• Title/Summary/Keyword: avatar user

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A study on the application of on-line card game Avatar (온라인 카드게임 아바타 활용에 관한 연구)

  • Lee, Mi-Young
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.133-142
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    • 2005
  • Recently, on-line users prefer image and sense that are deviated from standardization pattern. Also, they need instant and mutual exchangeable communication forms. Developing the various Avatars is required to apply it to various situations. It is due to that the Avatar is used as a card in the on-line communication to represent the user's character visually. The Avatar in the on-line game, such as poker or go-stop which are the most popular nowadays, does not have different character from general community site. Therefore, it dose not satisfy owner who needs sensitive and various character of the Avatar. In this paper, we will be analysis the card game Avatar service, character and desire of the user in existing game petal sites. Also, we'll provide service method which can satisfy the user's requirements. For this, we survey recognition and design preference of users on the card game Avatar.

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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
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    • v.33 no.6
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    • pp.354-362
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    • 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.

An algorithm for real-time control of a 3D avatar by symmetry-formed motions (대칭형 자유동작에 의한 3D 아바타 실시간 제어 알고리즘)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.24-29
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    • 2003
  • The market of digital avatar with internet and digital technology is increasing rapidly. The users want to express any free-formed motion of their avatars in the cyber space. The user s motion capturing method as the avatar's motion can express any free-formed motion of the avatar in real-time but the methods are expensive and inconvenient. In this paper, we proposed a new method of expressing any free-formed motion of the avatar in real-time. The proposed method is an algorithm for real-time control of a 3D avatar in symmetry-formed free motion. Specially, the algorithm aims at the motion control of a 3D avatar for online dancing games. The proposed algorithm uses the skeleton character model and controls any one of two hands of the character model by a joystick with two sticks. In the symmetry-formed motion, the position and orientation of one hand can determine the position and orientation of the other hand. And the position and orientation of a hand as an end-effector can determine the pose of the arm by Inverse Kinematics. So the algorithm can control the symmetry-formed free motions of two arms by one joystick with two sticks. In the dance game, the algorithm controls the arm motion by the joystick and the other motion by the motion captured DB.

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Scenario Usefulness and Avatar Realism in an Augmented Reality-based Classroom Simulation for Preservice Teacher Training

  • Kukhyeon KIM;Sanghoon PARK;Jeeheon RYU;Taehyeong LIM
    • Educational Technology International
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    • v.24 no.1
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    • pp.1-27
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    • 2023
  • This study aimed to examine an augmented reality-based teaching simulation in a mobile application. We examined how AR-enabled interactions affect users' perceived scenario usefulness and avatar realism. The participants were forty-six undergraduate students. We randomly grouped them into two conditions: AR and Non-interactive video groups with equal sample sizes. This study employed an experimental design approach with a one-way multivariate analysis of variance with repeated measures. The independent variable is the presence/absence of AR interaction with a mobile application. The dependent variables were avatar realism and scenario usefulness. The measures explored how the student avatar's emotional intensity in a scenario influences user perception. The results showed that participants in the AR-interaction group perceived avatar realism significantly higher than those in the non-interactive video group. Also, participants perceived the high emotional intensity scenario (aggression toward peers) to be significantly higher usefulness than the low emotional intensity scenario (classroom disruption).

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
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    • 2004.05a
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    • pp.385-391
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    • 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.

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Facial Phrenology Analysis and Automatic Face Avatar Drawing System Based on Internet Using Facial Feature Information (얼굴특징자 정보를 이용한 인터넷 기반 얼굴관상 해석 및 얼굴아바타 자동생성시스템)

  • Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.9 no.8
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    • pp.982-999
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    • 2006
  • In this paper, we propose an automatic facial phrenology analysis and avatar drawing system based on internet using multi color information and face geometry. In the proposed system, we detect face using logical product of Cr and I which is a components of YCbCr and YIQ color model, respectively. And then, we extract facial feature using face geometry and analyze user's facial phrenology with the classification of each facial feature. And also, the proposed system can make avatar drawing automatically using extracted and classified facial features. Experimental result shows that proposed algorithm can analyze facial phrenology as well as detect and recognize user's face at real-time.

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SNS-based Site connected with shopping Using Avatar (아바타를 활용한 SNS 기반 쇼핑 연계 사이트)

  • Ha, Yan
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.205-210
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    • 2011
  • This paper is implemented new styled site to combine community of blog style for SNS and shopping mall. Especially, this site is included simulation of coordination in fashion with avatar model. It makes indirect experience of clothing and user-friendly user interface that is different to other Web sites or shopping malls. So this avatar is designed and implemented by using flash animation technique that makes confirm possible coordination styles with eyes of client instantly and review goods very easily. Additionally, it makes pay attention to connect shopping malls and service convenience by SNS.

Definition and Application of a Layered Avatar Behavior Script Language for Reusability and Simplicity (재사용성 및 용이성을 위한 계층적 아바타 행위 스크립트 언어의 정의)

  • Kim Jae-Kyung;Choi Seung-Hyuk;Sohn Won-Sung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.8
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    • pp.455-476
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    • 2006
  • An avatar script language consists of commands set which is used to control avatar behaviors in cyberspace. The script language should be abstract from complex low-level concepts, so that a user can write down a scenario script easily without concerning about physical motion parameters. Also, the script should be defined in a standard format and structure to allow reusing in various implementation tools. In this paper, a layered script language is proposed for avatar behavior representation and control, which consists of task-level behavior, high-level motion and primitive motion script language. The script language of each layer represents behavior elements for a scenario scripting interface, an avatar motion sequence, and geometric information of implementation environment, respectively. Therefore, a user can create a scenario script by abstract behavior interface and a script can be applied to various implementations by the proposed translating process. A presentation domain is chosen for applying the proposed script language and the implementation result shows that the script is flexibly applied in several applications.

A Study on the Analysis of Emotion-expressing Vocabulary for Realtime Conversion of Avatar′s Countenances (아바타의 실시간 표정변환을 위한 감정 표현 어휘 분석에 관한 연구)

  • 이영희;정재욱
    • Archives of design research
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    • v.17 no.2
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    • pp.199-208
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    • 2004
  • In cyberspace based on internet, users constitute communities and interact one another. Avatar means not only the other self but also the 'another being' that describes oneself in the cyberspace. If user's avatar shows expressive faces and behaves according to his thinking and emotion, he will have a feel of reality much more in the cyberspace. If avatar's countenances can be animated by just typing characters in avatar-based chat communication, the user is able to express his emotions more effectively. In this study, emotion-expressing vocabulary is analyzed and classified. Emotion-expressing vocabulary is essential to develop self-reactive avatar system in which avatar's countenances are automatically converted according to the words typed by users at chat. The results are as follows; First, emotion-expressing vocabulary selected out of Korean adjectives and intransitive verbs is made up of 209 words and is classified into 25 groups. Second, there are only 2 groups out of the 25 groups for positive expressions and others are for negative expressions. Therefore, negative expressions are more abundant than positive expressions in Korean vocabulary. Third, avatar's countenances are modelled according to the 25 groups by using the Quantification Method 3. The result shows that the emotion-expressing vocabulary has dose relations with avatar's countenances and is useful to communicate users' emotions. However, this study has some limits, in that Korean linguistical structure - the whole meaning of context - cannot be interpreted quantitatively.

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The Effect of Ideal Avatar on Virtual Brand Experience in XR Platform

  • Joo-Eon JEON
    • Journal of Distribution Science
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    • v.21 no.10
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    • pp.109-121
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    • 2023
  • Purpose: This study aims to verify whether avatars that embody different brand concepts offer different experiences to users. Furthermore, this study explores the relationship between user identification with avatars and their actual brand purchase intentions. Research design, data and methodology: The research design employed a between-subjects approach, with two independent variables: brand concept and avatar. The measured dependent variables were brand experience in extended reality (XR) and purchase intention. Additionally, brand attitude served as a control variable. Results: First, in virtual brand spaces with symbolic benefits, ideal avatars were found to elicit higher levels of brand experience than actual avatars. Specifically, participants reported elevated levels of entertainment and relational assembly experiences in symbolic brand spaces. Second, this research reveals that the relationship between users' identification with avatars and their intention to make actual brand purchases is mediated by brand experience in XR. Conclusions: The findings suggest that ideal avatars evoke higher levels of brand experience within symbolic brand spaces, particularly in entertainment, relational connection, and a sense of community. Furthermore, this study establishes the role of brand experience in XR as a mediator between avatar identification and purchase intentions.