• Title/Summary/Keyword: telepresence

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Analysis on Acceptance and Use of Technology for Elementary School Teachers in Telepresence Robot-assisted Learning (원격 로봇보조학습에 대한 초등교사의 기술수용도 분석)

  • Lee, Hyewon;Han, JeongHye
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.599-606
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    • 2019
  • Telepresence robot-assisted learning can provide opportunities of education for students who are in vulnerable physical, intellectual, cultural or environmental conditions. It is to be applied in international virtual education for global citizenship education. To date, the study of acceptance model has been conducted only for preservice teachers, and post-intention for use is not considered. This paper identified whether there are significant differences by gender or years of experience from elementary school teachers on it and the basic factors that affect the acceptance intentions for it. Factors related to intention to use for a telepresence robot were investigated, and a questionnaire about post-intention for use was made after participants operated. The results showed that elementary school teachers did not have a significant difference in each factor by gender. The experienced teachers showed no difficulty in using it. It was shown that PU, ATT, PENJ, SI and Ttrust were all extremely significant factors to affect acceptance intentions. It will be possible to establish educational information policies based on the acceptance intentions of elementary school teachers on telepresence robot-assisted learning.

Effect of Interactivity, Telepresence, and Flow toward Future Behavior Intention on Internet Shopping Malls (인터넷 의류 쇼핑몰의 상호작용성, 원격실재감, 플로우가 미래행동의도에 미치는 영향)

  • Jang, Se-Yoon;Yang, Hee-Soon;Lee, Yu-Ri
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.9
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    • pp.1409-1418
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    • 2009
  • This study investigates the relationship among interactivity, telepresence, flow, and future behavior intention in internet shopping. Respondents were female consumers age 20 to 30. These consumers are regarded to have experience in internet shopping. 500 samples were used in this research. For data analysis, descriptive statistics, factor analysis, ANOVA, and multiple regression analysis were used for this study. As the result, interactivity, telepresence, and flow affect future behavior intention. Flow is the most influential variable affecting the future behavior intention. It implies that hedonic shopping experience (aroused by flow) can increase the future behavior intention of consumers. Consumers can operate and change the product image with convenience by encouraging interactivity between the internet fashion shopping mall and consumers. Through the technology, the experience 'flow' of consumers can provide a sense of telepresence as if they were shopping in a real store. Consumers may feel unconscious of the passage of time and feel fun, free, and original. Therefore, the internet shopping mall should pay attention to what customers demand and reflect it through e-mail, real time chatting, and text messages. In addition, rich product information such as detailed images should be supplied to help customers visualize looks.

Effects of Shopping Motivation and Telepresence in VR Fitting Room Applications on Consumer Response (VR 피팅 애플리케이션의 쇼핑 동기와 텔레프레젠스가 소비자 반응에 미치는 영향)

  • Choi, Woolim;Kim, Hee Yoon;Park, Minjung
    • Fashion & Textile Research Journal
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    • v.23 no.5
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    • pp.611-623
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    • 2021
  • In the era of COVID-19 and advanced ICT technology, retail technologies such as those that use virtual reality(VR) have been drawing significant attention in the fashion industry. This study investigated the impact of shopping motivation and telepresence on consumer attitude, trust, and behavioral intentions in VR fitting room application environments. An online survey was conducted on female consumers in their 20s and 30s after exploring a VR fitting room application. Overall, 225 responses were used for the analysis. The study demonstrated that usefulness had a significant effect on attitude toward product (ATP) and trust toward app (TTA), while enjoyment had a significant effect on ATP, but did not significantly affect TTA. Telepresence did not significantly affect TTA, but had a significant influence on ATP and behavioral intention. TTA had a significant influence on ATP, and both ATP and TTA had significant effects on behavioral intention. Moreover, the effects of usefulness, enjoyment, and telepresence on ATP, TTA, and behavioral intention were significant, as the self-congruity between consumers and avatars increased. The application of the motivation theory and technology acceptance model offers theoretical perspectives for understanding VR fitting room application users' attitudinal and behavioral responses in mobile shopping environments. In addition, this study provides practical implications to mobile retailers that utilize advanced technologies.

A Study on the Effect and Determinants of Virtual Presence in Live Commerce: Focusing on the Characteristics of Live Shopping Media and Influencers (라이브커머스에서 가상실재감의 효과와 결정요인 연구: 라이브쇼핑 매체 및 인플루언서 특성을 중심으로)

  • Choi, Su Jeong;Kim, Tae Kyung
    • The Journal of Information Systems
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    • v.32 no.1
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    • pp.23-51
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    • 2023
  • Purpose: Live commerce is a new type of electronic commerce in combination with live streaming services. It is expected to increase virtual presence in the context of online shopping by overcoming a lack of social interactions between sellers and buyers which have been raised as a limitation in electronic commerce. Drawing on the studies of communication media, this study examines how live commerce contributes to the increase of virtual presence which consists of telepresence and social presence. Telepresence refers to a buyer's perception that he or she is present at the physical shopping mall during live shopping streaming whereas social presence refers to a buyer's perception of social interaction with a seller which is human warm, social, sensitive, and personal. In this study, we verify key determinants of virtual presence and its consequences. More specifically, this study proposes virtual presence contributes to the increase of buyers' trust in products and further purchase intentions. Furthermore, we verify influential factors of virtual presence from the technical and influencer perspectives of live commerce. Design/methodology/approach: To test the proposed hypotheses, the partial least squares (PLS) analysis is conducted with a total of 250 data collected on users with experience in the TaoBao live streaming shopping platform. Findings: The results show that first, telepresence and social presence are increased by visibility, media richness and attractiveness in the context of live shopping streaming. Second, buyers' trust in product trust and purchase intentions are positively influenced by telepresence and social presence. Finally, buyers' trust in product has a direct, positve effect on their purchase intentions. Overall, the findings offer new insights into the studies of electronic commerce by introducting the concepts of virtual presence and media richness from the literature of communication media in the field of live commerce.

Trends in the Telepresence Technologies and Services Beyond 5G (5G를 향한 영상회의 기술 및 서비스 동향)

  • Lee, H.K.;Han, M.K.;Jang, J.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.20-29
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    • 2017
  • In this paper, a video conferencing system, which has been attracting significant attention as an immersive telepresence service owing to the recent emergence of 5G networks, is described. We propose a service platform for Giga Media based video conferencing for 5G convergence services. The video conferencing service consists of a traditional structure that provides information exchange through the transmission of video and voice of remote participants using a Multipoint Control Unit (MCU), a browser-based video conferencing based on WebRTC, a multi-view point video conferencing, and holographic telepresence centered on mixed reality. The paper introduces the trends and detailed structures of various technologies used in the video conferencing system, and compares the video conferencing system technologies and video conferencing service characteristics for the integrated Giga Media platform.

Antecedents and Consequences of Flow Experience in Online Movie Information Sharing Behavior: An Empirical Study of Young Chinese Moviegoers Living in Korea

  • Zhu, Zong-yi;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.141-153
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    • 2020
  • This study aims to understand the antecedents and consequences of flow experience in online movie information sharing behavior of young Chinese moviegoers residing in Korea to explore a potential market. We followed the Stimulus-Organism-Response (S-O-R) theory and flow theory approaches for developing measures of constructs and investigated previous related studies. This study collected 186 data from Chinses students who attend Korean university. Statistical analysis revealed that information seeking behavior and telepresence are related to online flow experience. In addition, the online flow experience affected consumer satisfaction and information sharing behavior. Flow experience also has been predicted the mediation effect between stimulus information seeking behavior, telepresence and satisfaction and information sharing behavior. Our research findings offer insights for marketers in the movie distribution business who are interested in a better understanding of the behaviors of Chinese moviegoers residing in Korea

Force Feedback System of Telepresence Robot for Remote Operation (텔레프레전스 로봇의 원격 조작을 위한 포스 피드백 시스템)

  • Hwang, Jung-Uk;Park, Tae-Hyoung
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.64 no.4
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    • pp.586-591
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    • 2015
  • This paper proposes a force feedback system of telepresence robot for remote operation. The ultrasonic sensors attached at the robot detect the obstacles, and generate the force to the operation joystick. In order to consider the network delay, we developed the fuzzy control system using ultrasonic data and robot speed. The method to calculate the force vector from the ultrasonic data is also presented to operate the robot more accurately. The simulation and experimental results are presented to verify the safe and accurate operation of the proposed system.

The effects of an increase in self - determination experience on the behavior of young children with autism spectrum disorder by telepresence robot. (텔레프레젠스 로봇을 이용한 자기결정 경험의 증대가 자폐범주성 장애유아의 행동에 미치는 효과 (자기결정 활동 멀티미디어 콘텐츠의 적용을 통하여))

  • Kim, Su-Jin
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.12 no.1
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    • pp.38-45
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    • 2018
  • The purpose of this study was to investigate the effects of an increase in self - determination experience on the behavior of young children with autism spectrum disorder by telepresence robot. As for research method, the study used AB design, two selected children engaged in activities with a telepresence robot in free play time in the morning. The activities were conducted in 19 sessions, twice a week, 15 to 40 minutes each. To investigate the effect of the activity on the child's behavior was observed using the behaviors of free play time and work time in the afternoon. All the process was recorded by a camera and then analyzed by frequency recording. The results of the study are as follows. First, the participation of young children with autism spectrum disorder in free play time increased. Second, choice-making or preference behavior of young children with autistic spectrum disorder were increased. This study suggests that increasing the self-determination experience of young children with autism spectrum disorders using telepresence robots increases their participation and increases their choice-making or preference behavior.

Real-time Eye Contact System Using a Kinect Depth Camera for Realistic Telepresence (Kinect 깊이 카메라를 이용한 실감 원격 영상회의의 시선 맞춤 시스템)

  • Lee, Sang-Beom;Ho, Yo-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.4C
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    • pp.277-282
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    • 2012
  • In this paper, we present a real-time eye contact system for realistic telepresence using a Kinect depth camera. In order to generate the eye contact image, we capture a pair of color and depth video. Then, the foreground single user is separated from the background. Since the raw depth data includes several types of noises, we perform a joint bilateral filtering method. We apply the discontinuity-adaptive depth filter to the filtered depth map to reduce the disocclusion area. From the color image and the preprocessed depth map, we construct a user mesh model at the virtual viewpoint. The entire system is implemented through GPU-based parallel programming for real-time processing. Experimental results have shown that the proposed eye contact system is efficient in realizing eye contact, providing the realistic telepresence.