• Title/Summary/Keyword: avatar user

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The Clothing Image of Avatar (아바타의 의복이미지)

  • 하오선;신혜원
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.5
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    • pp.560-569
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    • 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.

Brain Mechanisms about cognition a virtual avatar when we shake hands with the virtual avatar ; a preliminary study (가상의 아바타와 악수 시 아바타의 인지와 관련된 뇌 메커니즘 - 선행연구)

  • Lee, Hyeong-Rae;Ku, Jeong-Hun;Lee, Won-Ho;Han, Ki-Wan;Park, Jin-Sick;Kim, Jae-Jin;Kim, In-Young;Kim, Sun-I.
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.651-655
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    • 2008
  • It provides a three-dimensional virtual experience consisting of information presented to and perceived by the senses of the user. Recently, the advent of a virtual avatar, which mimics the appearance and behavior of humans, enable that the virtual reality (VR) can provide not only a virtual space but also a virtual society to be interact with a virtual avatar which represents humans. But, it is impossible that the user directly interacts with the VE in previous studies, though direct interactions occur in real social relationship. Therefore, In this study, we know that the cognition about a avatar when the user directly interacts with the virtual avatar in the VE. In order to investigate this purpose, we performed a fMRI study using VE that a avatar accept or reject the user's offer when the user offer his (or her) hand to a avatar. In result of questionnaire about the user's feeling by avatar's action, the user feels about avatar's acceptance action that the avatar acts positively and suitably. In contrast the user feels about avatar's rejective action that the avatar acts negatively and disapprovingly. In result of fMRI analysis, the primary visual area, the visual association area, the SMA, the premotor area, the cerebellum and etc, activate in common with the other avatar's acceptance action and rejective action. The results show that the subject recognizes not only avatars as social objects but also avatar's action as socially meaningful action. In other words, it is possible to transfer social context and emotion through avatar's action.

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A Study on the Awareness of User s to Avatar Characters in the Cyberspace (가상공간의 아바타 캐릭터에 대한 사용자의 인식조사)

  • 이향재
    • Archives of design research
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    • v.17 no.3
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    • pp.61-70
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    • 2004
  • This study is focused on user awareness of avatar character in the cyber space. The purpose of this study is to investigate user preference toward avatar and test their awareness on it. The awareness of avatar is based on the applied degree of self-awareness, and also analyzed by factors using 3 elements such as loyalty, value and confidence in Maurice Wagner's study but self-projection was added to these three variables. The result shows that there is no significant statistical difference among response groups for age and sex classification but the preference and the value variables are significantly dependent on sex and age, respectively. There are strong correlation among each response variables for the awareness of avatar character and the loyalty and the preference variables are mostly correlated. The regression analysis shows that the preference of avatar is mostly affected by loyalty and thus the self awareness of avatar in the Cyberspace is proportional to user preference. It is shown that users do not awareness an avatar as a visual image but identify their avatar as an another selfness since they project themselves into those avatars.

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A comparison of user perception between text-based and avatar-based chatting (온라인 채팅에서 아바타의 도입이 매체에 대한 사용자의 인지에 미치는 영향)

  • Park, Hee-Jung;Lee, Moon-Bong;Lee, Seong-Chul;Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.12 no.4
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    • pp.77-99
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    • 2002
  • This study compares avatar-based chatting and text-based chatting. The comparison focuses on the effect of different chatting methods on user perception such as flow, social presence, and media richness. Especially the effects of avatar are examined across varying task types-work-oriented and fun-oriented. To accomplish this objective, a laboratory experiment was conducted using 80 experienced subjects. The results indicate that avatar-based chatting was more playfulness than text-based chatting in general. However, the effects of chatting methods on user perception were quite different according to the task types. There was no significant difference between avatar-based chatting and text-based chatting in the fun-oriented task, but avatar-based chatting was perceived as a more playful, focused, telepresent, and social present method in the work-oriented task.

An Interface Technique for Avatar-Object Behavior Control using Layered Behavior Script Representation (계층적 행위 스크립트 표현을 통한 아바타-객체 행위 제어를 위한 인터페이스 기법)

  • Choi Seung-Hyuk;Kim Jae-Kyung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.33 no.9
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    • pp.751-775
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    • 2006
  • In this paper, we suggested an avatar control technique using the high-level behavior. We separated behaviors into three levels according to level of abstraction and defined layered scripts. Layered scripts provide the user with the control over the avatar behaviors at the abstract level and the reusability of scripts. As the 3D environment gets complicated, the number of required avatar behaviors increases accordingly and thus controlling the avatar-object behaviors gets even more challenging. To solve this problem, we embed avatar behaviors into each environment object, which informs how the avatar can interact with the object. Even with a large number of environment objects, our system can manage avatar-object interactions in an object-oriented manner Finally, we suggest an easy-to-use user interface technique that allows the user to control avatars based on context menus. Using the avatar behavior information that is embedded into the object, the system can analyze the object state and filter the behaviors. As a result, context menu shows the behaviors that the avatar can do. In this paper, we made the virtual presentation environment and applied our model to the system. In this paper, we suggested the technique that we controling an the avatar control technique using the high-level behavior. We separated behaviors into three levels byaccording to level of abstract levelion and defined multi-levellayered script. Multi-leveILayered script offers that the user can control avatar behavior at the abstract level and reuses script easily. We suggested object models for avatar-object interaction. Because, TtThe 3D environment is getting more complicated very quickly, so that the numberss of avatar behaviors are getting more variableincreased. Therefore, controlling avatar-object behavior is getting complex and difficultWe need tough processing for handling avatar-object interaction. To solve this problem, we suggested object models that embedded avatar behaviors into object for avatar-object interaction. insert embedded ail avatar behaviors into object. Even though the numbers of objects areis large bigger, it can manage avatar-object interactions by very efficientlyobject-oriented manner. Finally Wewe suggested context menu for ease ordering. User can control avatar throughusing not avatar but the object-oriented interfaces. To do this, Oobject model is suggested by analyzeing object state and filtering the behavior, behavior and context menu shows the behaviors that avatar can do. The user doesn't care about the object or avatar state through the related object.

A Study on development of the framework and prototype for user interface using Avatar (Avatar를 이용한 사용자 인터페이스의 Framework에 관한 연구)

  • Mun, Jae-Seung;Choi, Jong-Kyu;Ji, Yong-Gu
    • IE interfaces
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    • v.20 no.4
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    • pp.560-567
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    • 2007
  • The opening of ubiquitous computing era prompted rapid increase in information transfer between human and computer. Such changes in computing environment requires new computing interface. In this paper, we develop a user interface prototype and framework using Avatar in Ubiquitous computing environment, which can support an active communication between human and computer based on context information. To develop the new interface, its conceptual framework with specific context information is designed in advance. In addition, this study suggests the future goal of user interface using Avatar by suggesting the requirements of constructed prototype.

Modeling of Intelligent Avatar System (지능형 아바타 에이전트 시스템의 모델링)

  • Kim, Dae-Su
    • Journal of the Korean Institute of Intelligent Systems
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    • v.13 no.5
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    • pp.558-563
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    • 2003
  • Recently, many people are interested in the intelligent system that connects human and computers. And the studies on the intelligent agent system that can manage computer user s diverse requirements are now being accelerated. En this paper, we study the modeling of intelligent avatar system that can provide the user more convenient and user-friendly environments by adopting intelligent avatar agent, and it can be applied to various fields. Modeling of intelligent avatar agent is accomplished and part of it is experimentally implemented, and it showed successful results in the field of avatar agent, mail check functions, and scheduler.

A Study on the User Preference Type of Avatar Character in the Web Environment (Web환경에 따른 아바타 캐릭터의 사용자 선호 Type에 관한 연구)

  • 강민수;조동민
    • Archives of design research
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    • v.15 no.4
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    • pp.121-128
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    • 2002
  • It makes an appearance that multi-media of Avatar, Cyber-Character, Cyber-Pet, Emoticon caused by Web-Environment advancement. Internet-User was fascinated by anonymous name of Web in the past but a desire goes on increasing to express oneself using the multi-media characters. Therefore, this study investigates that the feature of avatar character different from the general characters as making a survey of preference of avatar characters type in the various multi-media characters and presenting an efficient method at the making avatar characters. Consequently, the most efficient avatar characters type have to be concerned about functional factors rather than feature, feeling. exactly, it must be make conspicuous to personality of user and must make suitableness type of personality.

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Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service (경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색)

  • Sung-Suk Park;Il-Hyun Cho
    • Journal of Information Technology Applications and Management
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    • v.30 no.2
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    • pp.45-57
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    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

An Interactive Approach Based on Genetic Algorithm Using Ridden Population and Simplified Genotype for Avatar Synthesis

  • Lee, Ja-Yong;Lee, Jang-Hee;Kang, Hoon
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.2 no.3
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    • pp.167-173
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    • 2002
  • In this paper, we propose an interactive genetic algorithm (IGA) to implement an automated 2D avatar synthesis. The IGA technique is capable of expressing user's personality in the avatar synthesis by using the user's response as a candidate for the fitness value. Our suggested IGA method is applied to creating avatars automatically. Unlike the previous works, we introduce the concepts of 'hidden population', as well as 'primitive avatar' and 'simplified genotype', which are used to overcome the shortcomings of IGA such as human fatigue or reliability, and reasonable rates of convergence with a less number of iterations. The procedure of designing avatar models consists of two steps. The first step is to detect the facial feature points and the second step is to create the subjectively optimal avatars with diversity by embedding user's preference, intuition, emotion, psychological aspects, or a more general term, KANSEI. Finally, the combined processes result in human-friendly avatars in terms of both genetic optimality and interactive GUI with reliability.