• Title/Summary/Keyword: avatar image

Search Result 58, Processing Time 0.024 seconds

Comparative Study on Avatar's Clothing Image and Casual Brand Image based on Avatar's Fashion Marketing (아바타 패션마케팅에 따른 아바타 의복 이미지와 캐주얼 브랜드 이미지 비교 연구)

  • Jang Seung-Hee;Lee Sun-Jae
    • Journal of the Korean Society of Costume
    • /
    • v.55 no.5 s.95
    • /
    • pp.28-42
    • /
    • 2005
  • Objectives of this study were to investigate about the avatar's fashion products efficiency on casual wear advertisements to study about the effect of avatar's clothing image provided by apparel industry and to investigate about the effort of avatar's fashion product on apparel advertisement for fundamental data on the avatar's fashion marketing. Following were the summaries of the results: First, in terms of the correlation between avatar's clothing and casual brand images of nate avatar's fashion marketing, avatar's clothing image of FUBU male, female and maru male, female that is reformative, characteristical, unique and sensitive to latest fashion has positive correlation with FUBU and maru brand images. Therefore, consumers' higher perception on avatar's clothing image that are 'reformative', 'characteristical' and 'unique', indicated higher casual brand image perception, proving avatar's clothing image is effective in suggesting the brand. Second, in terms of advertising the avatar by clothing them with garments of each brand and comparing avatar's clothing and casual brand images, active avatar's clothing image of FUBU male, female emphasized active brand image of FUBU. However, FUBU male avatar's clothing image did not emphasize 'reformative', 'characteristical', 'cool', or 'sensitive to latest fashion' images compared to FUBU female avatar's clothing image. Also, in case of maru, 'male', 'conseuative' and 'insensitive to latest fashion' image of male avatar clothing emphasized maru brand image. Maru female's 'unpractical' ,'female' and 'characteristical' images emphasized maru brand image.

The Characteristics of Avatar Users according to Avatar Image -Focus on utilization state, body-esteem and self-esteem- (아바타 이미지에 따른 아바타 이용자 특성에 관한 연구 -아바타 이용현황, 신체존중감, 그리고 자기존중감을 중심으로-)

  • 허태정;황선진
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.28 no.5
    • /
    • pp.648-657
    • /
    • 2004
  • The purpose of this study was to identify the relationship between avatar image and self-concept of avatar users by utilizing focus group interviews and survey method. The subjects of the focus group interview were Freechal Avatar Club members, while those of the survey were 476 students, who attended middle schools, high schools and colleges at Seoul area. The data were analyzed by frequency, factor analysis, cluster analysis, chi-square test, one-way ANOVA and scheffe test. The main results were summarized as follows. First, the focus group interview revealed that avatar image types, which avatar users made use of, were ideal image, real image and fantastic image. Second, based on the avatar image types of focus group interviews, the researcher made out avatar image question items and conducted factor analysis of the question items: The avatar users pursued ideal image, real image and fantastic image. The avatar users groups were classified into ideal image group, real image group and fantastic image group by employing cluster analysis. Third, all of body-esteem and self-esteem were the highest at real image group, while all of that were the lowest at ideal image group.

Color Analysis of Avatar fashion style from on-line portal sites

  • Kim, Ri-Ra;Kim, Young-In
    • International Journal of Costume and Fashion
    • /
    • v.8 no.2
    • /
    • pp.50-64
    • /
    • 2008
  • The purpose of this study is to classify Avatar fashion style through analysis of on-line Avatar Mall and to propose color pallette and fashion contents from fashion color analysis. The literature research focused on investigating the notion, characters and types of Avatar and relation of Avatar and self-image, clothing image and color image. In data research, 4 on-line portal sites Avatar Malls were analyzed and Avatar fashion style was classified. In addition, Avatar clothing color was analyzed. The research of this study are as follows: Firstly, Avatar in the cyber space represents 'me' of the real states. Avatar fashion helps to represent Avatar Image and clothing makes human image and identity as a social sign. Color helps to constitute clothing impression and human image, therefore clothing and color are the important elements to express self-image through Avatar in the cyber space. Secondly, Avatar Malls of 4 on-line portal sites are very similar and confuse Avatar users because of no standard of fashion style classification. Accordingly, the standard of fashion style classification should be made by a fashion expert, and the specific characters of every on-line portal site should be emphasized. Thirdly, as a result of the analysis of Avatar's clothing, the clothing is divided into a real world clothing and an imaginary world clothing. There are daily clothes, uniform, event clothes, story clothes and fantasy clothes. As a result of the color analysis of Avatar clothing, White, Red, Red Purple colors and bright and vivid tone are generally used for Avatar clothing. This study is significant to classify Avatar fashion style systematically, to notify sensitive and delicate users' sign and to make Avatar fashion image emotional and high-quality.

The Clothing Image of Avatar (아바타의 의복이미지)

  • 하오선;신혜원
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.27 no.5
    • /
    • pp.560-569
    • /
    • 2003
  • The purpose of this study was to investigate the usage condition of avatar, the clothing images of avatars, and the difference of self images among avatar user groups which were clustered by the clothing image of using avatar. Avatars were decorated not only to get personal satisfaction and joyfulness but also to realize the desire of relationship with other people. The clothing images of avatars were classified into 7 factors, which were labeled as cute, mature, sexy, old-fashion, unisex. and unique factors. There were no significant differences in self images among 3 avatar user groups which were clustered by 7 factors of clothing images. The result indicated that avatar users pursued various clothing images for their avatar, however, no significant relations were existed between avatar's images and user's self images and further studies would be required to find out significant variables which determined avatar's clothing images.

Social Self Image and Avatar Image in the Virtual World: Focus on Ideal-Self Image and Actual-Self Image (사회적 자기이미지와 가상공간에서의 아바타 이미지 - 이상적 이미지와 실제적 이미지를 중심으로 -)

  • Youn, Sonn-Ie;Park, Ju-Yeon;Lee, Kyu-Hye
    • Journal of the Korean Society of Costume
    • /
    • v.61 no.9
    • /
    • pp.1-14
    • /
    • 2011
  • The purpose of this study was to understand the relationship between one's social-self image and Online Avatar image. Influence of these virtual images on one's attitude toward real world and commitment to the virtual world was examined. In addition, the gender difference was examined. A structural equation model with social self image as exogenous variable and influence of Avatar as endogenous variable was designed. Real and ideal Avatar images were the mediating variable in the model. Survey questionnaire was developed and data from 425 respondents were analyzed. Results indicated that the conceptual model was a good fit to the data. Respondents who perceived their social self-images importantly were likely to have real images of Avatars. Ideal image and real image had significant on commitment to virtual world and attitudes toward the real world. For male respondents, social self image had stronger influence on real image of Avatar and ideal image had stronger influence on commitment to virtual world than female respondents.

Comparison of Virtual Avatars by Using Automatic and Manual Method

  • Lim, Ho-Sun;Istook, Cynthia L.
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.34 no.12
    • /
    • pp.1968-1979
    • /
    • 2010
  • New technology that includes 3D body scanning, digital virtual human, and digital virtual garments has had a significant impact on the current apparel industry. Virtual simulation technology enables the visualization of a 3D virtual garment on a virtual avatar so that consumers can try on garments with their virtual avatars before purchasing. However, the manual virtual avatar provided for online apparel shopping currently has revealed limitations on the different body sizes and shapes of customers. This study analyzes the process of designing the automatic virtual avatar and the manual virtual avatar using OptiTex software; in addition, the study compares the practicality of the automatic virtual avatar with that of the manual virtual avatar. Data was examined by evaluating how much each virtual avatar is similar to the real body and how well it matched the needs of the current apparel industry. In the study, Avatar 1 was automatically created from three-dimensional body scan data and Avatar 2 was manually created from body measurements. The virtual avatar images laid over a real body image and the results were evaluated by comparing the simulated sizes of virtual avatars with those of a real body. Consequently, Avatar 1 was evaluated as more similar to the real body than Avatar 2 in all five body shapes. This study illustrates that an automatic virtual avatar might solve the fit problem that is the most common reason for a high return rate for online shopping. The results show that future virtual simulation technology needs to be improved for the practicality of the virtual avatars.

Standardization of Terminology to Boost the Use of 3D Virtual Fitting Program - Analysis of Terminology in Avatar Sizing - (가상착의프로그램의 활성화를 위한 용어 표준화 방안 - 아바타사이징 용어 분석 -)

  • Han, Hyunjung;Jeon, Eunkyung
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.18 no.1
    • /
    • pp.191-203
    • /
    • 2016
  • The 3D virtual fitting system is a new and very efficient system replacing real fitting in apparel industry and on-line shopping. It is a win-win system for both of consumer and manufacturer which not only reduces design and production time but also resolves consumer's complaints by checking the wearing image beforehand. It is a must-have item in the future. The purpose of this study is to analyze sizing menu, terms, and current status and to figure out problems of avatar sizing programs which substitute human bodies in virtual fitting. We chose three existing outstanding programs in domestic and global market, compared and analyzed the program, manual, and terms that are used in avatar sizing, and investigated the strengths, weaknesses, problems of options and terms and finally suggested an alternative terms. The revealed problems are as follows: each program supports various avatars ranging from male to female, from child to adult, and from oriental style to western style. The image of the avatar could be changed through the options for hair style, shoes and accessories. But we found out some problems. The avatar body types are far from actual human body types, avatar sizing menus and item terms are different from program to program, and terms not yet standardized. Cooperative efforts of industry and academy on standardization of sizing menus and terms should be emphasized for the virtual fitting system to be widely used like the other computer graphic programs or word editors.

  • PDF

Design and implementation of the email client server model using the avatar contents for the mobile phone (휴대폰에서 Avata컨텐츠 기반의 E-mail Client/server 모델 설계 및 구현)

  • 이경진;이정윤;김강석;송왈철
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2004.05a
    • /
    • pp.385-391
    • /
    • 2004
  • Today, mobile technology is developing very fast and people use internet through mobile phones. Using mobile phones, people use games, email, avatar and other services. We designed client/server modules in order to join email and avatar together. First two major server modules were designed, one of them is DB management module for avatar user information and the other is email management module. One the client side, we designed avatar image animation module and a module for showing the email contents. The purpose of the design is to reduce the performance overhead on the client side as mobile phones cannot be used as a high performance device. We propose and implement a new avatar based service using the SK-VM environment, that is different from the current avatar services.

  • PDF

A Stereo Video Avatar for Supporting Visual Communication in a $CAVE^{TM}$-like System ($CAVE^{TM}$-like 시스템에서 시각 커뮤니케이션 지원을 위한 스테레오 비디오 아바타)

  • Rhee Seon-Min;Park Ji-Young;Kim Myoung-Hee
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.33 no.6
    • /
    • pp.354-362
    • /
    • 2006
  • This paper suggests a method for generating high qualify stereo video avatar to support visual communication in a CAVE$^{TM}$-like system. In such a system because of frequent change of light projected onto screens around user, it is not easy to extract user silhouette robustly, which is an essential step to generate a video avatar. In this study, we use an infrared reflective image acquired by a grayscale camera with a longpass filter so that the change of visible light on a screen is blocked to extract robust user silhouette. In addition, using two color cameras positioned at a distance of a binocular disparity of human eyes, we acquire two stereo images of the user for fast generation and stereoscopic display of a high quality video avatar without 3D reconstruction. We also suggest a fitting algorithm of a silhouette mask on an infrared reflective image into an acquired color image to remove background. Generated stereo images of a video avatar are texture mapped into a plane in virtual world and can be displayed in stereoscopic using frame sequential stereo method. Suggested method have advantages that it generates high quality video avatar taster than 3D approach and it gives stereoscopic feeling to a user 2D based approach can not provide.