• Title/Summary/Keyword: Virtual World

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Towards Tangible Shopping in Virtual World

  • Syamsuddin, Muhammad Rusdi;Juasiripukdee, Pan;Kwon, Yong-Moo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.373-375
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    • 2009
  • This paper introduces the concept of Tangible Shopping conducting in virtual world. The main idea of this paper is to combine the concept of web 2.0 mashup into shopping activities in virtual world. Feature of annotation and web browsing are also included in this concept. This research aims to enhance web shopping activities from the conventional approach into new way which deliver tangible shopping experiences to users. At the beginning, we review the state-of-the-art of virtual worlds and Web 2.0 Mashup. Next, we review our related work. Then, we address the design and implementation of tangible shopping in virtual worlds.

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Empirical Analysis of the Effect of 3D Avatars on Consumer's Online Purchasing Behavior in Virtual World : Emphasis on Trust Transference (가상세계에서 3차원 아바타 판매원이 소비자 온라인 구매 행위에 미치는 영향에 관한 실증연구 : 신뢰전이를 중심으로)

  • Chae, Seong-Wook;Lee, Kun-Chang;Lee, Keun-Young
    • Knowledge Management Research
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    • v.10 no.3
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    • pp.153-173
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    • 2009
  • Virtual world typically characterized by Second Life (www.secondlife.com) has been successfully drawing a great deal of potential users all around the world. Attention towards 3D avartars has been increasing exponentially especially in the electronic commerce world. 3D avatars have firm position in the virtual world. This study is launched to explore this research void in which trust transference from 3D-avatars-sales representative to customers purchase intention will be especially analyzed on. To perform experiments, a research model was built in a form of path analysis. Two types of 3D avatars were designed and implemented-at-tractive type and professional type. Questionnaire survey was adopted, and empirical analysis results were obtained from the research model. Results reveal that the proposed hypotheses are proven with statistical significance.

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Research on the Open World System of Metaverse Content <Ready Player One>

  • JungWoo Lee;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.322-327
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    • 2023
  • Recent advances in augmented reality (AR) and virtual reality (VR) technologies have led to a significant increase in metaverse platforms. Metaverses are setting a new direction for the digital world. This paper examines the phenomenon of virtual worlds that are becoming an issue these days, focusing on [Ready Player One]. One of the common features of the metaverse platform in [Ready Player One] and the platforms currently in use is the concept of open world. This is a feature that goes beyond simply moving around in a virtual world and allows users to freely reset, participate in, and control the environment. This innovative concept is a hallmark of metaverse platforms, and it is becoming increasingly important and influential. Through this study, we focused on the [open world system] of the platform in the movie and the modern metaverse platform, and suggested and studied how the scalability of the metaverse will present a turning point in the future.

Virtual World On-line Lecture System based on Mixed Reality (혼합현실 기반의 가상 세계 온라인 강의 시스템)

  • Kwon, Oh-Young;Seo, Hyo-Seok;Teles, Gustavo
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.97-102
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    • 2011
  • Learning system on virtual environment gives the immersive feeling that lacks in existing E-Learning system, excites user's interest, and offers dangerous and expensive education contents. In this paper, we classified the learning categories into four classes: realtime lecture, anytime study, practice education, and the activity of study group. We built the on-line lecture system using Second Life that supports 3D virtual world and mixed reality. We provided virtual learning environment as running developed virtual world on-line lecture system.

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Haptic Display in Multi-user Virtual World (다중 참여자 가상환경에서의 촉각상호작용기술)

  • Choi, Hyouk-Ryeol;Ryew, Sung-Moo
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.5 s.98
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    • pp.112-123
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    • 1999
  • Virtual reality is becoming a powerful tool for various applications such as training, entertainment, surgery, tele-robotics etc. One potential use for virtual reality is to allow several users to interact in a single virtual environment, for example several students sitting in front of different computers connected over a network. In this paper, we present a loosely coupled architecture of haptic display in the multi-user virtual world. The method of controlling haptic devices as well as the way of configuring individual haptic display system are addressed. We will develop an experimental virtual reality system for two remote users and conclude with an experimental work for the task of a multi-player ping-pong and grasping of a common object.

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Storytelling of Korean Virtual Reality Game Fiction (한국 가상현실 게임소설의 스토리텔링)

  • Kim, Hu-In;Lee, Minhee;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.55-63
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    • 2018
  • This study aims to analyze remediation of games and fictions in Korean virtual reality game fictions and to derive the storytelling of virtual reality game fictions through them. The purpose of this study is to explore the possibilities that Korean game fiction based on the web can be expanded as popular literature. The main character of the fiction is a male in his twenties. In the neoliberal society, he is set as a member of the neglected class and lacking privilege. He enters the virtual world because of the deficiency experienced in the real world. It minimizes the mediation process between the real world and the interface. On the other hand, the repetitive actions performed by the protagonist belong to the category of self - destructive labor. As a result, he shows signs of narcissism. In the Korean virtual reality game fiction, the magic circle appears blurred, and the real world and the virtual world are linked. In this process, the virtual world functions as a substitute space to solve the problem of reality. The establishment of such a space, and the resolution of conflicts are merely narrative characteristics of Korean game fictions that are different from North America and Europe.

Creation and Retrieval Method of Semantic Annotation Objects in 3D Virtual Worlds (3D 가상공간에서 시멘틱 어노테이션 객체의 생성 및 검색 기법)

  • Kim, Soo-Jin;Yu, Seok-Jong
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.5
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    • pp.11-18
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    • 2008
  • One of important Issues in computer graphics field is to communicate among users in virtual world like secondlife. However, in 3D virtual world, users' needs to wish to build their own contents in 3D virtual space are rising, similarly, users produce own homepage and animation, and leave writing in notice board. In this paper, we tried to achieve this by introducing semantic annotation object concept, which is a kind of annotation method in 3D virtual world. User can retrieve an 3D object by searching corresponding annotation data. This method can build semantic 3D virtual world and enable users to search 3D objects by integrating 3D object and 2D semantic multimedia information. Also, through a comparison experiment with proposal system and general 3D virtual world. the performance of proposed system is evaluated.

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Virtual Reality and the Space of Gu-Wun-Mong (사이버공간과 『구운몽』의 세계)

  • Jeon, Yi-Jeong
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.90-97
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    • 2011
  • The availability of computers and the wide network of the internet of the 'Information Society' has created a new space: Cyberspace. In this situations, the matters of individual identities and morality are more important problems. Korean classical novel, Gu Wun Mong, embodied the exploration process of identities in virtual spaces, has gravity of a situation. Seong Jin, the hero experienced the life of Yang so you went throughing virtual life, be born again. And he met eight taoist fairy in that virtual world. In this process, Seong Jin overcame a dualistic world of view and established identity of genuine truth-seeker. The 'Dream-fantasy' experience differentiation real world and virture world and give to Seong Jin a new identity, So You. Seong Jin used avatar, So You was free from limits of self and became obtain multiple personalities. Finally, Seong Jin realized the fact that real world and virtual one is the same, for development self-perception. Seong Jin's enlightment provided solutions for modern netizens, who is ambivalent about contradiction the real and virtual, infinity and clash of desire.

The Influence of Self-discrepancy in Virtual and Cross Worlds on Individuals' Activities in Online Communities (가상세계 및 공간간의 자기차이가 온라인 커뮤니티 활동에 미치는 영향에 관한 연구)

  • Lee, Ju-Min;Shin, Kyung-Shik;Suh, A-Young
    • The Journal of Society for e-Business Studies
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    • v.16 no.3
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    • pp.23-45
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    • 2011
  • People could possess different self-identity under virtual world from physical world because of anonymity of the virtual world and this difference could influence their behavior in the virtual world. Based on self-discrepancy theory, this research proposes that continuous use model in self-expression goal. We defined the difference bet ween actual self~identity and ideal self~identity in the virtual world as "self-discrepancy in virtual world", and the difference between actual self-identity in the physical world and actual self-identity in the virtual world as "cross-world self-discrepancy". Before testing hypothesis, we compare the actual self-identity in the online community with the actual self-identity in the physical world, and with ideal self-identity in the virtual world. We derived an index for two different types of self-identity in terms of Personal Self-identity and Social Self-identity through factor analysis. Our results show that online community members have a higher level of ideal self-identity than actual self-identity in online community, and they have better personal self-identity in online community than physical world while a lower level of social self-identity in online community than physical world. The results of the hypothesis testing analysis based on 300 respondents showed that "self-discrepancy in virtual world" negatively influenced perceived usefulness for self-expression while "cross-world self-discrepancy" positively influenced perceived usefulness for self-expression. The perceived usefulness for self-expression and ease of use positively influence both continuous use and knowledge contribution. Specially, the effect of perceived usefulness for self-expression on knowledge contribution is much bigger than the effect of ease of use. This study extends self-discrepancy theory to virtual worlds by suggesting various types of self-discrepancy and by applying the effect of self-discrepancies in online community. Also, this study extends technology acceptance model in the personal goal in terms of self-expression. This study hopes to offer practical insights by suggesting positive effect of self-discrepancy on behavior in the online community.

A study on the Direction of Application of Metaverse in the Construction Industry (메타버스의 건설시공 적용 방향성에 대한 연구)

  • Choi, Won-Jun;Heo, Seok-Jae;Na, Seunguk;Kim, Chee-Kyeong
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2022.04a
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    • pp.231-232
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    • 2022
  • Metaverse refers to a digitally expanded world by combining real and virtual spaces. As reality expands into the digital world, various things that were not possible before are possible with the aid of the system, and its usefulness is spreading metaverse rapidly regardless of industry. In particular, it is relatively easier to display information from the virtual world over the real world than to bring information from the real world into the virtual world, which is why most industries are pursuing a metaverse using AR(Augmented Reality). The construction industry also tried to introduce the AR metaverse except in certain fields such as education, but it is being used only limitedly due to the limitations of AR devices. The disadvantages of AR devices, which are sensitive to afterimage effects, narrow viewing angles, and environmental influences, are the main reasons that make AR challenging to use in actual workplaces, not only in the construction industry but also in other industries. So as the technological maturity of VR(Virtual Reality) devices increases, VR will gradually replace AR. Therefore, in response to future changes, the construction industry should plan metaverse technology development using VR devices.

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