• 제목/요약/키워드: virtual impact

검색결과 375건 처리시간 0.027초

가상인간의 의인화에 따른 이용자 호감도에 관한 연구: 사회비교 경험과 자기향상욕구를 중심으로 (A Study on User Liking Based on Anthropomorphism of Virtual Humans:Focusing on Social Comparison Experience and Self-Improvement Motivation)

  • 정동아;김하연;이상우
    • 한국정보시스템학회지:정보시스템연구
    • /
    • 제32권4호
    • /
    • pp.163-188
    • /
    • 2023
  • Purpose The study examines the impact of the level of anthropomorphism (both in appearance and behavior) of virtual humans on user liking. It investigates whether this relationship is mediated by social comparison experiences, with the moderated mediation effect of users' desire for self-improvement. Design/methodology/approach A between-groups experimental design was employed to examine the impact of different levels of appearance(low/mid/high) and behavior(low/high) anthropomorphism on user liking of virtual humans. The experiment was conducted in an online environment, and participants were randomly exposed to one of six stimuli, which were Instagram-like posts. Findings The results indicate that as virtual humans become more anthropomorphic, they have a positive impact on user liking. However, once the level of anthropomorphism in appearance reaches a certain point (mid vs high), there is no significant difference in user liking. Users who perceive virtual humans as highly anthropomorphic tend to engage in more social comparison experiences, which positively affects their liking for these virtual humans. Conversely, individuals with a high desire for self-improvement found that the positive effect of appearance anthropomorphism on liking through social comparison experiences was reduced. The study extends the application of social comparison theory by examining its impact on influencer marketing with virtual beings. It provides valuable insights for the formulation of influencer marketing strategies using virtual humans.

사실적인 가상 임팩트 감각 전달을 위한 햅틱 시스템 (Haptic System to Provide the Realistic Sensation of Virtual Impact)

  • 전제찬;박재영
    • 인터넷정보학회논문지
    • /
    • 제24권6호
    • /
    • pp.23-29
    • /
    • 2023
  • 가상현실 분야에서는 사용자 경험의 몰입도를 극대화하기 위해 햅틱 피드백을 활용하고 발전시키려는 지속적인 노력이 있었다. 그러나 대부분의 햅틱 피드백은 진동 모터 등 경제성을 고려한 액추에이터를 사용하는 문제로 인해 제한적인 촉각 경험만을 사용자에게 제공할 수 있었다. 복싱과 같은 스포츠 시뮬레이션이나 게임에서의 타격 경험의 경우, 실제 물체를 타격하는 감각과 진동 액추에이터로 렌더링되는 감각 사이의 괴리 때문에 한계가 분명하다. 본 연구에서는 이를 주목하여, 사용자가 손으로 가상의 물체를 타격할 때 가상 임팩트를 생성할 수 있는 햅틱 임팩트 시스템을 제안했다. 햅틱 인터페이스는 퀵 리턴 메커니즘을 사용하여 엔드이펙터가 사용자의 주먹에 햅틱 임팩트 피드백을 직접 전달하고 진동 촉감을 통해서 사용자의 손바닥에 가상 임팩트 감각을 전달할 수 있도록 하였다. 제안된 시스템은 인간 대상 실험을 통해 평가하였으며 실험 결과는 햅틱 임팩트 가상 임팩트의 인지 강도와 사실감에 유의한 영향을 미친다는 것을 나타낸다.

가상 인플루언서에 대한 소비자의 유사성 지각이 정서적 유대감을 통해 구매의도에 미치는 영향 (The Effect of Consumers' Perception of Similarity Toward Virtual Influencer on Purchase Intention Through Emotional Bond)

  • 이지현;김한구
    • 한국정보시스템학회지:정보시스템연구
    • /
    • 제31권2호
    • /
    • pp.89-110
    • /
    • 2022
  • Purpose To verify the factors that encourage consumers' favorable reaction toward virtual influencer, we proposed consumers' perception of subjective and objective similarity. The purpose of this study is to comprehensively investigate the impacts of consumers' perception toward virtual influencer on purchase intention through psychological distance and parasocial relationship. Design/methodology/approach This study was designed to examine the structural relationships among consumers' perceived external similarity, internal similarity, controllability, animacy toward virtual influencer, psychological distance, parasocial relationship and purchase intention. Findings The results are as follows. First, perceived external similarity, internal similarity, perceived controllability, and animacy had a positive impact on psychological distance. Second, psychological distance had a positive impact on parasocial relationship, whereas it had no significant impact on purchase intention. However, we found that the relation between psychological distance and purchase intention was mediated by parasocial relationship. Lastly, parasocial relationship had a positive impact on purchase intention. Based on these results, this study can propose the way to generate revenue to companies that consider advertising campaign using virtual influencer.

Navigating the Transformative Landscape of Virtual Education Trends across India

  • Asha SHARMA;Aditya MISHRA
    • 4차산업연구
    • /
    • 제4권1호
    • /
    • pp.1-9
    • /
    • 2024
  • Purpose: Education is the part of a fundamental human right across the world. In recent years, the trend of virtual education has increased tremendously. The paper aims to find the impact of adoption, accessibility, interactions, knowledge, and satisfaction on the success of transformation towards virtual education. Research design, data and methodology: Primary data has been gathered through the use of responses from students taking admission in virtual higher education to standardized questionnaires. Of the 250, only 122 were considered complete and have been used in further studies. Convinced random sampling method has been used. The results were evaluated using the Likert Five-Point Scale. For applying these statistical tools software SmartPLS and SPSS 19 have been used. The fitness of the model has been re-checked through an Artificial Neural Network (ANN). Result: Results derived that adoption, accessibility, and interactions have a significant impact on knowledge, knowledge influences satisfaction level and satisfaction have a meaningful impact on the success of transformation towards virtual education. Conclusion: It can be concluded that virtual education has the potential to change the future of the education system and its potential in India. The highest importance is due to satisfaction (100%), adoption (98.7%), knowledge (91.4%), accessibility (62%), and interaction (29.2%).

충돌음 합성에 의한 가상환경의 청각적 인터랙션 디자인 (Auditory Interaction Design By Impact Sound Synthesis for Virtual Environment)

  • 남양희
    • 한국콘텐츠학회논문지
    • /
    • 제13권5호
    • /
    • pp.1-8
    • /
    • 2013
  • 본 논문에서는 객체 간 충돌음과 같이 가상환경의 발생 상황을 전달할 수 있는 중요한 감각 채널 중 하나인 소리를 통해 청각적 인터랙션을 디자인할 수 있는 방법을 제시하였다. 철, 고무, 유리 등 물질별 기본음 샘플에 대해 각각의 고유음을 특징짓는 모드 게인 값의 스케일 변경을 허용함으로써 디자인적 변형이 가능하도록 하고, 충돌 상황에 대한 인지적 속성인 충돌체의 크기, 딱딱한 정도, 접촉면적, 충돌 속도 차이에 의한 충돌음의 변화를 실시간에 재현할 수 있게 하는 계산적 알고리즘을 사용한 방법이다. 소리를 통한 충돌물체의 물질 및 충돌 상황 인지 실험을 통해 제안된 방법이 가상환경 청각적 인터랙션 디자인에 사용될 수 있음을 보였다.

A356 주조 알루미늄 합금의 충격 파괴 예측을 위한 유한요소해석 기법 연구 (Finite Element Analysis Method for Impact Fracture Prediction of A356 Cast Aluminum Alloy)

  • 조성우;박재우;곽시영
    • 한국주조공학회지
    • /
    • 제33권2호
    • /
    • pp.63-68
    • /
    • 2013
  • Generally, metal is the most important material used in many engineering applications. Therefore, it is important to understand and predict the damage of metal as result of the impact. The objective of this research is to evaluate the damage criterion on the impact performance of A356 Al-alloy castings. Both experimental method and computational analysis were used to achieve the research objective. In this paper, we performed impact test according to various impact velocities to the A356 cast aluminium specimen for damage prediction. Impact computational simulation was done by applying properties obtained from the tensile test, and damages was predicted according to the damage criteria based plastic work. The good agreement of the results between the experiment and computer simulation shows that the reliability of the proposed FE simulation method to predict fracture of A356 casting components by impact.

UGC as a New Digital Promotion in the Metaverse Context

  • Huimin XU
    • 산경연구논집
    • /
    • 제14권10호
    • /
    • pp.11-22
    • /
    • 2023
  • Purpose: This study aims to investigate how brand-related user-generated content (UGC) influences consumers' brand attitude and behavioral intention in the context of the Metaverse, and the mediating role of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. Research design, data and methodology: The study was conducted using a survey with 239 questionnaires from frequent social media users in China and hypothesis testing through AMOS 26.0 structural equation modeling. Results: The findings suggest that (1) brand-related UGC positively influences brand attitude and behavioral intention through virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. (2) The study identified the fully-mediated effects of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising in the impact of brand-related UGC on brand attitude and behavioral intention. (3) The mediating pathway with the most significant impact on behavioral intention was the virtual brand experience and attitude toward the advertising, followed by the effect of the virtual brand experience, perceived information usefulness, and perceived interactivity on brand attitude. Conclusions: This study presents UGC as a new type of digital promotion that can positively impact the effectiveness of brand advertising in the Metaverse.

저속 충격을 받는 복합 재료 적층판의 층간 분리 성장에 관한 연구 (A Study on the Delamination Growth in Composite Laminates Subjected to Low-Velocity Impact)

  • 장창두;송하철;김호경;허기선;정종진
    • 한국해양공학회지
    • /
    • 제16권6호
    • /
    • pp.55-59
    • /
    • 2002
  • Delamination means that cracking occurs on the interface layer between composite laminates. In this paper, to predict the delamination growth in composite laminates subjected to low-velocity impact, the unit load method was introduced, and an eighteen-node 3-D finite element analysis, based on assumed strain mixed formulation, was conducted. Strain energy release rate, necessary to determine the delamination growth, was calculated by using the virtual crack closure technique. The unit load method saves the computation time more than the re-meshing method. The virtual crack closure technique enables the strain energy release rate to be easily calculated, because information of the singular stress field near the crack tip is not required. Hence, the delamination growth in composite laminates that are subjected to low-velocity impact can be efficiently predicted using the above-mentioned methods.

The Study on Vibration Characteristics of Rub-impact Rotor Based on Virtual Prototype Technology and Experiments

  • HAN, Tian;YIN, Zhongjun;WANG, Jianfeng;Choi, ByeongKeun
    • 한국소음진동공학회:학술대회논문집
    • /
    • 한국소음진동공학회 2012년도 추계학술대회 논문집
    • /
    • pp.382-387
    • /
    • 2012
  • A virtual prototype (VP) model of the rotor-to-stator rub of the rotor system is established to study the nonlinear vibration characteristics. The non-linear bearing stiffness is considered to approximate to an actual system in the model. In order to validate the effectiveness of the proposed approach, a special structure of stator is designed to simulate different kinds of rub condition. The results of experiment are well consistent with the results of simulation by VP. The vibration characteristics of rub-impact are well observed by VP model under different conditions. Based on the validated model, the torsional vibration of rub-impact is discussed. The contribution of this paper is to provide one new approach to study rub-impact problem. Based on the validated VP model, the more research can be done for incident fault identification.

  • PDF

소비자 스마트니스와 지각된 패션기업 지적자본이 가상세계에서의 가치공동창출행동 의도에 미치는 영향 (The impact of consumer smartness and the perceived intellectual capital of fashion firm on value co-creation behavior intention in virtual worlds)

  • 안수경;류은정
    • 복식문화연구
    • /
    • 제32권2호
    • /
    • pp.148-163
    • /
    • 2024
  • With the digitalization of production and consumption environments, consumers are no longer merely targets of marketing, but key players in creating value jointly with companies by participating in various decision-making processes. Much virtual content in particular, such as fashion shows, exhibitions, games, social activities, and shopping, which fashion brands implement in virtual worlds, cannot be completed without consumers' active engagement and interaction. Thus, this study considers consumers' participation in virtual content provided by fashion brands as value co-creation in virtual worlds. This study aims to examine how consumer (i.e., consumer smartness) and fashion firm (i.e., perceived intellectual capital) factors influence value co-creation behavior intention in virtual worlds. Data were collected from 410 consumers in their 20s nationwide through an online survey, and a higher-order structural equation modeling analysis was conducted to test the research model. The results showed that both consumer smartness and perceived intellectual capital positively influenced customer participation behavior and citizenship behavior intentions. Specifically, perceived intellectual capital had a greater impact on value co-creation behavior in the virtual world than consumer smartness. The findings provide empirical evidence that the fashion firms' intangible assets and consumers' competence in the digital shopping environment encourage their intentions to co-create value in virtual worlds.