• 제목/요약/키워드: Avatar Communication

검색결과 66건 처리시간 0.025초

Online Face Avatar Motion Control based on Face Tracking

  • Wei, Li;Lee, Eung-Joo
    • 한국멀티미디어학회논문지
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    • 제12권6호
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    • pp.804-814
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    • 2009
  • In this paper, a novel system for avatar motion controlling by tracking face is presented. The system is composed of three main parts: firstly, LCS (Local Cluster Searching) method based face feature detection algorithm, secondly, HMM based feature points recognition algorithm, and finally, avatar controlling and animation generation algorithm. In LCS method, face region can be divided into many small piece regions in horizontal and vertical direction. Then the method will judge each cross point that if it is an object point, edge point or the background point. The HMM method will distinguish the mouth, eyes, nose etc. from these feature points. Based on the detected facial feature points, the 3D avatar is controlled by two ways: avatar orientation and animation, the avatar orientation controlling information can be acquired by analyzing facial geometric information; avatar animation can be generated from the face feature points smoothly. And finally for evaluating performance of the developed system, we implement the system on Window XP OS, the results show that the system can have an excellent performance.

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소비자의 온라인 패션몰 아바타에 대한 커뮤니케이션 신뢰가 아바타에 대한 성과기대 및 재사용의도에 미치는 영향 (The Effect of Consumers' Trust in Communication with Online Fashion Mall Avatars on Performance Expectancy and Re-use Intentions)

  • 구자성;김찬호
    • 한국의상디자인학회지
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    • 제25권1호
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    • pp.97-113
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    • 2023
  • This study investigates the effect of consumers' trust in communication with online fashion mall avatars on performance expectancy and re-use intention. For the empirical study, 207 adults were surveyed using a 5-point Likert scale, and the results were analyzed with SPSS 21.0. The analysis reveals the following results. First, the factor analysis of trust in communication with the avatar, performance expectancy, and re-use intention revealed cognitive and affective trust as subfactors of the trust in communication with the avatar, while purchase choice expectations and performance expectancy were identified as subfactors of performance expectancy for the avatar. A total of five factors, including re-use intention, were recognized. Second, the trust in communication with online fashion mall avatars significantly positively affected performance expectancy for the avatar. Among the subfactors, cognitive trust was determined to have a greater influence on purchase choice expectations than affective trust. Third, the performance expectancy for the online fashion mall avatar significantly positively affected re-use intention. Notably, the subfactor performance expectancy had a greater influence than purchase choice expectations. Finally, trust in communication with online fashion mall avatars significantly positively affected re-use intention. Accordingly, the sub-factor cognitive trust had a greater influence on re-use intention than affective trust. The results of this study are academically significant in that they empirically test the influence relationship between trust in communication, performance expectancy, and re-use intention, considering the personal characteristics of online fashion mall avatars on consumers using the Meta-UTAUT model in the fashion field.

인터넷 아바타 사용자의 의사결정 모델에 관한 연구 -사용 목적 별 프로토타입 제작을 중심으로 - (A Study on a Decision Making Model for the Internet Avatar User -With Particular Emphasis on Developing Prototypes for Purpose of Users-)

  • 김영미;정경운
    • 디자인학연구
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    • 제17권3호
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    • pp.263-272
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    • 2004
  • 정보통신 기술의 발달로 인해 커뮤니케이션 환경이 급격하게 변화하고 있다. 그러한 변화 중 하나로 아바타가 인터넷상에서 새로운 커뮤니케이션 수단으로 대두되고 있으며, 디지털 콘텐츠의 수익모델로서도 중요한 위치를 차지하고 있다. 이에 따라 인터넷 커뮤니티 내에 서 아바타 사용자는 급격히 증가하고 있지만, 사용자들이 아바타를 선택할 때 어떻게 의사결정을 하는 지에 대한 연구는 거의 이루어지지 않고 있다. 이에 본 연구는 아바타 사용자들의 행동을 근거로 의사결정 모델을 구축하여 아바타의 디자인 개발에 활용할 수 있도록 하는 것을 목표로 한다. 본 연구에서는 아바타 사용자의 의사결정에 영향을 미치는 주요 요인과 과정을 조사, 분석하고, 사용 목적에 따라 의사결정 요인들과 정보탐색의 특성이 어떻게 달라지는지에 대해 고찰하였다. 이를 토대로 목적적 모델과 인지적 모델을 구축하고 각 모델의 프로토타입을 제작하였다. 끝으로 모델별로 디자인 가이드라인을 제시하였다.

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Real-Time Face Avatar Creation and Warping Algorithm Using Local Mean Method and Facial Feature Point Detection

  • Lee, Eung-Joo;Wei, Li
    • 한국멀티미디어학회논문지
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    • 제11권6호
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    • pp.777-786
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    • 2008
  • Human face avatar is important information in nowadays, such as describing real people in virtual world. In this paper, we have presented a face avatar creation and warping algorithm by using face feature analysis method, in order to detect face feature, we utilized local mean method based on facial feature appearance and face geometric information. Then detect facial candidates by using it's character in $YC_bC_r$ color space. Meanwhile, we also defined the rules which are based on face geometric information to limit searching range. For analyzing face feature, we used face feature points to describe their feature, and analyzed geometry relationship of these feature points to create the face avatar. Then we have carried out simulation on PC and embed mobile device such as PDA and mobile phone to evaluate efficiency of the proposed algorithm. From the simulation results, we can confirm that our proposed algorithm will have an outstanding performance and it's execution speed can also be acceptable.

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Traveling to the Hangang River via Metaverse: Interaction Effects between Avatar Self-Congruence and Digital Age Type

  • Zong-Yi Zhu;Sumi Kim
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권4호
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    • pp.21-30
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    • 2023
  • The aim of this study is to investigate how travelers' destination visit intentions are influenced by avatar self-congruence in the metaverse platform. We extended the impression management theory by considering both perceived enjoyment and social engagement, and illustrated the interaction effect based on users' digital age. To achieve this, we conducted an online survey with 302 users. The survey results revealed that avatar self-congruence significantly influenced users in terms of perceived enjoyment and social engagement, thereby affecting their destination visit intentions. This study also revealed a significant interaction effect between digital age type and avatar self-congruence on users' perceived enjoyment. The results of this study are expected to provide not only a theoretical reference for metaverse research and travel research but also managerial implications for destination management and metaverse applications.

케이팝 아이돌의 아바타 활용 유형 및 팬덤의 인식분석 (Analysis of Usage Types of K-pop Idol Avatar and Fandom Perception)

  • 방은정;우신디;김소연
    • 한국멀티미디어학회논문지
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    • 제25권11호
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    • pp.1601-1612
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    • 2022
  • As human brands, Idols, the central members of K-pop, are actively engaging in various industries based on the support of their fandoms, greatly impacting the national economy. In particular, due to the development of digital devices and technologies, they are active both online and offline, and idol avatars are a significant part of their activities across diverse contexts. Therefore, this study aims to categorize avatars used in various contexts and explore fandoms' perceptions according to each type. Based on case studies and literature review, idol avatar usage was categorized into products, supplier-led content, and interactive content, and accordingly, surveys and in-depth interviews were conducted. As a result, regardless of category, fandom showed a negative perception of idol avatar usage, as shown in the order of interactive content, supplier-led content, and products. Regarding human brand characteristics of idol avatars, attractiveness was evaluated higher than intimacy and likeability. However, the attachment to real-life idols showed a higher correlation with the characteristics of intimacy and likeability than attractiveness. This study is significant as it looked at the future directions of idol avatar usage by analyzing the fandoms' perception of avatar usage in the K-pop industry from a human brand perspective.

지적 아바타 통신을 위한 코믹한 얼굴 표정의 생성법 (A Generation Method of Comic Facial Expressions for Intelligent Avatar Communications)

  • 이윤후;김상운
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2000년도 추계종합학술대회 논문집(4)
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    • pp.227-230
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    • 2000
  • The sign-language can be used as an auxiliary communication means between avatars of different languages in cyberspace. At that time, an intelligent communication method can also be utilized to achieve real-time communication, where intelligently coded data (joint angles for arm gestures and action units for facial emotions) are transmitted instead of real pictures. In this paper, a method of generating the facial gesture CG animation on different avatar models is provided. At first, to edit emotional expressions efficiently, a comic-style facial model having only eyebrows, eyes, nose, and mouth is employed. Then generation of facial emotion animation with the parameters is also investigated. Experimental results show a possibility that the method could be used for the intelligent avatar communications between Korean and Japanese.

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Face-to-face Communication in Cyberspace using Analysis and Synthesis of Facial Expression

  • Shigeo Morishima
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1999년도 KOBA 방송기술 워크샵 KOBA Broadcasting Technology Workshop
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    • pp.111-118
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    • 1999
  • Recently computer can make cyberspace to walk through by an interactive virtual reality technique. An a avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, an avatar is realized which has a real face in cyberspace and a multiuser communication system is constructed by voice transmitted through network. Voice from microphone is transmitted and analyzed, then mouth shape and facial expression of avatar are synchronously estimated and synthesized on real time. And also an entertainment application of a real-time voice driven synthetic face is introduced and this is an example of interactive movie. Finally, face motion capture system using physics based face model is introduced.

CVE 디자인을 위한 3D 아바타의 동작 표현 연구 (3D Avatar Gesture Representation for Collaborative Virtual Environment Design)

  • 이경원;장선희
    • 한국콘텐츠학회논문지
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    • 제5권4호
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    • pp.122-132
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    • 2005
  • CVE(Collaborative Virtual Environment)는 물리적으로 함께 모이지 못하는 사람들이 서로 의논하고, 공동으로 일할 수 있는 가상공간의 공유된 장(場)을 말한다. CVE에서 참여자들은 가상적으로 그들이 존재할 수 있게 하는 사람의 형상을 닮은 체현(體現), 즉 아바타를 통해 대표된다. 그러나 현재 가상환경에서 볼 수 있는 대부분의 아바타들은 그 아바타의 행동과 사용자간에 일어나고 있는 대화 사이의 자연스러운 관계를 나타내지 못하고 있다. 사람과 사람간의 대화에 있어서 교환되는 정보의 65% 이상이 비언어적 기호에 의해 전달된다는 점을 감안할 때, 비언어적 커뮤니케이션 채널을 CVE 시스템의 아바타에서 제공하는 것은 매우 중요하다. 따라서 본 연구는 아바타 제스츄어 디자인에 적용될 수 있는 비언어커뮤니케이션의 전달양식을 도출하고 사람과 사람간의 커뮤니케이션 과정에서 발생하는 대표적인 신체언어들을 언어와의 관련성에 따라 유형을 분류한 후 머리에서 발까지 신체부위별로 흔히 사용되는 동작과 그에 부합하는 언어표현들을 정리하여 제시하는 방법으로 CVE에서 사용자들이 적절한 커뮤니케이션 활동을 할 수 있도록 지원하는 아바타의 동작표현을 제안하고 있다.

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Avatar를 이용한 사용자 인터페이스의 Framework에 관한 연구 (A Study on development of the framework and prototype for user interface using Avatar)

  • 문재승;최종규;지용구
    • 산업공학
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    • 제20권4호
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    • pp.560-567
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    • 2007
  • The opening of ubiquitous computing era prompted rapid increase in information transfer between human and computer. Such changes in computing environment requires new computing interface. In this paper, we develop a user interface prototype and framework using Avatar in Ubiquitous computing environment, which can support an active communication between human and computer based on context information. To develop the new interface, its conceptual framework with specific context information is designed in advance. In addition, this study suggests the future goal of user interface using Avatar by suggesting the requirements of constructed prototype.