• Title/Summary/Keyword: virtual community

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A Interactive Virtual Reality for 3D Avatar Community Representation (3D 아바타 커뮤니티 표현을 위한 인터렉티브 가상현실)

  • Won, Yong-Tae;Lee, Malrey;Kwa, Hoon-Sung
    • Journal of Advanced Navigation Technology
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    • v.11 no.1
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    • pp.99-104
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    • 2007
  • On-line avatar community service requires natural representation of communication, emotional expression, and popular dances and various kinds of services. The space should be dynamic, and the interaction between the motions of avatars and the space is required. The avatars with their national, interesting, and various motions should be implemented togetherwith interaction with virtual spaces, in order to have competition in developing 3D avatars. It is expected for 3D avatars to be broadly applied for 3D shopping malls for e-commerce, cyber model houses, 3 D simulations, and 3D virtual reality game. Therefore, for one line 3D avatar community services, we try to provide the scheme for making interactive virtual spaces, together with 3D avatar animations.

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Virtual Reality Community Gait Training Using a 360° Image Improves Gait Ability in Chronic Stroke Patients

  • Kim, Myung-Joon
    • The Journal of Korean Physical Therapy
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    • v.32 no.3
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    • pp.185-190
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    • 2020
  • Purpose: Gait and cognitive impairment in stroke patients exacerbate fall risk and mobility difficulties during multi-task walking. Virtual reality can provide interesting and challenging training in a community setting. This study evaluated the effect of community-based virtual reality gait training (VRGT) using a 360-degree image on the gait ability of chronic stroke patients. Methods: Forty-five chronic stroke patients who were admitted to a rehabilitation hospital participated in this study. Patients meeting the selection criteria were randomly divided into a VRGT group (n=23) and a control group (n=22). Both these groups received general rehabilitation. The VRGT group was evaluated using a 360-degree image that was recorded for 50 minutes a day, 5 days per week for a total of 6 weeks after their training. The control group received general treadmill training for the same amount of time as that of the VRGT group. The improvement in the spatiotemporal parameters of gait was evaluated using a gait analyzer system before and after training. Results: The spatiotemporal gait parameters showed significant improvements in both groups compare with the baseline measurements (p<0.05), and the VRGT group showed more improvement than the control group (p<0.05). Conclusion: Community-based VRGT has been shown to improve the walking ability of chronic stroke patients and is expected to be used in rehabilitation of stroke patients in the future.

Understanding the Continuance Intention of Knowledge Contribution in Q&A Virtual Communities: Focused on Moderating Effect of Personal Involvement (Q&A 가상 커뮤니티에서 지속적인 지식 기여에 영향을 미치는 요인: 개인적 관여도의 조절효과를 중심으로)

  • Zhao, Li;Jung, Chul-Ho
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.117-132
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    • 2021
  • Based on the core value of the Q&A community, the contribution of knowledge and information has a great impact on users' community evaluation. As a small social group, the relationships and interactions among community members are quickly formed through information technology. As such, the cognitive evaluation of the relationship between community members will have an impact on the intention of information contribution. This research builds on the previous research based on the social exchange theory and establishes a dual model of swift guanxi in examining the relationship between guanxi and continuous knowledge contribution. In the current study, 305 survey questionnaires were used and 249 valid questionnaires were used for analysis. The analysis results are as follows: First, information support has a positive impact on dedication-based swift guanxi. While hypothesis between information support and constraint-based swift guanxi was not be supported. Second, emotional support has a positive impact on the formation of swift guanxi from a dual perspective. Third, the swift guanxi from the dual perspective has a positive impact on the intention of continuous knowledge contribution. Finally, although personal involvement has an adjustment effect, it is a downward adjustment effect, hypotheses are not supported. The current study offers theoretical and practical implications in field of knowledge management, specifically knowledge contribution in the virtual community.

Understanding Continuous Use of Virtual Communities : A Comparison of Technical and Social Perspectives (온라인 커뮤니티의 지속적 사용에 대한 이해 : 기술적 관점과 사회적 관점의 비교)

  • Ham, Juyeon;Lee, Jae-Nam;Lee, Jung
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.399-422
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    • 2013
  • The aim of this study is to find the model that best explains members' continued use intention in virtual communities by comparing technical and social perspectives applied in IS context. With the eight major variables identified from prior studies, four alternative models were formulated:1) A base model from Information Systems (IS) continuance perspective, 2) IS continuance model with technology-acceptance perspective, 3) IS continuance model with social-capital perspective, and 4) IS continuance model with socio-technical combined perspective. The adequacies of these four models with different perspective highlighted were tested using survey data collected from virtual community users in Korea. The findings indicated that the IS continuance model and social-capital perspective is the most efficient model that best explains the members' continued use intention in virtual communities.

The Influence of Self-discrepancy in Virtual and Cross Worlds on Individuals' Activities in Online Communities (가상세계 및 공간간의 자기차이가 온라인 커뮤니티 활동에 미치는 영향에 관한 연구)

  • Lee, Ju-Min;Shin, Kyung-Shik;Suh, A-Young
    • The Journal of Society for e-Business Studies
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    • v.16 no.3
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    • pp.23-45
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    • 2011
  • People could possess different self-identity under virtual world from physical world because of anonymity of the virtual world and this difference could influence their behavior in the virtual world. Based on self-discrepancy theory, this research proposes that continuous use model in self-expression goal. We defined the difference bet ween actual self~identity and ideal self~identity in the virtual world as "self-discrepancy in virtual world", and the difference between actual self-identity in the physical world and actual self-identity in the virtual world as "cross-world self-discrepancy". Before testing hypothesis, we compare the actual self-identity in the online community with the actual self-identity in the physical world, and with ideal self-identity in the virtual world. We derived an index for two different types of self-identity in terms of Personal Self-identity and Social Self-identity through factor analysis. Our results show that online community members have a higher level of ideal self-identity than actual self-identity in online community, and they have better personal self-identity in online community than physical world while a lower level of social self-identity in online community than physical world. The results of the hypothesis testing analysis based on 300 respondents showed that "self-discrepancy in virtual world" negatively influenced perceived usefulness for self-expression while "cross-world self-discrepancy" positively influenced perceived usefulness for self-expression. The perceived usefulness for self-expression and ease of use positively influence both continuous use and knowledge contribution. Specially, the effect of perceived usefulness for self-expression on knowledge contribution is much bigger than the effect of ease of use. This study extends self-discrepancy theory to virtual worlds by suggesting various types of self-discrepancy and by applying the effect of self-discrepancies in online community. Also, this study extends technology acceptance model in the personal goal in terms of self-expression. This study hopes to offer practical insights by suggesting positive effect of self-discrepancy on behavior in the online community.

Relationship among Privacy Concerns, Self Discrepancy and Sense of Virtual Communities (커뮤니티 서비스에서 프라이버시 염려, 자아불일치 및 공동체 의식의 관계)

  • Kwak, Soo-Hwan;Ryoo, Sung-Yul;Lee, Yun-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.360-369
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    • 2010
  • The objective of this research examines the relationships among privacy concerns, self discrepancy, and sense of virtual communities. According to the relevant literature review, we considered information privacy concerns factor as information collection, control, and awareness of privacy practice, and sense of community factor as membership and immersion on virtual communities. This research surveyed for the online community user and employed hierarchical regression model for the moderating effect test. The results of empirical analysis turns out that awareness of privacy concerns practice has negative impact on the self discrepancy, on the other hand, information collection and control factors do not affect. The next finding is internet use duration has moderating effect on the self discrepancy with information control and awareness of privacy concerns practice. The last findings are self discrepancy affect on the community membership and does not affect on the community immersion. It could be a good guide line for the operational direction on virtual community.

Analysis on Factors Affecting Knowledge Sharing Behavior in Virtual Community (가상커뮤니티에서 지식공유 행동에 영향을 미치는 요인 분석)

  • Park, Kyung-Soo;Lim, Yong-Hwan
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.3
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    • pp.38-53
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    • 2008
  • This study focuses on identifying motivation factors affecting knowledge sharing behavior in virtual communities. To achieve this research objective, a research model has been developed through two major coordinated theories such as social cognitive theory(self-efficacy and community-related outcome expectation) and social exchange theory (codification effort, image, reciprocity, and enjoyment in helping others). 246 samples have been collected and simple regression and multiple regression methods have been used for empirical analysis. The research result is that self-efficacy has a positive influence on image, reciprocity, enjoyment in helping others, and community-related outcome expectation and thus this result reveals that self-efficacy indirectly affects knowledge sharing behavior. Among the antecedents of knowledge sharing behavior, codification effort, enjoyment in helping others and community-related outcome expectation are significant, but image and reciprocity are not. The research results help to derive practical strategic implications related to knowledge sharing to activate a virtual community.

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Networked Community: A connected Societ

  • Yoon, Soungwoong;Lee, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.25-32
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    • 2017
  • We are living in networks which are regarded as a society. However, it is difficult to designate a specific position or the impact over sociological relationships and virtual links. In this paper, we conceptualize two themes of the network as Physical Network and Virtual Network, and observe their cross-network effects. New concept called Networked Community (NC) is then introduced to walk through both PN and VN by using the element of connections say connectivity feature. Through modeling NC by the theme of network transposition and egocentric network, we try to comprehend all possible networks for detecting the problems and solutions by using both sides' idea. Experimental results show that we can model real-world problems and then analyze them through NC by measurable and structural manner.

The Influence of Activities in Virtual Communities on Usage of P2P Services (가상커뮤니티 활동성이 P2P서비스 이용도에 미치는 영향)

  • Kim, Chang-Kyu;Kim, Sang-Hoon
    • Journal of Information Technology Services
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    • v.6 no.3
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    • pp.69-86
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    • 2007
  • As most of firms related with P2P services change their free services into fee-charging services, the problems of intellectual property rights are solved to satisfactory extent. Accordingly, P2P systems become more popular with the general public. In this respect, it is thought to be very important to research on the critical factors affecting usage of P2P systems. Although it is strongly expected that the characteristics of users activities in virtual communities affect the intention to re-use P2P systems, relatively few attention have been paid to this question. Therefore, this paper is to present empirical evidence to explain how the characteristics of users activities in virtual communities affect re-use intention of P2P services. The theoretical contribution of this study is that the characteristics of users activities in virtual communities is theoretically derived from the comprehensive literature review and the logical reasoning, and that the research model of the relationship between the users activities' characteristics in virtual community and the re-use intention of P2P services is proposed and empirically validated, which is expected to expand explaining power of the TAM(Technological Acceptance Model). Also, the practical implication is to provide the guideline to support the successful strategic planning for development and.operation of P2P services through the virtual communities.

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.