• Title/Summary/Keyword: virtual culture

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Does VR exergame increase a user's physical performance? : An Exploratory Study Design

  • Kim, Gyoung Mo;Jeong, Eui Jun;Kho, Khwang Hyun
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.147-156
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    • 2021
  • In this paper, we planned to see the positive effects of the immersive virtual environment. In particular, the positive effect of presence on physical performance was explored. A total of 25 participants were recruited for this experiment and his/her physical performance was measured by Electromyography (EMG) while they were exercising (rowing), and presence was measured by a self-reported measure. The participants were randomly assigned to experience either a) Virtual Reality (VR) or b) non-VR (2D screen) condition when they played the exergame. The result showed that 1) there was a positive relationship between representation mode and presence and 2) the higher level of presence reinforced the user's physical performance. The limitation of the study and future study were also discussed.

Constructing an Interactive Virtual Amusement Land along with 3D characters (3D캐릭터를 이용한 인터렉티브 가상놀이공간 구축)

  • 김보경;조은경;진성아
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.111-116
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    • 2003
  • Due to the increase of the Broadband Networks and Internet users culture contents in Virtual Environment such as education entertainment and culture are constantly demanded with respect to usability and effectiveness. Mostly existing virtual amusement land$ tend to retain limitations and shortcomings caused by two dimensional interface. This facts may have users directly search amusement facilities themselves resulting in lots of inconvenience. In the work here, a virtual amusement land led by 3D characters is presented. The interactive contents which users can actively participate in is developed.

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Research on the Open World System of Metaverse Content <Ready Player One>

  • JungWoo Lee;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.322-327
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    • 2023
  • Recent advances in augmented reality (AR) and virtual reality (VR) technologies have led to a significant increase in metaverse platforms. Metaverses are setting a new direction for the digital world. This paper examines the phenomenon of virtual worlds that are becoming an issue these days, focusing on [Ready Player One]. One of the common features of the metaverse platform in [Ready Player One] and the platforms currently in use is the concept of open world. This is a feature that goes beyond simply moving around in a virtual world and allows users to freely reset, participate in, and control the environment. This innovative concept is a hallmark of metaverse platforms, and it is becoming increasingly important and influential. Through this study, we focused on the [open world system] of the platform in the movie and the modern metaverse platform, and suggested and studied how the scalability of the metaverse will present a turning point in the future.

Comparative Assessment of Virtual Garments using Direct and Manual Avatars (가상아바타에 따른 가상의복의 비교평가)

  • Lim, Ho-Sun;Istook, Cynthia L.
    • The Research Journal of the Costume Culture
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    • v.19 no.6
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    • pp.1359-1371
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    • 2011
  • The purpose of this paper is to compare two avatars made using direct and manual methods and to evaluate the fit and appearance of two virtual garments on the direct and manual avatars. In this study, two subjects were measured by $[TC]^2$ body scanner and the avatars and virtual garments were created by OptiTex software. The direct avatar was made by the direct importation of 3D body scan data and the manual avatar was made by manual input from extracted body measurement. Two virtual garments in a tank-top were evaluated by distance, transparency, and stretch maps. In the results of comparing difference of the direct and manual avatars, the bust and back of the manual avatar are protruded slightly more than that of the direct avatar and the manual avatar is slightly larger dimensions at the bust, waist, abdomen, and hip area in the side view in case of subject 1 and 2. In the results of comparing difference of the fit and appearance of two virtual garments on the direct and manual avatars, in case of subject 1 and 2, the back of the virtual garment on the manual avatar are protruded more than that of the direct avatar. Also, the ease in the bust area of the virtual garment on the manual avatar with a projected bust area was smaller than that of the virtual garment on the direct avatar and the stretch of that of the manual avatar was also high in the bust area. The results of this study are expected to be used as basic information in the apparel industry using virtual try-on technology.

Exploration of Factors that Improve Realism of Virtual Windows for Implementation of Virtual Environments (가상환경의 구현을 위한 가상창문의 현실감 향상 요소 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.1089-1095
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    • 2023
  • Windows are essential and important architectural elements for the organization of architectural spaces, and they give character to the space and have a great impact on the reaction of users. Virtual windows are installed to activate architectural spaces such as underground spaces where windows cannot be installed, and to provide a sense of psychological security to users in hospital clinics, etc. In this study, we reviewed the literature and collected and analyzed the precedents of virtual windows to discuss the factors necessary to improve the realism of virtual windows. The factors that affect the realism of virtual windows are further grouped into five categories: 1. Use of reproduced images or videos for views, 2. Representation of temporality, 3. Responsiveness to changes in the observer's perspective, 4. Realistic reproduction of sunlight, and 5. Provision of non-visual sensory elements. Virtual windows are not just a replacement for traditional windows, but a way to realize a virtual environment using digital media, and it is necessary to expand the discussion to the realization of the virtual environment and the relationship with architectural elements.

A study on Materialization of Virtual Reality for Environmental Interface (환경인터페이스를 통한 가상의 현실화에 관한 연구)

  • Kang, Yoon Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.545-551
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    • 2023
  • In this paper, we present the environment interface as a method of bringing the virtual environment in the interface to reality, and explain the experience of the virtual that can be sensed in the real environment. Expanded experience by discussing the transparency of the interface and interactivity that expands synesthesia as a condition for an interface to express virtual without distinction from the real environment, and establishing a discussion on the composition and inevitability of an environment interface that satisfies these conditions The environment interface is discussed as a tool for realizing the interface that extends from the real environment, the expansion of cognition into the environment by interaction, and the virtual for immersion into the environment due to these conditions.

Ukrainian Students' Analysis of Abuse Treatment by Parents: Retrospective and Perspective in Virtual and Real Environments

  • Stoliarchuk, Olesia;Kokhanova, Olena;Prorok, Nataliia;Khrypko, Svitlana;Shevtsova, Olena;Tkachyshyna, Oksana;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.197-207
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    • 2022
  • Given the prevalence of violence in Ukrainian families, measures to prevent parental abusive treatment against children are urgent. It is important to study today's youth awareness about violence within families in order to enhance a culture of engagement with spouses and children in future. The aim of the study is to examine students' reflective experiences and their attitudes towards forms, frequency, causes and effects of parental abusive treatment. During the research the following methods were used step-by-step: theoretical analyses of scientific resources, anonymous questionnaire, quantitative and correlation analyses. According to result of survey 98 students who were interviewed, none of them fell victim of sexual abuse in their families. However, more than a half (51%) of the students surveyed experienced some forms of parental physical punishment. All the interviewed students encountered psychological cases of parental violence. The mostprevalent forms of parental abuse among the interviewees are criticism, negative comparison, emotional detachment, arrogance, intimidation, blackmail and humiliation. The most prevalent consequences of parental abuse among students are anxiety, low self-esteem, insecurity, impatience, suspiciousness, constraint in communication. Students agree that budget limitations, forced labor, criticism, spanking, emotional detachment, ignoring type of communication, reproach, blackmail are acceptable methods of punishment to use when raising their own children. These results clearly demonstrate the problem of the impact of parental abuse on children and its consequences in the future. A virtual dimension of the actualized problem is considered, namely: - virtualization of aggression and cruelty in the postmodern world. - the level of determining the factor of cruelty from the space of virtual culture. - the mirror image of everyday cruelty in the virtual environment; - the phenomenon of video games as a source and context of representation of the factor of cruelty in behavioral realities; - cybercrime as a virtualized result of cruelty in family and everyday realities. - futurological perspectives of virtualization of cruelty in communicative culture in general and in family relations in particular. The postmodern world is fundamentally different from the traditions and culture of the past, primarily due to the development of computer technologies and the virtualization of life in general. So, for example, virtual communities have become, in a certain way, another world, a second reality of life in general. And certain behavioral factors, in particular cruelty in the private environment, became a projection of such a phenomenon as cybercrime. Video games are a unique modern phenomenon, which multipolarly absorb all facets of human potential, communicative tendencies, behavioral and characterological factors, from the warmth of interpersonal relationships to the extreme degree of cruelty.

A Study on the Shape of Hem-line of Semi-Flare Skirts according to a Cutting Angle - Based on the Comparison between Real Clothing and 3D Virtual Clothing - (재단 각도에 따른 세미 플레어 스커트의 외관 및 헴라인 드레이프 형상에 관한 연구 - 실제 착의와 i-Designer의 가상 착의 시스템을 중심으로 -)

  • Koo, Mi-Ran;Suh, Mi-A
    • The Research Journal of the Costume Culture
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    • v.17 no.3
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    • pp.499-511
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    • 2009
  • As the demand of the consumer for high-sense clothing, relation with materials is becoming important even in clothing construction. Especially, the cutting angle of materials is becoming an crucial element in the formation of silhouette, and drape of Hem line, of skirts. Accordingly, in this study, Hem line shapes between real clothing and 3D virtual clothing of "i-Designer" were analyzed by manufacturing semi-flare skirts of polyester 100% according to a cutting angle, and the results are as follows. As a result of comparison of silhouette between the real clothing and the virtual clothing, the real and the virtual have a similar feeling regardless of a cutting angle. In case of drape shapes, both the front and the lateral side were represented in almost similar shapes. The back side, however, the real and the virtual showed a great difference in case of grain direction. And in the whole silhouette, the real and the virtual were represented similarly. It could be known that with regard to Hem-line drape shapes between the real clothing and the virtual according to a cutting angle, the real clothing is represented in a location farther from the body than the virtual clothing and, the location or number of node was similarly showed in the real and the virtual.

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Virtual model production of women in their 60s using Size Korea 3D data (사이즈코리아 3D 형상을 이용한 60대 여성 가상모델 제작)

  • Jeongran Lee;Jeongah Park
    • The Research Journal of the Costume Culture
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    • v.32 no.4
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    • pp.468-480
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    • 2024
  • The purpose of this study is to produce virtual models of women aged in their 60s and to implement the virtual clothing with jackets. We referred to 3D images of standard and obese body types from the 8th Size Korea and attempted to create avatars based on their images through the various trials. Final virtual models were made to reflect the appearance of women in their 60s. For the standard body type, a 3D image with average body measurements was selected. Based on numerous trials aimed at turning her image into an avatar, the auto-converted avatar on CLO 3D was slimmer than the woman in the original image, and hence it was not suitable for the virtual model. After blending, we converted the image into an uneditable avatar for which only the joint points could be moved, thereby creating an avatar that was identical to the original image. We also selected an image of an obese woman with a "beer bottle" body shape from the 8th Size Korea. We created an avatar that resembled her shape by also converting it into an uneditable avatar for which only joint points could be moved. To use these avatars in virtual clothing, we removed masks of avatars and made faces, hair styles, and skin tones representing women in their 60s. The moderately-sized classic jackets were smooth on both virtual models and fitted satisfactorily. This study demonstrated the applicability of virtual model production of various body types or ages in special clothing studies.

An Integrated Model for Investigating the Impacts of Telepresence on Cultural Heritage Attachment in Virtual Museum

  • Hong, Kyung-Wan;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.44-52
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    • 2022
  • The purpose of our study is to examine the influence of telepresence on cultural heritage attachment in the context of virtual museum. We determined the effect of telepresence on visitors' aesthetic and educational experiences and how these experiences affect visitors' perceptions of virtual museum service value. Moreover, we investigate the effect of perceived virtual museum service value on museum attachment and cultural heritage attachment. A total of 143 visitors were sampled through an online survey focusing on Chinese virtual museum visitors. The results show that all the paths presented significant effects. Additionally, it was found that telepresence indirectly influences cultural heritage attachment through education experience and perceived virtual museum value. The theoretical and practical implications are also provided. An important implication is that online virtual museum is essential to raise visitors' education experience and their cultural heritage attachment. Thus, virtual museum should take initiative to enhance virtual reality to ensure traditional culture education and formation their cultural heritage attachment.