• 제목/요약/키워드: Internet Avatar

검색결과 66건 처리시간 0.022초

인터넷에서 아바타를 이용한 의류구매 평가기준 분석 -실제의류구매에 대한 실증비교를 통해- (Analysis of Evaluation Criteria for Clothing Purchase Using AVATAR on the Internet)

  • 최성운;임인섭
    • 산업경영시스템학회지
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    • 제27권3호
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    • pp.1-6
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    • 2004
  • Recently, Avatar business has in favor on the internet and lots of profit has been increasing. In this study, we apply evaluation criteria for clothing purchase to Avatar, and try to find out the differences of the evaluation criteria by the age and sex. There are many forms in the evaluation factors for purchasing clothes of Avatar by categorizing into five primary factors with statistical tool among them. At this point, future research should use these results for the area of the customer management and marketing in Avatar business on the internet.

3차원 아바타 모델을 활용한 의류상품 제시가 소비자 접근행동에 미치는 영향 (The Effect of Presentation of Apparel Products on Consumers' Approach Behavior using 3D Avatar Model)

  • 양희순;최영림
    • 한국의류산업학회지
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    • 제15권1호
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    • pp.65-72
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    • 2013
  • This study utilizes a S-O-R model to investigate the effects of apparel product presentations using a 3D avatar model in Internet fashion malls for pleasure(emotional state) and approach behavior. We chose a 3D avatar model to present a fashion product in this study. The model walked for about one minute on stage; subsequently, respondents completed a questionnaire after they viewed it. The questionnaire consists of telepresence, pleasure and approach behavior. Respondents are limited to females 20s and 30s years old who have purchased fashion products in an Internet mall and are highly interested in fashion products. A total of 226 samples were used for the final analysis. Cronbach's alpha, correlation analysis, confirmatory factor analysis, and structural equation modeling were utilized in this study. The results are as follows. First, telepresence has a significant influence on pleasure; subsequently, pleasure influenced consumer approach behavior. Second, telepresence positively influenced the approach behavior (directly and indirectly). This verified the effectiveness of a 3D avatar model using S-O-R. A 3D avatar model can be a strategic alternative in the fiercely competitive Internet shopping sector.

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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3D Avatar´s movement creation and control technique

  • Jang, Moon-Sung;Kuc, Tae-Yong;Kim, Si-Jung
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.117.4-117
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    • 2001
  • This paper introduces the movement creation and control technique of an avatar, whose replacement of the user is increasing due to the rapid development of the internet and hardware that generalizes the VR. A 3D avatar´s movement is usually created through the key-framing technique or motion-capture equipment. This paper introduce the production of the avatar´s movement by constructing a articulated avatar whose speed and movement are automatically created by the neural oscillatory network and avatar´s joint is controlled by the use of kinematics and motion editor.

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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.

애니메이션 산업의 대안적 연구 - 아바타 서비스의 소비자 고착화(lock-in) 전략을 중심으로 (An alternative way of Animation Industry : Focusing on Avatar sevice's Lock-in Effect)

  • 한창완
    • 만화애니메이션 연구
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    • 통권6호
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    • pp.152-171
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    • 2002
  • This study analyses the avatar service, which is recognized as an alternative strategy of animation industry. The research questions of this study are following: (1) How have the avatar services been developed and what are the present dominant types? (2) Which structural characteristics of e-business environment are needed for the success of avatar services? (3) What is the economic characteristics of avatar business model? To solve these research questions, the basic conditions and the structural characteristics of avatar services have been investigated. In the first place, two forms of avatar service are classified. One is the internet service site whole primary service is to provide chatting service based on avatar service. The other is the portal site in which many kinds of products and services are presented as bundles to meet the needs of internet users. So avatar service is one of bundles which those portal sites are providing with. In this study, the big five internet service sites are selected based on the profits they earned through the sales of avatar service. The result of analysis is that the pricing strategy of those big five sites is very different from those of traditional off-line markets. The pricing mechanism are based on the value which internet users endow with the avatar items, not based on the costs of making the products. Avatar is the representative informative goods. The informative goods have the original cost structures, constant fixed costs and zero marginal costs, so the providers of avatar services make much of the subjective values of consumers. The sayclub, which is the most successful avatar service site and earn the average sales of 3 billing won a month, takes the aggressive strategy of pricing avatar items at highest price in the industry. The avatar service providers which make lots of profits are planning of making differentiate the services, introducing well-known brand items and star-named items. Nevertheless, the fact that the members of the sayclub are not decreasing means that the network effect of the site is so strongly manifest. Moreover, the costs the members have paid for the avatar items are so big not as to switch from one site to the other site, it can be very costly. These switching costs are endemic in high-technology industries and digital contents industries. It can be so large that switching suppliers is virtually unthinkable, a situation known as 'lock-in'. When switching costs are substantial, competition can be intense to attract new customers, since, one they are locked in, they can be a substantial source of profit. The consumers of avatar items have switching costs if they subscribe for the new avatar service site. The switching costs can be subscription costs as well as the costs of giving up the items they already paid for. One common example of switching costs involves specialized supplies, as with inkjet printer cartridges. In this example, the switching cost is the purchase of a new printer. The market is competitive ex ante, but since cartridges are incompatible, it is monopolized dx post. So the providers of printer/cartridges set pricing printer so cheap and cartridges expensive. On the contrary, since the avatar service can be successful with the strong network effect, the providers of avatar services have to compete aggressively for new customers. So they allow the subscription at a low price(almost marginal cost) in the early market. The network effect can be maximized when the members are sufficiently growing. The providers which have the monopoly power with sufficient subscribers. begin to raise the prices over the lifetime of the product and make profits.

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아바타의 중독 구매행동에 영향을 미치는 요인에 관한 연구 (The Factors Affecting the Avatar Addictive Buying Behavior)

  • 이승희;조세나
    • 대한가정학회지
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    • 제44권8호
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    • pp.117-126
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    • 2006
  • The purposes of this study were to examine the factors affecting the avatar addictive buying behavior. The survey subjects were 220 females and males who had purchased avatar items in the internet. For data analysis, descriptive statistics, factor analysis, t-test and regression analysis were used. In the results, first, the frequency test of quantity of owned items, payment method, main using site, frequency of purchase, and price of purchase was conducted to reveal the avatar addictive buying behavior. Second, the avatar addictive buying behavior was classified into three factors: conspicuous addictive, psychological addictive and habitual addictive. Also, the pursuit of pleasure was classified into three factors: superiority, pastime and enjoyment. Third, flow, vicarious satisfaction, stress, superiority and pastime affected avatar addictive buying behavior. Based on these results, fashion marketing strategies and implications regarding avatar addictive buying were suggested.

가상현실 분신과 웹 의사결정지원 개념에 입각한 인터넷쇼핑몰 설계 및 구현에 관한 연구 (Design and Implementation of Internet Shopping Mall by Using Virtual Reality-Driven Avatar and Web Decision Support System)

  • 이건창;정남호
    • 한국데이타베이스학회:학술대회논문집
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    • 한국데이타베이스학회 1999년도 춘계공동학술대회: 지식경영과 지식공학
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    • pp.361-371
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    • 1999
  • This paper is concerned with designing and implementing the Internet shopping mall by using virtual reality-driven avatar and web decision support system. Traditionally, the Internet shopping mall has been designed based on the combination of several hyperlinks, images, and tents. However, this sort of approach results in a lower performance because possible customers cannot make more accurate shopping decisions. To overcome this kind of pitfalls facing the current Internet shopping malls, we propose using a combination of virtual reality and web DSS. The main virtues of our proposed approach to designing the Internet shopping mall are as follows: First, the virtual reality technique is emerging as one of alternatives guaranteeing a sense of reality for customers' part and facilitating the complex process of shopping decision makings. Especially, the avatar, which is an artificially designed man working on the Internet, can make easy and absorbing the Internet shopping-related decision making processes. Second, the web DSS approach can provide an effective decision support mechanism for customers. Especially, we design a set of intelligent agents for the proposed web DSS. Experimental results with an illustrative example showed that our proposed approach can yield a new Internet shopping mall paradigm with which customers can benefit from a high level of decision support functions.

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가상현실 분신과 웹 의사결정지원 개념에 입각한 인터넷쇼핑몰 설계 및 구현에 관한 연구 (Design and Implementation of Internet Shopping Mall by Using Virtual Reality-Driven Avatar and Web Decision Support System)

  • 이건창;정남호
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 1999년도 춘계공동학술대회-지식경영과 지식공학
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    • pp.361-371
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    • 1999
  • This paper is concerned with designing and implementing the Internet shopping mall by using virtual reality-driven avatar and web decision support system. Traditionally, the Internet shopping mall has been designed based on the combination of several hyperlinks, images, and texts. However, this sort of approach results in a lower performance because possible customers cannot make more accurate shopping decisions. To overcome this kind of pitfalls facing the current Internet shopping malls, we propose using a combination of virtual reality and web DSS. The main virtues of our proposed approach to designing the Internet shopping mall are as follows: First, the virtual reality technique is emerging as one of alternative guaranteeing a sense of reality for customers part and facilitating the complex process of shopping decision makings. Especially, the avatar, which is an artificially designed man working on the Internet, can make easy and absorbing the Internet shopping-related decision making processes. Second, the web DSS approach can provide an effective decision support mechanism for customers. Especially, we design a set of intelligent agents for the proposed web DSS. Experimental results with an illustrative example showed that our proposed approach can yield a new Internet shopping mall paradigm with which customers can benefit from a high level of decision support functions.

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지적 아바타 통신을 위한 얼굴 표정의 실시간 생성에 관한 검토 (An Empirical Study on Real-time Generation of Facial Expressions in Avatar Communications)

  • 이용후;김상운;일본명
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 하계종합학술대회 논문집 Ⅲ
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    • pp.1673-1676
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    • 2003
  • As a means of overcoming the linguistic barrier in the Internet cyberspace, recently a couple of studies on intelligent avatar communications between avatars of different languages such as Japanese-Korean have been performed. In this paper we measure the generation time of facial expressions on different avatar models in order to consider avatar models to be available in real-time system. We also provide a short overview about DTD (Document Type Definition) to deliver the facial and gesture animation parameters between avatars as an XML data.

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