• Title/Summary/Keyword: virtual products

Search Result 301, Processing Time 0.023 seconds

메타버스 기반 브랜드 가상 공간 내 플로우가 만족과 가상 및 실제 패션 제품 구매의도에 미치는 영향 (The Effects of Flow in a Metaverse-based Virtual Brand Space on Satisfaction and Purchase Intention of Virtual and Actual Fashion Products)

  • 서혜심;여은아
    • 한국의류학회지
    • /
    • 제47권5호
    • /
    • pp.891-906
    • /
    • 2023
  • The essence of fashion brands' marketing with metaverse-based virtual spaces is to capture more potential consumers and boost the sales of companies' virtual and physical products. However, existing research has not fully addressed customer responses and behavioral outcomes regarding fashion virtual brand spaces. This study uses flow theory to address this gap and explores the factors that lead to the flow experience in virtual brand spaces. It also establishes the causal relationships between the flow experience, satisfaction with virtual spaces, the intention to purchase virtual products, and the intention to purchase actual products. We chose "Ralph Lauren World" of Ralph Lauren on Zepeto as the virtual brand space for this study and analyzed 239 valid data sets. We tested the hypotheses using structural equation modeling and bootstrapping for the mediation analyses. The findings indicate that the flow experience in virtual brand spaces positively and indirectly affects the purchase intention of virtual products via satisfaction with virtual brand spaces. In addition, virtual space satisfaction had an indirect, positive effect on actual product purchase intention through virtual product purchase intention. The research emphasizes that the purchase intention of virtual and actual products has a positive causal relationship.

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

  • 신하람;염미선
    • 한국의류산업학회지
    • /
    • 제26권1호
    • /
    • pp.1-14
    • /
    • 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.

감각형 증강현실 환경에서의 손 가림 현상 해결 방안 (Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments)

  • 문희철;박형준
    • 한국CDE학회논문집
    • /
    • 제16권4호
    • /
    • pp.277-284
    • /
    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.

Unity와 Leap Motion을 이용한 웹 기반 3D 가상품평 (Web-based 3D Virtual Experience using Unity and Leap Motion)

  • 정호균;박형준
    • 한국CDE학회논문집
    • /
    • 제21권2호
    • /
    • pp.159-169
    • /
    • 2016
  • In order to realize the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the appropriate visualization and interaction of the products, and the vivid simulation of user interface (UI) behaviors in an interactive 3D virtual environment. In this paper, we propose an approach to web-based 3D virtual experience using Unity and Leap Motion. We adopt Unity as an implementation platform which easily and rapidly implements the visualization of the products and the design and simulation of their UI behaviors, and allows remote users to get an easy access to the virtual environment. Additionally, we combine Leap Motion with Unity to embody natural and immersive interaction using the user's hand gesture. Based on the proposed approach, we have developed a testbed system for web-based 3D virtual experience and applied it for the design evaluation of various digital products. Button selection test was done to investigate the quality of the interaction using Leap Motion, and a preliminary user study was also performed to show the usefulness of the proposed approach.

Window98 환경 내에서 가상 시뮬레이션 개발 (Development of a Virtual Simulation on Window 98/NT Environment)

  • 김석하;김영호;이만형
    • 한국정밀공학회:학술대회논문집
    • /
    • 한국정밀공학회 2001년도 춘계학술대회 논문집
    • /
    • pp.373-376
    • /
    • 2001
  • In this paper to cope with the reduction of products life-cycle as the variety of products along with the various demands of consumers, a virtual simulator is developed to make the changeover of manufacturing line efficient to embody a virtual simulation similar to a real manufacturing line. The developed virtual simulator can design a layout of a factory and make the time scheduling. Every factory has one simulator so that one product can be manufactured in the factories to use them as virtual factories. We suggest a scheme that heightens the ability to the diversity of manufacturing models by making the information of manufacturing lines and products models to be shared. The developed system embodies a virtual manufacturing line on the simulation using various manipulators and work cells as manufacturing components. we develop a virtual simulator system on Window 98/NT environment of Microsoft, operating system using of the greater part of PC user. Window program have a merit making GUI environment that programmer can use without the expert knowledge about hardware. A suer with the simulator can utilize an interface that makes one to manage the separate task process for each manufacturing module, change operator components and work cells, and easily teach tasks of each task module.

  • PDF

가상광고와 간접광고에 대한 비교 연구: 광고속성과 광고효과를 중심으로 (A Comparative Analysis of Virtual Advertising and PPL: Focusing on Consumer Evaluation of Advertising Attributes and Ad Effectiveness)

  • 엄기홍;임병훈;안대천;서우종
    • 지식경영연구
    • /
    • 제16권1호
    • /
    • pp.193-208
    • /
    • 2015
  • With the rapid growth in the use of digital advertising media among consumers, there is an increasing interest in the utilization of virtual advertising and PPL as an alternative to traditional television advertising. Nonetheless, few studies have compared the effects of these new advertising platforms, still lacking knowledge on their relative effects for maximizing advertising effectiveness. This study, thus, intends to compare virtual advertising and PPL with respect to advertising effectiveness (i.e., consumer evaluations of advertising attributes, brand attitudes, and purchase intentions), controlling for the level of product involvement. An experiment was conducted with a sample of 360 participants and actual ads were used as test stimuli. According to the results, consumers exhibit more favorable evaluations on all the three advertising attributes (i.e., entertainment, informativeness, and irritation) for high-involvement products, whereas, for low-involvement products, virtual advertising is perceived to be more irritating than PPL. In particular, the effect of informational value of virtual advertising on brand attitudes was found to be most significant. In addition, for high-involvement products, virtual advertised products. Advertising practitioners may have to consider these results and fully utilize the advantages of virtual advertising and PPL in order to achieve maximum advertising effectiveness.

자동차 가상생산 기술 적용 (IV)- 가상공장 정보 관리 (Virtual Manufacturing for an Automotive Company (IV)-Information Management for a Virtual Factory)

  • 노상도;안현식;박영진
    • 산업공학
    • /
    • 제16권1호
    • /
    • pp.63-69
    • /
    • 2003
  • Virtual Manufacturing is a technology facilitating effective development and agile production of products via computer models representing physical and logical schema and the behavior of the real manufacturing systems including manufacturing resources, environments and products. For the successful application of this technology, a virtual factory as a well-designed and integrated environment is essential. To construct a virtual factory in effective and concurrent manners, a supporting information infrastructure for managing diverse models of virtual factory is very important. In this paper, we constructed the web-based information management system for many engineering activities related with a virtual factory. Using this system, users can handle all information and diverse digital files including attributes, parameters, 3-D CAD files, simulation models, and etc. of a cell, line and whole factory. We expect that this information management system for a virtual factory helps us achieve great time savings and advances in accuracy for construction and maintenance activities of virtual factories.

Virtual Disassembly

  • Mo, Jianzhong;Zhang, Qiong;Gadh, Rajit
    • International Journal of CAD/CAM
    • /
    • 제2권1호
    • /
    • pp.29-37
    • /
    • 2002
  • De-manufacturing is an entire process of collecting, disassembling, reusing, refurbishing, recycling, and/or disposing products that are obsolete or un-repairable. Designing the products for inexpensive and efficient disassembly enhances the ease of de-manufacturing. Virtual disassembly addresses the difficulty and the methods to disassemble a product in design stage rather than really disassemble a product at the end of its life cycle. Based on the virtual disassembly analysis results, design will be improved for better assembling/disassembling. This paper presents a systematic virtual disassembly methodology such as disassembly relation modeling, path/sequence automatic generation and evaluation. This paper also presents a new virtual disassembly interface paradigm via virtual reality technology for disassembly simulation in virtual environment.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제14권4호
    • /
    • pp.64-79
    • /
    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

3D 가상의상 기술을 활용한 패션 브랜드 사례 분석 - 그린디자인 관점을 중심으로 - (Analysis of Fashion Brand Cases Using 3D Virtual Clothing Technology - Focusing on Green Design Perspective -)

  • 김시은;김민지
    • 한국의상디자인학회지
    • /
    • 제26권2호
    • /
    • pp.115-127
    • /
    • 2024
  • This study was initiated by focusing on the characteristics of 3D virtual clothing utilized by fashion brands aiming for sustainability. The purpose of this study is to analyze the characteristics of fashion brands that utilize 3D virtual imagery to mitigate environmental pollution caused by the fashion industry from the perspective of green design. The research methodology draws on green design literature and analyzes three hypothetical cases. These include experiential immersive design, design that rewards engagement, and design that delivers economic benefits that were utilized by fashion brands from 2019 to 2023. The findings and conclusions are as follow. First, the for the commercialization of virtual clothing, offline stores are reproduced in the digital world to provide an immersive shopping experience, similar to reality. These promote fashion products in a virtual space without the constraints of space and time, and creates profits and sustainable value. Second, virtual clothing promotes playfulness. Games and events utilize branded virtual worlds and characters to attract users. Rewards are given for achieving goals, and it is a practice of green marketing that uses virtual items to express products and minimize resource waste. Third, virtual clothing is affordable and can reduce the financial burden on consumers by digitally reproducing expensive products as physical brand collections at an acceptable price point. This reduces environmental pollution, saves physical resources, and increases the utilization of virtual clothing by providing a convenient way to purchase. This study is a basic study that examines the current status and characteristics of fashion brands' use of 3D virtual imagery from the perspective of green design based on literature and case analysis, and follow-up studies are expected on empirical virtual imagery activation measures through interviews or surveys with users for each case.