• Title/Summary/Keyword: Virtual Reality Platform

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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 Universal Sports Simulator Fusing 5 Senses (범용 오감 융합형 스포츠 시뮬레이터의 개발)

  • Lee, Young-Dae;Lee, Won-Sik;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.1
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    • pp.73-77
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    • 2015
  • Existing sports simulators on the market focus on the motion of platform or reality expression using basic visual contents, and are limited to entertainment products. Therefore, the stimulus on 5 senses is not good enough to be applied on high virtual reality. Moreover, there are not enough professional contents to be applied to an educational sports simulator. In this paper, we developed a sport platform by separating the multi axis based common platform module and the sports application module. We designed the common platform which has 4 degrees of freedom such as surge, sway, heave and yaw motion. This platform has the purpose of stabilizing motion and minimizing interference. The changeable sport module which is attached to the common module has 2 degrees of freedom such as roll and pitch, so that it can be applied to the various fields of 2 degrees of freedom virtual reality sports such as horse riding and yacht.

The Value of Augmented Reality Virtual Try-On and Product Information Distribution in Amplifying Customer Satisfaction through Brand Experience

  • KURNIAWATI;Michael CHRISTIAWAN;Felicia HERMAN;Irmawan RAHYADI;La MANI
    • Journal of Distribution Science
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    • v.22 no.10
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    • pp.65-77
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    • 2024
  • Purpose: This research analyzes consumer behavior by examining how augmented reality virtual try-on features and product information distribution affect consumer satisfaction through enhanced brand experience. The focus is on Maybelline's Shopee Official Account, as implementing these strategies can strengthen customer relationship management by improving the online shopping experience for cosmetic products. Research design, data and methodology: Employing a quantitative method, this study utilized a survey technique distributed to 100 respondents who are followers of Maybelline's Shopee Official Account. The data were analyzed using Structural Equation Modeling (SEM), supported by SmartPLS. Results: This study provides evidence that augmented reality does not significantly affect brand experience or customer happiness. The research findings indicate that while this technology enables customers to test cosmetics digitally, its impact on customer satisfaction is minimal. Augmented reality does not appear to influence consumer behavior, as reflected in customer satisfaction. Conclusions: This research underscores the importance of understanding contextual factors and product characteristics when incorporating augmented reality in marketing to harness its potential benefits and influence consumer behavior. The study focused exclusively on the identified variables and Maybelline's cosmetic products available on the Shopee platform. Further research is required to explore more complex variables.

A Study on the Change of Education System with the Development of Digital Content Industry

  • Kim, Jisoo
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.145-150
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    • 2019
  • Due to the development of science and technology and the emergence of new industries, the environmental change of the digital contents industry is rapidly progressing. The scope of technological development in the digital contents industry is affecting not only the entertainment industry but also various industries. Recently, with the development of digital convergence using realistic content, games, video, and VR have provided new opportunities for the growth of the content industry. The researcher determined that a new education system would need to be changed as the digital contents industry developed. For this purpose, an AHP questionnaire was conducted for experts with a high basic understanding of the education platform based on previous studies. We proposed a platform model for human resource development as an education system that meets the demand of digital contents industry. The education system for nurturing talents needed by future society should include elements that can interest the learning of users. The platform should not be approached from a system point of view, but should be developed from the content and user's point of view, considering the platform's original purpose.

Intelligent Control of a Virtual Walking Machine for Virtual Reality Interface (가상현실 대화용 가상걸음 장치의 지능제어)

  • Yoon, Jung-Won;Park, Jang-Woo;Ryu, Je-Ha
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.9
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    • pp.926-934
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    • 2006
  • This paper proposes intelligent control of a virtual walking machine that can generate infinite floor for various surfaces and can provide proprioceptive feedback of walking to a user. This machine allows users to participate in a life-like walking experience in virtual environments with various terrains. The controller of the machine is implemented hierarchically, at low-level for robust actuator control, at mid-level fur platform control to compensate the external forces by foot contact, and at high-level control for generating walking trajectory. The high level controller is suggested to generate continuous walking on an infinite floor for various terrains. For the high level control, each independent platform follows a man foot during the swing phase, while the other platform moves back during single stance phase. During double limb support, two platforms manipulate neutral positions to compensate the offset errors generated by velocity changes. This control can, therefore, satisfy natural walking conditions in any direction. Transition phase between the swing and the stance phases is detected by using simple switch sensor system, while human foot motions are sensed by careful calibration with a magnetic motion tracker attached to the shoe. Experimental results of walking simulations at level ground, slope, and stairs, show that with the proposed machine, a general person can walk naturally on various terrains with safety and without any considerable disturbances. This interface can be applied to various areas such as VR navigations, rehabilitation, and gait analysis.

Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

Development of a Horse Robot for Indoor Leisure Sports (실내 레저 스포츠를 위한 승마 로봇의 개발)

  • Lee, Wonsik;Lee, Youngdae;Moon, Chanwoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.161-166
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    • 2014
  • Recently, indoor sports simulator equipped with virtual reality devices, like screen golf system, are riding high. There have been many attempts to develop the indoor simulator systems which can make people enjoy exercises in various sports area. A real horseback riding could not have been popularized, because of the cost involved, difficulty to learn and its dangerousness. In this research, a robotic horseback riding platform based on parallel mechanism and virtual reality device is proposed. The proposed platform provides realistic riding feels and various levels of riding difficulty. The equipped motion capture system with a vision sensor enables riders to correct their riding posture based on expert's one. The developed horseback riding platform make it possible to enjoy a horseback riding in all weather, and also can be used for systematic horseback riding training.

A Study on the Effect of HMD VR Technology on Design Application: Focusing on 3DEXPERIENCE Platform VR (HMD VR 기술이 디자인 활용에 미치는 영향에 관한 연구: 3DEXPERIENCE 플랫폼의 VR을 중심으로)

  • Lee, Kyoung-Soon;Yoon, Jeong Shick
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.49-55
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    • 2020
  • Recently, companies are growing by introducing rational and optimized technology for all processes, including design. In particular, the emergence of ICT-based cloud platforms has given rise to solutions that are equipped with all the necessary business services in corporations and schools, affecting technical education and corporate growth that have not been experienced thus far. The virtual reality technology and convergence of HMD devices utilizing this platform is a new turning point in corporate development. Therefore, this study tested the VR functions used in design based on 3DEXP and HMD VR devices. Second, design utilization and this issue were examined through a survey based on the experimental data. The results showed that 3DEXP and HMD VR technologies are closely related in terms of design utilization and have demonstrated their mediated effects through statistical analysis. Nevertheless, it is not enough to generalize some engineering students as a result of the study. On the other hand, the introduction of HMD VR technology is one of the pillars of education and the implementation of virtual reality technology.

A Study on the Development of a Platform for the Prevention of Digital Sexual Crimes in the Virtual-Reality Metaverse (가상현실 메타버스 디지털 성범죄 예방을 위한 플랫폼 구축 제안 연구)

  • Jae-Won, Hwang;Jung-Heum, Park;Sang-Jin, Lee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.6
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    • pp.1157-1166
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    • 2022
  • With the advent of the non-face-to-face era, a new type of digital sexual crime with avatars is emerging on the Metaverse virtual reality platform. Due to the lack of clearly established in legal and regulatory systems, it is challenging to punish offenders and acquire digital proof for sexual crimes using these avatars. This research aims to suggest a service and technological solution is development platform that may assist crime prevention and the collection of digital evidence, with a particular emphasis on digital sex crimes that occur in the metaverse, a virtual reality realm. This study explores the reasons behind the difficulty of legal application in the metaverse and then determines the types of digital sex crimes that may occur in the metaverse. In addition, it is suggested what service components the metaverse should contain from the stage of construction and design, can be utilized what element of metaverse in order to prevent illegal activity of avatars.

The Effect of Ideal Avatar on Virtual Brand Experience in XR Platform

  • Joo-Eon JEON
    • Journal of Distribution Science
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    • v.21 no.10
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    • pp.109-121
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    • 2023
  • Purpose: This study aims to verify whether avatars that embody different brand concepts offer different experiences to users. Furthermore, this study explores the relationship between user identification with avatars and their actual brand purchase intentions. Research design, data and methodology: The research design employed a between-subjects approach, with two independent variables: brand concept and avatar. The measured dependent variables were brand experience in extended reality (XR) and purchase intention. Additionally, brand attitude served as a control variable. Results: First, in virtual brand spaces with symbolic benefits, ideal avatars were found to elicit higher levels of brand experience than actual avatars. Specifically, participants reported elevated levels of entertainment and relational assembly experiences in symbolic brand spaces. Second, this research reveals that the relationship between users' identification with avatars and their intention to make actual brand purchases is mediated by brand experience in XR. Conclusions: The findings suggest that ideal avatars evoke higher levels of brand experience within symbolic brand spaces, particularly in entertainment, relational connection, and a sense of community. Furthermore, this study establishes the role of brand experience in XR as a mediator between avatar identification and purchase intentions.