• Title/Summary/Keyword: 이미지실재감

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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.

Realistic Expression Factors According to Visual Presence in Terms of Iris color and Pupil Accommodation of Virtual Avatar (가상 아바타의 홍채색과 동공 조절에 따른 시각적 실재감에 대한 실감표현요소)

  • Won, Myoung Ju;Park, Sang-In;Lee, Eui Chul;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.1-8
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    • 2014
  • The virtual avatar is a principal way as media for communicating language and affective feelings in virtual environment. As similar purpose, this study evaluates user's visual feeling according to the changes of iris color and pupil size of virtual avatar which is considered as new factors for representing realistic avatar. Virtual avatars were configured by pupil accommodation and iris color(green, brown). After presenting above image to 32 participants, a questionnaire(18 items) based on previous studies was created, and reported as a 5-point scale. Experimental result showed that the case of adopting pupil accommodation induced more realistic visual feeling of subjects. This result can be regarded as a basis for designing realistic virtual avatar by confirming the effectiveness of pupil accommodation of avatar in terms of representing visual presence.

중국 사이버대학의 서비스 특성화가 성과에 미치는 영향에 관한 연구

  • Jang, Wi-Geon;Gwon, Sun-Dong
    • 한국벤처창업학회:학술대회논문집
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    • 2016.04a
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    • pp.123-132
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    • 2016
  • 본 연구의 목적은 사이버대학의 성과에 영향을 미치는 서비스 특성화 요인을 찾는 것이다. 본 연구에서는 사이버대학의 성과를 교수, 졸업 및 취업, 브랜드 이미지 측면에서 접근하였고, 선행연구를 토대로 하여 사이버대학의 성과에 영향을 미치는 서비스 특성화 요인으로 콘텐츠 다양성, 콘텐츠 품질, 콘텐츠 실무지향성, 강의 실재감, 학습관리를 도출하였다. 연구모형을 검증하기 위해 중국의 사이버대학에 재학 중인 대학생들을 인터넷 설문을 배포하여 총 170부의 유효설문을 수집하여 실증 분석하였다. 실증 분석한 결과, 다음과 같은 다섯 가지의 연구결과를 확인하였다. 첫째, 콘텐츠 다양성 수준이 높을수록 사이버대학의 성과는 높아지는 것을 확인하였다. 둘째, 강의 콘텐츠 품질이 우수할수록 사이버대학의 성과는 높아지는 것을 확인하였다. 셋째, 콘텐츠 실무 지향성이 높을수록 사이버대학의 성과가 높아지는 것을 확인하였다. 넷째, 강의 실재감이 높을수록 사이버대학의 성과는 높아지는 것을 확인하였다. 다섯째, 학습관리 수준이 높을수록 사이버대학의 성과가 높아지는 것을 확인하였다.

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Empirical Analysis on the Effect of Design Pattern of Web Page, Perceived Risk and Media Richness to Customer Satisfaction (콘텐츠 제작방식, 지각된 위험, 미디어 풍부성이 고객만족에 미치는 영향 분석)

  • Park, Bong-Won;Lee, Jung-Mann;Lee, Jong-Won
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.385-396
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    • 2011
  • Internet web pages can be classified by three major types such as texts only, images with texts and videos with texts. The purpose of this paper is to analyze how customers recognize and respond perspective of perceived risk and media richness with regard to design patterns of internet web pages. Additionally, we will examine the extent to which aforementioned factors affect customer satisfaction. Analyses with perceived risks revealed that customers feel less personal risks including performance, psychology and time/convenience when used web pages of text-images and text-videos, compared to text only based web pages. However, customers feel that web pages consisting of image-text or video-text have higher points in terms of symbolism and social presence in media richness, compared to text only based web pages. Finally, we showed that personal risk and text-based Web page negatively affect but symbolism and social presence positively impact on customer satisfaction. Therefore, this study suggests a clue that why video-based Web content did not grow different from many people's expectation.

A Study on Effects of Online Environmental Factors on Online Rumor Behavior (온라인 루머 행동에 대한 온라인 환경 요인의 영향 연구)

  • Kim, Han-Min
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.45-52
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    • 2020
  • Online rumor creates psychological stress and image loss for victims. Prior studies related to online rumor did not consider the online environmental factor, despite the fact that online rumor occurs in the online space. Therefore, this study tried to investigate the influence of online characteristics on online rumor. This study considered perceived anonymity, lack of social presence, and perceived dissemination as online characteristics. We established and demonstrated a research model in which online characteristics affect online rumor behavior through attitude toward online rumor. This study obtained the sample of 201 social network users based on the survey and verified the research model using PLS tool. The results provided that perceived anonymity and perceived dissemination influenced online rumor behavior through attitude toward online rumor. On the other hand, lack of social presence was not significant. The findings of this study provide the fact that an individual's online rumor behavior can be caused by online characteristics. This study suggests that we pay attention to the role of perceived anonymity and perceived dissemination for online rumor behavior.

A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization (주관적인 가상 실감화 측정 방법에 대한 시각적 요소 평가 연구)

  • Won, Myeung-Ju;Park, Sang-In;Kim, Chi-Jung;Lee, Eui-Chul;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.15 no.3
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    • pp.389-398
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    • 2012
  • Virtual worlds have pursued reality as if they actually exist. In order to evaluate the sense of reality in the computer-simulated worlds, several subjective questionnaires, which include specific independent variables, have been proposed in the literature. However, the questionnaires lack reliability and validity necessary for defining and measuring the virtual realization. Few studies have been conducted to investigate the effect of visual factors on the sense of reality experienced by exposing to a virtual environment. Therefore, this study was aimed at reinvestigating the variables and proposing a more reliable and advisable questionnaire for evaluating the virtual realization, focusing on visual factors. Twenty-one questions were gleaned from the literature and subjective interviews with focused groups. Exploratory factor analysis with oblique rotation was performed on the data obtained from 200 participants(females: 100) after exposing to a virtual character image described in an extreme way. After removing poorly loading items, remained subsets were subjected to confirmatory factor analysis on the data obtained from the same participants. As a result, 3 significant factors were determined to efficiently measure the virtual realization. The determined factors included visual presence(3 subset items), visual immersion(7 subset items), and visual interactivity(4 subset items). The proposed factors were verified by conducting a subjective evaluation in which participants were asked to evaluate a 3D virtual eyeball model based on the visual presence. The results implicated that the measurement method was suitable for evaluating the degree of the virtual realization. The proposed method is expected to reasonably measure the degree of the virtual realization.

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Intention to Work as a YouTube Creator: Focusing on Generation Z's Occupational Values (유튜브 크리에이터 직업 선택 의향: Z세대 직업 가치관을 중심으로)

  • Cho, Ju-Yeon;Jang, Seong-Ho
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.752-760
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    • 2021
  • The present study aimed to identify predictors of Youtube creator's Willingness to work as a profession. This work is notable, given its prevalence in preference as an occupation due to the development of information and communication technology. In the present work, a survey study was utilized and respondents' perception of job values, interest, self-esteem as well as willingness to work were measured. The results from a multiple regression analysis indicate that, realistic type (-), artistic type (+), corporate type (+) job value and job interest were significantly predictive of willingness to work. This study discussed implications including the need to establish career support services for YouTube creators as a profession and further for differentiated approaches based on job values or individual tendencies. The result from the current work is important, in that this study identified the willingness and influential factors of YouTube creators from a professional perspective, reflecting the recent growing interest in YouTube creators.

Study on Utilization of Jewelry 3D Modeling in E-commerce Marketing - Focusing on Metaverse Platform (주얼리 3D 모델링의 이커머스 마케팅 활용연구 - 메타버스 플랫폼을 중심으로)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.581-587
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    • 2023
  • During the global pandemic period, The world has created a new paradigm using digital technology, aligning one direction with the highest value of life and survival. Untact has changed from a convenience value to an essential value with quarantine and sanitation. And the industry process has shifted from face-to-face to non-face-to-face. The platform formed an community in a virtual space, and companies started a new service based on presence. For a sense of reality, information is expressed and stored from 2D centered on images to 3D multifaceted. Companies are marketing using 3D modeling, focusing on augmented reality, virtual world, and mirror world of Metaverses. The purpose of this study is to analyze the current status and examples of 3D modeling in the E-commerce environment of domestic and foreign jewelry brands in this era of change, and present ways to use 3D modeling in jewelry industries.

A Study on the Influencing factors of Cyber Universities' Performance in China (중국 사이버대학의 서비스 특성화가 성과에 미치는 영향에 관한 연구)

  • Zhang, Wei keon;Kwon, Sun Dong
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.4
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    • pp.91-101
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    • 2016
  • This research focused on searching the specialized factors which affect the cyber universities' performance. This research was approached from three perspective of professor, graduation and employment, and brand image to embody the cyber universities' performance. We drew five factors of contents variety, contents quality, practical orientation of contents, lecture presence, and learning management as the Influencing factors of cyber universities' performance. We proved our research model by analyzing 170 questionnaires which were completed by college students who were studying at cyber universities in China. The results of analysis are showed as below: 1) The level of contents variety can affect the cyber universities' performance; higher level gains better outcomes. 2) The level of contents quality can affect the cyber universities' performance; better quality gains better outcomes. 3) The level of practical orientation of contents can affect the cyber universities' performance; the higher the better. 4) The level of lecture presence can affect the cyber universities' performance; the stronger the better. 5) The level of learning management can affect the cyber universities' performance; the higher the better.

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Photorealism Effect of 3D Technical Realization - With an Emphasis on Image Reproduction of (3D 기술구현에서의 포토리얼리즘 효과 - 겨울왕국의 이미지 재현성을 중심으로)

  • Park, Kyung Mi;Yang, Jong Hoon
    • Cartoon and Animation Studies
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    • s.36
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    • pp.259-280
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    • 2014
  • Animation is showing the highest record in entertainment around the world and writing the history of 3D animation again. The image contents effect thanks to the proper introduction of the state-of-art digital technology, which is one of the causes of the outstanding entertainment and the factual reproduction of the images, provided an opportunity to transmit the meaning of image aesthetics, which is a virtual reality and image reproduction through the reality realization of photo medium, and to reinterpret the boundary of virtual reality. Especially, the development of digital contents technology due to scientific technologies demolishes the boundary of virtual reality and reality and creates the effect of making viewers be absorbed by realizing the virtual reality by means of 3D reality images which highlight the special characteristic of photos. The aspect of the contents technology and image aesthetics which can be interpreted in a view point beyond the existing concept of reality is found in the aura theory of Benjamin and in the Simulacres of Baudrillard. The 3D image by photo-reality herein presents various suggestions in the aspect of real existence of spatial expression, the meaning creation process of reality, the existence value of virtual images.