• 제목/요약/키워드: Virtual store service

검색결과 18건 처리시간 0.027초

모바일 가상스토어 서비스 이용에서 소비자의 유비쿼터스 특성지각의 영향 (The Effect of Consumers' Perceptions on the Service Ubiquity in the Use of Mobile Based Virtual Store Services)

  • 문희강;이현화
    • 한국의류학회지
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    • 제38권6호
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    • pp.857-872
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    • 2014
  • This study investigates the effect of service ubiquity perceptions on consumers' responses to virtual stores such as benefit and risk perceptions, shopping value perceptions, and service usage intention. Data were collected via a self-administered online survey from nationwide consumer panels of an online marketing research firm. Questionnaire items were adopted from previous literature and developed by authors via pretesting to measure variables. The results revealed that virtual store service ubiquity affects consumer benefit perceptions as well as risk perceptions. All benefit perceptions (including time effectiveness, user control, and compatibility) had significant mediating effects between service ubiquity and hedonic/utilitarian shopping service value perceptions. The mediating effect of financial risk was significant only in the relationship between service ubiquity and utilitarian value perception. The findings offer retailers and marketers information in regards to consumers' perception of a virtual store usage, which can enhance service and product strategy.

유비쿼터스 환경에서 디지털 패션을 위한 가상 피팅 서비스 솔루션 (Virtual Fitting Solutions for Digital Fashion in the Ubiquitous Environment)

  • 최자령;임순범
    • 디지털콘텐츠학회 논문지
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    • 제11권3호
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    • pp.299-306
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    • 2010
  • 인터넷과 컴퓨터 그래픽 기술의 발전으로 최근 디지털 패션 기술 분야에서는 의상을 3D로 재현한 가상 피팅 서비스를 가능하게 되었다. 본 논문에서는 매장, 인터넷 쇼핑몰, 광고 등 여러 상황에서 가상거울, PC, 모바일 등 다양한 장치에서 가상 피팅 서비스를 이용할 수 있는 통합 솔루션을 제안한다. 제안하는 통합 솔루션은 총 3가지 방법으로 다음과 같다. 첫 번째 방법은 매장에 비치된 가상 거울을 통해 터치를 통한 입력으로 가상 피팅을 이용한다. 두 번째 방법은 인터넷 쇼핑몰에 접속하여 의상 상품과 아바타를 이용한 가상 피팅을 체험한다. 마지막 방법은 모바일 어플리케이션에서 2차원 바코드로 의상 정보를 입력하여 디지털 패션을 위한 3D 가상 피팅 서비스를 체험할 수 있다. 또한 체험한 가상 피팅 결과를 이미지 파일 형태의 멀티미디어 메시지 서비스(MMS)로 다른 사람에게 전송할 수 있는 솔루션을 구축하였다.

Implementation of Cloud-Based Virtual Laboratory using SOI and CIMP on Virtual Machines

  • Ferdiansyah, Doddy;Hwang, Mintae
    • Journal of information and communication convergence engineering
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    • 제20권1호
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    • pp.16-21
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    • 2022
  • In this research, we create a network infrastructure based on a service-oriented infrastructure (SOI) for the virtualization technology and integrate it with a cloud technology that applies the cloud integration management platform (CIMP) concept. In CIMP, the server and storage will be separated. The server will be adopted for virtualization while the storage will be used by students and teachers to store data. As long they save their data in the storage module, every time, everywhere, and on every device, they can access their data. This research will implement the design of the network infrastructure and be applied to the remote practical learning system in the laboratory. Students and teachers will ultimately adopt this network infrastructure for remote practice using their respective devices without physically meeting in the laboratory. In the future, if the implementation phase is successful, then in addition to laboratory environments, it can be implemented in all learning activities at our campus.

가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로- (A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store-)

  • 장주연;전재훈
    • 한국의류학회지
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    • 제42권4호
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    • pp.671-688
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    • 2018
  • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

Development of Virtual Reality-based Visual Perception and Cognitive Rehabilitation Service

  • Song, YoHan;Kim, JinCheol;Lee, JeongA;Han, Shin;Lim, YoonGyung;Lee, HyunMin
    • The Journal of Korean Physical Therapy
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    • 제31권2호
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    • pp.67-75
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    • 2019
  • Purpose: Patients with brain damage suffer from limitations in performing the activities of daily living (ADL) because of their motor function and visual perception impairment. The aim of this study was to help improve the motor function and visual perception ability of patients with brain damage by providing them with virtual reality-based contents. The usability results of the patients and specialists group were also evaluated. Methods: The ADL contents consisted of living room, kitchen, veranda, and convenience store, similar to a real home environment, and these were organized by a rehabilitation specialist (e.g., neurologist, physiotherapist, and occupational therapist). The contents consisted of tasks, such as turning on the living room lights, organizing the drawers, organizing the kitchen, watering the plants on the veranda, and buying products at convenience stores. To evaluate the usability of the virtual reality-based visual cognitive rehabilitation service, general elderly subjects (n=11), stroke patients (n=7), stroke patients with visual impairment (n=4), and rehabilitation specialists (n=11) were selected. The questionnaires were distributed to the subjects who were using the service, and the subjective satisfaction of individual users was obtained as data. The data were analyzed using SPSS 21.0 software. The general characteristics of the users and the evaluation scores of the experts were analyzed using descriptive statistics. Results: The usability test result of this study showed that the mean value of the questionnaire related to content understanding and difficulty was high, between 4-5 points. Conclusion: The virtual reality rehabilitation service of this study is an efficient service that can improve the function, interest, and motivation of stroke patients.

VR 서비스 플랫폼의 사용자 경험 평가 -Oculus와 NOON을 중심으로- (User Experience Evaluation of VR Service Platform -Focused on Oculus and NOON VR-)

  • 구자윤;김승인
    • 한국융합학회논문지
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    • 제9권8호
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    • pp.143-148
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    • 2018
  • 본 연구는 오큘러스(Oculus)의 오큘러스 스토어(Oculus Store)와 에프엑스기어(FXGEAR)의 눈 VR 스토어(NOON VR Store)를 중심으로 VR 서비스 플랫폼에 관하여 분석하고 고찰하여 어떤 차이가 있는지를 연구하였다. 1차로 문헌연구를 통해 VR 시장의 현황 및 전망 등을 고찰하였고 VR 서비스 플랫폼에 관한 사례조사를 하였다. 또한, 플랫폼의 사용성 평가의 지표가 되는 안드레이 학주와 히라노 아쓰시의 플랫폼 전략에 대해 이론적 고찰을 선행하였다. 2차로 VR 서비스 플랫폼인 오큘러스의 오큘러스 스토어와 에프엑스기어의 눈 VR 스토어를 중심으로 VR 서비스 플랫폼의 사용성을 조사하기 위해 대학교육 이상의 피실험자들을 대상으로 심층 인터뷰를 진행하였다. 본 연구의 결과는 추후 VR 서비스 플랫폼을 구성하는데 디자인 가이드라인으로 활용 할 수 있으며 사용자 경험 연구에 활용될 수 있을 것으로 기대한다.

국내·외 유통업체의 옴니채널 전략 활용현황 분석 (An Analysis on the Omni-Channel Strategy of Distribution Enterprise in Domestic and International)

  • 오정아
    • 한국실내디자인학회논문집
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    • 제25권5호
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    • pp.111-120
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    • 2016
  • Unlike the past, brick-and-mortar is no longer on the priority list for the shopping activity. Instead, it is replaced by various non-store shopping alternatives, such as Internet, TV, catalog, mobile, etc. As consumers engage digitally, they made fewer trips to stores. Especially, as mobile shopping made the price comparison possible while shopping in the store, new shopping trend of 'showrooming' came to the fore as the serious issue. In order to cope with the this crisis, many brick-and-mortar retailers utilize omni-channel strategy for their countermeasure. This research paper is to suggest the omni-channel strategy that is applicable for the brick-and-mortar retailers. The results are as follows. First, in order to set up the connected-channel shopping environment, consumers have to be exposed to the environment that can deliver the continuous brand experience under the same price policy, brand and store management, etc, as integrating the various purchasing channels into one. Especially, in-store environment needs to change for the place where consumer experience is stressed for the most as using virtual reality devices with augmented reality technology. Also, the online digital kiosk, and tablet that consumer can order the products through the online channel while shopping in-store Second, the barrier-free in-store environment should be offered in order to increase the consumer convenience. This change will allow consumer communicate with the store environment more effectively. Lastly, brick-and-mortar should extend the physical territory as utilizing the offline's advantage and disadvantage through setting up the digital interactive wall or pop-up store for increasing the opportunity of customer interaction with the store. Moreover, visiting service for the elderly, housewife with the baby, or disabled person will be one of the effective substitute.

블록체인 기반 가상화폐 거래의 보안 위험 및 대응방안 (The Security Risk and Countermeasures of Blockchain based Virtual Currency Trading)

  • 정용식;차재상
    • 한국정보전자통신기술학회논문지
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    • 제11권1호
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    • pp.100-106
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    • 2018
  • 2008년 비트코인이라는 가상화폐의 개념이 발표된 이후, 비트코인의 기반이 되는 블록체인 기술은 향후 우리 사회를 변화시킬 수 있는 4차 산업혁명 시대의 중요한 플랫폼 기술로 주목받고 있다. 기존의 전자금융거래는 정부나 은행 등 신뢰할 수 있는 중앙기관에서 모든 거래 내역을 저장, 관리하고 있는 반면, 블록체인 기반의 전자금융거래는 거래에 참여하는 모든 참여자가 거래 내역을 각각 저장, 관리하는 분산 구조로 이루어져 있어서, 시스템 구축과 운영비용을 절감하면서도 거래의 투명성을 보장할 수 있는 특징을 가지고 있다. 이러한 블록체인 기술은 비트코인으로 시작된 가상화폐 이외에도 스마트 계약, 문서관리 등 다양한 영역으로 그 활용방안이 확장되고 있다. 블록체인의 핵심 기술 영역은 검증된 암호기술을 기반으로 거래 내역의 위조나 해킹이 어렵도록 일정수준 이상의 보안성을 갖추고 있으나, 가상화폐를 사고파는 거래 서비스나 상품 대금으로 지급하는 결제 서비스의 구현에 있어서는 구현 방식에서의 보안 취약점이 존재할 수 있기에 가상화폐 사용에 있어서 보안 위험에 대해서 살펴보고 대응방안에 대해서 논하고자 한다. 특히 가상화폐 거래를 손쉽게 해주는 가상화폐 거래소에 대한 보안 사고가 최근에 자주 발생하고 있으며, 가상화폐를 거래하는 사용자들의 피해도 증가하고 있기에 금융권에 적용 가능한 블록체인 보안 위협을 살펴보고 그 중에서도 특히 보안사고로 인한 피해가 많이 발생하는 가상화폐 거래소에 대한 보안 위협과 적용 가능한 보안 대책을 제시하고자 한다.

인터넷쇼핑몰의 VMD 구성요인에 대한 탐색적 연구 (An Exploratory Study on the Components of Visual Merchandising of Internet Shopping Mall)

  • 김광석;신종국;구동모
    • 마케팅과학연구
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    • 제18권2호
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    • pp.19-45
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    • 2008
  • 본 연구는 인터넷쇼핑몰 비주얼 머천다이징의 주요차원을 고객이 쇼핑몰에 진입한 후 정보탐색과 대안평가를 거치는 등의 쇼핑과정을 토대로 AIDA모형 관점에서 점포, 제품, 촉진에 초점을 맞추었다. VMD의 주요차원(primary dimensions)으로는 점포디자인, 머천다이징, 그리고 머천다이징단서로 구분하였다. 선행연구 결과를 토대로 점포다자인의 하위차원으로는 차별성, 간결성, 위치확인성을, 머천다이즈의 하위차원으로는 제품구색, 명성, 정보성을, 그리고 머천다이징단서의 하위차원으로는 제품추천 및 링크를 설정하여 VMD태도와의 관계를 탐색적으로 조사하였다. 연구결과 이들 세 차원은 종속변수에 유의한 정의 영향을 미치는 것으로 나타났다.

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Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.