• Title/Summary/Keyword: virtual impact

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Lizeth: Agent Mediated E-Commerce in a Virtual Environment

  • Cairo, Osvaldo;Olarte, Juan G.;Rivera, Fernando E.
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2001.01a
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    • pp.11-15
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    • 2001
  • The explosion of the Internet, and most recently e-commerce, has caused great interest in agent technologies. The development of virtual environments has also increased in the last few years. A growing number of real-time applications use graphics with photorealistic quality, especially in the field of training, but also in the areas of design and ergonomic research. We describe an attempt to develop a framework that provides customers with multimedia information and interactive experiences with a virtual shopping environment. The application presented consists on a virtual visit to a music -store where the user is guided by an intelligent agent named Lizeth which responds in real-time to user's requests with precise information about music, artist's biographies, prices and related products to help the user to make decisions. The potential of UML and the Java programming language is discussed to show their application in the field of intelligent agents as mediators on shopping processes. We conclude that the proposed framework leads to the creation of application with a potentially significant impact in the development of e-commerce systems embedded in virtual environments.

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Effect of Virtual Reality-Based Exercise on Scoliometer and Muscle Activity (가상현실 기반 운동이 측만 각도 및 근활성도에 미치는 영향)

  • Lee, Hyun-Ju;Tae, Ki-Sik
    • Journal of Biomedical Engineering Research
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    • v.38 no.6
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    • pp.336-341
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    • 2017
  • The aim of this study is to determine the effect of virtual reality(VR) exercise using XBOX $Kinect^{TM}$ on the scoliometer angle and muscle activities of the trunk. The subjects of the study were 13 young adults who devided into a virtual reality-based exercise group(VREG, n = 7) and a traditional stabilization exercise group(TSEG, n = 6). The VREG received virtual reality game for 5 days a weeks, 30 minutes a day, for a 2 weeks and the TSEG received general trunk stabilization exercise for the same period and frequency. The subjects were measured and compared for muscle activities of trunk stabilization before and after the program. VREG tend to decrease more than TSEG in scoliometer angle. In addition, VREG showed a significant decrease in muscle activities of multifidus. This study presents the impact of virtual reality-based exercise program on trunk balance and stabilization. The following studies need customized programs for subjects that trunk balance and stabilization is required.

Practical Suggestions for Promoting of Virtual Hearings in International Arbitration (국제중재에서 화상심리의 활성화를 위한 실무적 제언)

  • Kim, Yong Il;Hwang, Ji Hyeon
    • Journal of Arbitration Studies
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    • v.32 no.2
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    • pp.115-133
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    • 2022
  • This article examines the Practical Suggestions for Promoting of Virtual Hearings in International Arbitration. COVID-19 had an prompt and meaningful impact on the practice of international arbitration. Nevertheless arbitral institutions, arbitral tribunals, and other participants learned quickly how to deal with this new challenge. The use of virtual or online hearings has been gaining popularity during the COVID-19 pandemic. Either with the help of arbitral institutions or by themselves, the parties realized that the only way to safeguard a hearing at all was to run it virtually. In fact, hearings by video conference or other technical means seemed to be the magic solution. One of the leading arbitration institutions, i.e. the International Chamber of Commerce in Paris has amended its Arbitration Rules to accept the subjects of recent international arbitration practice. Other arbitral institutions have similarly amended their respective rules. Many recent and adaptable institutional arbitration rules, either expressly or implicitly, allow for hearings to be conducted remotely. The trend has already been set by the leading institutions as ICC, LCIA, ICSID, SCC SIAC, and many more will follow. In short, enthusiasts of virtual hearings even believe that virtual hearings are "the new normal".

Effects of Collaborative Learning in a Virtual Environment on Students' Academic Achievement and Satisfaction (가상 학습 공간에서의 협력 학습이 학업 성취도 및 만족도에 미치는 영향)

  • Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.1-8
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    • 2021
  • This experimental study was to examine the impact of collaborative learning in a virtual environment on students' learning outcomes and satisfaction. The collaborative virtual learning environment was created for a Korean history class for high school students. A total of 119 participants were recruited and were randomly assigned to either "collaborative group" or an "individual group." Students' academic achievements and satisfaction were collected as measurement tools to examine the effect of collaborative learning in the virtual learning environment and collected data were tested by independent sample t. The results showed that participation in collaborative groups had a significant positive effect on academic achievement and satisfaction than individual groups.

The Design and Communication Strategy of Virtual Idols "Luo Tianyi(洛天依)"

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.45-54
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    • 2023
  • The digital age start in earnest with the widespread use of the Internet. As a digital product, virtual idols bring new value to the design and dissemination of commercial brand images. "Luo Tianyi" is the world's first avatar and VOCALOID voice bank of Chinese. It has a large number of fans in China and is widely used in brand promotion. Therefore, "Luo Tianyi" is taken as the research object. Initially, we investigated the virtual idols through books, literature on the internet and other materials. Then we discussed semiotics and theories related to culture code brand design methodology (CCBD). After that, putting the above theories into practice, combined with brand design cases, we analyzed the strategy of virtual idols in brand promotion and dissemination, at last, we have the conclusion as followed. The results show that the virtual idols, visual symbol of "Luo Tianyi" can express the Index and Symbol corresponding to the brand information according to the characteristics of the brand. As an image of cultural code, "Luo Tianyi" can present three visual images at the same time, which are contemporary, traditional and future. In addition, these three visual images are presented in a strong and weak combination, which has a positive impact on the visual communication of the brand.

Influence Assessment Model of a Person within Heterogeneous Networks Based on Networked Community

  • Kim, Tae-Geon;Yoon, Soungwoong;Lee, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.181-188
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    • 2018
  • In this paper, we tried to investigate whether the influence of 'I' in a heterogeneous network of physical network and virtual network can be quantitatively measurable. To do this, we used Networked Community(NC) methodology to devise a concrete model of influence assessment in heterogeneous network. In order to test the model, we conducted an experiment with Donald J. Trump and his surroundings to evaluate the effectiveness of this influence assessment model. Experimentation included the measurement of impacts on the physical and virtual networks, and the impact on the networked community. Using Trump's case, we found that analyzing only one of the two networks can not accurately analyze the impact on others.

Warranty Models with Discrete Preventive Maintenance (이산예방보수 정책을 고려한 보증모형분석)

  • Kim, Che-Soong
    • IE interfaces
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    • v.15 no.3
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    • pp.286-296
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    • 2002
  • Products which are sold with warranty, preventive maintenance actions by manufacturers and/or buyers have an impact on the total costs for both parties. In this paper, we develop the models to study the expected warranty cost for products with free repairable warranty with three types of discrete preventive maintenance. We deal with by utilizing the concept that preventive maintenance reduces the virtual age of the system. We assume that the maintenance planning horizon can be segmented into k discrete and equally sized periods. In such a scenario, numerical examples are presented.

The Effect of Virtual Fashion Influencers' Presence on Evaluation Attributes and Relationship Maintenance Behavior (가상 패션 인플루언서의 실재감이 평가속성과 관계유지행동에 미치는 영향)

  • Sera Lee;Juha Park;Taeyoen Kim;Jaehoon Chun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.2
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    • pp.295-310
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    • 2023
  • The current virtual fashion influencers are a hyper-real prototype in that it has a higher presence than the virtual humans in the past. Also, they are leading fashion trend with more than tens of thousands of followers on social media. This study investigated the physical and social presence of virtual fashion influencer perceived by consumer and verified effects on evaluation attributes of influencers and the relationship maintenance behavior. A total of 321 Korean women in their 20s and 30s who have Instagram account participated in the online survey. The data was analyzed using AMOS 23.0. The results revealed that the physical presence had a significant impact on attractiveness of virtual fashion influencers. In case of social presence had a positive effect on friendliness and reliability of virtual fashion influencers. In addition, evaluation attributes of virtual fashion influencers' friendliness, attractiveness and reliability in the order of influence on relationship maintenance behavior. This study suggested that the development of social presence of virtual fashion influencers with friendliness and attractiveness is more important than the physical presence that has already reached a high level.

A study on the impact of fashion brand Metaverse platform characteristics on perceived avatar identity and user purchase intention

  • Jihye Jeon;Eun-Jung Lee
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.406-418
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    • 2024
  • In line with the rapid spread of Metaverse in various marketing areas, fashion companies have also begun to devise various activities using the Metaverse. Fashion experiences within the Metaverse platform must be conducted considering the characteristics of the Metaverse itself. However, there has yet to be any research on Metaverse fashion based on the characteristics of the Metaverse platform itself. Accordingly, this study sought to empirically analyze the impact of various characteristics of the Metaverse platform on consumers' virtual fashion experience within the platform. In particular, this study focused on the relationships among the Metaverse platform characteristics, perceived avatar identity, and the purchase intention of actual fashion products. In order to test the hypotheses, a survey was conducted on 300 Korean male and female consumers with an average age of 39.3 who had experience with virtual fashion through the Metaverse platform. In response to the recent increase in domestic and foreign brands' attempts to experience fashion using ZEPETO, the questionnaire provided an experience scenario that included detailed captured images of the use of avatars in the ZEPETO world. Data was subjected to statistical analysis using the SPSS 28.0 program. The results confirmed that the characteristic factors of the Metaverse platform (i.e., presence, social interactivity, anonymity) had a significant impact on the user's perceived avatar identification. Additionally, perceived avatar identity significantly affected users' purchase intention. Theoretical and managerial implications and study limitations are discussed.