• 제목/요약/키워드: the reality of usage

검색결과 152건 처리시간 0.033초

Predicting the Application of Huawei Augmented Reality on Media Façade: Using the TAM Model

  • Chen, Yan;Liu, Shanshan;Lee, Jong Yoon
    • International Journal of Contents
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    • 제18권2호
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    • pp.32-46
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    • 2022
  • In recent years, large-scale and high-density use of LED on facades has exposed some disadvantages, such as light pollution, high energy consumption, unsustainability, and poor interactivity. Because of the development of smartphones and augmented reality (AR), AR has emerged as a new technology available to users to interact with the media façade. As an augmented reality app for public space, the AR map app can superimpose virtual images on the surface of a building to form an AR media façade, which can be applied in the fields of navigation, advertising, interactive public art, smart retail, etc. This study establishes the variables influencing usage intention and the consequent outcomes of Huawei AR map app and uses the technology acceptance model (TAM) to discuss their relationship. Results show that consumer innovativeness, information quality, and design quality have a strong influence on perceived ease of use. Information quality has a positive impact on perceived usefulness, but design quality has a weak influence. Also, the design quality of Huawei AR map app and consumer innovativeness have a higher effect on perceived enjoyment than information quality. Users' usage attitude and perceived usefulness when using Huawei AR map app are key factors determining their usage intention. This study inspires city planners, architects, developers, and designers of AR apps that augmented reality can partly replace media façade, and that investment in augmented reality will achieve significant sustainable economic and social benefits.

The Study of Factors Influencing the Intention of Continuous Usage Using Augmented Reality Games: Comparative Analysis of Korean and Chinese Users

  • Namjae Cho;YanRui Wang;Jeong Hun Lim;Giseob Yu
    • Asia pacific journal of information systems
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    • 제32권2호
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    • pp.249-274
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    • 2022
  • This study is to focuses on users' attitudes toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users significantly affected spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications for analyzing user perspective using immersion, a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.

증강현실 게임에서 연령에 따른 위험 인식 차이 연구 (A Study on the Risk Perception differences by Age on Augmented Reality Game)

  • 최지은;강주영;이환수
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제7권3호
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    • pp.401-410
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    • 2017
  • 증강현실 게임은 현실 공간에서 발생 가능한 물리적 위험성을 내포하고 있다는 점에서 기존의 게임과는 차이가 있다. 실제로 포켓몬 고 게임과 관련한 사고가 증가하고 있는 추세임에도 이러한 유형의 위험에 대한 학술적 논의는 부족한 상황이다. 따라서 본 연구에서는 증강현실 게임에서 나타나는 인지된 위험 유형에 대한 탐색과 함께 위험 인식 수준이 이용의도에 미치는 영향을 검증한다. 또한 일반적으로 게임 중독성향 및 감각추구 성향이 강하게 나타나는 청소년 그룹과 청장년층의 인식 수준 비교를 통해 연구 시사점을 도출한다. 연구 결과에 따르면 10대의 경우 경제적 위험 인식이 증가할수록 이용 의도가 감소하고 20대 이상의 경우 시간적 위험 인식이 높을수록 이용 의도가 낮아지는 것으로 나타났다. 물리적/신체적 위험의 경우 10대의 경우 이용 의도 감소에 유의미한 영향을 미치지 않는 것으로 나타났고 20대 이상의 경우 오히려 정의 관계가 있는 것으로 나타났다. 이러한 결과는 향후 증강현실 게임의 안전한 이용을 위해서 적절한 규제의 필요성을 시사한다.

What factors influence continuous usage intention of head-mounted display-based virtual reality content?: a cross-sectional survey

  • JeongSil Choi;Heakyung Moon;Mijeong Park
    • 여성건강간호학회지
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    • 제29권3호
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    • pp.208-218
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    • 2023
  • Purpose: The aim of this study was to explore the continuous usage intention of head-mounted display-based virtual reality (HMD-based VR) content among college students. The study also sought to understand how this intention is influenced by factors related to personal cognition, social aspects, VR content, and HMD-related elements. Methods: This descriptive correlational study used a self-report questionnaire to survey 217 students from two universities in Korea who had prior experience with HMD-based VR content. Results: The mean score for continuous usage intention of HMD-based VR content was 2.59±0.57 points (range, 1-5 points). Regarding the average frequency of HMD-based VR content usage, 64.5% of participants reported using it 1 to 2 times, while 91.7% indicated a total HMD-based VR usage period of less than 6 months. Factors such as personal cognition, VR content, social aspects, and HMD-related elements had explanatory power of 35.1%, 10.7%, 4.4%, and 2.5%, respectively, for the continuous usage intention of HMD-based VR content. Additionally, engagement (β=.45, p<.001), influential others (β=.37, p<.001), environmental support (β=-.18, p=.030), and cyber sickness (β=-.21, p=.001) were identified as having a significant influence. Conclusion: When developing HMD-based VR content, strategies to improve users' personal cognition should be included. Additionally, it is necessary to develop strategies that enhance enjoyment and interest in the content, while also facilitating ongoing social support. Furthermore, coping strategies should be devised that take into account cyber sickness, a potential side effect of these devices.

증강현실 시스템을 위한 시나리오 마크업 언어 설계 (Design of a Markup Language for Augmented Reality Systems)

  • 최종명;이영호;김선경;문지현
    • 사물인터넷융복합논문지
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    • 제7권1호
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    • pp.21-25
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    • 2021
  • 증강현실 시스템이 엔터테인먼트, 쇼핑, 교육 및 훈련 등의 영역에서 널리 사용되고 있으며, 증강현실 기술의 점차 중요성이 커지고 있다. 증강현실 기술을 교육이나 훈련에 사용할 때 동일한 마커에 대해서도 작업 단계에 따라 다른 가상 객체를 표현할 수 있어야 한다. 또한 훈련 내용은 상황에 따라 달라지기 때문에 훈련 시나리오를 이용해서 기술할 필요가 있다. 이러한 문제를 해결하기 위해서 훈련 내용을 시나리오를 기반으로 작성할 수 있으며, 이를 증강현실 시스템과 연계할 수 있는 증강현실 시스템을 위한 시나리오 마크업 언어를 제안한다. 증강현실을 위한 시나리오 마크업 언어는 장면, 마커와 가상 객체를 연결하는 방법, 장비의 상태 혹은 센서 값을 파악하기 위한 방법, 조건에 따른 장면 이동 방법 등의 기능을 제공한다. 증강현실 시나리오 마크업 언어는 유연하게 증강현실 시스템의 사용 방법과 콘텐츠 사용의 유용성과 확장성을 높일 수 있다.

Game Transformation from Non-Augmented Reality to Augmented Reality

  • Tan, Chin-Tong;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • 제9권5호
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    • pp.619-623
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    • 2011
  • The evolution of technology has lead gaming playable in augmented reality and more games are developed only for augmented reality. There are mainly no supportive reasons for game designed in non-augmented reality and transforms to augmented reality. Genre of game played in augmented reality is always one of the defined game genres. In this paper, transformation process and effects of mobile games to augmented reality is discussed. Augmented reality game is recommended for mobile devices due to its portability. Modification for mobile games transformation including way of game rendering, game controlling, camera view controlling and game environment design are discussed. User experience is affected after the game transformed to augmented reality because of the differences in game controlling. The presence of game in real world is increased due to the usage of actual view in game playing.

모악산 도립공원 이용실태 분석에 관한 연구 (A study on the users' behavior and satisfaction in Moaksan provincial park)

  • 김세천;허준;박봉주
    • 한국조경학회지
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    • 제23권3호
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    • pp.167-176
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    • 1995
  • The purpose of this study is to suggest objective basic data for park management proposal through the quantitative analysis of users' behaviors and satisfaction for the actual conditions of management in Moaksan provincial park. For this, users' behaviors and socio-ecnomic characteristics have been analyzed. Specifically, it attempts to investigate users' anticipation and degree of satisfaction applied Expectancy Theory by Likert scale. And users' satisfaction for the actual conditions of management had been analyzed by using the multiple regression. Results of this study can be summarized as follows ; From the aspect of utilization reality, the male usage was silighty higher than female usage, and the usage rate reality, the male usage was slighty higher than female usage, and the usage rate among the young and students such as university students also appeared slightly higher than the norm. Due to the fact, subject park had been provincial park, bus usage was predominant, and users' visit park 1 or 2 times a year. Generally, the value of users' post occupancy evaluation were higher than those of anticipated, and Use in night and facilities were lower. A sense of the season, dense of forest, beauty of skyline and a perspective view appeared as main explicatory variables having positive effects on the satisfaction level for the landscape. Amount of plant and shade were positive variables on the satisfaction and users' had dissatisfaction with trial damage. According to the multiple regression analysis, the major variables to the satisfaction for the actual condition of vegetation management were diversity, recovery of artificial injury.

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체험경제요인이 지식기반 모바일 증강현실의 수용에 미치는 영향 : 쾌락적 정보시스템 관점 (An Effects of Experience Economy for Accepting Knowledge Based Mobile Augmented Reality : Hedonic Information System Perspective)

  • 정남호;이현애;구철모
    • 지식경영연구
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    • 제14권5호
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    • pp.121-136
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    • 2013
  • Augmented reality, which has recently drawn great attention, has along history in technical terms. However, the latest emergence of mobile augmented reality using smartphones is allowing people to access augmented reality more easily and faster than ever. However, a review of existing studies shows that most of them have focused on the technical realization of augmented reality, whereas few studies have dealt with how users perceive augmented reality. For users, augmented reality is a means of knowledge transfer, which enables the experience of more abundant reality by providing additional informatio nsources to objects or landscapes. There fore, the element of experience must be considered for the perception of users. In addition, the current augmented reality technology certainly provides users with more fun than any other existing technologies. In this regard, this study intended to divided experiences not only into sensory experiences, but also into entertainment, educational, escapist, and esthetic experiences based on the experience economy theory suggested by Pine and Gilmore(1998). Moreover, this study intended to examine whether mobile augmented reality applications, which are highly popular as a means of the experience economy, influence the usefulness, convenience, and enjoyment perceived by users, and to identify which of these cognitive elements influence usage intentions.

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실외형 증강현실 게임의 등급분류기준에 관한 연구 (A Study of Age Rating Criteria for Outdoor Augmented Reality Game)

  • 강주영;이환수
    • 디지털융복합연구
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    • 제14권10호
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    • pp.439-447
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    • 2016
  • 최근 증강현실 게임인 Pokemon GO에 대한 사람들의 관심이 높아지기 시작하였다. 그러나 게임 특성으로 인해 다양한 직 간접적인 문제들이 부각되면서 우려 또한 증가하고 있다. 국내는 아직 정식으로 출시되지는 않았으나 국내의 게임 등급 분류기준은 이러한 실외형 증강현실 게임에 적용하기에는 한계점이 있다. 이에 본 논문에서는 Pokemon GO와 관련하여 실제 발생한 문제 상황을 살펴보고 국내외의 게임물등급분류체계를 분석하여 국내 게임 이용자들의 안전한 게임이용을 위한 방안을 논의하고자 한다. 실외형 증강현실 게임의 문제점에 대한 사례들을 분석한 결과 이용자의 안전한 이용을 위해서는 기존의 게임등급분류체계에 '물리적 위험성'이라는 새로운 기준이 추가될 필요가 있는 것으로 나타났다. 정부의 게임 규제가 완화되어가고 있는 시점에서 가까운 미래에 증강현실 기술을 이용한 다양한 게임이 등장할 것으로 예측된다. 따라서 사전 안전장치로써 게임물등급분류체계에 대한 개선방향을 마련하는 것이 중요하며, 이는 안전한 게임 이용을 통해 게임 이용 및 산업 성장에도 긍정적 영향을 미칠 것으로 기대한다.

Usage and satisfaction of bed cloth fabrics: a reality study

  • Lee, Heeran
    • 패션비즈니스
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    • 제20권6호
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    • pp.52-65
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    • 2016
  • Presently, sleep disorders are rapidly increasing due to sudden social development and lifestyle diversification. Among the various factors contributing to comfortable sleep, bedclothes are a major factor that readily influence the sleeping conditions, as they directly come in contact with the human body. This study therefore researches use and purchasing status of bedclothes by consumers, as well as the subjective satisfaction. This would accordingly help us to understand the consumers' performance needs, and collect basic data to develop bedclothes that assist comfortable sleep. This study used multiple choice questions and a 5-point Likert scale in a survey-style research. The results of the study indicate that consumers prudently considered practicality and durability, as bedclothes are seldom purchased. The most preferred material was cotton, but the use of microfiber, a new material, has also increased. Further, consumers' preferred lightweight bedclothes that displayed excellent water absorption, thermal insulation, durability, detergency, and flexibility. Hence, bedclothes developed according to the results of this study are expected to aid comfortable sleep.