DOI QR코드

DOI QR Code

User Needs for Haptic Communication of VR Fashion Product Shopping

  • Kim, Jongsun (Dept. of Textiles, Merchandising and Fashion Design, Seoul National University) ;
  • Ha, Jisoo (Dept. of Textiles, Merchandising and Fashion Design, Seoul National University)
  • 투고 : 2019.03.18
  • 심사 : 2019.04.05
  • 발행 : 2019.08.31

초록

Non-contact judgment and evaluation for products are increasingly needed along with a rapid environmental change in fashion that sows urgency in the need to implement services that allows users to judge and experience a tactile sense in a fashion product without actual contact. Technological development is required to provide users with syn-aesthetic experiences that integrate the visual, tactile and the auditory. There is also a need to conduct research to increase immersion that provides users with ICT-related experiences communicated through fashion images. The study analyzed demands for haptic communication technology by Korean users in immersive VR fashion product shopping. Accordingly, it defined haptic communication through literature research, investigated immersion in the VR environment and conducted in-depth interviews for haptic communication applicable to VR shopping. Findings show that hedonic reactions by fantasy, emotion and fun function are an important motive in selecting VR shopping. VR fashion product shopping steps were divided into 4: move to store, search in store, search of product and purchase based on offline store shopping experience. It defined the haptic communication by steps and analyzed the types of the haptic feedback to be implemented. The study results provide basic data for developing haptic communication technology that can enhance e a sense of the presence and immersion experiences that can help lay a groundwork for pilot studies on the convergence of the virtual and the real.

키워드

참고문헌

  1. Burdea, G. C., & Coiffet, P. (1994). Virtual reality technology. New York: John Wiley & Sons.
  2. Cha, Y. R. (2017). VR contents strategy for advertising and PR industries : Focused on in-depth interviews. The Journal of the Korea Contents Association, 17(9), 107-119. doi:10.5392/JKCA.2017.17.09.107
  3. Choi, H. S., & Kim, S. H. (2002). A study of the usage and sizing selecting of the apparels listed in online and catalog shopping. Journal of the Korean Society of Clothing and Textiles, 26(7), 1015-1025.
  4. Choi, S. W. (2004). A study on the applied virtual reality in the on-line marketing of the shoes. Archives of Design Research, 17(4), 191-200.
  5. Chung, J. W. (2018). A study on improving the immersion of VR contents: Focus on Lotte World attraction VR 'Robot Taekwon V'. Unpublished master's thesis, The Catholic University of Korea, Seoul.
  6. Chiang, C. (2018, May 30). Vancouver's growing VR/AR tech reputation draws interest from South Korea. Richmond News. Retrieved January 9, 2019, from https://www.richmond-news.com/news/vancouver-s-growing-vr-ar-tech-reputation-draws-interest-from-southkorea-1.23318978
  7. Delong, M., Wu, J., & Park, J. Y. (2012). Tactile response and shifting touch preference. Textile, 10(1), 44-59. doi:10.2752/175183512X13267336595278
  8. Ghani, J. A., Supnick, R., & Rooney, P. (1991). The experience of flow in computer mediated and in face-to-face groups. Proceedings of the 12th International Conference on Information Systems, New York, pp. 16-18.
  9. Han, I. S. (2011). Effects of force feedback in a haptic augmented simulation for abstract concept learning. Journal of Educational Technology, 27(2), 427-448. https://doi.org/10.17232/KSET.27.2.427
  10. Han, S. L., Baek, S. I., & Ahn, M. A. (2017). Telepresence and use intention of the experience of virtual reality shopping. Proceedings of the KODIA Korea Conference, Korea, pp. 93-97.
  11. Hoffman, D. L., & Novak, T. P. (2009). Flow online: lessons learned and future prospects. Journal of Interactive Marketing, 23(1), 23-34. doi:10.1016/j.intmar.2008.10.003
  12. Holbrook, B. (1983). Using real products in research. Journal of Retailing, 59(1), 4-20.
  13. Holbrook, M. B., & Hirschman, E. C. (1982). The experiential aspects of consumption: Consumer fantasies, feelings, and fun. Journal of Consumer Research, 9(2), 132-140. https://doi.org/10.1086/208906
  14. Hwang, S. M., Moon, S. K., Kim, H. H., & Yun, H. K. (2003). The software development using haptic display. Proceedings of the HCI Korea Conference, Korea, pp. 59-64.
  15. Jang, H. J., & Kim, K. H. (2018). Study on the influence of VR characteristics on user satisfaction and intention to use continuously - Focusing on VR presence, user characteristics, and VR sickness. The Journal of the Korea Contents Association, 18(5), 420-431. doi:10.5392/JKCA.2018.18.05.420
  16. Kim, H. J. (2016). http://www.kr.idc.asia/press/pressreleasearticle.aspx?prid=459
  17. Kim, H. J, Giacomin, J., & Macredie, R. (2014). A qualitative study of stakeholders' perspectives on the social network service environment. International Journal of Human-Computer Interaction, 30(12), 965-976. doi:10.1080/10447318.2014.925383.
  18. Kim, T. Y., & Lim, C. Y. (2004). Embodiment of multi-sensory feedback for better user experience on websites-with emphasis on the evaluation of tactile feedback utilizing tactile feedback mouse. Proceedings of the HCI Korea Conference, Korea, pp. 1548-1554.
  19. Kim, Y. W., & Choi, J. M. (2011). Effect of characteristics and texture of sight and touch on the tactile preferences for the black fabrics. The Costume Culture Association, 19(3), 556-564. doi:10.29049/rjcc.2011.19.3.556
  20. Lage, A., & Ancutiene, K. (2017). Virtual try-on technologies in the clothing industry. Part 1: Investigation of distance ease between body and garment. The Journal of the Textile Institute, 108(10), 1787-1793. doi:10.1080/00405000.2017.1286701
  21. Lederman, J., & Klatzky, L. (1990). Haptic classification of common objects: Knowledge-driven exploration. Cognitive Psychology, 22(4), 421-459. doi:10.1016/0010-0285(90)90009-S
  22. Lee, J., & Kang, E. K. (2007). 3D virtual shopping mall implementation based on the rich media technology. The Journal of the Korea Institute of Maritime Information & Communication Sciences, 11(2), 229-238.
  23. Lee, J. H. (2018). VR system environment technologies and user input elements. Journal of the Korean Society Design Culture, 24(2), 585-596. doi:10.18208/ksdc.2018.24.2.585
  24. Lee, J. M., & Kim, H. Y. (2016). Study on sensibility to visual tactility of modern fashion materials. Bulletin of Korean Society of Basic Design & Art, 17(5), 447-460.
  25. Lee, S. H., Lim, S. J., & Cho, Y. J. (2001). Focusing on perceived risks - apparel purchase behavior among internet shoppers, Journal of the Korean Society of Clothing and Textiles, 25(7), 1247-1257.
  26. Lee, Y. A. (2007). A study on the haptic feedback design in hand-held products. Unpublished master's thesis, Kookmin University, Seoul.
  27. Lee, Y. J., & Kim, J. J. (2011). A study on the drape profile analysis of the apparel textiles and 3D virtual textiles using a 3D digital clothing software. Journal of Fashion Business, 15(5), 103-114. https://doi.org/10.12940/JFB.2011.15.5.103
  28. Lee, J. H., & Jung, Y. H. (2008). The research on online game hedonic experience - Focusing on moderate effect of perceived complexity -. Journal of Global Scholars of Marketing Science, 18(2), 147-187.
  29. Lund, C. (2015). Selling through the senses: Sensory appeals in the fashion retail environment. Fashion Practice, 7(1), 9-30. doi:10.2752/175693815X14182200335619
  30. Oh, S. Y., & Ryu, E. J. (2015). A study on expressivity of virtual clothing made of 3D apparel CAD system according to the physical properties of fabric. Fashion & Textile Research Journal, 17(4), 613-625. doi:10.5805/SFTI.2015.17.4.613
  31. Park, Y. B., Park, J. H., & Cho, K. S. (2015). Effect of unplanned haptic experience on product evaluation. Design Convergence Study, 14(5), 47-56.
  32. Peck, J., & Childers, T. L. (2004). To have and to hold: The influence of haptic information on product judgments. Journal of Marketing, 67(2), 35-48. https://doi.org/10.1509/jmkg.67.2.35.18612
  33. Safari, A., Thilenius, P., & Hadjikhani, A. (2013). The impact of psychic distance on consumers' behavior in international online purchasing. Journal of International Consumer Marketing, 25(4), 234-249. doi:10.1080/08961530.2013.803899
  34. Strauss, A., & Corbin, J. (2001). Basics of qualitative research (K. R. Shin, Trans.). Seoul: Hyunmoon. (Original work published 1998)
  35. Sung, J. Y. (2016). Does touch experience of product impact on the activation of dual categorization? - The moderating role of consumer's sensory expertise and product expertise. Journal of Consumer Studies, 27(3), 241-261.
  36. Trevino, L. K., & Webster, J. (1992). Flow in computer-mediated communication: Electronic mail and voice mail evaluation and impacts. Communication Research, 19(5), 539-573. doi:10.1177/009365092019005001.
  37. Uhlirova, M. (2013). 100 years of the fashion film: Frameworks and histories. Fashion Theory, 17(2), 137-158. doi:10.2752/175174113X13541091797562
  38. Vitali, A., & Rizzi, C. (2018). Acquisition of customer's tailor measurements for 3D clothing design using virtual reality devices. Virtual and Physical Prototyping, 13(3), 131-145. doi:10.1080/17452759.2018.1474082
  39. VR conference to launch Korean investment in immersive technology. (2018, June 13). Manchester Metropolitan University News. Retrieved January 5, 2019, from https://www2.mmu.ac.uk/news-and-events/news/story/7903/.
  40. Wu, C. M., & Smith, S. (2015). A haptic keypad design with a novel interactive haptic feedback method. Journal of Engineering Design, 26(4-6), 169-186. doi:10.1080/09544828.2015.1030372
  41. Yang, E. K., & Kim, S. J. (2014). 3D Character virtual costume making software usability assessment - Focusing on poser 3D character virtual costume making. Journal of Digital Design, 14(1), 863-876. doi:10.17280/jdd.2014.14.1.084