• Title/Summary/Keyword: virtual age

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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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    • v.12 no.3
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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.

Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device (모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.704-713
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    • 2016
  • Recently, the value and the status of the body that are due to the mobile wearable device have attracted attention globally confusing in media convergence age. The mobile wearable device connect worldwide that are networked to overcome the limitations of space and time, also it provide a great opportunity to be able to us to open a new cultural experience and value to the populace. In this study, spatial information acquired by the virtual reality 360 degrees camera around the Gangnam station. Also, extended spatial experience performed by use of virtual reality headset, smart phone connected to the Youtube platform. Sense of body can also lose its value due to voyeurism, it is facing the transformational period in civilization. In conclusion, through deep research into the intersections of technology and a human being for the future, maintaining the proper balance is the key. Therefore, this study identified the need for interdisciplinary research.

A Study of the Concept of Futuristic Image in Fashion Since 2000 (2000년 이후 패션에 나타난 미래적 이미지의 개념에 관한 연구)

  • Kim, Yoon-Hee
    • Journal of the Korean Society of Costume
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    • v.58 no.2
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    • pp.107-119
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    • 2008
  • This study aims to define the concept of the futuristic image in fashion since 2000. In this study, earlier studies of the futuristic images in the fashion are analyzed and it is discovered that the most important characteristics of the futuristic images are the cosmic space and virtual reality. An analysis of actual data of the futuristic images of the fashion since 2000 produces the following conclusions. First, since 2000 the futuristic fashion to convey the image of space tends to be minimalist, taking H or A silhouette and using white, silver, or other vivid colors. Second, since 2000 the image of virtual reality is often expressed in the fashion of futuristic image as female fighters or vampires of the future who mostly wear pants suit or skirts that expose the body line. Materials of advanced technology or shiny leather are often used and dark colors including black are dominant in these images. Third, when the space image is expressed, the androgynous youth is emphasized. However when female fighters or vampires of the future are shown, sexual image of gloomy atmosphere is often stressed. Fourth, the fashion of futuristic image since 2000 takes up the space age look of the 1960s and the techno-cyber look of the 1980s and the 1990s. However their internal meanings are lost and only external forms are repeated. In sum, the current fashion of futuristic image emulates the past look of the fashion which was circulated as futuristic images and may be considered as a result of combination of futuristic image and retrospective image.

Innovative Business Model from the Perspective of Digital Cultural Industry -Centered on the Virtual Idol "Hatsune Miku" (디지털 문화 산업의 시각에 따른 혁신적 비즈니스 모델: 가상 아이돌 '하츠네 미쿠'를 중심으로)

  • DOUXIAOWEI, DOUXIAOWEI;Yang, Jonghoon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.823-831
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    • 2021
  • In the Internet age, the digital cultural industry is booming, start-up companies want to win a place in the fiercely competitive red sea market of the Internet, innovative business models have become an important challenge and opportunity for countless companies. Taking the virtual idol "Hatsune Miku" as the example, the analysis is carried out at the levels of technological innovation, value proposition, resource combination, operation process and marketing model. By comparing the differences between the first-generation software Meiko of Crypton and the second-generation software "Hatsune Miku", we will study the components of the business model to explore the characteristics and advantages of this business model, and in-depth operation models and innovations. The analysis is expected to provide a substantial reference for other electronic product and software development companies in their business models.

A study on pattern and 3D restoration of Chinese traditional women's robe, straight Ju(直裾深衣) (중국 전통 귀족 여성 예복인 직거심의(直裾深衣)의 패턴 및 3D 복원 연구)

  • Sun Yuan;Jihyeon Kim;Mi-hyang Na
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.4
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    • pp.107-122
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    • 2023
  • This study analyzed the style, dimensions, fabric patterns, colors, and fabrics of a traditional Chinese women's dress from the Zhou Dynasty, and reconstructed it in the form of a virtual garment using 3D CLO. Based on ancient flat image data and three-dimensional portrait data, who wore them, how they were worn, and how they were coordinated was analyzed. In order to analyze the size and pattern of the straight Ju Chines dress, data from the excavation report and the tomb owner's anthropometric measurements were combined to infer the wearing condition and organize the sculptural features. Dimensional analysis was carried out using a well-preserved small-scale woven cotton cloth as a restoration model, and the horizontal and vertical dimensions were reasonably estimated using the shape proportioning method. The analysis of the colors and patterns of the fabrics was based on the colors and patterns of the fabrics excavated from Masan Tomb No. 1 during the Eastern Zhou, Qin, and Han periods. Finally, a virtual model was created using data from the excavation report and the age and height information of the owner of the excavated robe, and the pose and size of the virtual model were determined using 3D CLO. Based on the previous research data, the garment was virtually sewn and simulated. The shape, pressure, and strain of the garment in different postures was also compared. Through the research direction of pattern and 3D restoration, this research maximizes the restoration of Chinese traditional women's dress and presents it in a more intuitive, comprehensive, and vivid way.

Impact of personal characteristics on learning performance in virtual reality-based construction safety training - Using machine learning and SHAP - (가상현실 기반 건설안전교육에서 개인특성이 학습성과에 미치는 영향 - 머신러닝과 SHAP을 활용하여 -)

  • Choi, Dajeong;Koo, Choongwan
    • Korean Journal of Construction Engineering and Management
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    • v.24 no.6
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    • pp.3-11
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    • 2023
  • To address the high accident rate in the construction industry, there is a growing interest in implementing virtual reality (VR)-based construction safety training. However, existing training approaches often failed to consider learners' individual characteristics, resulting in inadequate training for some individuals. This study aimed to investigate the impact of personal characteristics on learning performance in VR-based construction safety training using machine learning and SHAP (SHAPley Additional exPlanations). This study revealed that age exerted the greatest influence on learning performance, while work experience had the least impact. Furthermore, age exhibited a negative relationship with learning performance, indicating that the introduction of VR-based construction safety training can be effective for younger individuals. On the other hand, academic degree, qualifications, and work experience exhibited a positive relationship. To enhance learning performance for individuals with lower academic degree, it is necessary to provide content that is easier to understand. The lower qualifications and work experience have minimal impact on learning performance, so it is important to consider other learners' characteristics so as to provide appropriate educational content. This study confirmed that personal characteristics can significantly affect learning performance in VR-based construction safety training, highlighting the potential for leveraging these findings to provide effective safety training for construction workers.

A Semi-Automated Labeling-Based Data Collection Platform for Golf Swing Analysis

  • Hyojun Lee;Soyeong Park;Yebon Kim;Daehoon Son;Yohan Ko;Yun-hwan Lee;Yeong-hun Kwon;Jong-bae Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.11-21
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    • 2024
  • This study explores the use of virtual reality (VR) technology to identify and label key segments of the golf swing. To address the limitations of existing VR devices, we developed a platform to collect kinematic data from various VR devices using the OpenVR SDK (Software Development Kit) and SteamVR, and developed a semi-automated labeling technique to identify and label temporal changes in kinematic behavior through LSTM (Long Short-Term Memory)-based time series data analysis. The experiment consisted of 80 participants, 20 from each of the following age groups: teenage, young-adult, middle-aged, and elderly, collecting data from five swings each to build a total of 400 kinematic datasets. The proposed technique achieved consistently high accuracy (≥0.94) and F1 Score (≥0.95) across all age groups for the seven main phases of the golf swing. This work aims to lay the groundwork for segmenting exercise data and precisely assessing athletic performance on a segment-by-segment basis, thereby providing personalized feedback to individual users during future education and training.

Biological aspects and population dynamics of Indian mackerel (Rastrelliger kanagurta) in Barru, Makassar Strait, Indonesia

  • Andi Asni;Hasrun;Ihsan;Najamuddin
    • Fisheries and Aquatic Sciences
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    • v.27 no.6
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    • pp.392-409
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    • 2024
  • The present study aims to analyze the biological aspects and population dynamics of Indian mackerel in Barru waters. Data was collected in Barru for 11 months, from June 2022 to April 2023. The observed parameters of biological aspects included gonadal maturation stages (GMSs), size at first gonadal maturation, and length-weight relationship. Meanwhile, the aspects of population dynamics encompass age group, growth, mortality rate, and exploitation rate. Data analysis consisted of morphological selection of general maturation stages, Spearman-Kärber method in estimating gonadal first maturation size, Bhattacharya method in identifying age group, von Bertalanffy function through FISAT II to measure growth (L and K), Pauly Model to estimate mortality rate, Beverton & Holt Model to estimate Y/R, and virtual population analysis (VPA) analysis to estimate stock and fish yield. The results demonstrated that GMS I was observed to be dominant, followed by stages II and III. The initial gonadal maturation was estimated to be 17.98-19.28 cm (FL) for females and 17.98-19.27 cm (FL) for males. The length-weight relationship in male and female Indian mackerels indicated a positive allometric growth. The mode grouping analysis results from the fork length measurement revealed three age groups. It was also identified that the asymptotic length (L) = 29.5 cm (fork length), growth rate coefficient (K) = 0.46 per year, and theoretical age at zero length (t0) = -0.3576 per year. Total mortality (Z) = 2.67 per year, natural mortality (M) = 1.10 per year, fishing mortality (F) = 1.57 per year, and exploitation rate (E) = 0.59, the actual Y/R = 0.083 gram/recruitment, and optimal Y/R 0.03 gram/recruitment. Fishing mortality is higher than the natural mortality rate, and a high exploitation value (E > 0.5) also reflects over-exploitation. VPA analysis on fish yields and stock estimation reported a highly exploited rate between the 11.5 cm and 14.5 cm length classes and an exceeding current yield of 467.07 tons/year with a recommended yield of 233.53 tons/year to ensure population sustainability.

A Study on virtual character from the viewpoint of E-branding (E-branding관점에서 본 감정이입 가상 캐릭터의 연구)

  • 이지희
    • Archives of design research
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    • v.17 no.3
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    • pp.81-90
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    • 2004
  • The reason of the appearance of Internet is regarded as a milestone since we have shared information globally in a mutual way. The important thing on this point is what contents we choose for ourselves. The Internet could be meaningless unless we use it in a certain way, which ultimately means that the Internet has to deliver something valuable to us humans. Therefore, we have looked at how we can deliver and share humanity and emotion through the Internet, also how we can instill vital power into our real life, through the Internet. Fortunately, the current study must essentially be ongoing due to its nature with perhaps a multidisciplinary team brainstorming ideas. The reason for that is that not only could we find new business models for companies, but also find out new ways to appease the human mind in the modern age. In addition, as consumers needs become more specialized and diversified, companies are expected to face up to fierce competition with the help of innovative ideas. The ever-intensifying competition requires companies to cultivate new strategic tools in order to have new, powerful and sustainable comparative advantages. The goal of this research will be to explore ways of finding a new approach. Specifically, this research is about how to use the EVC(empathetic virtual character), which, this researcher believes, can deliver emotional benefits so as to make e-branding successful. According to reports, it has been proven that this new concept including the EVC can result in tremendous success. So the goal of this research is to explore the current situation and to anticipate the future concerning virtual characters.

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The Effect of a Virtual Reality Program on Static Balance Control and Fall Efficacy of Elderly People (가상현실 프로그램이 노인의 정적균형 조절과 낙상효능감에 미치는 효과)

  • Kim, Eun Ja;Hwang, Byong Yong;Kim, Mi Sun
    • 한국노년학
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    • v.30 no.4
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    • pp.1107-1116
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    • 2010
  • The elderly people with advancing years have many problems such as the decline of the proprioceptive, visual & vestibular function and muscle weakness. Furthermore the decrease of the reflex which influences the balance ability in sudden change of the movement could cause the falls. The difficulty of the balance caused by the fear releated to the fall aggravates the Falls Efficacy and causes a lot of the disability of the independent activities of daily living. The purpose of this study was the effect of a Virtual Reality Program on Static Balance control and Fall efficacy of Elderly people. 14 elderly people(subjects) who were ≥65years of age partiripated in this study and they were divided into VR(Virtual Reality) group(n=7) and Control group (n=7). VR group took the general physical therapy & IREX and only the general physical therapy was carried out in the control group. VR group of intervention was carried out for 30min. total 8times. They were evaluated by BIO-Rescue, Fall Efficacy Scale before and after treatment. The Static Balance control and Fall efficacy were assessed by Bio-Rescue & Falls Efficacy Scale. The analysis of the resulf was assessed by Wilcoxon signed test & Mann-Whitney U test. The result showed that the static balance of VR group with the open eyes was improved in a static balance test and range of the movement was increased in limited of stability. And Falls Efficacy was also efficacious. IREX was effective to static balance control and Falls Efficacy of the elderly When we think about these effects, various treatments and objective assessments using VR program will be needed for the elderly