• Title/Summary/Keyword: virtual digital

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The Impact of Virtual Influencers' Characteristics on Purchase Intentions Toward Fashion Products: Focusing on the Mediating Effect of Mimetic Desire (버추얼 인플루언서의 특성이 패션제품 구매의도에 미치는 영향: 모방욕구의 매개효과를 중심으로)

  • Haram Shin;Misun Yum
    • Fashion & Textile Research Journal
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    • v.26 no.1
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    • pp.1-14
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    • 2024
  • Virtual influencers, who are emerging as new players in digital marketing, impact consumers' purchase intentions. They promote positive perceptions and mimetic consumption of specific brands or products through interactions with followers. Therefore, this study aims to examine the effect of the characteristics of virtual influencers on the purchase intention for fashion products through the consumers' mimetic desire. As characteristics of virtual influencers, five factors were set: reality, attractiveness, professionalism, trustworthiness, and curiosity. Data for analysis were collected through an online questionnaire from the 8th to the 15th of August 2023, and 268 data points in total were analyzed using SPSS and Process Macro 4.3. The results of the study showed that the characteristics of virtual influencers all positively affected mimetic desire and purchase intention for fashion products. Moreover, it was found that mimetic desire has a mediating effect between the five characteristics of virtual influencers and the purchase intention for fashion products. Mimetic desire fully mediates the relationship between reality and the intention to purchase fashion products, and partially mediates the relationship between attractiveness, professionalism, trustworthiness, and curiosity and the purchase intention for fashion products. These findings further enhance the understanding of the relationship between virtual influencers and consumer behavior and identify the relationship between virtual influencers, mimetic desire, and fashion product purchase intentions. Consequently, leveraging virtual influencers strategically in digital marketing, the fashion industry can amplify positive brand perceptions, drive consumer engagement, and ultimately foster increased purchase intent.

Virtual Lecture Contents for Digital Logic Circuit Using Multimedia (멀티미디어를 이용한 디지털 논리 회로 콘텐츠)

  • Lim, Dong-Kyun;Oh, Won-Geun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.1
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    • pp.59-64
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    • 2008
  • In this paper, we developed an virtual lecture to study digital logic circuits. The contents is intended fer the students without or with little knowledge about electrics or electronics. For the beginners, the lecture contains the basic electronics and basic circuit theory as well as the degital logic circuits to be more practical lecture. And we developed the virtual circuit lab which uses real-like devices, circuits and interactive objects for the students to experience practical digital circuits. With the features described above, this contents would be useful for the beginners who want to studying digital logic circuits.

A Study on the Age of Digital Media and Virtual Reality, Theater and Acting Education (디지털 매체와 가상 세계의 시대, 연극-연기 교육 연구)

  • Nayoung Suh
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.251-257
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    • 2024
  • After the pandemic, the world has brought about a society that connects to digital content faster. In the performing arts world, technology is also changing the production environment, content, and format of works. In addition, theatre and performances linked to digital media and virtual reality continue to be actively developed and increased. This paper first diagnoses how theater and acting education are meeting consumers(students) in a time when these changes progress rapidly. In the post-COVID-19 era, a crack began in the traditional method of education. We look at the existing problems of traditional education of theatre and acting in detail and look at the points of change from the changes in the virtual world and digital media environment. In conclusion, post-pandemic theater and acting education needs to shift to a consumer-centered paradigm.

Implementation of a Web-based Virtual Laboratory System for Digital Logic Circuits Using Online Schematic Mapping (온라인 설계 맵핑을 이용한 웹 기반 디지털 논리 회로 가상 실험 시스템의 구현)

  • Kim Dong-Sik;Seo Sam-Jun
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.6
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    • pp.558-563
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    • 2005
  • In this paper, we implemented a web-based virtual laboratory system(VLab system) with creative and interactive multimedia contents, which can be used to enhance the quality of education in the area of digital logic circuits. Since the proposed VLab system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. Also, the VLab system is designed to increase the learning and teaching efficiencies of both the learners and the educators, respectively. The learners will be able to achieve high teaming standard and the educators save their time and labor. The virtual experiments on our VLab system are performed according to the following procedure: (1) Circuit composition on the virtual bread board (2). Applying input voltage (3) Output measurements (4) Checkout of experiment results. Furthermore, the circuit composition on the virtual bread board and its corresponding online schematic diagram are displayed together on the VLab system for the learner's convenience. Finally, we have obtained several affirmative effects such as reducing the total experimental hours and the damage rate for experimental equipments and increasing learning efficiencies as well as faculty productivity.

Basic Research for 3D Virtual Clothing Simulation of Traditional Korean Dang'ui Costumes -A Focus on Issues Occurring in the Course of a 3D Virtual Presentation that Uses the Qualoth for Maya Program- (당의의 3차원 시뮬레이션 활용을 위한 기초 연구 -마야 퀼로스(Qualoth) 프로그램을 이용한 전통복식의 3차원 재현의 문제점을 중심으로-)

  • Kim, Min-Kyoung;Choi, Young-Lim;Nam, Yun-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.11
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    • pp.1836-1843
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    • 2010
  • This research examines the possibilities of a traditional costume revival and digital exhibition as well as the application of 3D virtual clothing modeling data in order to preserve and record a disappearing costume heritage to realize it as a social education tool through the newly emerging technology of 3D virtual clothing. A 3D revival of costumes worn by royal families and aristocrats was accomplished through the 3D animation and simulation technology of Maya 2011 (Autodesk, Inc.) and Qualoth (FX Gear, Inc.). The simulation shows the possibility of a 3D revival and digital exhibition of costume heritage. However, further technology support to analyze and realize the composition and design is still necessary to develop the digital contents of traditional garment culture that includes skirt pleats, petticoat silhouettes, that exaggerates the skirts and knots of traditional upper garments (Jeogori). Further studies on design attributes of historic costumes and the upgrading of 3D simulation software are required to realize 3D virtual clothing. Korean traditional costumes will be revived as a cultural content in the digital era as a result of outstanding issues detected by this study.

Current Orthodontic Treatment using CAD/CAM technology: from orthodontic diagnosis to indirect bonding procedure (임상가를 위한 특집 2 - CAD/CAM 기술을 활용한 최신 교정치료 - 교정진단에서 간접부착술식까지)

  • Cha, Jung-Yul
    • The Journal of the Korean dental association
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    • v.52 no.1
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    • pp.17-26
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    • 2014
  • Computerized 3D virtual dental models are currently available, and their use has started to improve treatment outcomes. The accuracy of digital models has been demonstrated by many studies and various intra-oral scanners are innovated for short scanning time and high precision. Recently, a digital model was combined with a high technology computer-driven system, which was developed for the application of a digital set-up and indirect bonding of lingual attachments. In this section, virtual treatment planning using a virtual set-up program is be introduced, and the clinical applications and accuracy of computer-generated indirect bonding are discussed.

Implementation of a Virtual Crowd Simulation System

  • Jeong, Il-Kwon;Baek, Seong-Min;Lee, Choon-Young;Lee, In-Ho
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2217-2220
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    • 2005
  • This paper introduces a practical implementation of virtual crowd simulation software. Usual commercial crowd simulation softwares are complex and have program-like script interfaces, which makes an animator hard to learn and use them. Based on the observations that most crowd scenes include walking, running and fighting movements, we have implemented a crowd simulation system that automatically generates movements of virtual characters given user's minimal direction of initial configuration. The system was implemented as a plug-in of Maya which is one of the most commonly used 3D software for movies. Because generated movements are based on optically captured motion clips, the results are sufficiently natural.

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Implementation of Metaverse User-Avatar Interaction using Real-time Motion Data (실시간 모션 데이터를 활용한 메타버스 사용자-아바타 상호작용 구현)

  • Gang In Lee;Eun Hye Noh;Young Jae Jo;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.4
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    • pp.172-178
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    • 2023
  • With the expansion of metaverse content and hardware platforms, various interactions in the virtual world have been built, raising expectations for an increase in immersion which is a major element of the metaverse. However, among hardware platforms that increase virtual immersion elements, the typical HMD platform can be a barrier to new user inflows due to its high cost. Thus, this paper focused on improving virtual-to-real interactions by extracting motion data using relatively inexpensive webcam equipment in PC environments, utilizing Unity game engines, Photon unity network, multi-platform implementations, and Barracuda neural network inference libraries.

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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.

A Study on the Production Plan for Reducing Cybersickness in Virtual Reality Game (가상현실 게임의 사이버 멀미 감소를 위한 연출 방안에 관한 연구)

  • Jung, Seah;Kim, Hongyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.113-123
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    • 2017
  • Virtual reality technology is recognized as a next-generation technology and can create realistic environments like the real world and reproduce sensory experiences. And it is a cutting-edge technology that allows humans to experience the same real-world experience in a virtual world by computing the five senses with computers. Also Virtual reality is a technology that has the advantage of experiencing reality in cyberspace and is applied to content such as movies and games. However, many users who use virtual reality can feel cybersickness. And it especially in virtual reality games. This is an important issue for the virtual reality game industry to be resolved. Main symptoms of cyberscickness include dizziness, headache, and vomiting. Existing motion sickness and symptoms are similar, but the cause of cybersickness is different from traditional sickness. Therefore, this study uses virtual reality games and data from various organizations to determine the causes of cybersickness. Also, it intends to contribute to the development of the virtual reality game industry by presenting methods to supplement these problems.