• Title/Summary/Keyword: virtuality

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A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

Allegory in Lady Gaga's Fashion Style (Part 1) (Lady Gaga 패션스타일에 나타난 알레고리 연구(제1보))

  • Kim, Hyang-Ja;Kwon, Mi-Jeong
    • Fashion & Textile Research Journal
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    • v.14 no.4
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    • pp.519-531
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    • 2012
  • This study comprehends the various expressions of Lady Gaga's fashion style based on Craig Owens's Allegory theory. This study analyzed four application elements of Borrow, Site Specificity, Accumulate of Strategy, and Hybridization in addition, it studied all aspects of the aesthetic value of Lady GaGa (an influential popular culture icon). It was classified in the external representation of the fashion style for the aesthetic value. The results are summarized as follows: First, 'Borrow' of the singers of the 80's music and fashion style present from her elders and visual homage to shock artists. It influenced her fans with a difference in viewpoint for a star's fashion that subsequently resulted in a deformation of form, playful kitsch style, and mixed gender. Second, 'Site specificity' presents an extreme make over through an intentional and grotesques fashion style to extend physical territory and defenseless. The results remove stereotypes and reveal deconstructive performances. Third, 'Accumulate of strategy' simultaneously presents voluptuous beauty, futurism, and avant-garde style. This shows the countercultural tendency through the random repetition of fashion images and layerd coordination. Finally, 'Hybridization' presents multiful fashion style through a collaboration with world-famous designers and cosmetic brands. She expressed a diverse and complex fashion style composed of an art form that combines a high-tech cyborg image. The aesthetic values of Lady Gaga' fashion style are 'ambivalence virtuality', 'Transcendental mixed gender', 'plural textuality', and 'unexpected play culture'.

Perceptions of male and female consumers in their 20s and 30s on the 3D virtual influencer (3D 가상 인플루언서에 대한 20-30대 남녀 소비자 인식)

  • Jang, Hea-soo;Yoh, Eunah
    • The Research Journal of the Costume Culture
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    • v.28 no.4
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    • pp.446-462
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    • 2020
  • The objectives of this study are to explore the information source, assessment, and preferred styles of 3D virtual influencers(VI), to investigate the expected impact of advertisements with 3D VIs on brands, and to explore ways of expanding the use of 3D VIs. In-depth interviews with 40 males and females in their 20s and 30s were conducted and qualitative data were analyzed. The study results are summarized as follows. First, the information source of the 3D VI was SNS, acquaintances, and broadcasting. Second, 3D VIs were considered positively due to their attractive appearance, wide utilization, innovative use, freshness, separation from private identity, and time and cost savings, while considered negatively due to their unrealistic appearance and antipathy against replacing a person's role. Third, the preferred appearance styles of the 3D VI differed according to the level of virtuality although the majority of interviewees preferred similar looks to real people with low virtuality. Fourth, diverse image qualities such as innovative, differentiated, trendy, high-value, professional, and future-oriented were considered as transferred to the brand advertised by 3D VIs. Fifth, advertisements with 3D VIs may help build positive perceptions of advertised brands that may lead to purchase behaviors for some consumers. Lastly, to expand the use of 3D VIs, the specific advantages of virtual models should be maximized with consideration of how to implement a variety of body types and images of models. Findings present an important foundation to generate strategies to better apply 3D VIs to the fashion market.

Cyberspace Coordinate Create for Augmented Reality (증강현실을 위한 가상 공간좌표 생성)

  • Ban, KyeongJin;Ryu, NamHoon;Kim, KyeongOk;Han, JeaJung;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.765-769
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    • 2009
  • The Augmented Reality of existing for the interaction which the object and background is smooth used the data glove or marker. It is inconvenient to a use and it occurs the result of immersion feeling decrease. Immersion it will wind from Augmented Reality and the hazard which it strengthens the removal of the additional entry device which stands is necessary. It recognizes the space coordinates which is accurate even from the condition where the hazard marker which will reach does not attach in necessity. Immersion feeling improvement from Augmented Reality wearing the hazard additional entry device it proposes the space coordinate creation technique of the virtuality description below for a interaction without from the present paper. The method which is proposed the image which it acquires the object of virtuality reflected at 2D space and the characteristic line about under extracting the space coordinate which reflects about under calculating it reflected. The application is possible in markerless Augmented Reality and the mobile Augmented Reality.

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The Effect on the Contents of Self-Disclosure Activities using Ubiquitous Home Robots (자기노출 심리를 이용한 유비쿼터스 로봇 콘텐츠의 효과)

  • Kim, Su-Jung;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.57-63
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    • 2008
  • This study uses the identification which is one of the critical components of psychological mechanism and enables replacing one's own self because of the needs of self-expression(disclosure) and creation. The study aims to improve educational effects using the realistic by increasing sense of the virtual reality and the attention. After the computer-based contents were developed and converted to be applied into robot, and then the contents were combined the student's photo and the avatar using automatic loading. Finally each one of the contents was applied to the students. The results of the investigation indicated that there were significant effects of the contents based on identification. In other words, the contents effect on student's attention, but not their academic achievement. The study could find the effect of the identification's application using the educational robot. We suggested that improving technical ability of the augmented virtuality as a face-detection and sensitive interaction may lead to the specific suggestions for educational effects for further research.

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A User Privacy Protection Scheme based on Password through User Information Virtuality in Cloud Computing (클라우드 컴퓨팅에서 패스워드기반의 사용자 정보 가상화를 통한 사용자 프라이버시 보장 기법)

  • Jeong, Yoon-Su;Lee, Sang-Ho
    • Journal of Convergence Society for SMB
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    • v.1 no.1
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    • pp.29-37
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    • 2011
  • As the area of informatization has been expanding followed by the development of information communication technology, cloud computing which can use infra sources like server, storage, and network in IT area as an efficient service whenever and wherever skyrockets. But users who use cloud computing technology may have some problems like exposure personal data, surveillance on person, and process on commercial purpose on their personal data. This paper proposes a security technique which protect user's privacy by creating imaginary user information not to be used by other people. The proposed technique virtualizes user's information as an anonymity value not to let other people know user's identity by combining PIN code with it and guarantees user's anonymity. Also it can manage and certificate personal information that is important in cloud computing, so that it can solve security problem of cloud computing which centers all informations. Therefore this paper can assist upgrading of the level of information of poor SMBs through safe use of cloud computing.

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A Study on Building a Virtual Reality System with Environmental Design (환경디자인에 적용될 가상현실(VR) 시스템의 구축 방법에 대한 연구)

  • Kim, Chi-Young
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.12-21
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    • 2004
  • Modem society is information oriented with countless people needing quick reliable information. They also wart to be freed from the limitations of reality such astime and space and experience the world of imagination as if it was reality. Design is creating something out of nothing which has an innate sense of virtual within it. Since it is a process of bringing an imagingnation or an image to life, it can be described as the realization of virtuality. there are many ways in which computer adapted methods were utilized for design up to now. With the advance of computers, the process of desinging became efficient, visually complex and much easier. Undoubtedly, computer is a powerful hardware an design and furthermore, find a way to maximize the presence and to actively incorporate this in designing. The virtual reality system can be widely applied to environmental design to provude a high quality design and enhance the feeling of reality through imitation experiments. Computer simulation such as virtual reality systems is expected to be used widely in environmental design.

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A Study on Expression of Pluralism in Contemporary Fashion (현대패션에 나타난 다원주의적 표현성)

  • Kim, Jee-Yeon;Lee, Kyoung-Hee
    • Fashion & Textile Research Journal
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    • v.6 no.1
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    • pp.9-16
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    • 2004
  • The purpose of this study is to analyze expression of pluralism in contemporary fashion. This study has three parts. They are to understand the concept of pluralism, to find the fashion environments of pluralism in terms of politics, economics, sociality, culture, science, and art, and to analyze expression of pluralism in contemporary fashion. The concept of pluralism in contemporary fashion is the diversity and compounds of fashion images. The environments of pluralism in contemporary fashion are multinational economic system, virtual world of internet. mass-culture and postmodern art. And expression of pluralism in contemporary fashion is analyzed into publicity. Publicity is expressed by using things of common lifestyle and the past that people used to and are well-known. Horizontality is expressed by coordination of male-female facts and property-poorness without high or low concept. Multi-nation is expressed by mixing various kind of national characteristics and Virtuality is expressed by layering and collaging complex facts that are not connected each other.

Tangible Space and Interactive Technology

  • Yoon, Joong-Sun;Yoh, Myeung-Sook
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2687-2692
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    • 2003
  • Recent advancement in information technology requires new interpretations for the space among human, machines and environment. Investigation of space between information and human could lead to the proper ways, in which human and machines meet. Various concepts regarding space have been explored in terms of “virtual reality in cyberspace” and “embodiment in tangible space.” “Mom (embodiment),” space, virtuality, sensation/perception, and interactive technology are some of the key ideas to be explored. Human “Mom” is such a fundamental membrane through which human can interact with the environment physically and mentally. An embodied interaction paradigm, based on “Mom,” is investigated. This leads to interactive technology paradigm. Sound space is an invisible but a tangible space in a sense that it travels in emotional tremors and stimulates new sensations and perceptions. Three cases are introduced to experiment such tangible space as a new and proper interactive paradigm. Also, a historical model of interaction is reviewed, which includes electrical, symbolic, textual, graphical, tangible, and social interaction.

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Sensible Media Simulation in an Automobile Application and Human Responses to Sensory Effects

  • Kim, Sang-Kyun;Joo, Yong-Soo;Lee, YoungMi
    • ETRI Journal
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    • v.35 no.6
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    • pp.1001-1010
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    • 2013
  • A sensible media simulation system for automobiles is introduced to open up new possibilities for an in-car entertainment system. In this paper, the system architecture is presented, which includes a virtuality-to-reality adaptation scheme. Standard data schemes for context and control information from the International Standard MPEG-V (ISO/IEC 23005) are introduced to explain the details of data formats, which are interchangeable in the system. A sensible media simulator and the implementation of a sensory device are presented to prove the effectiveness of the proposed system. Finally, a correlation between learning styles and sensory effects (that is, wind and vibration effects) is statistically analyzed using the proposed system. The experiment results show that the level of satisfaction with the sensory effects is unaffected overall by the learning styles of the test subjects. Stimulations by vibration effects, however, generate more satisfaction in people with a high tactile perception level or a low visual perception level.