded Ecosystem, and Everywhere Ecosystem. It is anticipated that future advancements in related technologies and industries, such as robotics, AI, and 6G, will promote the transition from the current Expanded Ecosystem level of the MIE to an Everywhere Ecosystem level, where the connection between the real and virtual worlds is pervasive. This study provides several implications. Firstly, it offers a foundational theory and analytical framework for ecosystem research, addressing a gap in previous metaverse studies. It also presents various research topics within the metaverse domain. Additionally, it establishes an academic foundation that integrates concept definition research and impact studies, which are key areas in metaverse research. Lastly, referring to the developmental stages and conditions proposed in this study, businesses and governments can explore future metaverse markets and related technologies. They can also consider diverse metaverse business strategies. These implications are expected to guide the exploration of the emerging metaverse market and facilitate the evaluation of various metaverse business strategies.

Effect of 2D Forest Video Viewing and Virtual Reality Forest Video Viewing on Stress Reduction in Adults (2D 숲동영상 및 Virtual Reality 숲동영상 시청이 성인의 스트레스 감소에 미치는 영향)

  • Hong, Sungjun;Joung, Dawou;Lee, Jeongdo;Kim, Da-young;Kim, Soojin;Park, Bum-Jin
    • Journal of Korean Society of Forest Science
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    • v.108 no.3
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    • pp.440-453
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    • 2019
  • This study was carried out to investigate the effect of watching a two-dimensional (2D) forest video and a virtual reality (VR) forest video on stress reduction in adults. Experiments were conducted in an artificial climate room, and 40 subjects participated. After inducing stress in the subjects, subjects watched a 2D gray video, 2D forest video, or VR forest video for 5 mins. The autonomic nervous system activity was evaluated continuously in terms of measured heart rate variability during the experiment. After each experiment, the subject's psychological state was evaluated using a questionnaire. The 2D forest video decreased the viewer's stress index, increased HF, and reduced heart rate compared with the 2D gray video. The VR forest video had a greater stress index reduction effect, LF/HF increase effect, and heart rate reduction effect than the 2D gray video. Psychological measurements showed that subjects felt more comfortable, natural, and calm when watching the 2D gray video, 2D forest video or VR forest video. We also found that the 2D forest video and VR forest video increased positive emotions and reduced negative emotions compared to the 2D gray video. Based on these results, it can be concluded that watching the 2D forest and VR forest videos reduces the stress index and heart rate compared with watching the 2D gray video. Thus, it is considered that the 2D forest video increases the activity of the parasympathetic nervous system, and the VR forest video increases the activity of the sympathetic nervous system. The increased activity of the sympathetic nervous system upon watching the VR forest video is judged to be positive sympathetic nerve activity, such as novelty and curiosity, and not negative sympathetic activity, such as stress and tension. The results of this study are expected to be the basis for examining the visual effects of forest healing, with hope that the utilization of VR, the technology of the fourth industrial revolution in the forestry field, will broaden.