• Title/Summary/Keyword: 가상실재감

Search Result 79, Processing Time 0.028 seconds

A Study on the Effect and Determinants of Virtual Presence in Live Commerce: Focusing on the Characteristics of Live Shopping Media and Influencers (라이브커머스에서 가상실재감의 효과와 결정요인 연구: 라이브쇼핑 매체 및 인플루언서 특성을 중심으로)

  • Choi, Su Jeong;Kim, Tae Kyung
    • The Journal of Information Systems
    • /
    • v.32 no.1
    • /
    • pp.23-51
    • /
    • 2023
  • Purpose: Live commerce is a new type of electronic commerce in combination with live streaming services. It is expected to increase virtual presence in the context of online shopping by overcoming a lack of social interactions between sellers and buyers which have been raised as a limitation in electronic commerce. Drawing on the studies of communication media, this study examines how live commerce contributes to the increase of virtual presence which consists of telepresence and social presence. Telepresence refers to a buyer's perception that he or she is present at the physical shopping mall during live shopping streaming whereas social presence refers to a buyer's perception of social interaction with a seller which is human warm, social, sensitive, and personal. In this study, we verify key determinants of virtual presence and its consequences. More specifically, this study proposes virtual presence contributes to the increase of buyers' trust in products and further purchase intentions. Furthermore, we verify influential factors of virtual presence from the technical and influencer perspectives of live commerce. Design/methodology/approach: To test the proposed hypotheses, the partial least squares (PLS) analysis is conducted with a total of 250 data collected on users with experience in the TaoBao live streaming shopping platform. Findings: The results show that first, telepresence and social presence are increased by visibility, media richness and attractiveness in the context of live shopping streaming. Second, buyers' trust in product trust and purchase intentions are positively influenced by telepresence and social presence. Finally, buyers' trust in product has a direct, positve effect on their purchase intentions. Overall, the findings offer new insights into the studies of electronic commerce by introducting the concepts of virtual presence and media richness from the literature of communication media in the field of live commerce.

Consumer Psychological Evaluation Process in Online Shopping using Virtual Fitting Service -Focusing on the Theory of Interactive Media Effects (TIME)- (가상피팅 서비스를 활용한 온라인 쇼핑에서의 소비자 심리 평가 과정 -인터렉티브 미디어 효과 이론(TIME)을 중심으로-)

  • Yunjeong Kim;Wenyun Xu;Kyung Wha Oh
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.47 no.6
    • /
    • pp.1157-1176
    • /
    • 2023
  • This study aims to verify the psychological evaluation that consumers undergo when accepting virtual fitting services while shopping online. The Theory of Interactive Media Effects (TIME) was applied to determine the impact of the perceived affordance of media on consumer response through immersion. An online survey was conducted targeting female consumers in their 20s and 30s, and 271 responses were collected and used for empirical analysis. The results of the analysis showed that interactivity and immediacy had a positive effect on telepresence. Telepresence, in turn, affected perceived usefulness and enjoyment, which then significantly affected purchase intention. In addition, some paths confirmed the moderating effect of consumer innovativeness. In consumers with high innovativeness, interactivity was found to have a greater influence on telepresence and perceived usefulness had a more significant influence on purchase intention than in consumers with low innovativeness. Conversely, in consumers with low innovativeness, perceived enjoyment was found to have a greater influence on purchase intention than in consumers with high innovativeness. The significance of this study is that it expands research on customer perception of virtual fitting services within online shopping platforms.

A Precise Tracking System for Dynamic Object using IR sensor for Spatial Augmented Reality (공간증강현실 구현을 위한 적외선 센서 기반 동적 물체 정밀 추적 시스템)

  • Oh, JiSoo;Park, Jinho
    • Journal of the Korea Computer Graphics Society
    • /
    • v.23 no.3
    • /
    • pp.115-122
    • /
    • 2017
  • As the era of the fourth industrial revolution began, augmented reality showed infinite possibilities throughout society. However, current augmented reality systems such as head-mount display and hand-held display systems suffer from various problems such as weariness and nausea, and thus space-augmented reality, which is a projector-based augmented reality technology, is attracting attention. Spacial augmented reality requires precise tracking of dynamic objects to project virtual images in order to increase realism of augmented reality and induce user 's immersion. The infrared sensor-based precision tracking algorithm developed in this paper demonstrates very robust tracking performance with an average error rate of less than 1.5% and technically opens the way towards advanced augmented reality technologies such as tracking for arbitrary objects, and Socially, by easy-to-use tracking algorithms for non-specialists, it allows designers, students, and children to easily create and enjoy their own augmented reality content.

Augmented reality trends in educational research: Through a systematic review of Korean literature (증강현실기반 교육 연구 동향: 국내 연구에 대한 체계적 문헌고찰을 통하여)

  • Kim, Hannah
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.3
    • /
    • pp.397-407
    • /
    • 2018
  • Augmented reality offers a great potential in teaching and learning through enhancing situated cognition and building indirect experience. However, existing systematic reviews are limited to studies conducted outside of Korea and fail to reflect the Korean trends. This study attempts to understand the augmented reality trends of educational research in Korea through a systematic review. The content types are also reviewed regarding situated learning. The results show that Korean studies tend to target preK-12 while many global research focus on K-16. In addition to Humanities & Arts and Science, Korean studies explored in special education. Concerning educational effects, numerous Korean studies investigated on individual learning and less focused on collaborative or situated learning. Moreover, many Korean studies used object-controlling contents. Lastly, challenges and suggestions for future research are addressed.

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
    • /
    • v.8 no.2
    • /
    • pp.49-54
    • /
    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
    • /
    • v.43 no.2
    • /
    • pp.59-72
    • /
    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

A Study on the Effects of the Characteristics of Internet Shopping mall on Shopping Values and Customer Retantiong (인터넷 쇼핑몰 특성에 의한 쇼핑가치와 고객유지에 관한 연구)

  • Kim, Young-Man;Kim, Dong-Hyeon
    • Journal of Global Scholars of Marketing Science
    • /
    • v.8
    • /
    • pp.61-87
    • /
    • 2001
  • Internet, which has been developed as a new exchange revolution, forms a huge virtual exchange market, and the innovative electronic commerce has completely broken off the way of existing goods distribution. This study begins with an awareness of the importance of customer retention to keep winning over the competition in internet shopping mall. In order to explain of the customer retention between individual and internet shopping mall, the study introduces first a satisfaction on shopping followed by an awareness of the importance of customer retention, and looks into a formation process of trust, satisfaction, and relationship orientation occurred by the offer of valuable convenience to customers. The study also explores the influence on shopping value by the characteristics with which internet shopping mall can bear, unfold by a cause and effect relationship the degree of shopping satisfaction, trust, and relationship orientation, and inquires a question to find out how to fuse the characteristics for internet retention. Therefore, this study has the following purposes: After examining prior research for the characteristics of internet shopping mall, it presents a possibility to connect shopping value with customer retention in light of theoretical system on characteristic elements derived from emotional and utilitarian perspectives. In order to achieve the purposes, the characteristics of internet retailing shop included site design, virtual reality, web awareness, customer concern, merchandise search, information supply, product value, and transaction system. Hypotheses were set up for the relationship with these characteristics and substantially analyzed. To prove this research, we analyzed collected data in which customers had experienced in shopping at internet shopping mall and discussed strategic current issues about its analytic results.

  • PDF

Expression of Good and Evil in Animation Film from a Perspective of Dionysian : Focusing on , a 3D Animation Film (디오니소스적 관점에서 본 애니메이션 영화의 선악 표현 : 3D 애니메이션 <빅 히어로>를 중심으로)

  • An, Se-Ung
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.31-55
    • /
    • 2015
  • The purpose of this study is to pay attention to the expression of good and evil which has Been significantly developed out of the existing dichotomous good and evil in animation films and to identify for them. Even though 3D animation films provides us with a sense of realistic existence due to surprising technical powers, the stories contained in such films tend to remain in the limit of family films. However, recently, some films have been presented beyond such limit with a scenario that makes people introspect their inner side. Among them, this study considered the expression of good and evil of , which extended the meaning of didactic morality into the dimension of 'Philosophy of Dionysian yes', as significant for research purpose. More specifically, this study looked at and discussed this film in more details in the aspect of focusing on the value of good and evil for eliminating the boundary of the existing perspective and pursuing positive overcoming. The frame of the concept for discussion used the philosophical statements of Kant and Hegel as well as Nietzsche who explained the meaning of good and evil with Dionysian view. As to the method of research, this study attempted to understand the theoretically related concepts and discuss the meaning, along with the presentation of examples, by inputting such meaning into the expression of good and evil presented in the film. This study has the implication in identifying that an animation film, as a virtual world, plays a role of opening a new prospect for conversion of thought in our real world and expecting a future progress.

A Study on the Concept and Characteristics of Metaverse based NFT Art - Focused on <Hybrid Nature> (메타버스 기반 NFT 아트 작품 사례 연구 - <하이브리드 네이처>를 중심으로)

  • Bosul Kim;Min Ji Kim
    • Trans-
    • /
    • v.14
    • /
    • pp.1-33
    • /
    • 2023
  • In the Web 3.0 era, the third generation of web technologies that uses blockchain technology to give creators ownership of data, metaverse is a crucial trend for developing a creator economy. Web 3.0 aims for a value in which content creators are compensated from participation without being dependent on the platform. Blockchain NFT technology is crucial in metaverse, a vital component of Web 3.0, to ensure the ownership of digital assets. Based on the theory that investigates the concept and characteristics of metaverse, this study identifies five features of the metaverse based NFT art ①'Continuity', ②'Presence', ③ 'Concurrency', ④'Economy', ⑤ 'Application of technology'. By focusing on metaverse based NFT art <Hybrid Nature> case study, we analyzed how the concepts and characteristics of the metaverse and NFT art were reflected in the work. This study focuses on the concept of NFT art, which is emerging at the intersection of art, technology and industry, and emphasizes the importance of finding creative, aesthetic, and cultural values rather than the NFT art's potential for financial gain. It is still in its early stage for academic studies to focus on the aesthetic qualities of NFT art. Future academics and researchers can find this study to gain deeper understanding of the traits and artistic, creative aspects of metaverse based NFT art.


(34141) Korea Institute of Science and Technology Information, 245, Daehak-ro, Yuseong-gu, Daejeon
Copyright (C) KISTI. All Rights Reserved.