• Title/Summary/Keyword: immersive experience

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Artificial Intelligence Application in City Marketing Strategies: Perspectives from Millennials and Generation Z

  • Yooncheong CHO
    • Korean Journal of Artificial Intelligence
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    • v.12 no.1
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    • pp.7-16
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    • 2024
  • This study aims to explore driving factors of Artificial Intelligence application for city marketing strategy with perspectives of millennials and generation Z. This study proposed the following research questions: i) how perceived place branding factor, public service factor, affective factor, immersive experience factor, cognitive factor, cost benefit factor, social networking factor, and promotional value factor affect attitude toward AI application for city marketing; and ii) how attitude affect satisfaction and prospect toward AI application for city marketing? This study conducted an online survey with the assistance of a well-known research agency and applied factor and regression analysis to test hypotheses. The results found that effects of place branding, cognitive, social networking, and promotional value affect attitude significantly in the case of millennials, while effects of public service, affective, cost benefit, social networking, and promotional value affect attitude significantly in the case of generation Z. The results found that effects of attitude on satisfaction and prospect of AI showed significance. The results provide implications and different aspects for AI application of city marketing strategy with perspectives by generations, while millennials and generation Z perceived effects of promotional value as the most significant factor for AI application of city marketing strategy.

Linking Omnichannel Integration Quality and Customer Loyalty in Vietnamese Banks

  • Thu Trang PHAM
    • Journal of Distribution Science
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    • v.22 no.6
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    • pp.95-106
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    • 2024
  • Purpose: This study investigates the complex dynamics of consumer behavior in Vietnamese banking omnichannel environments, focusing on the roles of service consistency, service transparency, flow, perceived privacy risk, and loyalty intention. Research design, data and methodology: Using a sample of 422 Vietnamese bank customers, data analysis revealed significant relationships among the variables under investigation. Results: Firstly, service consistency was found to positively influence flow experiences and negatively impact perceived privacy risk, highlighting the importance of uniform service quality across channels in enhancing consumer engagement while mitigating privacy concerns. Similarly, service transparency was positively associated with flow experiences and negatively associated with perceived privacy risk, underscoring the importance of transparent information dissemination in fostering immersive consumer experiences while alleviating privacy apprehensions. Furthermore, both flow experiences and perceived privacy risk significantly influenced loyalty intentions, indicating the pivotal roles of engaging experiences and data security in driving consumer loyalty. Additionally, mediated relationships were observed, demonstrating the interplay between service consistency, service transparency, flow, perceived privacy risk, and loyalty intention in shaping consumer behavior in omnichannel contexts. Conclusions: These findings provide valuable insights for retailers and marketers seeking to optimize consumer experiences and cultivate loyalty in omnichannel environments by prioritizing consistency, transparency, and data privacy protection.

Research on Development of VR Realistic Sign Language Education Content Using Hand Tracking and Conversational AI (Hand Tracking과 대화형 AI를 활용한 VR 실감형 수어 교육 콘텐츠 개발 연구)

  • Jae-Sung Chun;Il-Young Moon
    • Journal of Advanced Navigation Technology
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    • v.28 no.3
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    • pp.369-374
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    • 2024
  • This study aims to improve the accessibility and efficiency of sign language education for both hearing impaired and non-deaf people. To this end, we developed VR realistic sign language education content that integrates hand tracking technology and conversational AI. Through this content, users can learn sign language in real time and experience direct communication in a virtual environment. As a result of the study, it was confirmed that this integrated approach significantly improves immersion in sign language learning and contributes to lowering the barriers to sign language learning by providing learners with a deeper understanding. This presents a new paradigm for sign language education and shows how technology can change the accessibility and effectiveness of education.

Web3.0 Metaverse Business Model Innovation of Sports Media

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.64-76
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    • 2024
  • We study three sports media start-ups that seek to promote business model innovation (BMI) in which Web 3.0 and metaverse are converged. In results, LM starts from an innovative digital space platform offering a unique combination of virtual real estate, games, and non-fungible tokens (NFTs) which come with real-world earning potential. It creates value by integrating virtual real estate, training academies, blockchain games, and meta shops to offer a unique experience, capture value by offering monetization tools for buying and trading limited edition NFTs of favorite influencers from various sports leagues, offering access to premier real-world events and VIP game contests, and delivers value by building community to play games with favorite athletes or teams including trivia games, allowing fans to engage with their favorite athletes in a unique exclusive way. SL starts from the customizable digital identities especially for young sports fans like generation (gen) Z to play, hang out, and express themselves with their own avatars. SI starts from a leading Web3.0 metaverse innovator creating NFTs with the greatest athletes of all time, allowing athletes and creators to set up a profile and mint NFTs directly onto the blockchain. It tries to have the partnerships with great athletes revolutionizing the sports media industry to connect sports heroes and their super fans through an immersive, artistic, inspirational NFTs and unlockable content creating a sticky community between them.

A case study on the importance of non-intrusiveness of mobile devices in an interactive museum environment (인터랙티브 전시환경에서 모바일 디바이스의 비간섭적 특성의 중요성에 대한 사례 연구)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.31-42
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    • 2013
  • This research sheds light on the non-intrusive traits of mobile devices (Electronic Guidebook, Rememberer, I-Guides and eXspot) deployed in Exploratorium for enhancing visitor experience via case studies. In an interactive exhibition environment, non-intrusiveness was the key to supporting the immersive experience and meaning-making for visitors. The usability of hand-held devices directly impacted on the non-intrusiveness, thereby reshaping the form-factors of mobile devices. The change in from-factor has also minimized the functions of devices as the remember of museum experience. Furthermore, the role of mobile devices, which turned from a supposed multi-media guide to a mere rememberer, made them virtually impossible for realizing the "seamless visiting model" originally planned. An array of projects carried out in Exploration have achieved some degree of success such as increasing viewing time as well as reinforcing post-visit activities. However, taken from musicological perspective, increase in viewing time is by all means insufficient to be taken as proof since it is assumed to be achieved by photo-taking (i.e. MyExploratorium) rather than by interacting between visitors and exhibits. This issue --increased viewing time -- needs to be analyzed in depth. All in all, mobile devices used in Exploratorium can be defined as a learning tool/educational supporting medium based on personalization for (visitors') optimizing extended museum experience.

Development of an Immersive Virtual Reality-Based Bathroom Self-Remodeling System

  • Mi-Young Song
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.63-72
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    • 2024
  • The size of the home interior market is growing rapidly as interest in interiors and self-interiors has increased due to the recent rapid increase in single-person households. Most of the Bathroom remodeling is done by requesting an offline interior contractor and then visually checking it in the final completion stage, so it is not easy to re-construct even if the customer is dissatisfied. Therefore, this study developed an immersive virtual reality-based Bathroom self-remodeling system that can visually check space and design from the design stage to the final stage by incorporating VR technology to feel realistic in virtual reality. The bathroom structure may select the basic structure of the predefined bathroom space or freely set the size of the bathroom space. For furniture items, you can choose the washbasin, toilet, bathtub, shower booth that are essential elements of the bathroom and others(mounting rack, trash bin, handle). The tile texture may change the texture of the selected tile at a desired wall position by selecting various textures. In particular,, the texture of the wall tile can be varied by selecting horizontal, vertical and inclined directions at the desired angle according to the needs of the user and the contractor. As a future research project, this system will enable indoor sharing between users who are physically far away in real-time, allowing direct experience in virtual spaces, connection to purchases, and request estimates.

Development for Multi-modal Realistic Experience I/O Interaction System (멀티모달 실감 경험 I/O 인터랙션 시스템 개발)

  • Park, Jae-Un;Whang, Min-Cheol;Lee, Jung-Nyun;Heo, Hwan;Jeong, Yong-Mu
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.627-636
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    • 2011
  • The purpose of this study is to develop the multi-modal interaction system. This system provides realistic and an immersive experience through multi-modal interaction. The system recognizes user behavior, intention, and attention, which overcomes the limitations of uni-modal interaction. The multi-modal interaction system is based upon gesture interaction methods, intuitive gesture interaction and attention evaluation technology. The gesture interaction methods were based on the sensors that were selected to analyze the accuracy of the 3-D gesture recognition technology using meta-analysis. The elements of intuitive gesture interaction were reflected through the results of experiments. The attention evaluation technology was developed by the physiological signal analysis. This system is divided into 3 modules; a motion cognitive system, an eye gaze detecting system, and a bio-reaction sensing system. The first module is the motion cognitive system which uses the accelerator sensor and flexible sensors to recognize hand and finger movements of the user. The second module is an eye gaze detecting system that detects pupil movements and reactions. The final module consists of a bio-reaction sensing system or attention evaluating system which tracks cardiovascular and skin temperature reactions. This study will be used for the development of realistic digital entertainment technology.

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A Study on Core Factors and Application of Asymmetric VR Content (Asymmetric VR 콘텐츠 제작의 핵심 요인과 활용에 관한 연구)

  • Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.39-49
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    • 2017
  • In this study, we propose the core factors and application of asymmetric virtual reality(VR) content in which head-mounted display(HMD) user and Non-HMD users can work together in a co-located space that can lead to various experiences and high presence. The core of the proposed asymmetric VR content is that all users are immersed in VR and participate in new experiences by reflecting widely a range of users' participation and environments, regardless of whether or not users wear the HMD. For this purpose, this study defines the role relationships between HMD user and Non-HMD users, the viewpoints provided to users, and the speech communication structure available among users. Based on this, we verified the core factors through the process of producing assistive asymmetric VR content and cooperative asymmetric VR content directly. Finally, we conducted a survey to examine the users' presence and their experience of the proposed asymmetric VR content and to analyze the application method. As a result, it was confirmed that if the purpose of asymmetric VR content and core factors between the two types of users are clearly distinguished and defined, the independent experience presented by the VR content together with perceived presence can provide a satisfactory experience to all users.

A study on the User Experience at Unmanned Checkout Counter Using Big Data Analysis (빅데이터 분석을 통한 무인계산대 사용자 경험에 관한 연구)

  • Kim, Ae-sook;Jung, Sun-mi;Ryu, Gi-hwan;Kim, Hee-young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.343-348
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    • 2022
  • This study aims to analyze the user experience of unmanned checkout counters perceived by consumers using SNS big data. For this study, blogs, news, intellectuals, cafes, intellectuals (tips), and web documents were analyzed on Naver and Daum, and 'unmanned checkpoints' were used as keywords for data search. The data analysis period was selected as two years from January 1, 2020 to December 31, 2021. For data collection and analysis, frequency and matrix data were extracted through Textom, and network analysis and visualization analysis were conducted using the NetDraw function of the UCINET 6 program. As a result, the perception of the checkout counter was clustered into accessibility, usability, continuous use intention, and others according to the definition of consumers' experience factors. From a supplier's point of view, if unmanned checkpoints spread indiscriminately to solve the problem of raising the minimum wage and shortening working hours, a bigger employment problem will arise from a social point of view. In addition, institutionalization is needed to supply easy and convenient unmanned checkout counters for the elderly and younger generations, children, and foreigners who are not familiar with unmanned calculation.

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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