• Title/Summary/Keyword: virtuality

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A study on the welfare needs of the elderly living alone (홀몸 노인의 복지욕구에 관한 연구)

  • Do-Hyun, Kim
    • Journal of Advanced Technology Convergence
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    • v.1 no.2
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    • pp.63-68
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    • 2022
  • It is not easy to predict the future society in the rapidly changing present, but it is said that a new social environment of sensibility and virtuality will come, and we should pay attention to the fact that women have entered this as the subject. This study is a literature review study on gender roles. Through the study, it was found that gender stereotypes that exist in our society allow men to enjoy a lot of vested rights just by being male, and that women have to endure pain because they are women is accepted as a matter of course. Living in the 21st century, we were able to know the reality that we could not escape the pre-modern patriarchal ideology and still worshiped the idea of preferring boys. Through this study, unlike other elderly groups, elderly people who live alone are likely to be cut off from society and lead a limited life in their own world. However, through the efforts of the government, local organizations, and individuals, the goal of welfare for the elderly is to increase the satisfaction of life for the elderly living alone so that they can enjoy a successful old age. From this point of view, the support measures for the elderly living alone will be effective only when systematic and complementary in various dimensions such as family structure, physical, economic, and social aspects.

Extensibility of Visual Expression in Projection Mapping Installation Art; Focused on Examples and Projection Mapping Installation Artwork Domino (프로젝션맵핑 기반 영상 설치 미술의 시각적 표현 확장성 -사례 분석 및 작품 을 중심으로-)

  • Fang, Bin-Zhou;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.207-220
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    • 2021
  • Recent advances in new media for sensory experiences keep expanding visual expression methods in installation art such as projection mapping and virtual reality. Artists can create and develop visual expression techniques based on such new media. Projection mapping is a new medium that continues to add various possibilities to visual expression in media art. Under the projection mapping environment, artists can recompose the object or space with the digital content by projecting video onto three-dimensional surfaces in the space. This paper focuses on the process where visual expression with the projection mapping technology leads to viewers' sensory experience. To this end, "reproducibility," "dissemination," "virtuality," and "interactivity" of media were analyzed to describe the meaning and *definition of visual expression. Artworks are considered as an example to study visual expression techniques such as "repetition and overlap," "simulacrum and metaphor," and "displacement and conversion." I applied the analysis and created Domino, a projection mapping artwork, which helps the research on visual expression techniques that can lead to sensory experience the extensibility of visual expression.

What We Want for Virtual Humans: Classification of Consumer Expectation Value on Virtual Influencer by Age Based on Q-methodology (가상 인간에 대한 우리들이 원하는 모습: Q방법론을 기반으로 한 연령대에 따른 소비자 기대 가치 분류)

  • Ji-Chan Yun;Do-Hyung Park
    • Knowledge Management Research
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    • v.24 no.2
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    • pp.137-159
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    • 2023
  • This study focuses on consumers' perceptions of virtual influencers, which many companies recently used for marketing. This study uses the Q methodology to derive what kind of perception consumers have about virtual influencers who work with various appearances, background stories, and worldviews as components. In addition, we want to see how the expected value of virtual influencers differs by age group. To this end, 34 statements were produced through preliminary interviews and literature reviews. This study showed that some consumers preferred appearances similar to humans, despite recognizing that virtual influencers are fictional characters. Some other consumers preferred to feel like a fictional character by maintaining virtuality, confirming that there are both opposite consumers. In addition, consumers expect virtual influencers to have consistency and expertise in the content field covered, and some consumers do not prefer to show an overly commercial appearance. This study will likely provide implications for companies that want to utilize virtual influencers in considering which ones to use for target customers in marketing activities.

The Influence of Service Characteristic Factors of Metaverse Platforms on Intention to Use the Metaverse (메타버스 플랫폼의 서비스 특성요인이 메타버스 사용의도에 미치는 영향)

  • Kim, Hyojin;An, Myounga
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.173-190
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    • 2023
  • In recent times, with the development of virtual convergence technologies, the market for the Metaverse, a digitally virtual space that combines virtuality and reality, is experiencing significant growth. These Metaverses are realizing new value in both reality and virtual spaces through the development of diverse services and content. However, existing research on the Metaverse mostly revolves around its conceptualization and categorization, with limited exploration of intentions to use the Metaverse. Consequently, this study examined the impact of Metaverse service characteristic factors on trust and intention to use within the Metaverse. The results of this study are as follows. First, among the service characteristic factors of the Metaverse, presence, interactivity, and playfulness were found to have a positive impact on Metaverse trust. On the other hand, informativeness was found not to have a significant influence on trust in the Metaverse. Second, Metaverse trust was found to have a positive impact on intention to use the Metaverse. Based on the research results above, this study aims to propose effective communication strategies for activating the Metaverse and developing services within the Metaverse platform.