• Title/Summary/Keyword: virtual age

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A Prospective Study of Game Content based on Wearable Device (웨어러블 디바이스 기반의 게임콘텐츠 전망 연구)

  • Baek, Jaeyong;Chang, Hyojin;Kim, Youngjae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.1
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    • pp.145-155
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    • 2015
  • The game industry has changed along with the advancement of device technology. The wearable, a recently appeared device will create new demand in this saturated age of the smart devices. The game industry's content targeted towards the wearable devices will play an important role as main driving source. For this reason, this research studies the development aspect and the current technical capabilities of games' platforms and contents by analyzing the contrast between the results of features and current situations of the wearable market. Consequently, we define the prospects of game content for wearable device. We also expect that the new style of the game content, combined with cloud game, augmented reality game and virtual reality game will appear in the next generation platforms gearing towards the wearable devices.

The Form and Usefulness of Alternate Reality Games (대체현실게임의 형태와 유용성)

  • Choi, Du-Yeol;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.151-160
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    • 2021
  • Alternate reality games (ARGs) are a game genre with characteristics that can lead to changes in current integrated media environments. While technical combinations are being pursued as diverse media are utilized based on formative aspects, the representative, narrative combination of the real and the virtual is a convergent factor in narrative structures. Through perspectives that perceive transmedia storytelling-which has brought convergence to communication among gamers-as having a structure and utility that can outclass previous game forms, this study focuses on ARGs, which have features that converge reality and virtual reality. Further, the study reveals the structure and utility of that system. This study sheds light convergent storytelling, which is in demand in the transmedia age, and which will serve as a significant investigation with regard to social perceptions of future games and changes in game form.

Exploring the Intention to Use of Virtual Reality-Based Cognitive Training System for the Elderly Residing in Community Based on Extended Technology Acceptance Model (확장된 기술수용모델을 활용한 지역사회노인의 가상현실 기반 인지훈련시스템 사용의도 탐색)

  • Choi, Moon-Jong;Choi, Jae-Sung;Choun, Seung-Ho;Ha, Yeongmi;Yang, Seung-Kyoung
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.347-356
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    • 2020
  • The purpose of this study was to identify the intention to use of virtual reality-based cognitive training system for the elderly residing in community based on extended technology acceptance model. The data were collected 100 elderly residing in community from January 2 to January 31, 2020. As a result, the influence the intent to use a virtual reality-based cognitive training system for the elderly is social influence, perceived usefulness, perceived enjoyment, age. The explaining 54.4% of the variance, it is considered that technology development these factors will be necessary for elderly in the community to promote the intent to use of virtual reality-based cognitive training systems. This study is meaningful in that it has identified the degree of intent to use and influencing factors of virtual reality devices for the elderly in the community. This study could be used as basic data for the development of technologies for virtual reality-based cognitive training systems in the future.

A Study on Ways to Increase the Effectiveness of Virtual Models as Influencers for the MZ Generation: Focusing on Medical Institutions (MZ세대에게 가상모델 인플루언서의 효과를 높일 수 있는 방안 연구:의료기관을 중심으로)

  • Heejung Lee;Myounga An
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.26-47
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    • 2023
  • In the age of digital media transformation, the rapid rise of social media has changed the paradigm of traditional marketing techniques by leveraging the influence of influencers. However, the influence of influencers cannot be freed from ethical issues that arise as individuals, so virtual influencers are emerging as a countermeasure. This study is a study on how to increase the influencer effect of virtual models with a focus on the MZ generation in medical service. This study investigated whether respondents in their 40s or younger were aware of 'Rosy', a virtual influencer, and then conducted a survey on those who recognized 'Rosy'. As a result of this study, first, both cognitive and emotional motivation had a positive influence on fanship and attractiveness for virtual influencer. In addition, it was found that there was a difference in follow motive according to gender. Second, in order to lead to the intention of visiting hospitals, which is the medical service industry, only the cognitive motives with useful and reliable information and useful information for the virtual influencer were found to be significant in intention to visit.

Comparison and analysis of men's classic-fit and slim-fit shirt patterns - Utilizing the 3D virtual try-on system - (남성의 클래식핏과 슬림핏 셔츠 패턴 비교 분석에 관한 연구 - 3D 가상착의를 활용하여 -)

  • Kim, Minjung;Kim, Myoung-Ok;Park, Sunkyung
    • The Research Journal of the Costume Culture
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    • v.22 no.2
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    • pp.209-224
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    • 2014
  • This study aims to compare the ease of shirt patterns in the men's wear market that have been constantly developing, and to analyze the fitness and appearance through the 3D virtual try-on system. The study selected three industrial patterns and two educational materials of classic-fit and slim-fit shirts for a total of ten items. The experiments involved virtual wearing, a stress contact point perspective map, and appearance evaluations. First, the ease differed significantly in the chest, waist, and sleeve cap height according to the patterns. Second, based on the stress, contact point, and transparency, there was ease in the order of Nam, D-brand, J-brand, Park, and S-brand in the classic-fit shirts while the order of D-brand, Nam, J-brand, Park, and S-brand resulted in the slim-fit shirts. Third, in the appearance evaluation, higher points resulted in the order of J-brand, Park, S-brand, D-brand, and Nam in both classic-fit and slim-fit. The results showed that proper ease differs greatly by shirt-fit and target age. Also, the shirts with more ease tended to be evaluated less favorably in the appearance evaluation. Based on the results, the study suggests that the proper ease in chest circumference is 18cm for the classic-fit shirts and 6 cm for the slim-fit shirts.

Particle System Editor for Special Effects in Game and Virtual Reality (게임 및 가상현실에서의 특수효과를 위한 입자 시스템 에디터)

  • 김응곤;송승헌
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.429-433
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    • 2004
  • In games and films, the most highlighted fields in entertainment industry, those special effects such as flame, explosion, smoke, liquid, snow, rain and dust are generated through the particle system. Special effects can be expressed realistically by the particle system API that is a graphic library of high level in game and virtual reality. When developers apply the particle system API in applications, they must exchange parameters repeatedly and compile source codes until special efforts that they want are expressed, and It takes much time until the minute control that have relations between each parameters. This paper develops a particle system API usable in on-line game and real-time virtual reality and presents particle system editor that can see and create special effect easily through attributes adjustment such as position, velocity, color, transparency, size, age, the secondary position, the second velocity etc.

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Developing a fitted torso pattern for obese males in their forties and fifties utilizing virtual fitting (3D 가상착의를 활용한 40~50대 비만남성 피티드 토르소 패턴 개발)

  • Jeong-Ah, Jang;Ui-Jung, Kwon
    • The Research Journal of the Costume Culture
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    • v.30 no.6
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    • pp.828-841
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    • 2022
  • This study aims to develop a fitted torso pattern suitable for males in their forties and fifties who are obese-a group that accounts for more than fifty percent of men in this age group-using a 3D virtual fitting program. Size Korea's 2022 data for obese males in their forties and fifties is utilized for this study. In terms of the research method, a 3D program (CLO 3D) is used to implement the target group's various body types and to apply fitted torsos that enable verification and evaluation of the pattern's fit and ease. The characteristics of fitted torso patterns for obese bodies are as follows: the front centerline is a profile line; shoulder darts are added by reflecting waist-abdominal protrusion in the front panel; and shoulder, arm, waist, and center-back darts are constructed for the back panel. For obese bodies, the minimum circumference ease amounts should be approximately 6-7cm for the chest, 6cm for the waist, and 6-7cm for the hips. Based on an evaluation of the virtual fit of the developed fitted torso pattern, the data shows that a pattern (foundation) such as this is well suited for obese body types with an average of 4.67/5 points for reverse triangular obesity, an average of 6.67/7 points for log obesity, and an average of 6.69 points for the ease amount.

Fishing Mortality and Abundance of the Silver croaker, Otolithes argenteus in the Kuwait's Waters

  • LEE J. U.
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.23 no.6
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    • pp.443-450
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    • 1990
  • The virtual population analysis technique was applied to the silver croaker, Otolithes argenteus, stock based on length frequency composition, age-length key and nominal catches taken by the trawl fleet and fixed-stake nets in the Kuwait's waters during $1981\~1988$. One-year-old fish was dominant, whereas three-year-old and older fish were at a very low level. Fishing mortality was much higher in the age groups of 2 and 3 than in the others. A strong year-class occurred in 1980 and 1981. Population size of fishable stock markedly decreased from 1982 to 1985 and remained at a low level during $1986\~1987$. The effects of changes in fishing effort showed that an increase in fishing effort would not lead to benefits in yield and would comprise more young and fewer old fish, whereas a reduction in fishing effort to a certain level (by $20\~40\%$ ) from the fishing effort level on the average during $1981\~1988$ could bring some small advantage to the fishery consisting of fewer young and older fish.

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Construction of 21st Century Visual Algorithm in 5G-based VR/AR/MR/Hologram (5G기반 VR/AR/MR/Hologram의 공간에서 나타나는 21세기형 시각 알고리즘 구축)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.22 no.10
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    • pp.1208-1214
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    • 2019
  • 4th industrial age! 5G-based video content has changed rapidly. How do you view and understand VR/AR/MR/holograms in the age of convergent technology media represented by digital convergence in the 21st century beyond the modern visual system of Descartes? It predicts extension to an interactive visual system. This study proposes a methodology to visualize the Lacanian visual acuity after applying it to the L-System and to understand the visual system of the 21st century.

Ethical Issues and Information Communication Technology (ICT) Use in the New Era

  • Otulugbu, Dumebi;Ogunobo, Marvellous-Mary
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.3
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    • pp.19-29
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    • 2022
  • The new age is characterised by information communication technology, where computers, laptops, mobile gadgets such as palmtops, tablets, mobile phones and the internet have made their way to every sphere of life from our domestic environments such a homes, small retail shops, banks to large industries and the world at large. Over time, so many questions about the ethical use of Information and Communication Technology (ICT) have emerged on who has access to what technology and the use of it and like every other technological invention. This paper will look at the morality involved in making use of ICT to promote ethical use of data or information in a virtual environment. ICT also possesses both positive and negative impacts; the questions that these impacts raise are what this piece attempts to answer, providing global scrutiny to these ethical issues, situations and questions; and providing recommendations in line with global best practices.