• Title/Summary/Keyword: Embodied presence

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Exploring Media Richness in the Metaverse Shopping Platform -The Role of Rendering Quality and Avatar Realism- (메타버스 쇼핑 플랫폼의 미디어 풍부성 -렌더링 품질과 아바타 현실감의 역할-)

  • Namhee Yoon;Ha Kyung Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.5
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    • pp.1024-1038
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    • 2024
  • The "metaverse" refers to a three-dimensional virtual realm that provides immersive experiences to users through their avatars. In a metaverse, consumers can interact with other users and engage in real-life activities using their avatars. These avatars are visual depictions of the user with realistic or unrealistic animated features. This study investigates how the rendering quality of virtual stores in a metaverse, serially mediated by embodied presence and enjoyment, can increase the use intention of metaverse shopping platforms. Additionally, this study explores how avatar realism moderates relations between the rendering quality and embodied presence. An experimental study was conducted using a between-subjects design to investigate the effect of metaverse media richness through avatar realism (realistic vs. unrealistic). Participants were randomly allocated to view a stimulus, and a total of 205 valid responses were analyzed using AMOS 23.0 and SPSS Process Macro 4.0. The results suggest that the rendering quality has a greater impact on embodied presence, particularly when consumers experience environments featuring realistic avatars. In conclusion, high rendering quality and realistic avatars within the metaverse space enable consumers to experience greater enjoyment and more actively engage with metaverse shopping platforms.

The Effects of Metaverse Avatar Identification on Immersion, Vicarious Pleasure, and Fashion Brand Item Sharing Intention (메타버스의 아바타 동일시가 몰입, 대리만족 및 패션 브랜드 아이템 공유의도에 미치는 영향)

  • Seunghee Shin;Hyojung Kim;Jungmin Yoo;Minjung Park
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.3
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    • pp.492-510
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    • 2023
  • The metaverse, an expansion of the real world, refers to a three-dimensional virtual world where daily life and economic activities can be conducted through avatars. This study examines the effect of avatar identification on metaverse immersion, vicarious pleasure, and fashion brand item sharing intention by subdividing avatar identification into similarity identification, wishful identification, and embodied presence. In addition, it investigates the difference in the influence relationship between avatar identification, immersion, and vicarious pleasure according to the degree of fashion involvement. The total of 319 participants were analyzed using SPSS 26.0 and AMOS 24.0. The results showed that similarity identification, wishful identification, and embodied presence had significant impacts on immersion and vicarious pleasure, influencing sharing intention. There was also a difference in the effect of avatar identification on consumer responses depending on fashion involvement. This study provides theoretical implications for experiential marketing and presents practical suggestions for developing metaverse marketing strategies.

Perception and Body: with a focus on Noe's theory (지각과 몸: 노에의 이론을 중심으로)

  • Yoon, Bosuk
    • Korean Journal of Cognitive Science
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    • v.25 no.4
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    • pp.277-302
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    • 2014
  • This paper aims at providing a critical review of Alva Noe's enactive theory of perception. The discussion will be organized around the three issues: (i) Does the body make an ineliminable contribution to shaping the mind? (ii) Does Noe succeed in providing effective arguments against the brain-centrism? (iii) Does Noe's theory give a satisfactory explanation of how we can perceive external objects? In the sections 2 and 3 of the paper, I discuss possible criticisms that can be raised against Noe with regard to (i) and (ii). Although these are serious criticisms, they apply to the embodied cognition in general. That is, those criticisms are not restricted to Noe's theory. In order to understand the core aspect of Noe's theory, we need to pay attention to "the problem of perceptual presence" that is brought up in (iii). It is here that Noe's theory is supposed to make a distinct contribution to the discussion about the nature of perception. I argue, however, in the section 4 that Noe's theory fails to provide a satisfactory explanation of perceptual presence.

The Effect of Interjection in Conversational Interaction with the AI Agent: In the Context of Self-Driving Car (인공지능 에이전트 대화형 인터랙션에서의 감탄사 효과: 자율주행 맥락에서)

  • Lee, Sooji;Seo, Jeeyoon;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.551-563
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    • 2022
  • This study aims to identify the effect on the user experiences when the embodied agent in a self-driving car interacts with emotional expressions by using 'interjection'. An experimental study was designed with two conditions: the inclusion of injections in the agent's conversation feedbacks (with interjections vs. without interjections) and the type of conversation (task-oriented conversation vs. social-oriented conversation). The online experiment was conducted with the four video clips of conversation scenario treatments and measured intimacy, likability, trust, social presence, perceived anthropomorphism, and future intention to use. The result showed that when the agent used interjection, the main effect on social presence was found in both conversation types. When the agent did not use interjection in the task-oriented conversation, trust and future intention to use were higher than when the agent talked with emotional expressions. In the context of the conversation with the AI agent in a self-driving car, we found only the effect of adding emotional expression by using interjection on the enhancing social presence, but no effect on the other user experience factors.

Factors Affecting Individual Effectiveness in Metaverse Workplaces and Moderating Effect of Metaverse Platforms: A Modified ESP Theory Perspective (메타버스 작업공간의 개인적 효과에 영향 및 메타버스 플랫폼의 조절효과에 대한 연구: 수정된 ESP 이론 관점으로)

  • Jooyeon Jeong;Ohbyung Kwon
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.207-228
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    • 2023
  • After COVID-19, organizations have widely adopted platforms such as zoom or developed their proprietary online real-time systems for remote work, with recent forays into incorporating the metaverse for meetings and publicity. While ongoing studies investigate the impact of avatar customization, expansive virtual environments, and past virtual experiences on participant satisfaction within virtual reality or metaverse settings, the utilization of the metaverse as a dedicated workspace is still an evolving area. There exists a notable gap in research concerning the factors influencing the performance of the metaverse as a workspace, particularly in non-immersive work-type metaverses. Unlike studies focusing on immersive virtual reality or metaverses emphasizing immersion and presence, the majority of contemporary work-oriented metaverses tend to be non-immersive. As such, understanding the factors that contribute to the success of these existing non-immersive metaverses becomes crucial. Hence, this paper aims to empirically analyze the factors impacting personal outcomes in the non-immersive metaverse workspace and derive implications from the results. To achieve this, the study adopts the Embodied Social Presence (ESP) model as a theoretical foundation, modifying and proposing a research model tailored to the non-immersive metaverse workspace. The findings validate that the impact of presence on task engagement and task involvement exhibits a moderating effect based on the metaverse platform used. Following interviews with participants engaged in non-immersive metaverse workplaces (specifically Gather Town and Ifland), a survey was conducted to gather comprehensive insights.

Learning Science in Communicating Science and Technology In-the-making: A Case Study of the 'Science and Technology Mania' Award Program

  • Hwang, Sung-Won;Hwang, Book-Kee;Choi, Jung-Hoon
    • Journal of The Korean Association For Science Education
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    • v.27 no.2
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    • pp.126-133
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    • 2007
  • The 'Science and Technology Mania' award program is an annual nationwide award activity organized to provide teenagers with opportunities for engaging in a high-technology-based long-term project work. The task involves designing a model ship propelled by the Lorentz force (a Lorentz ship) that allows diverse approaches irreducible to one right answer, and thus adopts features of science and technology in-the-making, In this study, we attend to opportunities for learning science that the uncertain aspects of artifact-designing project provide with participants, particularly when students communicate with scientists about their design practices. We analyze oral presentation sessions of the program and articulate two findings. First, students articulate embodied knowing in the presence of scientists. Second, students enact discursive resources deployed in concrete action. We conclude that students' design practices constitute referent that communication is directed toward and therefore become resources for developing scientific discourse.

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

Creating Change in the Ecology of Religious Education for Overcoming Racism (인종주의 극복을 위한 종교교육 생태의 창조적 변화에 관한 연구)

  • Son, Moon
    • Journal of Christian Education in Korea
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    • v.61
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    • pp.109-129
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    • 2020
  • This study reflects the regional context of Northeast Asian countries embodied in US-North Korean nuclear tension. The researcher uses the methodological inquiry of practical theology to analyze the political affairs and intertwine with religious education. The ecology of religious education to dismantle the threat of ethnic and racial discrimination such as white supremacy supports a shared pedagogy between students and their teachers in the narrative of Jesus to challenge all forms of oppression as the democratic presence of God.

Re-reading the film of Dead Poets Society (영화<죽은 시인의 사회> 다시 읽기)

  • Yang, Hyun-Mi
    • English & American cultural studies
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    • v.9 no.1
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    • pp.297-321
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    • 2009
  • The purpose of this study is to re-read the film of Dead Poets Society, specially focused on a feminist view. The film hides the strategy of recovering the traditional Patriarchal Society. At the beginning, the film resists the values of traditional society through John Keating. His unorthodox methods of teaching literature smack against the traditions of Welton Academy. Furthermore, he stresses on "Carpe Diem"—Seize the Day, the romantic values of free thinking, creativity, and individuality. The forces opposing Keating's philosophy are personified by Welton's rigid, old headmaster, Mr. Nolan, and the cruel, stubborn parent, Mr. Perry. Keating's romantic values are failed by their powerful, dominating attitudes. Effected by Keating's philosophy, Neil decides to pursue acting rather than medicine. He conflicts with his strict father. Finally frustrated by his authority, Neil commits suicide. And Keating is accused of inciting the boys to restart the Dead Poets Society, and at last he is fired. Keating and Neil are victimized by the Patriarchal society. Even though the film concentrates male characters at the all boys' school, it reveals the male angle of binary oppositions between men and women, subject and object, activity and passivity, presence and absence. In the film's dramatic conclusion, English class is now being temporarily taught by Nolan, who has the boys read from the very Pritchard essay they had ripped out at the start of the film. It symbolizes the triumph of the traditional logocentric society. However, influenced by Keating's unconventional attitudes, ultimately Welton Academy will be changed as it is embodied in its closing scene.

Design and manufacture of supersonic waves system that there is no invasion that there is no stimulation of embedded base for crush bone fracture patient's treatment (II) (파쇄 골절환자의 치료를 위한 임베디드 기반의 무자극, 무침습 초음파 시스템의 설계 및 제작(II))

  • Kim, Whi-Young
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.583-590
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    • 2006
  • BT technology, medical treatment engineering technology is offering important role and grow by creative technology. Specially, bone fracture treatment can achieve very important role in research of bone, physiology and dynamics of bone is very useful patient's diagnostic and treatment in presence at a sickbed. <중략>Furthermore embedded base of in administration aspect as well as if supersonic waves curer is treatment innocuously and without invasion very efficient tell. If apply supersonic waves in bone fracture treatment, can reduce curer about 40%. Operation frequency through bone fracture treatment supersonic waves curer of embedded base designs and manufactured 1m Hz, 1.2mHz, 1.3mHz, 1.4mHz, supersonic waves origination that have 1.5mHz's tranducer, and embodied protocol in PDA base in this research, and did so that is interfaced to general PC. If is using but supplement research water that see clinically by diagnosis in city, is seen to become convenient medical treatment assistance mounting to bone fracture patient's treatment and courtesy call. Specially, tried to approach basic form after modeling processing if may be applied variously to physiotherapy, orthopaedics patient who gouge late, and study standardization special quality little more.

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