• Title/Summary/Keyword: avatar user

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A Study on the Presentation of Easy-Order Prototype in the Internet Shopping Mall using the Cyber Fitting Type's 3D Avatar (Cyber Fitting형 3D Avatar를 이용한 인터넷 쇼핑몰 Easy-Order Prototype 유형 제시를 위한 연구)

  • Choi, Sung-Won;Lim, Ji-Young
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.43-52
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    • 2006
  • The most important issue the online shopping mall for clothes is facing in the rapid growth of the online shopping mali is the high rate of the return of the goods alter purchase. The high rate of the return leads to the dissatisfaction md lack of trust from the consumers in the online shopping mall for clothes, which in turn leads to the bleak prospect for the online shopping mall for clothes as a result of the consumers' dissatisfaction. Although a type of online shopping mall using the cyber-fitting technology has emerged recently, it has succeeded only in provoking a visual interest, for it is also not satisfying the demand of the consumers by falling short in providing information. Thus, this research seeks for the resolutions of the problems related to the user-oriented online shopping. First of the resolutions is the development of a new prototype which the consumers can easily access; second is the visualization of the information using the 3D virtual-reality of he prototype through interface, which will help the consumers to make more accurate judgments. In other words, this study seeks to provide a type of prototype of an online shopping mall that meets the demand of the consumers using the 3D avatars, unlike the unilateral and conventional malls out there.

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Design and Development of Virtual Reality Exergame using Smart mat and Camera Sensor (스마트매트와 카메라 센서를 이용한 가상현실 체험형 운동게임 시스템 설계 및 구현)

  • Seo, Duck Hee;Park, Kyung Shin;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.12
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    • pp.2297-2304
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    • 2016
  • In this study, we designed and developed the virtual reality Exergame using the smart mat and the camera sensor for exercises in indoor environments. For detecting the gestures of a upper body of users, the KINECT camera based the gesture recognition algorithm used angles between user's joint information system was adopted, and the smart mat system including a LED equipment and Bluetooth communication module was developed for user's stepping data during the exercises that requires the gestures and stepping of users. Finally, the integrated virtual reality Exergame system was implement along with the Unity 3D engine and different kinds of user' virtual avatar characters with entertainment game contents such as displaying gesture guideline and a scoring function. Therefore, the designed system will useful for elders who need to improve cognitive ability and sense of balance or general users want to improve exercise ability and the indoor circumstances such home or wellness centers.

Real-time Interactive Animation System for Low-Priced Motion Capture Sensors (저가형 모션 캡처 장비를 이용한 실시간 상호작용 애니메이션 시스템)

  • Kim, Jeongho;Kang, Daeun;Lee, Yoonsang;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.2
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    • pp.29-41
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    • 2022
  • In this paper, we introduce a novel real-time, interactive animation system which uses real-time motion inputs from a low-cost motion-sensing device Kinect. Our system generates interaction motions between the user character and the counterpart character in real-time. While the motion of the user character is generated mimicking the user's input motion, the other character's motion is decided to react to the user avatar's motion. During a pre-processing step, our system analyzes the reference motion data and generates mapping model in advance. At run-time, our system first generates initial poses of two characters and then modifies them so that it could provide plausible interacting behavior. Our experimental results show plausible interacting animations in that the user character performs a modified motion of user input and the counterpart character properly reacts against the user character. The proposed method will be useful for developing real-time interactive animation systems which provide a better immersive experience for users.

A Study on the Effects of User Participation on Stickiness and Continued Use on Internet Community (인터넷 커뮤니티에서 사용자 참여가 밀착도와 지속적 이용의도에 미치는 영향)

  • Ko, Mi-Hyun;Kwon, Sun-Dong
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.41-72
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    • 2008
  • The purpose of this study is the investigation of the effects of user participation, network effect, social influence, and usefulness on stickiness and continued use on Internet communities. In this research, stickiness refers to repeat visit and visit duration to an Internet community. Continued use means the willingness to continue to use an Internet community in the future. Internet community-based companies can earn money through selling the digital contents such as game, music, and avatar, advertizing on internet site, or offering an affiliate marketing. For such money making, stickiness and continued use of Internet users is much more important than the number of Internet users. We tried to answer following three questions. Fist, what is the effects of user participation on stickiness and continued use on Internet communities? Second, by what is user participation formed? Third, are network effect, social influence, and usefulness that was significant at prior research about technology acceptance model(TAM) still significant on internet communities? In this study, user participation, network effect, social influence, and usefulness are independent variables, stickiness is mediating variable, and continued use is dependent variable. Among independent variables, we are focused on user participation. User participation means that Internet user participates in the development of Internet community site (called mini-hompy or blog in Korea). User participation was studied from 1970 to 1997 at the research area of information system. But since 1997 when Internet started to spread to the public, user participation has hardly been studied. Given the importance of user participation at the success of Internet-based companies, it is very meaningful to study the research topic of user participation. To test the proposed model, we used a data set generated from the survey. The survey instrument was designed on the basis of a comprehensive literature review and interviews of experts, and was refined through several rounds of pretests, revisions, and pilot tests. The respondents of survey were the undergraduates and the graduate students who mainly used Internet communities. Data analysis was conducted using 217 respondents(response rate, 97.7 percent). We used structural equation modeling(SEM) implemented in partial least square(PLS). We chose PLS for two reason. First, our model has formative constructs. PLS uses components-based algorithm and can estimated formative constructs. Second, PLS is more appropriate when the research model is in an early stage of development. A review of the literature suggests that empirical tests of user participation is still sparse. The test of model was executed in the order of three research questions. First user participation had the direct effects on stickiness(${\beta}$=0.150, p<0.01) and continued use (${\beta}$=0.119, p<0.05). And user participation, as a partial mediation model, had a indirect effect on continued use mediated through stickiness (${\beta}$=0.007, p<0.05). Second, optional participation and prosuming participation significantly formed user participation. Optional participation, with a path magnitude as high as 0.986 (p<0.001), is a key determinant for the strength of user participation. Third, Network effect (${\beta}$=0.236, p<0.001). social influence (${\beta}$=0.135, p<0.05), and usefulness (${\beta}$=0.343, p<0.001) had directly significant impacts on stickiness. But network effect and social influence, as a full mediation model, had both indirectly significant impacts on continued use mediated through stickiness (${\beta}$=0.11, p<0.001, and ${\beta}$=0.063, p<0.05, respectively). Compared with this result, usefulness, as a partial mediation model, had a direct impact on continued use and a indirect impact on continued use mediated through stickiness. This study has three contributions. First this is the first empirical study showing that user participation is the significant driver of continued use. The researchers of information system have hardly studies user participation since late 1990s. And the researchers of marketing have studied a few lately. Second, this study enhanced the understanding of user participation. Up to recently, user participation has been studied from the bipolar viewpoint of participation v.s non-participation. Also, even the study on participation has been studied from the point of limited optional participation. But, this study proved the existence of prosuming participation to design and produce products or services, besides optional participation. And this study empirically proved that optional participation and prosuming participation were the key determinant for user participation. Third, our study compliments traditional studies of TAM. According prior literature about of TAM, the constructs of network effect, social influence, and usefulness had effects on the technology adoption. This study proved that these constructs still are significant on Internet communities.

Property Changes of Woven Blouse Fabrics by bonding fusible interlinings for a 3D Virtual Try-on System

  • Kim, Myoung-Ok;Park, Myung-Ja
    • Fashion & Textile Research Journal
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    • v.16 no.6
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    • pp.1008-1016
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    • 2014
  • This study aims to analyze the changes in the mechanical properties of woven fabrics(cotton, linen, wool, silk, and polyester) by bonding fusible interlinings with varying deniers(10D, 20D, and 30D) for a 3D virtual try-on system(one that a user to try garments through screens using Avatar) developed over the last decade. We experimented with four mechanical properties and thicknesses of twenty-three specimens of interlining bonded fabrics including face fabrics and interlinings by using the KES-FB-AUTO system. The results showed that the tensile property increased(LT and RT increased and WT decreased) as the denier of the interlining increased; however, the change was slight. In contrast, the bending and shear properties increased significantly as the denier of the interlining increased on both the warp and the weft. This showed evidence that the interlining gives the fabrics size stability. The compression property was slight changed as the tensile property varies depending on the fibers and the denier of interlining. As expected, the thickness increased by bonding the interlining as the denier of interlining increased. From these results, we conclude that 3D users need to reflect these changes of woven fabrics by bonding interlinings when they try screen fittings to accurately express the fabric reality of manufactured garment.

Improvement of Graphic User Interface for Motion Database of Sign Language Avatar (수화 아바타의 동작 데이터베이스를 위한 그래픽 사용자 인터페이스의 개선)

  • Oh, Young-Joon;Park, Kwang-Hyun;Jung, Seong-Hoon;Jang, Hyo-Young;Bien, Zeung-Nam
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.851-856
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    • 2007
  • 수화는 청각장애인이 주로 사용하는 시각적인 언어이다. OpenGL 기반의 가상현실 공간을 배경으로 하여 청각장애인들이 쉽게 이해할 수 있는 수화 아바타의 움직임을 구현하기 위해, 본 논문에서는 수화 동작 데이터베이스를 구축하는 그래픽 사용자 인터페이스를 개발한다. 개발한 시스템에서는 아바타의 사실적인 표현과 친근감을 강조하기 위해 3D MAX 기반의 인체 아바타 모델의 픽셀 값을 ASE를 사용하여 C언어 코드로 변환함으로써 인간과 거의 비슷한 모델을 생성하였다. 손 모양 편집프로그램은 슬라이드 바를 사용하여 21개의 손 관절 각도를 조정할 수 있으며, 손 모양 코드번호와 손 모양 이름을 지정하여 수화단어 편집프로그램에서 사용하는 손 모양 데이터 형식으로 저장할 수 있다. 수화단어 편집프로그램은 수화단어 데이터 형식의 값을 설정하는 기능과 함께 손 모양 대칭복사, 검색, 추가, 수정, 삭제 기능을 제공함으로써 사용자가 손 모양을 쉽게 편집할 수 있도록 하였다. 손 모양 편집프로그램과 수화단어 편집프로그램을 사용하여 구성한 데이터베이스를 기반으로 수화 아바타가 가상현실 공간에서 인간과 유사한 움직임을 표현할 수 있도록 하였다.

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A comparative study of the Metaverse platforms through college students'experiences using the Metaverse

  • Sanghui Park;Kiyoon Kim
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.110-118
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    • 2024
  • This study was conducted to analyze the metaverse usage behavior of college students through in-depth interviews and to explore the characteristics of the major metaverse platforms with a focus on keywords. This study derived elements such as metaverse participation activities, real-world order, metaverse system, presence, and self-expression from previous research. This study examined how college students who use the metaverse perceive these variables. We present the following research results: First, the college students who participated in the study showed interest in content with many interactive elements on the metaverse platform and appeared to participate more actively in such content. Second, college students cited the ability to engage in economic activities in the metaverse as their greatest strength. It was expected that social norms applied in the real world would also be applied in the metaverse. Third, the Metaverse system, such as the Metaverse UI, UX, and servers, was found to be a factor that needs to meet users' expectations and hinders immersion. In this study, the characteristics of the metaverse platform were analyzed, focusing on essential keywords from in-depth interviews. The analysis results are as follows: It was expressed with keywords such as Zepeto has 'avatar' and 'personality expression,' Ifland has 'free decoration' and 'communication convenience,' Gathertown has 'movement convenience' and 'video chat.' Roblox has 'game-based' and 'dynamic.'

Play Motive Augmentation Research Method through Quest Understanding of MMORPG and Pluralistic Understanding of a Player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 방안 모색)

  • Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.122-129
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    • 2009
  • MMORPG Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. This is a direct response to the user within the game system or how to use the player log information. The pluralistic understanding method of players will have values as a tool that can guarantee the objectivity and actual production of the data collected utilizing.

3D Character Motion Synthesis and Control Method for Navigating Virtual Environment Using Depth Sensor (깊이맵 센서를 이용한 3D캐릭터 가상공간 내비게이션 동작 합성 및 제어 방법)

  • Sung, Man-Kyu
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.827-836
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    • 2012
  • After successful advent of Microsoft's Kinect, many interactive contents that control user's 3D avatar motions in realtime have been created. However, due to the Kinect's intrinsic IR projection problem, users are restricted to face the sensor directly forward and to perform all motions in a standing-still position. These constraints are main reasons that make it almost impossible for the 3D character to navigate the virtual environment, which is one of the most required functionalities in games. This paper proposes a new method that makes 3D character navigate the virtual environment with highly realistic motions. First, in order to find out the user's intention of navigating the virtual environment, the method recognizes walking-in-place motion. Second, the algorithm applies the motion splicing technique which segments the upper and the lower motions of character automatically and then switches the lower motion with pre-processed motion capture data naturally. Since the proposed algorithm can synthesize realistic lower-body walking motion while using motion capture data as well as capturing upper body motion on-line puppetry manner, it allows the 3D character to navigate the virtual environment realistically.

Play motive augmentation possibility through Quest understanding of MMORPG and pluralistic understanding of a player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 가능성)

  • Park, Yong-Hyun;Ning, shujia;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.215-220
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    • 2009
  • MMORPG is being progressed through Quest and the level and the balance are realized. Also, Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. The pluralistic understanding method of players will have values as a tool that can design and evaluate Quest satisfying preference of the various user class.

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