• Title/Summary/Keyword: Virtual presence

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QoE Framework for Haptic-based 3D Network Virtual Environment (촉감지원 3D 네트워크 가상환경을 위한 QoE 프레임워크)

  • Kim, Jong-Won;Lee, Seok-Hee;Son, Seok-Ho
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.7
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    • pp.646-656
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    • 2008
  • In this paper, the prototype of haptic-based NVE (networked virtual environment) QoE (quality of experience) is proposed. The proposed framework plays a role of providing users with realistic feeling by managing the system and network resources efficiently under time-varying networks and heterogeneous systems. Therefore, first IoPH (importance of presence for haptic interaction) is defined to quantitate the sense of real that the users feel now. Then we define the haptic-based NVE components required to satisfy the haptic interaction QoE requirements. Finally, QoE adaptation scheme is suggested, which adapts the haptic-based NVE components to current network and system constraints for better haptic interaction quality.

Real-time VR Strategy Chess Game using Motion Recognition (VR기반 모션인식을 이용한 실시간 전략 체스 게임)

  • Kim, Young-Kwang;Yoon, Yeo-Song;Oh, Tea-Gyeoung;HwangBo, Yeung-Hwan;Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.1-7
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    • 2017
  • Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.

The Effect of Metaverse Presence on Intention to Share Knowledge Through Intrinsic Motivation of Employees: Moderating Effect of Digital Technological Competence (메타버스 실재감이 조직원의 내적 동기를 통해 지식공유 의도에 미치는 영향: 디지털 기술 역량의 조절 효과)

  • Hwang, Inho
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.81-96
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    • 2022
  • Covid-19 calls for minimizing gatherings of people in spaces such as offices. Organizations are encouraging information-sharing activities among employees by using online platform technology. Recently, Organizations are supporting their work using the metaverse. This study confirms the effect of metaverse presence on the intention to share knowledge by forming the intrinsic motivation of the employees and the moderating effect of the individual's digital technological competence. We presented research hypotheses through previous studies such as virtual reality and tested the hypotheses using 309 samples obtained through surveys. As a result, the social, tele, and self presence of the metaverse increased organizational-related intrinsic motivation(organizational identification, value congruence) and had a positive effect on the intention to share knowledge. In addition, digital technological competence moderated the relationship between value congruence and intention to share knowledge. This study suggests the importance of strategies to enhance the presence of metaverse for organizations to increase work productivity by using metaverse and the need to support individual digital competence reinforcement.

A Study on the combining physical and virtual presence in e-commerce (전자상거래 효율화를 위한 채널통합방안 연구)

  • Cho, Won-Gil
    • The Journal of Information Technology
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    • v.7 no.1
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    • pp.69-86
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    • 2004
  • In this paper, a conceptual framework describing the dynamics of click and mortar businesses is provided. It directs our attention to the many potential sources of synergy that are available to firms that choose to integrate e-commerce with their existing traditional forms of business. It further emphasizes the many actions that firms can take to minimize channel conflicts and help achieve the benefits of synergy. Finally, it describes four categories of synergy-related benefits from the integration of e-commerce with traditional businesses, including potential cost saving, gains due to enhanced differentiation, improved trust, and potential extensions into new markets. The utility of the framework was demonstrated using the case of an electronics retailer that has chosen to tightly integrate its large chain of retail stores with its Web-based electronic store. The framework was also used to develop a series of propositions that can guide future empirical research. The discussion points to the need to develop new types of metrics to better judge the contributions of e-commerce channels, and provides some guidance for future empirical research that can test whether, and under what conditions, integrated click and mortar business models work well. Thus, the purpose of this study is to present the combining physical and virtual presence in e-commerce.

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A study on the design of a virtual environment for the joint experience of online concert viewers -Focused on viewers' immersion and platform's loyalty- (온라인 콘서트 시청자의 공동 체험을 위한 가상 환경 디자인 연구 -시청자의 몰입감과 향후 사용 의향을 중심으로-)

  • XU, GE;Park, Sujin;Lee, Sangwon
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.43-54
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    • 2022
  • COVID-19 provided visitors with new online concerts that gradually increased in many ways. The disadvantage of current online concerts is that cannot make full use of the interaction with others. We hope to provide online concert audiences with the same experience as offline. This study was conducted under the condition that the audience watched online concerts and movies individually or group. Experimental results confirm that watching online concerts collectively will increase the sense of immersion. It can be used as a design guide for the virtual public viewing environment in the future.

The Effect of Fashion Shopping Chatbot Characteristics on Service Acceptance Intention -Focusing on Anthropomorphism and Personalization- (패션쇼핑 챗봇 특성이 서비스 수용의도에 미치는 영향 -의인화와 개인화를 중심으로-)

  • Jeong, Seul Gi;Hur, Hee Jin;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.4
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    • pp.573-593
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    • 2020
  • This study analyzes consumers' responses toward chatbot services in a fashion retail context. Anthropomorphism and personalization of chatbots are proposed as critical features of a chatbot service that attract positive behavioral intentions from consumers. Social presence, trust, and enjoyment are expected to mediate associations among chatbot characteristics and consumers' acceptance of the service. The experiment was conducted in a controlled laboratory; participants were instructed to engage with a virtual shopping chatbot service via their cell phone and complete a questionnaire online. A total of 189 participants participated in this study along with and four experimental groups of 2 (anthropomorphism: high / low) × 2 (personalization: high / low) were formed with between-subject design. The collected data were analyzed using SPSS 25.0 and SPSS PROCESS Macro programs. The results show that the effect of anthropomorphism and personalization of chatbots on consumers' service acceptance intention when using fashion shopping chatbot service were mediated sequentially by social presence, trust, social presence and enjoyment. This study provides meaningful evidence on the effects of chatbots characterized by anthropomorphism and personalization on consumer responses, acceptance intention and associated psychological mechanisms by expanding the field of consumer behavior into chatbot services.

A Study on the Meanings of Half-Life: Alyx and the Success Factors of VR Games (하프라이프 알릭사의 의미와 VR게임 성공 요소 고찰)

  • Kwon, Dong-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.271-284
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    • 2020
  • Good reviews that Half-Life: Alyx received created a turning point for the vitalization of the VR market with an uncertain future due to the absence of a revenue model together with the increased sales of VR equipment. Based on previous studies, this study categorized the characteristics of VR games according to graphs, first-person system, interface, controller, interaction technology, sound and stories. The analysis results show that the seven elements corresponded with "interactions" and "virtual images," which represent the completion level of games as part of VR components, and were connected to one another, which led to the proposal of an upper-rank concept "presence" to put them together. "Immersiveness," which represents users' emotions as part of VR components, was analyzed with the immersion theory to assign tasks of proper difficulty level for users' abilities. In the research process, the Delphi technique and FGI were administered to a panel of 15 experts to ensure objectivity. Finally, "presence" and "immersiveness" are characteristics in proportion to each other and can be valid concepts in future analysis of VR games as well as Half-Life: Alyx, which led to the proposal a new concept framework called 'presence effects' by combining the two words.

Extended Reality-based Simultaneous Multi Presence for Remote Cooperative Work

  • Lee, Jun;Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.23-30
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    • 2021
  • In this paper, we propose an extended reality-based simultaneous multi presence system in a process of remote cooperative work. The proposed system generates a ring-shaped invisible screen which surrounds a user, and it provides position and manipulation of remote workspace and personal workspace. With the proposed system, the user easily navigates the several workspace for the remote collaboration or he/she selects a specific space for immersion. The proposed system also provides manipulation of personal workspace for the user during the remote cooperative work. We conducted a user study to prove effectiveness of the proposed system. According to the results, the proposed system increased understanding spatial information and usage of time during the remote cooperative work.

Consumer Acceptance Intention of AI Fashion Chatbot Service -Focusing on Characteristics of Chatbot's Para-social Presence- (AI 기반 패션 챗봇 서비스에 대한 소비자 수용의도 -챗봇의 준사회적 실재감 특성을 중심으로-)

  • Hur, Hee Jin;Kim, Woo Bin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.3
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    • pp.464-480
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    • 2022
  • With the steady development of Artificial Intelligence (AI), online stores are adopting chatbot services as virtual shopping assistants. This study proposes the concept of para-social presence to explore the undiscovered role of fashion chatbots' emotional and relational characteristics on service acceptance. Based on the Technology Acceptance Model (TAM), this study investigates the effect of a chatbot's para-social presence on service acceptance intention through consumers' beliefs. The web-based experiment was conducted on adult consumers who experienced chatbot services in an online shopping situation. A total of 247 responses were analyzed using confirmatory factor analysis, structural equation modeling, and multi-group SEM by AMOS 21.0 and SPSS 23.0. The findings illustrate that the chatbot's intimacy positively influenced consumers' perceived enjoyment, while the chatbot's understanding had a significant effect on perceived usefulness and ease of use. The chatbot's involvement had a positive effect on all consumer beliefs. Moreover, perceived ease of use had a positive influence on usefulness. A greater level of perceived usefulness and enjoyment positively heightened consumers' service acceptance intention. This study also verifies the moderating role of a need for human interaction. Consumers with a high need for human interaction have a relatively low tendency to perceive chatbot services as useful.

A Study on Factors Affecting Intention to Continuous Use Metaverse Platform Service (메타버스 플랫폼 서비스의 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Kim, Minji;Lee, Seungzoon;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.51 no.1
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    • pp.97-117
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    • 2023
  • Purpose: The purpose of this study is to examine the factors affecting the intention to continue using the metaverse platform service from the user's point of view. Methods: The study conducted a survey of experienced people using Zepeto, Ifland, Gather Town, Zep, Roblox, Fortnite, and Minecraft, which are virtual world types among metaverse types, and valid 415 data were analyzed by SPSS (ver 22.0) and R (ver 4.1.0) program packages. Results: As a result of empirical analysis, it was found that interactivity and social presence among the characteristics of metaverse affected expectation confirmation, and sensory affordance and functional affordance affected expectation confirmation as affordance factors. In addition, all four characteristics of metaverse, reliability, playfulness, interactivity, and social presence, were found to have the greatest affect on perceived usefulness, and it was analyzed that playfulness, social presence, and reliability were influenced in order. The affordance factor was also found to have a positive effect on physical affordance, sensory affordance, and functional affordance. This study was found that it had a positive effect on the relationship between expectation confirmation and satisfaction and the relationship between perceived usefulness and satisfaction. satisfaction was analyzed to lead to continuance intention. Conclusion: This study is meaningful in that it examines the perspective of users who can be called customers of metaverse platform services. Based on the results of this study, it is expected to have a significant effect on the development of metaverse platform services not only on platform operators that provide metaverse platform services but also on providers who plan events and education using metaverse platform services.