• Title/Summary/Keyword: virtual space

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A Study on Spatial Aesthetic Characteristics in Modern Fashion Converged with Virtual Reality Technology -Focusing on Fashion Shows, Fashion Exhibitions, and Fashion Design Apps- (가상현실 기술과 융합된 현대패션에 나타난 공간적 미학 특성 연구 -패션쇼, 패션전시, 패션디자인 앱을 중심으로-)

  • Liu, Shuai;Kwon, Mi Jeong
    • Journal of Fashion Business
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    • v.23 no.5
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    • pp.96-110
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    • 2019
  • With the continuous development of artificial intelligence using computers in the Fourth Industrial Age, the virtual space created by virtual reality experiences boosted by the power of artificial intelligence, provides a new experience for us. The purpose of this study is to explore the new aesthetics that the fashion industry provides to users in virtual space created by virtual reality technology. This research method is based on theoretical research on virtual reality technology and virtual space and constructs a research model applied to this research. The scope of this study is the application of virtual reality technology to fashion shows, fashion exhibitions, and fashion design apps on the website of professional virtual reality technology and fashion for the last five years from 2014 to 2019, which actively merged virtual reality technology with modern fashion. We will analyze the cases one by one. The results of this study are as follows. First, this study shows that the constructed virtual space of modern fashion using virtual reality technology creates three kinds of physical space, perceptual space, and imaginary space based on the commutative theory of virtual space formed by Swedish scholar J. $Widestr{\ddot{o}}m$. Second, virtual reality technology applied to fashion shows, fashion exhibitions, and fashion design apps is characterized by four aesthetic characteristics of presence, perceptual expansion, interactivity, and immersion in physical space, perception space, and imagination space.

An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show (럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구)

  • Hyojo Jung;Eunju Ko
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.70-87
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    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.

A study of user performed Virtual Space Storybook (사용자 참여 가상공간 스토리북 구현)

  • Park, Su Jin;Jung, Moon Ryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.115-122
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    • 2019
  • We In this study, We tested for artificial intelligence-based virtual space story books were planned. The proposed virtual space concept, a story book with the characteristics of Augmented Virtuality, was implemented Several steps are needed to proceed with the virtual space storybook's story. First, a user brings a real object in to virtual space and recognizes the real object with an artificial intelligence-based object-recognition software. Second, when object recognition progresses, the virtual 3D model is augmented in the virtual space, which is then inserted into the virtual space and rendered. Finally, software projected a virtual space storybook on the desk in which users can touch and select real-objects. This virtual space storybook was implemented using the new story-making technology by applying the virtual space concept. the Augmented Virtuality concept is to augment real objects based on virtual space. To confirm this we tested a user test using the virtual space storybook. the user seemed as if can the distinction between real objects and virtual images. Also very well and that understood the process of putting the real objects in virtual space.

Research on the Characteristics of Virtual Space in Science Fiction Movies - Based on André Bazin's Film Ontology - (SF영화 속 가상공간의 특징에 대한 연구 - 앙드레 바쟁의 영화 존재론을 중심으로 -)

  • Geng, Heqi;Choi, Donghyuk
    • Journal of Korea Multimedia Society
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    • v.25 no.9
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    • pp.1356-1366
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    • 2022
  • In the display of virtual space, the degree of space virtualization cannot be judged only by the degree of material technology. Based on the non-material relationship, the virtual space that this research focuses on is a conceptual and ontological point of view (based on the conceptual and ontological viewpoints of non-material relations), including practical technical issues. The research on the characteristics of virtual space ontology not only has an impact on the space design of science fiction movies, but also becomes a powerful medium that brings changes to the world. In the future, there will be a large number of cases where fantasy things in science fiction movies are actualized. From this perspective, based on the study of several science fiction movies using virtual reality scenes, this paper puts forward a study on the representation characteristics of virtual space ontology. In addition, the study of the virtual reality is of great significance for verifying the possibility of virtual reality in the application of deep space technology in the future. At the same time, it provides reference value for the development of special effects film field from montage theory-based to Bazin theory-based expression, and contributes to the theoretical system of film space.

The Development of Authoring Tool for 3D Virtual Space Based on a Virtual Space Map (가상공간지도 기반의 3차원 가상공간 저작도구의 개발)

  • Jung Il-Hong;Kim Eun-Ji
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.177-186
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    • 2006
  • This paper presents the development of a certain highly efficient authoring tool for constructing realistic 3D virtual space using image-based rendering techniques based on a virtual space map. Unlike conventional techniques such as TIP, for constructing a small 3D virtual space using single image, the authoring tool developed herein produces a wide 3D virtual space using multiple images. This tool is designed for constructing each small 3D virtual space for each input image, and for interconnecting these 3D virtual spaces into a wide 3D virtual space using a virtual space map. The map consists of three elements such as specific room, link point and passageway, and three directions. It contains various information such as the connection structure, the navigation information and so on. Also, the tool contains a user interface that let users construct the wide 3D virtual space easily.

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Modeling of Indoor Geometry and Environment Sensor for Responsive Virtual URS Service (반응형 가상 URS 서비스를 위한 실내 기하구조 및 환경 센서 모델링)

  • Jeon, Kyeong-Won;Ki, Jeong-Seok;Kwon, Yong-Moo
    • The Journal of Korea Robotics Society
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    • v.3 no.2
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    • pp.112-116
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    • 2008
  • This paper presents URS (Ubiquitous Robotic Space) Modeling and service technique for the robotic security service while bridging between virtual space and physical space. First, this paper introduces a concept of virtual URS and responsive virtual URS. Second, this paper addresses modeling of URS which covers modeling of indoor geometry and environment sensor. Third, this paper describes virtual URS services including interactive virual-physical bridging service.

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A Study on Spacial Characteristic features in Digital Game (디지털 게임의 공간 표현 특성에 관한 연구)

  • 황용섭;김주연
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.3-10
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    • 2002
  • Virtual reality is not a new concept but just a new word and also it isnt limited to the reality created by computer-assisted image composition. Furthermore, we have lived within the virtual reality since long time ago, and the newly emerging digital technology has made the limits of the virtual expression vague and the definition of space concept new, The magical experiences we have had within the digital space consisted of Virtual space are the philosophical subject which we can hardly explain as a simple dichotomous definition such as Virtuality or Reality. But its true that our experiences made within virtual space are felt as much newer space considering those of space design, which have been traditionally made in our physical territory. Digital game is the representative space that provides a new space. Therefore, the new concept in space will be not just the territory expansion of space but also the opportunity we can find a new possibility through the relation between human and space. At this point in time that the life territory is expanding as a new space, this research goal is to show the new possibility of the connection of human and digital space through studying the relationship of Human and Space, Space and Digital space and Human and Digital space as well as The peculiarity of the space which is expressed at Digital game, the most representative space providing new experiences.

A Study on Construction of 3D Virtual Space from Digital Map (전자지도를 이용한 3차원 가상공간 구축에 관한 연구)

  • Sung, Won-Suk
    • Journal of the Korean Society of Safety
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    • v.24 no.6
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    • pp.1-6
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    • 2009
  • This study describes a construction procedure of 3D virtual space using the NGIS data and its application to simulation. 3D space topography is modeled by using DEM consisted with triangular regular network. The elevations of nodal points of DEM are calculated through the interpolation with contour line and elevation points from the NGIS. Also, data for 2D roads and their environments, such as trees, lamps, and traffic signals, were extracted from the NGIS and projected on the DEM surfaces to get 3D virtual space. To give a reality to 3D virtual space and accelerate its graphic speed, data were converted into the directX format. It is believed that the virtual space constructed in this work can be applicable to the ubiqutous because DEM data can be converted to the AutoCAD format and ASCII code.

Developing a Visual Programming Language-based Three-dimensional Virtual Reality Authoring Tool to Compose Virtual Interior Space (실내공간구성을 위한 시각 프로그래밍 언어 기반 3차원 가상현실 저작도구 개발에 관한 연구)

  • Park Hyeon-Soo;Park Sungjun;Kim Jee-in;Park Jae Wan
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.254-261
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    • 2005
  • This paper presents an attempt to develop a visual programming language-based 3D virtual reality authoring tool intended to compose virtual interior space. The rapid development of digital technology and the wide spread of the Intenet have expanded the different uses of virtual reality in a number of applications ranging from interior design to building maintenance. In particular, the construction of cyber spaces based on existing interior spaces is becoming increasingly important. Current research, however, remains at the level of converting 3D models into virtual reality models, despite practitioners' needs for structural space models. Moreover, commercial tools to build virtual reality space have the disadvantage of targeting people who have professional knowledge of computer programs and computer graphics. Accordingly, the 3D virtual reality authoring tool developed in this research - called the VESL system - enables virtual and structural space to be easily composed using intuitive and interactive visual interfaces, which are based on visual programming techniques. The VESL system also provides an XML based semantic description of interior space, to be used to describe interior space information. We anticipate that the virtual reality spaces composed by this system will be of considerable use in the fields of architecture and interior design. Further research issues identified at the end of the research include developing a converter/filter for transforming Internet virtual reality standard language, or VRML, and evaluating the application of the system for practical use.

Spatial Information Based Simulator for User Experience's Optimization

  • Bang, Green;Ko, Ilju
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.3
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    • pp.97-104
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    • 2016
  • In this paper, we propose spatial information based simulator for user experience optimization and minimize real space complexity. We focus on developing simulator how to design virtual space model and to implement virtual character using real space data. Especially, we use expanded events-driven inference model for SVM based on machine learning. Our simulator is capable of feature selection by k-fold cross validation method for optimization of data learning. This strategy efficiently throughput of executing inference of user behavior feature by virtual space model. Thus, we aim to develop the user experience optimization system for people to facilitate mapping as the first step toward to daily life data inference. Methodologically, we focus on user behavior and space modeling for implement virtual space.