• Title/Summary/Keyword: virtual world flow

Search Result 27, Processing Time 0.025 seconds

Social Self Image and Avatar Image in the Virtual World: Focus on Ideal-Self Image and Actual-Self Image (사회적 자기이미지와 가상공간에서의 아바타 이미지 - 이상적 이미지와 실제적 이미지를 중심으로 -)

  • Youn, Sonn-Ie;Park, Ju-Yeon;Lee, Kyu-Hye
    • Journal of the Korean Society of Costume
    • /
    • v.61 no.9
    • /
    • pp.1-14
    • /
    • 2011
  • The purpose of this study was to understand the relationship between one's social-self image and Online Avatar image. Influence of these virtual images on one's attitude toward real world and commitment to the virtual world was examined. In addition, the gender difference was examined. A structural equation model with social self image as exogenous variable and influence of Avatar as endogenous variable was designed. Real and ideal Avatar images were the mediating variable in the model. Survey questionnaire was developed and data from 425 respondents were analyzed. Results indicated that the conceptual model was a good fit to the data. Respondents who perceived their social self-images importantly were likely to have real images of Avatars. Ideal image and real image had significant on commitment to virtual world and attitudes toward the real world. For male respondents, social self image had stronger influence on real image of Avatar and ideal image had stronger influence on commitment to virtual world than female respondents.

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

  • Hyesim Seo;Eunah Yoh
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.47 no.5
    • /
    • 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.

Use of Immersive Virtual Technology in Consumer Retailing and Its Effects to Consumer

  • LEE, Won-Jun
    • Journal of Distribution Science
    • /
    • v.18 no.2
    • /
    • pp.5-15
    • /
    • 2020
  • Purpose : Today's retailers are integrating new VR technology into their new marketing strategies. Thus, this research aims to understand the role of virtual experiences in the circumstance of sales channels. Research design, data and methodology : Our model hypothesizes that five key factors determine the consumer experience of VR in the virtual retailing context: smartness, vividness, interactivity, playfulness, escape. Information access and flow are mediating variables that connect key drivers and VR satisfaction. Information access and flow then give influence to satisfaction towards VR. Satisfaction serves as a mediator that determines changes in consumer's dual intention: intention to revisit VR and intention to visit the real site. Results : According to the test results, every path except the relationship between information access and satisfaction of VR is accepted as expected at the significance level of 0.05. Conclusions : This research emphasizes the potential importance of VR and continue VR marketing research as an advent research area. Through the dual-path model, this study found that the primary function of VR is information access and flow experience. This result shows that most VR users value emotional benefits rather than rational benefits provided by VR. Finally, the satisfaction of VR can stimulate both the intention to use the VR and the intention to visit real mall.

Fun Labor and User Identity of Virtual Worlds (가상세계의 재미노동과 사용자 정체성)

  • Lyou, Chul-Gyun;Shin, Sae-Mi
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.8
    • /
    • pp.182-190
    • /
    • 2007
  • Virtual world is the 3D graphical interactive environment that networked by electronic communications. Virtual Worlds offered flow experience for a long time to their users. They blur the boundaries of work and play, so bring out the concept of Fun Labor. If we can accept the principle of equivalence between Fun Labor and Real Labor, the Fun Labor may be one of the solutions of the large unemployment problem in the information society. And the Fun Labor is the new type of labor that corresponds the subjectivity of users who want interesting experience as much as they spend money and times. This situation means that the users of Virtual worlds are structuring the identities as the Residents who act the Fun Labor. It'll be very important to examine the social effects of this situation.

A Virtual World Communication Framework Using Avatar Spatial Information (아바타의 공간 정보를 이용한 가상세계 커뮤니케이션 프레임워크)

  • Park, Soo-Hyun;Ji, Seung-Hyun;Ryu, Dong-Sung;Cho, Hwan-Gue
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.35 no.12
    • /
    • pp.552-559
    • /
    • 2008
  • Computing technologies are extending the means by which people communicate. Especially, virtual worlds have recently become successful, due to rapidly improving Information Technologies. Chat is a crucial function in current virtual worlds. We need a realistic and efficient communication framework for multi-agents participating in a virtual world. The main contribution of our work is twofold. First, we propose a realistic communication framework which enables 'Complete Talk' and 'Partial Talk' in terms of spatial relationships between avatar agents. Second, our system reconstructs a dialogue graph which maintains all transcripts in the form of directed graphs with temporal(dialogue sequences) and spatial information(physical positions) about communicating agents.

Basic study on development of drinking water treatment process simulators (정수처리공정 시뮬레이터 개발 기초연구)

  • Byun, Yong-Hoon;Shin, Hwi-Su;Kim, Ho-Yong;Jung, Nahm-Chung
    • Journal of Korean Society of Water and Wastewater
    • /
    • v.35 no.5
    • /
    • pp.351-365
    • /
    • 2021
  • Water treatment process simulator is the tool for predicting sequential changes of water quality in a train of unit processes. This predicts the changes through governing equations that represent physicochemical performance of each unit processes with an initial and boundary conditions. Since there is no operational data for the design of a water treatment facility, there is no choice but to predict the performance of the facility by assuming initial and boundary conditions in virtual reality. Therefore, a simulator that can be applied in the design stage of a water treatment facility has no choice but to be built as a numerical analysis model of a deductive technique. In this study, we had conducted basic research on governing equations, inter-process data-flow, and simulator algorithms for the development of simulators. Lastly, this study will contribute to design engineering tool development research in the future by establishing the water treatment theory so that it can be programmed in a virtual world and suggesting a method for digital transformation of the water treatment process.

Design and Implementation of Supporting System of a Self-Directed Learning using Virtual Document Concept (가상문서를 개념을 활용한자기 주도적 학습지원 시스템의 설계 및 구현)

  • Noh, Jin-Soon;Lee, Yong-Bae;Myaeng, Sung-Hyon
    • Journal of The Korean Association of Information Education
    • /
    • v.6 no.2
    • /
    • pp.234-245
    • /
    • 2002
  • A new era has come where high quality educational materials can be acquired easily through the World Wide Web. These materials, however, need to be refined and streamlined to maximize their effect on education. In order to provide such a streamlined flow, we need to be able to re-organize documents, which exist independent of each other on the Web, in a way that maintains their appropriate order in the right context to satisfy educational purposes. In addition, we should be able to provide supplementary explanations or missing information to the organized materials for smooth connections among them. In order to meet the requirements, we employed the virtual document concept that allows us to reuse existing documents for educational purposes. By providing a retrieval engine for virtual documents, we attempt to induce self-directed learning based on document retrieval, suitable for the level and purpose of students.

  • PDF

The Impact of COVID-19, Day-of-the-Week Effect, and Information Flows on Bitcoin's Return and Volatility

  • LIU, Ying Sing;LEE, Liza
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.7 no.11
    • /
    • pp.45-53
    • /
    • 2020
  • Past literatures have not studied the impact of real-world events or information on the return and volatility of virtual currencies, particularly on the COVID-19 event, day-of-the-week effect, daily high-low price spreads and information flow rate. The study uses the ARMA-GARCH model to capture Bitcoin's return and conditional volatility, and explores the impact of information flow rate on conditional volatility in the Bitcoin market based on the Mixture Distribution Hypothesis (Clark, 1973). There were 3,064 samples collected during the period from 1st of January 2012 to 20th April, 2020. Empirical results show that in the Bitcoin market, a daily high-low price spread has a significant inverse relationship for daily return, and information flow rate has a significant positive relationship for condition volatility. The study supports a significant negative relationship between information asymmetry and daily return, and there is a significant positive relationship between daily trading volume and condition volatility. When Bitcoin trades on Saturday & Sunday, there is a significant reverse relationship for conditional volatility and there exists a day-of-the-week volatility effect. Under the impact of COVID-19 event, Bitcoin's condition volatility has increased significantly, indicating the risk of price changes. Finally, the Bitcoin's return has no impact on COVID-19 events and holidays (Saturday & Sunday).

Occlusion Processing in Simulation using Improved Object Contour Extraction Algorithm by Neighboring edge Search and MER (이웃 에지 탐색에 의한 개선된 객체 윤곽선 추출 알고리즘과 MER을 이용한 모의훈련에서의 폐색처리)

  • Cha, Jeong-Hee;Kim, Gye-Young;Choi, Hyung-Il
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.18 no.2
    • /
    • pp.206-211
    • /
    • 2008
  • Trainee can enhance his perception of and interaction with the real world by displayed virtual objects in simulation using image processing technology. Therefore, it is essential for realistic simulation to determine the occlusion areas of the virtual object produces after registering real image and virtual object exactly. In this paper, we proposed the new method to solve occlusions which happens during virtual target moves according to the simulated route on real image using improved object contour extraction by neighboring edge search and picking algorithm. After we acquire the detailed contour of complex objects by proposed contour extraction algorithm, we extract the three dimensional information of the position happening occlusion by using MER for performance improvement. In the experiment, we compared proposed method with existed method and preyed the effectiveness in the environment which a partial occlusions happens.

Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.5 no.4
    • /
    • pp.198-205
    • /
    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.