• Title/Summary/Keyword: telepresence

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The Effect of Online Wellness Entertainment Contents Use on Psychological Well-being (온라인 웰니스 엔터테인먼트 콘텐츠 이용이 심리적 웰빙에 미치는 영향)

  • Moon, Yunji
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.460-469
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    • 2021
  • Many people today suffer from stress originated from diseases, daily life, workplace, or environmental pollution. People want a comfortable and stable life along with physical and mental relaxation. As the number of people pursuing a comfortable life increases, terms of well-being and wellness have become more common, and wellness-related industries are also developing. Among the wellness and well-being industries, the wellness entertainment contents are one of the highest growing industries. This study aims to investigate how wellness contents contribute to improving the psychological well-being level of users through the mediating effect of telepresence in online. Specifically, this study suggests a hypothesized research model on the influence of online wellness entertainment content, which consists of sensory-, emotional-, and cognitive-attributes, on telepresence, followed by psychological well-being and word-of-mouth. With an empirical test using data on the experience of meditation app experience for 305 people, the result showed that the hypotheses in the research model were supported. The result of this study showed that wellness content induces users' telepresence and word-of-mouth, suggesting that wellness contents are needed to develop into a profit model rather than being limited to simple mental and physical stability.

The Effect of Social Function and Telepresence on Intention to Offer Support Through Trust of Metaverse Participants (메타버스의 사회적 기능과 원격실재감이 메타버스 참여 주체의 신뢰를 통해 요청지원 의도에 미치는 영향)

  • Hwang, Inho
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.3
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    • pp.29-46
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    • 2022
  • COVID-19 has radically changed the behavior of members of society for exchange. In particular, the strong contagiousness of the virus is increasing networking on online platforms while reducing people's networking in the real world. Recently, the metaverse, which strengthened the presence based on 3D technology, is attracting attention from members of society such as individuals and companies. We present a method to improve metaverse utilization from the perspective of organizations and employees who have introduced metaverse for work. In other words, we check the effect of metaverse social function and telepresence on the employee's intention to offer support by improving the trust of the metaverse participants. We obtained samples through questionnaires targeting employees of organizations that introduced metaverse to their work, and verified the research hypothesis by applying the structural equation model. As a result, social interactivity, reciprocal favor, and telepresence of metaverse partially affected metaverse trust (platform, peer, organization), and metaverse trust increased the intention to offer support. Our study suggests a strategic direction to improve the metaverse utilization and exchange level of employees of organizations who want to use the metaverse for business.

Development of a Cost-Effective Tele-Robot System Delivering Speaker's Affirmative and Negative Intentions (화자의 긍정·부정 의도를 전달하는 실용적 텔레프레즌스 로봇 시스템의 개발)

  • Jin, Yong-Kyu;You, Su-Jeong;Cho, Hye-Kyung
    • The Journal of Korea Robotics Society
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    • v.10 no.3
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    • pp.171-177
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    • 2015
  • A telerobot offers a more engaging and enjoyable interaction with people at a distance by communicating via audio, video, expressive gestures, body pose and proxemics. To provide its potential benefits at a reasonable cost, this paper presents a telepresence robot system for video communication which can deliver speaker's head motion through its display stanchion. Head gestures such as nodding and head-shaking can give crucial information during conversation. We also can assume a speaker's eye-gaze, which is known as one of the key non-verbal signals for interaction, from his/her head pose. In order to develop an efficient head tracking method, a 3D cylinder-like head model is employed and the Harris corner detector is combined with the Lucas-Kanade optical flow that is known to be suitable for extracting 3D motion information of the model. Especially, a skin color-based face detection algorithm is proposed to achieve robust performance upon variant directions while maintaining reasonable computational cost. The performance of the proposed head tracking algorithm is verified through the experiments using BU's standard data sets. A design of robot platform is also described as well as the design of supporting systems such as video transmission and robot control interfaces.

Perceptions of Presence as Antecedents to E-tail Shopping - An Extended Technology Acceptance Model -

  • Park, Jee-Sun;Hyun, Jong-Han;Fairhurst, Ann;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.20 no.3
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    • pp.451-462
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    • 2012
  • Drawing on the literature on TAM and presence, this study proposes a model of the extended TAM by identifying factors that affect the motivations to enhance our understanding of online consumers' acceptance of an e-tail website. This study conceptualizes that consumers' perceived presence variables such as telepresence and social presence are the antecedents to the motivations of TAM. Empirical tests using regression analyses generally supported the proposed model. The overall conclusion from the current data is that our integrated model is useful in understanding consumers' acceptance of an apparel e-tail website. The findings show that perceived usefulness, perceived ease of use, and perceived interest motivations act as strong determinants of consumers' attitude toward an e-tailer, which leads to their behavioral intentions about the e-tailer. This suggests that apparel e-tailers should consider these three motivations when they design their websites. As one way to influence these three factors, this study showed the role of perceived presence in the usage of an apparel e-tail website. The findings suggest that online consumers' perceptions of "being there" and "socialness" stimulate their perceptions of usefulness and interest in the website use. Thus, e-tailers should consider effective ways to increase consumers' perceived presence.

Distributing data in Virtual-reality: factors influencing purchase intention of cutting tools

  • JITKUSOLRUNGRUENG, Nitichai;VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.9
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    • pp.41-52
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    • 2021
  • Purpose: Virtual reality is a unique technology to distribute data and demonstrates user's understanding towards complex products. The objective of this research is to investigate the impact of virtual reality on real world purchase intention of automotive cutting tools in Thailand's exhibitions. Hence, the research framework was constructed by telepresence, perception narrative, authenticity, trustworthiness, functional value, aesthetics, and purchase intention. Research design, data and methodology: Samples were collected from 500 visitors who participated in the selected top two metalworking exhibitions. Mix sampling approach is applied by using non-probability sampling methods of purposive or judgmental sampling, quota sampling, and convenience sampling method, respectively to reach target samples. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze and confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicate that authenticity, functional value, and trustworthiness induced higher experiential value towards purchase intention. Those variables are stimulated by telepresence and perception narrative towards VR experience. Conclusions: Consumer's purchase intention towards VR experience on engineering cutting tools rely on consumer's sense of authenticity, trustworthiness, and functional value. Hence, marketing practitioners in automotive companies are encouraged to develop VR which focusing on significant factors to enhance consumers purchase intention.

How Customers Perceive Virtual Mirror Technology in the 4th Industrial Revolution Environment

  • JO, Junghee;CHO, Yoon C.
    • The Journal of Economics, Marketing and Management
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    • v.10 no.4
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    • pp.1-12
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    • 2022
  • Purpose: The purpose of this study is to explore how customers perceive virtual mirror technology in the 4th industrial revolution environment. In particular, this study investigated how virtual mirror technology affects customer satisfaction and intention to use that are rarely examined in previous studies. Research questions include how proposed variables including sensory stimulation, enjoyment, product quality, telepresence, interactivity, and immersion affect satisfaction and intention to use and how satisfaction affects intention to use. Research design, data and methodology: This study conducted an online survey and applied factor and regression analyses to test hypotheses. Results: The results of this study found that effects of sensory stimulation, telepresence, and immersion on satisfaction were significant, while effects of enjoyment, product quality, and immersion on intention to use were significant. Therefore, variables affecting satisfaction and intention to use were different, while effects of immersion were significant both on satisfaction and intention to use. Conclusions: This study concluded that the role of virtual mirror technology helps customers determine product quality and increase satisfaction level, while it also helps customers enjoy shopping and increase intent to use the service. The results of this study provide how to foster better relationship with customers by applying advanced technologies.

Factors Affecting User Intention towards Metaverse Shopping: An Application of the S-O-R model (메타버스 쇼핑 이용 의도에 영향을 미치는 요인에 관한 연구: S-O-R 모델을 기반으로)

  • Yuting Chen;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.303-321
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    • 2023
  • Metaverse shopping has emerged as a new phenomenon in social commerce. This study aims to investigate the user experience of metaverse stores shopping based on the S-O-R model. The results of the study show that telepresence, entertainment, personalized recommendation, and social interaction have significant positive effects on flow experience and satisfaction in metaverse shopping. Additionally, satisfaction and flow experience are shown to have significant positive effects on user intentions. This study provides valuable implications for the design and management of metaverse stores to improve user experience and increase user intention.

Futuristic VR image presentation technique for better mobile commerce effectiveness (모바일 상거래 효과를 높이기 위한 미래형 VR 이미지 프레젠테이션 기술)

  • Park, Ji-seop
    • Trans-
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    • v.10
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    • pp.73-113
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    • 2021
  • Previous studies show that VR images can influence consumers' attitudes and behaviors by evoking imagination. In this study, we introduce a reality-based closed-loop 3D image (hereafter Virtualgraph). Then we try to see whether such image would increase evocativeness in a mobile commerce environment and whether higher telepresence of the visual image of a product can increase the purchase intention of that product. In order to find the above, we developed a model comprised of constructs containing telepresence, perceived value price, perceived food quality, and vividness of visual imagery questionnaire (VVIQ). We used Virtualgraph application to conduct an experiment, and then conducted an interview as well as a survey. As results of the experiment, survey and interview, we found the followings. First, users evoke imagination better with Virtualgraph than with still images. Second, increased evocativeness affects purchase intention if the perceived quality of fresh food product is satif actory. Third, increased evocativeness makes users value products higher and do even much higher when the perceived quality of fresh food product is good. From the interview, we could find that the experimental group had higher purchase intentions and perceived products as more expensive ones. Also, they perceived images of products clearer and more vivid than did the control group. We also discuss the strategic implications of using Virtualgraph in mobile shopping malls.

Standardization Trends on Smart Work - Focused on Telepresence - (스마트워크 표준화 동향 - 텔레프레즌스를 중심으로 -)

  • Hyun, W.;Kang, S.G.
    • Electronics and Telecommunications Trends
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    • v.26 no.2
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    • pp.42-49
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    • 2011
  • 스마트폰의 확산과 초고속 네트워크의 활성화, ICT 기술의 발전으로 인해 언제 어디서나 유연하게 근무할 수 있는 여건이 성숙되어 가고 있으며, 새로운 원격 업무환경 도입을 통해 저출산, 고령화 등의 사회문제에 대한 해소는 물론 GHG 가스의 배출감소에 도움을 줄 수 있는 스마트워크에 대한 관심이 더해가고 있다. 본 고에서는 스마트워크 서비스를 위해 필요한 요소 기술들과 국제표준화 기구에서 최근 추진되고 있는 관련 표준화 동향에 대해 소개한다.

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The Existence of Implicit Frames in VR Movies (VR 영화에서 암묵적 프레임의 존재)

  • Kim, Tae-Eun
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.272-286
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    • 2018
  • VR movies form a relationship with the audience in completely different ways from general movies with their screen. In VR movies, the audience becomes the camera and also the subject of the camera viewpoint, which raises a need for a frame theory unique to VR movies to examine the first person viewpoint and replace the edition of frames to deliver a narrative. In VR movies, the frames delivering a narrative are not revealed and perform the symbolic narrative function, thus being called "implicit frames." The study discussed their related theoretical backgrounds including Russian Ark made in the one shot, one cut method by Alexander Sokurov, off-screen elements, and the Fourth Wall. In VR movies, the audience gets immersed in the narrative based on their paradoxical dilemma, which means that they exist in reality but are absent on screen at the same time, and experiences hyper-reality. In VR movies, space has a couple of attributes including the blocking of eyeline to move it and telepresence to tie up presence between reality and virtuality.