• Title/Summary/Keyword: virtual identity

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Game and evolution of human identity - focused on MMORPG (게임과 인간 정체성의 진화 - MMORPG를 중심으로)

  • Choi, Du-Yeol;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.89-98
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    • 2020
  • Computer simulations based on technical imagination break down invisible walls placed between the virtual and reality and causes users to face situations mixed with reality and the virtual. The development of technology embraces evolves human identity. This can serve as an opportunity that increases the value and utilization levels of games and this can be seen as an opportunity to discuss the evolution of games. In this study focused on MMORPG, discussions are made of the diverse values of online games along with the evolution of human identity that is achieved within them.

The Influence of Social Supports on Intention to Use of Brands' SNS Page (사회적 지원기능이 브랜드 개설 SNS 페이지 소비자 수용에 미치는 영향에 관한 연구)

  • Lee, Yoon-Jae;Lee, Jeong-Hoon
    • Journal of Information Technology Applications and Management
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    • v.22 no.1
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    • pp.17-36
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    • 2015
  • Many companies are now trying to utilize SNS (social network service) by building it as marketing communication platform that delivers marketing messages and builds customer relationship. This study investigates the factors affecting consumers' intention to use of brand's SNS identity page (e.g., fan page in Facebook). It specifically focuses on four social support functions -self-esteem, informational, emotional and social networking support-in virtual space. Research model attempts to explore the impact of social supports on brands' SNS identity page adoption with modified technology acceptance model which includes perceived usefulness, ease of use and enjoyment. Empirical study adopts SEM (structural equation modelling) to test research model. The result indicates that perceived ease of use is influenced by informational support, and perceived usefulness is influenced by informational, emotional, and self-esteem support. And perceived enjoyment is influenced by emotional support. In addition, it reveals that there were no significant effects of social networking support on both perceived usefulness and enjoyment. These findings provide managerial implications for attracting potential and actual customers to brand's SNS identity page. And it also suggests the importance of managing sociability in brand's SNS identity page to make it as marketing communication platform.

How do people verify identity in the Metaverse: Through exploring the user's avatar (메타버스 내 아바타 정체성 확인에 영향을 미치는 요인에 관한 연구)

  • Kihyun Kim;Seongwon Lee;Kil-Soo Suh
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.189-217
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    • 2023
  • The metaverse is a virtual world where individuals engage in social, economic, and cultural activities using avatars, which represent an alternate version of oneself within the virtual realm. While the metaverse has garnered global attention recently, research exploring the identity manifested through avatars within the metaverse remains limited. This study investigates the influence of four IT artifact characteristics related to avatar usage in the metaverse-avatar representation, avatar copresence, avatar profiling, and avatar-space interaction-on perceived avatar identity verification. A survey was conducted with 196 experienced users of the Zepeto platform, and hypotheses were tested using structural equation modeling. The analysis results indicate that the use of IT artifacts enabling avatar representation, avatar copresence, and avatar-space interaction has a positive impact on perceived avatar identity verification. This achieved self-verification indirectly influences the satisfaction and subsequent intention to continue using the metaverse. This study contributes to the academic field by empirically verifying the metaverse technological factors that influence the projected identity onto avatars within the metaverse. Furthermore, it is expected to provide effective guidelines for metaverse platform companies in designing and implementing the metaverse.

A Method of Reusing Kinematic Information for Virtual Facilities (동작 정보를 갖는 가상설비 데이터 재활용 방법론)

  • Ko, Min-Suk;Shin, Hye-Seon;Wang, Gi-Nam;Park, Sang-Chul
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.305-313
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    • 2011
  • This paper proposes a method for reusing kinematic design data for virtual facilities, Making a virtual model of a facility involves two major activities: geometric design (virtual model visualization) and kinematic design that should be remodeled frequently whenever design changes occur, Conventionally, a virtual model of an automated facility focuses on the design level, which mainly deals with design verification, alternative comparison, and geometric model diagnosis, Although a design level model can be designed with the information of past models from PLM system, a simulation level model is not sufficient utilized to be reused for kinematic design purpose, We propose a method for reusing kinematic information of a past simulation model to cope with this problem, We use the concept or the 'center of mass', which is a point representing the mean position of the matter in a body or system. And we also use comparison method of a boundary box to identity which 3D objects have to be involved from the design model to a link structure that is contained in the simulation model. Because a proposed method only use not a historical approach but a geometrical approach, it is more effective to apply to the field.

Study of Player Attitudes Regarding MMORPG Avatar Customization in the Transformation Stage (MMORPG 아바타 커스터마이징의 변형 과정에서 플레이어 태도 연구)

  • Paik, Paul Chul-ho
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.7-20
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    • 2017
  • MMORPG users can create their own identity that they will use to act through in the virtual world utilizing the avatar creation system. The MMORPG customization process, divided into the creation and transformation stages, provides a sandbox for the identity play by users. In this study, analysis of the users' customization attitudes using the Q methodology especially in the transformation stage was conducted. The users' attitudes were found to be categorized into 4 types: 1) fulfilling attitude, 2) customization immersed attitude, 3) customization challenging attitude, and 4) community oriented attitude. Of particular interest are the immersed customization type, where the attitude is driven by the internal motivation of "self-satisfaction" unlike the fulfillment and community oriented attitudes which are driven by instrumental motivation of the avatar, and the continuous desire towards transformation revealed by the challenging customization attitude. This study provides valuable insight in the design perspective for developers in instilling critical immersion elements to the users while preparing to update the level.

A Study on Functionality of Fashion Design Combined with Technology (과학기술과 결합된 패션디자인의 기능성에 관한 연구)

  • 권기영
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.1
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    • pp.88-99
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    • 2004
  • The purpose of this study is to observe the significance and symbolic meaning of fashion design which is combined with machines, and to develop excellent designs in aesthetic aspects. The method of this study analyzed the related documents and journal, fashion magazines. The results is as follows. The cyborg discourse and virtual human body in virtual world predict the existence of new human. In present times, up-to-date equipments such as wearable computer have begun to be built-in clothing based on technology, and these dress and ornaments influence on human's life gradually in practicality and ability. These equipments are divided as military affairs, medical treatment equipment, leisure, information access and communication, guard, and business assistance. And according to the kind of item, they are divided by headwear, clothing and accessory. The significance of clothing combined with machine is practical viewpoint, economical viewpoint and aesthetic viewpoint. And the symbolic meaning of these fashion combined machine with technology is dis-identity in digital society, dis-borderness between human and machine and the uncertainty of human being. Like this, the clothing which is combined with high-technology shapes its own unique and individual system. But, this must escape from the limit of medium system itself that is technology to become a future clothing for human, suggest new agenda about human and society, and confirm the human being's existence and identity continually.

AR-based Message Annotation System for Personalized Assistance (개인화된 도움을 위한 증강현실기반 메시지 주석시스템)

  • Vinh, Nguyen Van;Jun, Hee-Sung
    • The KIPS Transactions:PartB
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    • v.16B no.6
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    • pp.435-442
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    • 2009
  • We propose an annotation system, which allows users moving on an environment to receive personalized messages that are generated by exploiting contextual information. In the system, the context is defined as an entity including user's identity, location and time. Identity of user is a key data to enable personal aspect of generated message. For sensing the context, the proposed system uses AR(augmented reality) technology. Markers are attached to real objects for tracking user's location. AR can provide an effective annotating method to enhance human's perception and interaction abilities. The received message can be a virtual post-it or three-dimensional virtual model of object overlaid onto the real-world view. Experimental results show that the proposed system works well in real-time with high performance and it can be used as a mobile service for personalized messaging.

Wearing Test for New-Bunka Pattern Making of Men's Body Type through Virtual Garment

  • Jeong, Mi-E.;Choi, Mee-Sung
    • Journal of Fashion Business
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    • v.9 no.3
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    • pp.88-98
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    • 2005
  • This study focuses on the needs at both consumers and manufacturers. It aims to find ways for consumers to purchase outfits that would fit their particular body type and preferences at reasonable prices, choose raw materials and style at garments, and virtually try them on. In addition, the study is designed to help apparel manufacturers identity customers' changing needs, reduce inventories, manage information on customers' body type in a digitalized form, and eventually contribute to promoting electronic commerce. Based on nine basic patterns that tit each subject, 108 virtual garments are created by adjusting the size of the patterns (9 subjects $\times$ 4 body parts $\times$ 3 patterns = 108 outfits). In order to determine fitting preferences for each body part and find optimized conditions, cross-tabulation analysis including $X^2$ and frequency analysis were performed to measure the appearance rate. A style of virtual garment, which is minus 2cm from chest size was chosen as the most appropriate pattern to the baseline location of front the chest. For the waist parts, the C style as an appropriate virtual garment to front and back view. In the front, lateral and back view, a style was chosen in the response to the sleeve-bodice combinations, the ease amount of armhole area, the armhole depth and the loosening of tightening or armhole line.

Revitalization Plan for Communication Structure Among Users of Online Virtual Space (온라인 가상공간의 커뮤니케이선 활성화방안 -MMORPG(대규모 다중 사용자 온라인 롤플레잉 게임) 중심으로-)

  • Lim, Jang-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.115-125
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    • 2007
  • This study analyzed the importance of user activity, communication between users and identity establishment by growth and change of player's character through users' communication structure and then it classified such an importance into activity by group, dealings, information sharing, duel and strategy performance. It also looked into the plans to revitalize smooth social relationship and suggested for users to behave with responsibility in virtual society. In the virtual space where thousands of people connect and interact with each other every day, users find out their identities through human relationship with others proceeding solo story. What is more important is that users consider virtual space as a society and feel collective responsibility on words and behavior against others.

Effects of Virtual Reality Program on Standing Balance in Chronic Stroke Patients (가상현실 프로그램이 만성 뇌졸중 환자의 선자세 균형에 미치는 영향)

  • Kim, Joong-Hwi;Kim, Chung-Sun
    • The Journal of Korean Physical Therapy
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    • v.17 no.3
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    • pp.351-367
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    • 2005
  • The purpose of this study was to identity effects of virtual reality(VR) program related to standing postural control on balance, gait and brain activation patterns in chronic hemiplegic stroke patients. Subjects were assigned randomly to either VR group (n=12) or the control group (n=12) when the study began. Both groups received conventional physical therapy for 2 to 3 times per week. In addition to conventional physical therapies, VR group trained 3 types of virtual reality programs using IREX for standing postural control during 4 weeks (4 times/week, 30 minutes/time). Subjects were assessed for static and dynamic balance parameters using BPM, functional balance using Berg Balance Scale related to movement of paretic lower limb before and after 4 weeks of virtual reality training. The results of this study were as follows. 1. Following VR training, VR group demonstrated the marked improvement on dynamic mean balance, anteroposterior limits of stability (AP angle) and mediolateral limits of stability (ML angle). 2. Following VR training, both groups scored higher on Berg Balance Scale. However, a comparison of mean change revealed differences between groups. In conclusion, these data suggest that the postural control training using VR programs improve dynamic and functional balance performance in chronic hemiplegic stroke patients.

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