• Title/Summary/Keyword: virtual identity

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The Effect of Virtual Tour Experience on Actual Travel Intention -Focusing on the Moderating Effect of Happiness (가상관광체험이 현장여행의도에 미치는 영향 -행복의 조절효과를 중심으로)

  • Weijia Li;Yuejun Wang;Ziyang Liu
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.65-78
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    • 2023
  • This study is based on place attachment theory, explores how to transform tourists' virtual experience into on-site tourism willingness through virtual attachment, And explores the moderating role of happiness in it. A real travel intention model is constructed for people who work in tourism or have the ability to travel alone. Analyzed through analysis tools such as SPSS and AMOS, We hope to explore if the virtual experience can be transformed into a willingness to travel on the ground, and how happiness moderates virtual attachment to virtual tourism experiences. The result shows, the relationship between Virtual Travel Experience and Virtual Attachment is moderated by Happiness, Virtual Attachment is positively related to Place Attachment (Place dependence & Place identity), Place Attachment is positively related to Real Travel Intention. The relationship between tourists and tourist destinations is explored in depth through this study to provide references and suggestions for tourism development.

CIVE: Context-based Interactive System for Heterogeneous Distributed Virtual Environments (이기종 분산 가상 환경을 위한 컨텍스트 기반 상호작용 시스템)

  • Jang, Sei-Ie;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.5
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    • pp.209-218
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    • 2005
  • In this paper, we propose CIVE, context-based interactive system for heterogeneous distributed virtual environments that delivers contexts irom real world to virtual environment and vice versa. The proposed system ronsists of obi-UCAM for generating user's contexts, NAVER for managing virtual environment, and Interface for linking obi-UCAM with NAVER. The connection between real and virtual worid through context is brneficial in following ways. Firstly. CIVE Provides a personalized user interface for virtual environment according to a user profile such as identity, age and vernacular. Secondly, translating all input signals into context, it guarantees adaptive access that enables a user to exploit unencumbered input devices controlling a shared object in virtual environment even if he moves with his own device from a virtual system to another. Finally, it provides a mechanism for synchronizing distributed virtual systems that share context representing changes at remote nodes. The context reduces the inconsistency of representing the same data among heterogeneous systems. Therefore, CIVE plays an important role in implementing VR applications such as teleconference, game and entertainment.

A Topography of Design in Cyber Age (사이버 시대의 디자인 지형)

  • 오창섭
    • Archives of design research
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    • v.12 no.1
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    • pp.39-48
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    • 1999
  • Industrial design, as a traditional meaning, is based on the method of production by machine beginning with the Industrial Revolution. At present, the identity of design is in confusion with the development of computer and related medium technology. The new wave called 'cyber' has doubts about the hypothesis in the method of production by machine as the production method by machine had doubts about the hypothesis of the production method by handicraft long before. This thesis is a study on how computers and new media, such as virtual reality, change our environments and susceptibilities of life and design culture. The thesis is going to dismantle and reorganize the material-oriented classification based on the production method by machine through the discussion on cyberspace and culture, image. and text, virtual image and reality, and so on. Eventually this study finds out a topography and identity of the design in this changing age.

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Study on Player Attitudes Regarding Gender in the MMORPG Customization Process (MMORPG 커스터마이징에서 젠더에 대한 플레이어 태도 연구)

  • Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.91-101
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    • 2012
  • The avatar gender, the basic element that constitutes the identity of the MMORPG player, can be created by the player due to the nature of the game through the system provided within the game. Thus, players exhibit a different attitude from reality regarding avatar gender. Gender customization in virtual space is an expansion of the identity in an effort to express one's identity in various ways. A number of users manage avatars with the opposite gender where it was found that male players preferred the female avatar persona. In this study, the player attitudes regarding gender was analyzed using Q methodology and the motivational factors for gender swapping and the generalization phenomenon was determined. This study will be significant as critical standards in the usability evaluation of the MMORPG customization system.

User Information Collection of Weibo Network Public Opinion under Python

  • Changhua Liu;Yanlin Han
    • Journal of Information Processing Systems
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    • v.19 no.3
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    • pp.310-322
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    • 2023
  • Although the network environment is gradually improving, the virtual nature of the network is still the same fact, which has brought a great influence on the supervision of Weibo network public opinion dissemination. In order to reduce this influence, the user information of Weibo network public opinion dissemination is studied by using Python technology. Specifically, the 2019 "Ethiopian air crash" event was taken as the research subject, the relevant data were collected by using Python technology, and the data from March 10, 2019 to June 20, 2019 were constructed by using the implicit Dirichlet distribution topic model and the naive Bayes classifier. The Weibo network public opinion user identity graph model under the "Ethiopian air crash" on June 20 found that the public opinion users of ordinary netizens accounted for the highest proportion and were easily influenced by media public opinion users. This influence is not limited to ordinary netizens. Public opinion users have an influence on other types of public opinion users. That is to say, in the network public opinion space of the "Ethiopian air crash," media public opinion users play an important role in the dissemination of network public opinion information. This research can lay a foundation for the classification and identification of user identity information types under different public opinion life cycles. Future research can start from the supervision of public opinion and the type of user identity to improve the scientific management and control of user information dissemination through Weibo network public opinion.

Rewriting Male-identity Narratives, Possibilities & Limitations - Focusing on & - (새로운 남성 정체성의 모색, 가능성과 한계 - <라디오 스타>와 <즐거운 인생>을 중심으로 -)

  • Hwang, Hye-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.131-140
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    • 2008
  • It has been a major agenda in criticism that there have been a dominant tendency of male-centered narratives in Korean mainstream films after . These kinds of narratives could be accept as a result of searching process in virtual realm for understanding the social changes. I suggest $H.Lef\acute{e}bvre's$ very familiar concept 'quotidienne', which influences the conditions to constitute male-identity as a fundamental base of male-centered narratives, to analyze and . It seems meaningful these texts tried to reconstitute male-identity through distinguish potential energy of 'quotidienne' from repressive everyday-life. The result of analysis has lied two ambivalent dimensions, nevertheless, it would be required further studies to argue on male-centered narratives and discourses of male-identity as which results could represent interactions between various social contradictions.

A study on Prevention of Large Scale Identity Theft through the Analysis of Login Pattern(Focusing on IP/Account Blocking System in Online Games) (로그인 패턴 분석을 통한 대규모 계정도용 차단 방안에 관한 연구(온라인 게임 IP/계정 차단시스템을 중심으로))

  • Yeon, Soo-Kwon;Yoo, Jin-Ho
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.51-60
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    • 2016
  • The incidents of massive personal information being leaked are occurring continuously over recent years. Personal information leaked outside is used for an illegal use of other's name and account theft. Especially it is happening on online games whose virtual goods, online game money and game items can be exchanged with real cash. When we research the real identity theft cases that happened in an online game, we can see that they happen massively in a short time. In this study, we define the characteristics of the mass attacks of the automated identity theft cases that occur in online games. Also we suggest a system to detect and prevent identity theft attacks in real time.

An Analytical Approach to One-Person-Library (ONE-PERSON-LIBRARY의 의미론적 해석)

  • Chung, Jun-Min
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.3
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    • pp.25-47
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    • 2013
  • The cognitive approaches on library and librarianship are being questioned. These are led from what the identity of the librarian is and from what the library is. This revealed that the perception of the library should not be acquired by interpreting its appearances but by interfering its nature. In conclusion, the information service is disclosed virtually as the essence of the library. On realizing the library virtually, even a person could be entitled as the library on the underlying assumption of information service (one-person-library).

The Aspectual Theory of the Cybercharacter (사이버캐릭터의 위상론)

  • 이선교
    • Archives of design research
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    • v.12 no.4
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    • pp.182-190
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    • 1999
  • There has been the rapid change of paradigm with the overflow of terms related to computers such as information, digital, cyber, virtual world and the change of time concept on the ground that it is common to change the world into virtual time. This study is about cybercharacters working in air-broadcasting with rapidly-developing internet, The cybercharacters including 3D animation developed from 2D animation are know to be manufactured with use of electronic mediun and computers and to exist in electronics. Though the emergence of the cybercharacters has a lot of gflnetic roots according to their objectives, they have in common that they are made by 3D graphics and they work in the virtual space, The great traits of the cybercharaters lie in the extension of interfacial function and ecological growth. In the cyberspace the interface, the meeting point between a computer and its users is the most important, The cybercharacters as medium providing new ruman interface become effective with growing interest in virtual reality, The cybercharacters also keep the ecological traits, They can also bring about added value with infusion of image and development of the network, These cybercharacters can also play the important parts in the continually developing cyberspace, The successful birth of the cybercharacter are based on, the technological power. assistance of fund and the ctrltural background, The information-entertainment of the cybercharacters functions well with the accompinimene of these three things, The cybercharacters can make a subject which keeps single issue as a central point of the virtual realty, The cybercharacters can also be connected with equity of "Korean knowledge information society" in the cultural rule of the internet and sociocul tural identity, identity.

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The Effects of User Experience-Based Design Innovativeness on User-Metaverse Platform Channel Relationships in South Korea

  • JEON, Joo-Eon
    • Journal of Distribution Science
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    • v.19 no.11
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    • pp.81-90
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    • 2021
  • Purpose: The purpose of this research is that Metaverse platforms' UXBDI can be distinguished among Metaverse platform channel types. Metaverse platform represents a collective term signifying services that include augmented reality, lifelogging, mirror worlds, and virtual worlds. User Experience-Based Design Innovativeness (UXBDI) is characterized by novelty in product design and services that satisfy user experience. This study examined the effect of Metaverse platforms' UXBDI on user-Metaverse platform relationships. Research design, data and methodology: Metaverse platform users were selected as samples, and a marketing research institution known as a panel company conducted the survey. It used multiple regression to test the impact on platform identification and commitment based on a survey of 442 South Korean respondents. Results: The research confirmed that UXBDI sub-dimensional scales of attractiveness and interaction increased user-Metaverse platform identification and commitment. Also, a Metaverse platform identity increased user-Metaverse platform identification in virtual and mirror worlds. Conclusion: This study contributes to multiple academic fields. First, the UXBDI of Metaverse platforms appears to be a key component of ongoing user-Metaverse relationships. Second, UXBDI affects relationships differently based on the Metaverse platform type.