• Title/Summary/Keyword: School Virtual World

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The Role of Perceived Value of Avatar's Virtual Fashion in Metaverse on the Impact of Sense of Presence on Purchase Intention

  • Eun-Jung Lee;Ji-Hye Jeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.334-345
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    • 2024
  • With the advent of Metaverse, a promising new era for business on virtual reality (VR) platforms has dawned. In this rapidly expanding Metaverse platform, the potential for virtual fashion marketing through avatars is vast, with leading fashion brands already making strides by creating virtual fashion stores or hosting virtual fashion shows. However, the research on fashion-related industries in this newly emerging virtual world platform is still in its infancy. This study sought to identify the relationship between the characteristics of the Metaverse and the factors that influence how the perceived value of virtual fashion products affects purchase intention. A survey was conducted with three hundred Korean respondents, and the hypothesis was verified through analysis using the SPSS statistical program. Our analysis revealed that the sense of presence significantly influences the value of fashion products on the Metaverse platform. As a result, the sense of presence significantly influenced the emotional, visual authority, and economic value of the avatar virtual fashion perceived by users. Second, enjoyment, visual authority, and economic value influence users' intention to purchase virtual fashion items. In addition, all of these perceived value factors were confirmed to have a significant partial mediating effect on the impact of the presence of the Metaverse platform on the purchase intention. Through this study, we empirically analyzed the causal relationship between the characteristics of the Metaverse platform and the virtual fashion experience using avatars - a topic that has yet to be covered. We formed new insights into virtual fashion consumption, providing primary data for related research streams. Our survey respondents consisted only of those with recent Metaverse experience, so the research results were highly effective.

Development of 3-D viewer for indoor location tracking system using wireless sensor network

  • Yang, Chi-Shian;Chung, Wan-Young
    • Journal of Sensor Science and Technology
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    • v.16 no.2
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    • pp.110-114
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    • 2007
  • In this paper we present 3-D Navigation View, a three-dimensional visualization of indoor environment which serves as an intuitive and unified user interface for our developed indoor location tracking system via Virtual Reality Modeling Language (VRML) in web environment. The extracted user's spatial information from indoor location tracking system was further processed to facilitate the location indication in virtual 3-D indoor environment based on his location in physical world. External Authoring Interface (EAI) provided by VRML enables the integration of interactive 3-D graphics into web and direct communication with the encapsulated Java applet to update position and viewpoint of user periodically in 3-D indoor environment. As any web browser with VRML viewer plug-in is able to run the platform independent 3-D Navigation View, specialized and expensive hardware or software can be disregarded.

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.

Useful Image Back-projection Properties in Cameras under Planar and Vertical Motion (평면 및 수직 운동하는 카메라에서 유용한 영상 역투영 속성들)

  • Kim, Minhwan;Byun, Sungmin
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.912-921
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    • 2022
  • Autonomous vehicles equipped with cameras, such as robots, fork lifts, or cars, can be found frequently in industry sites or usual life. Those cameras show planar motion because the vehicles usually move on a plane. Sometimes the cameras in fork lifts moves vertically. The cameras under planar and vertical motion provides useful properties for horizontal or vertical lines that can be found easily and frequently in our daily life. In this paper, some useful back-projection properties are suggested, which can be applied to horizontal or vertical line images captured by a camera under planar and vertical motion. The line images are back-projected onto a virtual plane that is parallel to the planar motion plane and has the same orientation at the camera coordinate system regardless of camera motion. The back-projected lines on the virtual plane provide useful information for the world lines corresponding to the back-projected lines, such as line direction, angle between two horizontal lines, length ratio of two horizontal lines, and vertical line direction. Through experiments with simple plane polygons, we found that the back-projection properties were useful for estimating correctly the direction and the angle for horizontal and vertical lines.

A Study on Applying Real Card to Online Trading Card Game (온라인 TCG 게임에의 현실 카드 적용 방안 연구)

  • Park, Jong-Il;Kim, Soo-Hong
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.45-51
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    • 2012
  • Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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An Open Standard-based Terrain Tile Production Chain for Geo-referenced Simulation

  • Yoo, Byoung-Hyun
    • Korean Journal of Remote Sensing
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    • v.24 no.5
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    • pp.497-506
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    • 2008
  • The needs for digital models of real environment such as 3D terrain or cyber city model are increasing. Most of applications related with modeling and simulation require virtual environment constructed from geospatial information of real world in order to guarantee reliability and accuracy of the simulation. The most fundamental data for building virtual environment, terrain elevation and orthogonal imagery is acquired from optical sensor of satellite or airplane. Providing interoperable and reusable digital model is important to promote practical application of high-resolution satellite imagery. This paper presents the new research regarding representation of geospatial information, especially for 3D shape and appearance of virtual terrain. and describe framework for constructing real-time 3D model of large terrain based on high-resolution satellite imagery. It provides infrastructure of 3D simulation with geographical context. Web architecture, XML language and open protocols to build a standard based 3D terrain are presented. Details of standard-based approach for providing infrastructure of real-time 3D simulation using high-resolution satellite imagery are also presented. This work would facilitate interchange and interoperability across diverse systems and be usable by governments, industry scientists and general public.

A study on Metaverse keyword Consumer perception survey after Covid-19 using big Data

  • LEE, JINHO;Byun, Kwang Min;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.52-57
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    • 2022
  • In this study, keywords from representative online portal sites such as Naver, Google, and Youtube were collected based on text mining analysis technique using Textom to check the changes in metqaverse after COVID-19. before Corona, it was confirmed that social media platforms such as Kakao Talk, Facebook, and Twitter were mentioned, and among the four metaverse, consumer awareness was still concentrated in the field of life logging. However, after Corona, keywords from Roblox, Fortnite, and Geppetto appeared, and keywords such as Universe, Space, Meta, and the world appeared, so Metaverse was recognized as a virtual world. As a result, it was confirmed that consumer perception changed from the life logging of Metaverse to the mirror world. Third, keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above.

A Study on Optimized Mapping Environment for Real-time Spatial Mapping of HoloLens

  • Hwang, Leehwan;Lee, Jaehyun;Hafeez, Jahanzeb;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.1-8
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    • 2017
  • Recently, the development of the head mounted display (HMD) device has attracted a great deal of attention to the actual contents. Especially, Augmented Reality (AR), which is a mixture of actual information and virtual world information, is focused on. AR HMD is able to interact by arranging virtual objects in real space through spatial recognition using depth camera. In order to naturally mix virtual space with real space, it is necessary to develop a technology for realizing spatial mapping information with high accuracy. The purpose of this paper is to evaluate the optimal configuration of augmented reality application program by realizing accurate spatial mapping information when mapping a real space and an object placement environment using HoloLens. To do this, we changed the spatial mapping information in real space to three levels, which are the number of meshes used in cubic meters to scan step by step. After that, it was compared with the 3D model obtained by changing the actual space and mesh number. Experimental result shows that the higher the number of meshes used in cubic meters, the higher the accuracy between real space and spatial mapping. This paper is expected to be applied to augmented reality application programs that require scanning of highly mapped spatial mapping information.

Production of Virtual Electrical Circuit Practice Education Contents based on Mixed Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실 기반 가상 전기회로 실습교육 콘텐츠 제작)

  • Sumin Kong;Jongseon Kim;Goohyun Jeong;Gyeongbin Roh;Esther Park;Yunsik Cho;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.61-69
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    • 2024
  • Mixed reality(MR) technology combines the advantages of virtual reality(VR) and augmented reality(AR) technology, allowing MR users to interact with virtual objects against the background of the real world. In addition, since virtual objects interact with the real world, users can experience a higher immersion. This study proposes electric circuit practical training content using Meta Quest Pro to produce immersive MR content based on reality. To this end, first, the development process for producing MR content by linking Meta Quest Pro equipment with the Unity 3D engine is organized. Then, based on the traditional electric circuit practical training method used in elementary school science classes, virtual electric circuit practical training content with the same training method and operation process is produced based on MR. Finally, survey experiments are conducted to analyze the presence and experience of the MR-based educational environment provided using the produced content. Through this, the usability of the proposed practical training content is evaluated and future research directions are suggested.