• Title/Summary/Keyword: Avatars

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Interactive Virtual Studio & Immersive Viewer Environment (인터렉티브 가상 스튜디오와 몰입형 시청자 환경)

  • 김래현;박문호;고희동;변혜란
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06b
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    • pp.87-93
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    • 1999
  • In this paper, we introduce a novel virtual studio environment where a broadcaster in the virtual set interacts with tele-viewers as if they are sharing the same environment as participants. A tele-viewer participates physically in the virtual studio environment by a dummy-head equipped with video "eyes" and microphone "ears" physically located in the studio. The dummy head as a surrogate of the tole-viewer follows the tele-viewer's head movements and views and hears through the dummy head like a tele-operated robot. By introducing the tele-presence technology in the virtual studio setting, the broadcaster can not only interact with the virtual set elements like the regular virtual studio environment but also share the physical studio with the surrogates of the tele-viewers as participants. The tele-viewer may see the real broadcaster in the virtual set environment and other participants as avatars in place of their respective dummy heads. With an immersive display like HMD, the tele-viewer may look around the studio and interact with other avatars. The new interactive virtual studio with the immersive viewer environment may be applied to immersive tele-conferencing, tele-teaching, and interactive TV program productions.program productions.

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The Effect of the Technical and Virtual Creator Characteristics of Vtuber's Personal Broadcasting on Pleasure, Satisfaction, and Paid Sponsorship Intention: Based on the S-O-R Model (브이튜버(Vtuber) 개인방송의 기술적 특성과 가상 크리에이터 특성이 즐거움, 시청만족도 및 유료후원의도에 미치는 영향: S-O-R 모델을 기반으로)

  • Jin, Chengjun;Yang, Sung-Byung;Yoon, Sang-Hyeak
    • Journal of Information Technology Services
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    • v.21 no.5
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    • pp.107-127
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    • 2022
  • Personal broadcasting utilizing Vtuber, a virtual creator made of 2D or 3D avatars, has recently appeared and is growing in popularity. Vtuber is a virtual person who broadcasts on the Internet using 2D or 3D avatars with real-time motion capture and computer graphics technologies. While the personal broadcasting industry utilizing Vtuber is proliferating, related studies have mainly concentrated on technical issues. Therefore, in this study, the antecedent factors that form the technical characteristics and virtual creator characteristics of Vtuber personal broadcasting are derived using the Stimulus-Organism-Response (S-O-R) model. Then the effect of these factors on viewer pleasure and satisfaction, which lead to increased paid sponsorship is to be examined. Furthermore, we investigate how this influencing mechanism fluctuates based on the avatar type (2D vs. 3D). This study contributes to empirical examinations of viewers' paid sponsorship intention in Vtuber personal broadcasting through the S-O-R model. It also offers insights that technological or virtual creator characteristics could improve viewers' pleasure, satisfaction, and even paid sponsorship.

Study on Use the Metaverse Platform in Fashion Design (패션디자인 분야의 메타버스 플랫폼 활용 연구)

  • Ryu, Kyoung ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.31-44
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    • 2023
  • Fashion design in the metaverse is not simply a 3D avatar or virtual fashion, it is an important clue for shopping trends, and the role of fashion design has grown even more because avatars and humans are identified and active. This study, I attempts to understand the metaverse platform accurately and find out the scope of fashion design within the metaverse platform. In addition, we want to provide basic data that can expand the field by using fashion design in various ways on the metabus platform. This study investigated and analyzed various metaverse fashion cases, articles, software, and methods used by metaverse fashion creators, and the results are as follows. First, the metaverse platform is a new level of virtual interaction where users and creators communicate through the convergence of augmented reality, lifelogging, mirror world, and virtual world. Second, most of the users of the metaverse platform are generation Z, and metaverse creators who make money by producing avatars or items, including fashion design, are emerging as a new job field. Third, many fashion brands created spaces on the Metaverse platform, collaborated with games, or opened fashion weeks for publicity, marketing, and sales. Fourth, as a 3D program for metaverse fashion creator activities, open-source software is easier and free of charge compared to programs for fashion design specialists, and most costumes can be reproduced, so it will be easier for fashion design majors to utilize.

Study on Space Design for Metaverse Fashion Show through Meta-Analysis of Literature (문헌 분석을 통한 메타버스 패션쇼 공간 디자인 연구)

  • Jin-Beom Pyeon;Yun-Seo Hong;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.475-480
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    • 2023
  • As the digital fashion show developed through the pandemic period, this study analyzed the literature on the digital fashion show and presented basic data for the design of the metaverse fashion show space. Through keyword analysis, the flow of research was identified, and implications for space design for the metabus fashion show were derived through analysis of space, models and avatars, lighting, and communication. Through keyword analysis, it was possible to understand the conversion process of digital fashion show research in the pandemic situation. Metaverse fashion shows can express stages, avatars, and costumes that are impossible in the real world, but require design considering expressiveness. In the metaverse space, communication can be thought of as a designer's value delivery, digital marketing, and communication with customers.

Conveying Emotions Through CMC: A Comparative Study of Memoji, Emoji, and Human Face

  • Eojin Kim;Yunsun Alice Hong;Kwanghee Han
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.93-102
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    • 2023
  • Emojis and avatars are widely used in online communications, but their emotional conveyance lacks research. This study aims to contribute to the field of emotional expression in computer-mediated communication (CMC) by exploring the effectiveness of emotion recognition, the intensity of perceived emotions, and the perceived preferences for emojis and avatars as emotional expression tools. The following were used as stimuli: 12 photographs from the Yonsei-Face database, 12 Memojis that reflected the photographs, and 6 iOS emojis. The results of this study indicate that emojis outperformed other forms of emotional expression in terms of conveying emotions, intensity, and preference. Indeed, the study findings confirm that emojis remain the dominant form of emotional signals in CMC. In contrast, the study revealed that Memojis were inadequate as an expressive emotional cue. Participants did not perceive Memojis to effectively convey emotions compared with other forms of expression, such as emojis or real human faces. This suggests room for improvement in the design and implementation of Memojis to enhance their effectiveness in accurately conveying intended emotions. Addressing the limitations of Memojis and exploring ways to optimize their emotional expressiveness necessitate further research and development in avatar design.

How do people verify identity in the Metaverse: Through exploring the user's avatar (메타버스 내 아바타 정체성 확인에 영향을 미치는 요인에 관한 연구)

  • Kihyun Kim;Seongwon Lee;Kil-Soo Suh
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.189-217
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    • 2023
  • The metaverse is a virtual world where individuals engage in social, economic, and cultural activities using avatars, which represent an alternate version of oneself within the virtual realm. While the metaverse has garnered global attention recently, research exploring the identity manifested through avatars within the metaverse remains limited. This study investigates the influence of four IT artifact characteristics related to avatar usage in the metaverse-avatar representation, avatar copresence, avatar profiling, and avatar-space interaction-on perceived avatar identity verification. A survey was conducted with 196 experienced users of the Zepeto platform, and hypotheses were tested using structural equation modeling. The analysis results indicate that the use of IT artifacts enabling avatar representation, avatar copresence, and avatar-space interaction has a positive impact on perceived avatar identity verification. This achieved self-verification indirectly influences the satisfaction and subsequent intention to continue using the metaverse. This study contributes to the academic field by empirically verifying the metaverse technological factors that influence the projected identity onto avatars within the metaverse. Furthermore, it is expected to provide effective guidelines for metaverse platform companies in designing and implementing the metaverse.

Application of Immersive Virtual Environment Through Virtual Avatar Based On Rigid-body Tracking (강체 추적 기반의 가상 아바타를 통한 몰입형 가상환경 응용)

  • MyeongSeok Park;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.69-77
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    • 2023
  • This study proposes a rigid-body tracking based virtual avatar application method to increase the social presence and provide various experiences of virtual reality(VR) users in an immersive virtual environment. The proposed method estimates the motion of a virtual avatar through inverse kinematics based on real-time rigid-body tracking based on motion capture using markers. Through this, it aims to design a highly immersive virtual environment with simple object manipulation in the real world. Science experiment educational contents are produced to experiment and analyze applications related to immersive virtual environments through virtual avatars. In addition, audiovisual education, full-body tracking, and the proposed rigid-body tracking method were compared and analyzed through survey. In the proposed virtual environment, participants wore VR HMDs and conducted a survey to confirm immersion and educational effects from virtual avatars performing experimental educational actions from estimated motions. As a result, through the method of utilizing virtual avatars based on rigid-body tracking, it was possible to induce higher immersion and educational effects than traditional audiovisual education. In addition, it was confirmed that a sufficiently positive experience can be provided without much work for full-body tracking.

A 3D facial Emotion Editor Using a 2D Comic Model (2D 코믹 모델을 이용한 3D 얼굴 표정 에디터)

  • 이용후;김상운;청목유직
    • Proceedings of the IEEK Conference
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    • 2000.06d
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    • pp.226-229
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    • 2000
  • A 2D comic model, a comic-style line drawing model having only eyebrows, eyes, nose and mouth, is much easier to generate facial expressions with small number of points than that of 3D model. In this paper we propose a 3D emotional editor using a 2D comic model, where emotional expressions are represented by using action units(AU) of FACS. Experiments show a possibility that the proposed method could be used efficiently for intelligent sign-language communications between avatars of different languages in the Internet cyberspace.

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A Study of Social Interaction between Avatars and Visualization Technique in 3D Cyberspaces (3D 사이버스페이스에서 아바타간 사회적 상호작용과 시각화 방법에 관한 연구)

  • 정혜원;유석종;최윤철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.449-452
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    • 2001
  • 가상공간에서 발생하는 아바타 상호작용 유형과 인상형성에 영향을 주는 요인들을 분석하여 아바타간의 사회적 관계도(DOSR)를 정의하였다. 아바타간 사회적 관계도는 가상공간에서 커뮤니티 형성에 효율성을 제공하는 요소들로서 이루어져 있으며, 사용자의 가중치를 적용하여 산출된다. 본 논문에서는 사회적 관계도를 활용할 수 있는 방법에 대해서 제시하였고, 사회적 관계도를 이용한 아바타 시각화로 인지(Awareness)의 향상에 중점을 두어 시스템을 구현하였다.

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Self-esteem of Adolescents and Web Cyber Culture Style - the Users' Avatars of Online Game - (청소년의 자아존중감과 웹 사이버문화 - 온라인 게임의 아바타 사용자 중심으로 -)

  • Lee, Hyang-Jai;Han, Ji-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.197-204
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    • 2009
  • This study aims to examine the realistic self-esteem of adolescents and perception of adolescents toward avatar in an attempt to understand basic aspects of their distinctive lifestyle fundamentally relative to the cyber culture on the web, given that the adolescent which is significant in forming self-esteem period plays an important role in the psychological aspect of adolescents. As for method of research, this study analyzed the self-esteem of users, their preference for avatar, and the perception toward avatar, in order to understand their psychological and social maturity. The result of study indicated that the increased self-esteem in reality among the adolescents led to the increased preference for avatar relative to the cyber culture on the web, which in turn increased the recognition of others' avatars. Those findings suggest that adolescents tend to assign self-esteem to avatar as great as themselves. Thus, it may be important to help adolescents form their self identity from the perspective psychological maturity, so that a sound and healthy web culture can be formed depending on the formation and level of self-esteem among adolescents.