• 제목/요약/키워드: Virtual presence

검색결과 248건 처리시간 0.023초

AI 기반 패션 챗봇 서비스에 대한 소비자 수용의도 -챗봇의 준사회적 실재감 특성을 중심으로- (Consumer Acceptance Intention of AI Fashion Chatbot Service -Focusing on Characteristics of Chatbot's Para-social Presence-)

  • 허희진;김우빈
    • 한국의류학회지
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    • 제46권3호
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    • pp.464-480
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    • 2022
  • With the steady development of Artificial Intelligence (AI), online stores are adopting chatbot services as virtual shopping assistants. This study proposes the concept of para-social presence to explore the undiscovered role of fashion chatbots' emotional and relational characteristics on service acceptance. Based on the Technology Acceptance Model (TAM), this study investigates the effect of a chatbot's para-social presence on service acceptance intention through consumers' beliefs. The web-based experiment was conducted on adult consumers who experienced chatbot services in an online shopping situation. A total of 247 responses were analyzed using confirmatory factor analysis, structural equation modeling, and multi-group SEM by AMOS 21.0 and SPSS 23.0. The findings illustrate that the chatbot's intimacy positively influenced consumers' perceived enjoyment, while the chatbot's understanding had a significant effect on perceived usefulness and ease of use. The chatbot's involvement had a positive effect on all consumer beliefs. Moreover, perceived ease of use had a positive influence on usefulness. A greater level of perceived usefulness and enjoyment positively heightened consumers' service acceptance intention. This study also verifies the moderating role of a need for human interaction. Consumers with a high need for human interaction have a relatively low tendency to perceive chatbot services as useful.

메타버스 플랫폼 서비스의 지속사용의도에 영향을 미치는 요인에 관한 연구 (A Study on Factors Affecting Intention to Continuous Use Metaverse Platform Service)

  • 김민지;이승준;최정일
    • 품질경영학회지
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    • 제51권1호
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    • pp.97-117
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    • 2023
  • Purpose: The purpose of this study is to examine the factors affecting the intention to continue using the metaverse platform service from the user's point of view. Methods: The study conducted a survey of experienced people using Zepeto, Ifland, Gather Town, Zep, Roblox, Fortnite, and Minecraft, which are virtual world types among metaverse types, and valid 415 data were analyzed by SPSS (ver 22.0) and R (ver 4.1.0) program packages. Results: As a result of empirical analysis, it was found that interactivity and social presence among the characteristics of metaverse affected expectation confirmation, and sensory affordance and functional affordance affected expectation confirmation as affordance factors. In addition, all four characteristics of metaverse, reliability, playfulness, interactivity, and social presence, were found to have the greatest affect on perceived usefulness, and it was analyzed that playfulness, social presence, and reliability were influenced in order. The affordance factor was also found to have a positive effect on physical affordance, sensory affordance, and functional affordance. This study was found that it had a positive effect on the relationship between expectation confirmation and satisfaction and the relationship between perceived usefulness and satisfaction. satisfaction was analyzed to lead to continuance intention. Conclusion: This study is meaningful in that it examines the perspective of users who can be called customers of metaverse platform services. Based on the results of this study, it is expected to have a significant effect on the development of metaverse platform services not only on platform operators that provide metaverse platform services but also on providers who plan events and education using metaverse platform services.

VR 및 Desktop 기반 운전 시뮬레이터 사이의 실재감과 생리적 각성 반응에 관한 비교연구 (Comparative Studies on The Relationship between Presence and Physiological Arousal in Virtual Reality and Desktop Based Driving Simulator)

  • 이명희;김정현
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.1239-1245
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    • 2009
  • 가상현실의 자연스러운 응용분야는 작업 훈련(Task Training) 분야이다. 이러한 작업 훈련 분야에서 가장 중요한 요소 중 하나는 각성 수준(Arousal Level)으로, 적절한 각성 수준은 과제 훈련의 효과를 결정짓는다. 본 연구는 VR 환경과 Desktop 환경의 자동차 운전 시뮬레이터에서 피험자가 실험을 위하여 설계된 2 개의 시나리오를 수행하는 동안 피험자의 생리 신호를 측정하고, 실험 후 각 환경에 대한 주관적인 실재감을 측정하여, 두 실험 환경 사이에 피험자의 주관적인 실재감이 유의한 차이가 있는지 알아보고, 피험자가 수행한 시나리오와 시나리오에 종속된 실험 태스크에 대하여, 각성 수준을 평가할 때 유용한 지표로 활용되는 피부전도도(GSR) 반응이 피험자의 주관적인 실재감의 결과와 어떠한 관계를 보이는지 살펴 보았다. 실험 결과 두 실험 환경 사이의 피험자의 주관적인 실재감은 유의한 차이가 있었고, VR 환경에서 더 높게 나왔다. 그러나 두 실험 환경 사이의 피험자의 생리적 각성 반응은 실재감의 결과처럼 유의한 차이를 보여주지 못했으며, 오히려 시나리오에 종속된 실험 태스크에 따라서 유의한 차이를 보여주었다. 따라서 실재감과 피부전도도 (GSR)측정에 의한 각성도 는 직접적인 관계가 적은 것으로 생각되며, 이는 피부전도도(GSR)를 실재감의 한 척도로 쓰기에는 적합하지 않을 수 있다는 것을 의미한다.

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2D와 3D Graphic 기반으로 구성된 GUI의 효율성의 차이 -가상현실이론을 활용한 가상 3D IPTV 인터페이스 개발- (Difference of GUI Efficiency based on 3D and 2D Graphic -Imaginary 3D IPTV Interface Development Using Virtual Reality Theory-)

  • 성정찬;이대영;김형구
    • 한국콘텐츠학회논문지
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    • 제7권7호
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    • pp.87-95
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    • 2007
  • 본 연구에서는 미래의 영상 콘텐츠를 조작하는 사용자 인터페이스(User Interface)가 3차원 중심으로 변화할 것이라 예측하여, 지금까지의 2차원 인터페이스와 3차원 인터페이스간의 공통점과 차이점을 GUI(Graphic User Interface)의 원칙을 기준으로 연구하고 3차원 인터페이스의 특징을 가상현실의 원리를 통해 살펴보고자 하였다. 이러한 이론적 연구를 바탕으로 실재의 2차원 인터페이스를 3차원 인터페이스로 변경 제작하여 설문조사를 실시하였으며 개혁확산이론에 근거하여 작성된 설문조사의 분석을 통해 2D와 3D 인터페이스를 비교하고 3D 인터페이스가 차세대 영상 콘텐츠의 주력 인터페이스가 될 수 있는 지의 가능성의 여부를 타진해본 결과 기존의 인터페이스를 대신하여 더 많은 시장가치를 지닌 인터페이스로서의 면모를 발견할 수 있었다.

Constructivist Research in Smart Tourism

  • Hunter, William Cannon;Chung, Namho;Gretzel, Ulrike;Koo, Chulmo
    • Asia pacific journal of information systems
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    • 제25권1호
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    • pp.103-118
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    • 2015
  • Smart tourism is a social phenomenon arising from the convergence of information technology with the tourism experience. New ways of doing business, new patterns of experience and new problems concerning tourism destination image management and marketing are emerging due to the ubiquitous presence and influence of the internet and mobile devices. New conceptual tools are also available to enable researchers to further understand the social implications as well as the practical implementation of these new virtual and augmented smart tourism ecosystems. To this effect this paper introduces the constructivist paradigm and associated research methodologies as another toolbox for interpreting how smart tourism works as a form of soft power. The implications revealed by constructivism are that through smart tourism ecosystems, destination commodification and commoditization, experience and image formation are increasingly self-perpetuating, autonomous and organic social constructions. Researchers in information technology can use constructivist research to further explore these dynamic developments in smart tourism.

3D Motion Capture based Physical Fitness using Full Body Tracking Suit

  • Imran Ghani;Emily Hattman;David T. Smith;Muhammad Hasnain;Israr Ghani;Seung Ryul Jeong
    • 인터넷정보학회논문지
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    • 제24권4호
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    • pp.47-56
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    • 2023
  • This paper presents an approach to exercise that utilizes motion capture through the Rokoko Smart Suit. With the emergence of Covid-19, physical fitness levels have declined due to restrictions on in-person fitness classes and gym closures. To maintain physical activity, many individuals have turned to mobile applications and streaming videos. However, home workouts often lack the motivation and experience found in gyms, classes, or community centers, particularly with the presence of coaches and instructors. Additionally, instructors find it challenging to convey precise postures to their online students, and vice versa. To address this issue, the researchers propose the use of a full-body tracking suit like the Rokoko Smart Suit, which enables instructors to present a more realistic approach to physical activity. The Rokoko Smart Suit offers a 3D view of the instructor, eliminating the limitations of camera scope when streaming on platforms like Zoom or MS Teams. This technology enhances the at-home workout experience, and the incorporation of 3D virtual reality features can further elevate the realism of a workout.

Job Training and Safety Education for Modular Construction using Virtual Reality

  • Choi, Hyeongho;Chae, Jeonghyeun;Kang, Youngcheol
    • 한국건설관리학회논문집
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    • 제24권5호
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    • pp.63-72
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    • 2023
  • This study investigates the virtual reality (VR) simulation to train construction workers for modular construction. Recently, the construction industry has been experiencing a growing demand for modular construction due to a shortage of labors and an increasing social need for safety. While the demand for modular construction has been increasing, construction labors suffer a basic knowledge regarding modular construction. The users of the simulation, developed by Unity program and Oculus Quest 2, experience the removal of hazardous elements at the location whether the modular unit suspended by a crane is lowered, the lowering and assembly of units through crane operation, and the fall from the roof which is the most frequent accidents in modular construction. The simulation was tested by 15 subjects. The effectiveness of the education was measured through a survey on self-efficacy, perceived usefulness, usability, and presence. It was found that the VR training is suitable for educating on the modular construction activities and safety issues related to them. This study also found that perceived usefulness is the factor that has the greatest impact on self-efficacy. This study can contribute to resolving the labor education issues for the deployment of modular construction.

메타버스 서비스 진정성 구성 요인과 효과에 관한 연구: 메타버스 교육 서비스를 중심으로 (The Factors and Effects of Metaverse Service Authenticity: Focusing on the Metaverse Education Service)

  • 최대봉;송상연;배준수
    • Journal of Information Technology Applications and Management
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    • 제30권6호
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    • pp.53-68
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    • 2023
  • Through the COVID-19 pandemic, the demand for non-face-to-face communication systems has surged, leading to an increased prevalence of virtual interactions across various domains, such as tasks, meetings, orders and deliveries, and even student education. Against this backdrop, interest in the metaverse platform has been on the rise, with metaverse services like Zepeto, Roblox, and Minecraft expanding beyond gaming to encompass educational fields as well. This study aims to identify authenticity factors influencing metaverse platform-based educational services and examine their impact. The authenticity components are defined as integrity, empathy, interactivity, presence, and uniqueness. The study investigates the effects of these authenticity components on both service value and service satisfaction. To achieve this, a survey involving 320 metaverse users was conducted, and the model was subjected to statistical validation. The findings of this research underscore that perceiving metaverse education services, still in the early stages of introduction, as authentic educational methods for learners positively influences satisfaction with the educational service.This study holds significance as it lays the theoretical groundwork for enhancing the authenticity of educational services in virtual space. It defines and proposes authenticity elements for customer satisfaction in metaverse educational services, which are still in their nascent stages. Moving forward, it is anticipated that various studies will be conducted to enhance the value of metaverse education services and achieve higher customer satisfaction as customer experiences evolve and deepen.

Relevance of E- Learning and Quality Development in Higher Education

  • Arshi Naim;Sahar Mohammed Alshawaf
    • International Journal of Computer Science & Network Security
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    • 제24권1호
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    • pp.187-195
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    • 2024
  • This is an extended paper explaining the role of E-learning and quality development in the current situation. Amid Covid:19, E-Learning has achieved a new miles stone in imparting education and all levels of institutions have transformed their learning platform from face to face to virtual learning. In this scenario E-Learning is facing two major challenges, first to ensure the ability of computer systems or software to exchange and make use of information on virtual platform (interoperability) and secondly, developing quality learning through e-Learning. To impart learning and teaching (L&T) through E-learning, Middle East University (MEU) has adopted Learning Management Services (LMS) through Blackboard. The university has three types of L&T methods; full online, Blended and Supportive. This research studies the concept, scope and dimensions of interoperability (InT) of E-Learning in MEU then the connection and interdependence between with quality development. In this paper we have described the support and the importance of finest standards and specifications for the objectives of InT of E-Learning and quality development in MEU. The research is based principally on secondary data observed from MEU E-Learning deanship. Also sample of 20 E-Learning experts at MEU were given closed ended as well as semi closed questionnaires for evaluating the assurance of InT of E-Learning and quality development. These experts are mainly certified online facilitators and admin staff. Results provide the verification of application and presence of InT of E-Learning and assured the quality development process in MEU.

A study on the impact of fashion brand Metaverse platform characteristics on perceived avatar identity and user purchase intention

  • Jihye Jeon;Eun-Jung Lee
    • International Journal of Advanced Culture Technology
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    • 제12권3호
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    • pp.406-418
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    • 2024
  • In line with the rapid spread of Metaverse in various marketing areas, fashion companies have also begun to devise various activities using the Metaverse. Fashion experiences within the Metaverse platform must be conducted considering the characteristics of the Metaverse itself. However, there has yet to be any research on Metaverse fashion based on the characteristics of the Metaverse platform itself. Accordingly, this study sought to empirically analyze the impact of various characteristics of the Metaverse platform on consumers' virtual fashion experience within the platform. In particular, this study focused on the relationships among the Metaverse platform characteristics, perceived avatar identity, and the purchase intention of actual fashion products. In order to test the hypotheses, a survey was conducted on 300 Korean male and female consumers with an average age of 39.3 who had experience with virtual fashion through the Metaverse platform. In response to the recent increase in domestic and foreign brands' attempts to experience fashion using ZEPETO, the questionnaire provided an experience scenario that included detailed captured images of the use of avatars in the ZEPETO world. Data was subjected to statistical analysis using the SPSS 28.0 program. The results confirmed that the characteristic factors of the Metaverse platform (i.e., presence, social interactivity, anonymity) had a significant impact on the user's perceived avatar identification. Additionally, perceived avatar identity significantly affected users' purchase intention. Theoretical and managerial implications and study limitations are discussed.