• Title/Summary/Keyword: Virtual presence

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Metaverse and Media Richness: The Effect of UI Design on User Experience (메타버스와 미디어 풍요성: UI 디자인이 사용자 경험에 미치는 영향)

  • Song, Stephen W.;Hwang, Dongwook;Chung, Donghun
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.83-98
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    • 2022
  • The current study investigated the effect of user interface design on metaverse user's objective task performance, perceived usefulness, presence, and enjoyment. Using a 2 × 2 within-subject repeated measure experimental design, we found that users perceived the interface to be significantly more useful when additional visual cues existed and performed better for the given task. Additionally, a repeated-measure mediation analysis revealed that the effect of richer information in the interface on users' enjoyment as a function of need satisfaction was mediated by perceived usefulness. Theoretical and practical implication are derived from the result of the current study.

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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    • v.47 no.3
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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.

Effect of Inconsistency Between Visually Perceived Walking Speed and Physically Perceived Walking Speed on VR Sickness in VR-Treadmill Walking (가상현실-트레드밀 보행에서 시각적 속도감과 보행 속도감의 불일치가 가상현실 멀미에 미치는 영향)

  • Choi, InBeom;Park, Jong-Jin;Kim, ShinWoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.79-90
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    • 2020
  • The inconsistency in different sensory information causes virtual reality (VR) sickness. This research verifies whether the consistent sensory information reduces VR sickness within treadmill-based virtual reality. Furthermore, we examined the inconsistency between the visually perceived walking speed by optical flow in VR and the physically perceived walking speed in treadmill walking on VR sickness. In Experiment 1, participants reported VR sickness levels while experiencing an increase in the virtual reality. We compared the VR sickness level reported on the standing still condition with that on the treadmill-walking condition. Based on our results, less VR sickness and more sense of presence and immersion were reported on the treadmill-walking condition than on the standing still condition. In Experiment 2 and Experiment 3, the effect of inconsistency between perceived visual speed and perceived walking speed on VR sickness was examined. Interestingly, participants reported less sickness when the perceived visual speed was faster than the perceived walking speed, compared to when the sense of speed was consistent. These results imply that allowing participants to walk on a treadmill while experiencing virtual reality reduces VR sickness. Hence, the perceived visual-walking speed consistency is not necessarily required to reduce VR sickness.

A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.431-438
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    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.

Hydroelastic Vibration of a Rectangular Plate with a Rectangular Hole (직사각형 구멍을 갖는 직사각형 평판의 접수진동)

  • Kwak, Moon-K.;Han, Sang-Bo
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.22 no.1
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    • pp.29-37
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    • 2012
  • This paper is concerned with the natural vibration characteristics of a rectangular plate with a rectangular hole in contact with the water. The addressed problem was solved by using the Rayleigh-Ritz method combined with the Green function method. This study presents the numerical approach, numerical results and experimental results. In addition, the validity of the approximate formula which mainly depends on the so-called non-dimensionalized added virtual mass incremental factor and the natural mode shape change due to the presence of the water were investigated. Experiments were also carried out to validate theoretical results. The theoretical results are in good agreement with the experimental results. It was found that the effect of a square hole on the natural frequencies of the square plate in contact with water is different from the effect of a square hole on the natural frequencies of the square plate in air and the approximate formula can predict lower natural frequencies in water with a good accuracy.

Building 3D model using laser scan data

  • Choi, Sung-Hun;Kim, Dong-Seok;Lee, Heung-Jae;Lee, Kwae-Hi
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.101-105
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    • 2002
  • In this paper we describe techniques for the automated creation of geometric correct 3-D models of the building using two 2-D laser scanners. One of the laser scanners is used for position estimation using a scan matching algorithm, while the other is used to build 3-D models of the facade of the buildings. Those models can be used for virtual reality, tele-presence, digital cinematography and urban planning applications. Results are shown for building models in our campus using real data acquired from two sensors.

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Neural Network Control Technique for Automatic Four Wheel Steered Highway Snowplow Robotic Vehicles

  • Jung, Seul;Lasky, Ty;Hsia, T.C.
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.1014-1019
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    • 2005
  • In this paper, a neural network technique for automatic steering control of a four wheel drive autonomous highway snowplow vehicle is presented. Controllers are designed by the LQR method based on the vehicle model. Then, neural network is used as an auxiliary controller to minimize lateral tracking error under the presence of load. Simulation studies of LQR control and neural network control are conducted for the vehicle model under a virtual snowplowing situation. Tracking performances are also compared for two and four wheeled steering vehicles.

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Mobile Tracking Schemes (이동체 추적 기법들)

  • 이종찬;이문호
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.40 no.4
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    • pp.30-44
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    • 2003
  • In the microcell-or picocell-based system the frequent movements of mobiles bring about excessive traffics into the networks. A mobile location estimation mechanism can facilitate both efficient resource allocation and better QoS provisioning through handoff optimization. Existing location estimation schemes consider only LOS model and have poor performance in presence of multi-path and shadowing. In this paper we study novel schemes which can increase estimation accuracy by considering NLOS environment and other multiple decision parameters than the received signal strength.

Augmented Reality of Robust Tracking with Realistic Illumination

  • Kim, Young-Baek;Lee, Hong-Chang;Rhee, Sang-Yong
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.10 no.3
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    • pp.178-183
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    • 2010
  • In this study we augmented a virtual object to an image of a flexible surface such as a paper, which is acquired from a web camera. To get more presence feeling, we consider realistic illumination on augmenting. To get the geometric relation between the camera and the flexible surface, we use markers that are printed on the surface. Using marker information in prior, three dimensional coordinates of the surface can be calculated. After the marker is removed from the input image, we attach a two dimensional texture and shadow to the flexible surface by considering realistic illumination.

Toward Measuring Presence of Navigation in Virtual environment (가상환경 항해 활동의 현실감 평가를 위한 실증적 연구)

  • 김현정;서형준;고희동;최윤철;김진우
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.03a
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    • pp.29-34
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    • 1999
  • 본 논문은 가상현실기술을 이용한 감성측정평가 시뮬레이터 구축의 일환으로 개발한 3차원 시청각 환경 제시기를 대상으로 가상환경의 현실감 정도를 평가하여, 최적의 현실감을 제공함과 동시에 사용자들의 Performance를 효율적으로 지원할 수 있는 디자인 요소들을 제시하고자 하는데 목적이 있다. 이를 위하여 두가지 세부 연구가 실시되었으며, 첫 번째 실증적 연구에서는 여러 가지 방법론을 통해 가상환경과 실제환경에서의 현실감을 비교하였으며 두 번째 연구에서는 첫 번째 실험을 보강하여 앞의 연구결과에서 현실감에 중요하다고 추정된 디자인 요소들을 추출, 주요 디자인 요소들과 현실감 간의 인과관계를 규명함과 동시에 각 과업에 따른 성과에 미친 영향 정도를 분석하고자 하였다. 본 논문의 의의로는 감성측정 평가를 위해 구축된 가상환경의 현실감 수준을 평가하여, 최적의 현실감 및 사용자의 용이성을 지원할 수 있도록 가상환경 시스템의 보완 및 발전과 본격적인 감성공학 분야의 활용을 위한 지침을 마련하는데 있다.

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