• Title/Summary/Keyword: Virtual presence

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A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning (HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구)

  • Kwon, Chongsan
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

A study on visuomotor and visuotactile synchronization in full body ownership illusion with virtual avatars (가상 아바타와의 전신 몸 소유감에서 시각-운동 및 시각-촉각 동기화에 관한 연구)

  • Oh, Jintaek;Kim, Jihwan;Kim, Kwanguk
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.1-11
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    • 2022
  • Body ownership illusion (BOI), which means 'the illusion that a non-bodily object feels like my body', has been actively studied since the Rubber-hand Illusion showed that a person can feel a rubber hand like one's own hand. It has been proven that BOI can be elicited for virtual bodies in virtual reality. Although many studies have been examined the effect of visuomotor (VM) and visuotactile (VT) stimuli, which are mainly used for the elicitation of BOI, there were very limited studies that delivered both stimuli to the whole body at the same time. In this paper, we investigated how each stimulus affects BOI when delivering VM and VT stimulisimultaneously to the virtual avatar, and examined user experience that appears as presence, emotion, and virtual motion sickness. The results showed that BOI was high when VM is synchronous, but there was no significant difference according to VT levels. In the case of presence, it was confirmed that VT affects only when VM is synchronous, and in the case of emotion, both VM and VT affect valence, and in the case of virtual motion sickness, a statistical difference is not found.These results suggest that overall synchrony of VM is important factor in BOI with virtual avatars, but that the matching VT affects subjective experience such as presence when VM is synchronous.

The Effects of Trust and Attachment to Hyper-Realistic Virtual Influencers on Behavioral Intentions: Based on the Trust-Building Model (초현실 가상인플루언서에 대한 신뢰와 애착이 행동의도에 미치는 영향: 신뢰구축모델을 기반으로)

  • Hao, Jia Wei;Yang, Sung Byung;Yoon, Sang Hyeak
    • The Journal of Information Systems
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    • v.31 no.4
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    • pp.75-100
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    • 2022
  • Purpose Recently, hyper-realistic virtual influencers have received much attention in the field of corporate marketing. However, there is a lack of research that suggests specific processes affecting behavioral intentions through trust and attachment between virtual influencers and consumers. In addition, previous studies have failed to consider the characteristics of hyper-realistic virtual influencers. Therefore, this study investigates the effects of trust and attachment to hyper-realistic virtual influencers on consumers' behavioral intentions based on the trust-building model. Design/methodology/approach Based on the previous research, seven antecedent factors for trust-building were derived: Reality, Attractiveness, Awareness, Interactivity, Professionalism, Social Presence, and Predictability. Next, the survey was conducted on Chinese people who had experienced interacting with hyper-realistic virtual influencers on social network services within the last 3 months at the time of data collection. A total of 326 respondents were used for the final analysis and hypotheses were tested using a structural equation model technique. Findings The results of this study are as follows. First, this study confirmed that reality, attractiveness, awareness, social presence, and predictability as antecedent factors for trust-building of hyper-realistic virtual influencers have a positive effect on trust. Second, this study confirmed that trust in hyper-realistic virtual influencers has a significant positive effect on attachment. Lastly, this study confirmed that trust and attachment to the hyper-realistic virtual influencer significantly and positively affect relationship retention and purchase intentions.

Experiencing the 3D Color Environment: Understanding User Interaction with a Virtual Reality Interface (3차원 가상 색채 환경 상에서 사용자의 감성적 인터랙션에 관한 연구)

  • Oprean, Danielle;Yoon, So-Yeon
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.789-796
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    • 2010
  • The purpose of this study was to test a large screen and rear-projected virtual reality (VR) interface in color choice for environmental design. The study piloted a single three-dimensional model of a bedroom including furniture in different color combinations. Using a mouse with an $8'{\times}6'$ rear-projector screen, participants could move 360 degree motion in each room. The study used 34 college students who viewed and interacted with virtual rooms projected on a large screen, then filled out a survey. This study aimed to understand the interaction between the users and the VR interface through measurable dimensions of the interaction: interest and user perceptions of presence and emotion. Specifically, the study focused on spatial presence, topic involvement, and enjoyment. Findings should inform design researchers how empirical evidence involving environmental effects can be obtained using a VR interface and how users experience the interaction with the interface.

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A Study on Building a Virtual Reality System with Environmental Design (환경디자인에 적용될 가상현실(VR) 시스템의 구축 방법에 대한 연구)

  • Kim, Chi-Young
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.12-21
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    • 2004
  • Modem society is information oriented with countless people needing quick reliable information. They also wart to be freed from the limitations of reality such astime and space and experience the world of imagination as if it was reality. Design is creating something out of nothing which has an innate sense of virtual within it. Since it is a process of bringing an imagingnation or an image to life, it can be described as the realization of virtuality. there are many ways in which computer adapted methods were utilized for design up to now. With the advance of computers, the process of desinging became efficient, visually complex and much easier. Undoubtedly, computer is a powerful hardware an design and furthermore, find a way to maximize the presence and to actively incorporate this in designing. The virtual reality system can be widely applied to environmental design to provude a high quality design and enhance the feeling of reality through imitation experiments. Computer simulation such as virtual reality systems is expected to be used widely in environmental design.

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The Effect of Presence Experience of Virtual Reality Sports Class on Pleasure, Flow, and Intention to Participate in Sports Activity (가상현실 스포츠실 수업의 프레즌스 경험이 즐거움, 몰입 및 스포츠 활동 참여의도에 미치는 영향)

  • Hwa-Ryong-Kim;Sang-Yong Yoon
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.2
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    • pp.268-276
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    • 2023
  • The purpose of this study is to investigate how the presence experience of virtual reality sports room class affects the intention to participate in sports activities when pleasure and immersion are experienced. For the survey, a total of 300 people, 60 copies each, were sampled for the upper grades of elementary school, and a total of 276 copies of data were used for the study, excluding 24 copies with insincere answers from among the questionnaires. The data processing used in this study was SPSS ver. 24.0 and AMOS ver. 24.0 Statistical program was used to perform confirmatory factor analysis, frequency analysis, Cronbach's α coefficient calculation, correlation analysis, and structural equation model analysis. Through this procedure, the following results were derived. First, the presence experience of the virtual reality sports room class had a positive effect on enjoyment. Second, the relationship between enjoyment and immersion in virtual reality sports room classes had a positive effect. Third, the enjoyment of the virtual reality sports room class had a positive effect on the intention to participate in sports activities. Fourth, the class immersion of the students who participated in the virtual reality sports room had a positive effect on their intention to participate in future sports activities.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

Effects of Image Resolution and HMD Luminance on Virtual Reality Viewing Experience (영상의 해상도와 HMD의 휘도가 가상현실 시청 경험에 미치는 영향)

  • Lee, Hyejin;Chung, Donghun
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.74-85
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    • 2018
  • The research investigated the interaction effect of video resolution and device luminance on the perceived characteristics, presence, and fatigue viewing virtual reality. Experiments were composed of mixed design, and the resolution and luminance were classified into three types, HD, 2K, and 4K, and 20, 60, and 100, respectively. Participants watched video of 6-minutes randomly, and responded to the questionnaire after watching each video. The results showed that no interaction effect existed. Meanwhile, there are statistically significant differences on the luminance of depth perception, the resolution of visual intervention, and the resolution of adjustment fatigue. Also, higher resolution and luminance showed higher cognitive function, presence and fatigue.

Realistic Expression Factors According to Visual Presence in Terms of Iris color and Pupil Accommodation of Virtual Avatar (가상 아바타의 홍채색과 동공 조절에 따른 시각적 실재감에 대한 실감표현요소)

  • Won, Myoung Ju;Park, Sang-In;Lee, Eui Chul;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.1-8
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    • 2014
  • The virtual avatar is a principal way as media for communicating language and affective feelings in virtual environment. As similar purpose, this study evaluates user's visual feeling according to the changes of iris color and pupil size of virtual avatar which is considered as new factors for representing realistic avatar. Virtual avatars were configured by pupil accommodation and iris color(green, brown). After presenting above image to 32 participants, a questionnaire(18 items) based on previous studies was created, and reported as a 5-point scale. Experimental result showed that the case of adopting pupil accommodation induced more realistic visual feeling of subjects. This result can be regarded as a basis for designing realistic virtual avatar by confirming the effectiveness of pupil accommodation of avatar in terms of representing visual presence.

A Study on the Factors Affecting the Intention to Use the Virtual World Metaverse: An Innovation Diffusion Perspective (가상세계 메타버스 이용 의도에 영향을 미치는 요인에 관한 연구: 혁신확산의 관점에서)

  • Cheon-Ho Park;Chae Hyun Lee;Sung Mi Jung;Jeongil Choi
    • Journal of Information Technology Services
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    • v.22 no.2
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    • pp.41-56
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    • 2023
  • Metaverse is a three-dimensional virtual space where virtual and reality interact and co-evolutionize, and social, cultural, and economic activities are carried out in it to create value. Among the types of metaverse, the virtual world metaverse is expected to bring innovation beyond time and space in all areas of industry and society following the Internet. This study empirically analyzed factors affecting consumer's intention to use the virtual world metaverse by an innovation diffusion perspective. It was analyzed as an expanded technology acceptance model by setting relative advantages, ease of use, and visibility among the attributes of the innovation diffusion, and social presence, telepresence, and interactivity among the characteristics of the virtual worlds as factors. The proposed research model and hypothesis were verified through a PLS structural equation analysis based on a survey of 216 people. Studies have shown that relative advantage, telepresence, and interactivity have a significant effect on perceived usefulness and perceived enjoyment, but visibility does not have a significant effect on perceived usefulness and perceived enjoyment. It was found that ease of use had a positive effect on perceived enjoyment, social presence had a positive effect on perceived usefulness, and perceived usefulness and perceived enjoyment had a positive effect on the intention to use, respectively. This study is meaningful in that it empirically analyzed the factors affecting the intention to use the virtual world metaverse by dividing the psychological characteristics that induce consumer behavior into perceived usefulness which is an extrinsic motivation and perceived enjoyment which is an intrinsic motivation.