The purpose of this study is to produce virtual models of women aged in their 60s and to implement the virtual clothing with jackets. We referred to 3D images of standard and obese body types from the 8th Size Korea and attempted to create avatars based on their images through the various trials. Final virtual models were made to reflect the appearance of women in their 60s. For the standard body type, a 3D image with average body measurements was selected. Based on numerous trials aimed at turning her image into an avatar, the auto-converted avatar on CLO 3D was slimmer than the woman in the original image, and hence it was not suitable for the virtual model. After blending, we converted the image into an uneditable avatar for which only the joint points could be moved, thereby creating an avatar that was identical to the original image. We also selected an image of an obese woman with a “beer bottle” body shape from the 8th Size Korea. We created an avatar that resembled her shape by also converting it into an uneditable avatar for which only joint points could be moved. To use these avatars in virtual clothing, we removed masks of avatars and made faces, hair styles, and skin tones representing women in their 60s. The moderately-sized classic jackets were smooth on both virtual models and fitted satisfactorily. This study demonstrated the applicability of virtual model production of various body types or ages in special clothing studies.
본 연구에서는 한옥의 해석모델 구축을 지원하고, 구축된 해석모델의 활용도를 높이고자 이를 활용한 가상현실 소프트웨어를 개발 하였다. 한옥의 구조해석 모델은 범용 구조해석 소프트웨어인 midas Gen으로 생성하고, 이를 문자기반 입력파일로 변환한 후 본 연구 에서 개발된 소프트웨어에서 한옥 해석모델의 검토에 필요한 자료들을 저장한다. 개발된 가상현실 소프트웨어 내에서 3차원으로 표 현된 한옥의 해석모델은 시점을 변경하며 살펴볼 수 있고 특정 부재를 선택하여 관련된 자료를 확인할 수 있다. 이러한 과정을 통해 해 석모델의 오류를 확인 및 수정하여 완결된 해석모델을 구축할 수 있다. 개발된 소프트웨어는 3개의 한옥 사례에 적용하여 그 적용성 과 효용성을 검증하였으며, 구조분야 이외의 타 분야에서도 활용될 수 있다.
This study utilized the unified theory of acceptance and use of technology 2 (UTAUT2) to examine usage intentions associated with virtual fitting services. Six independent variables were examined: performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and habit. The study collected responses from 445 participants who had utilized virtual fitting services. Regarding factors related to usage intentions associated with these services, performance expectancy and social influence were found to significantly influence the usage intentions associated with photo-based virtual fitting services. Furthermore, performance expectancy, social influence, and habit significantly influenced the usage intention of avatar-based virtual fitting services. This suggests that higher levels of performance expectancy and social influence positively impact the usage intentions associated with both types of virtual fitting services, while habit influences only avatar-based virtual fitting services. Moreover, the findings confirm that effort expectancy, facilitating conditions, and hedonic motivation from UTAUT2 do not significantly influence usage intentions associated with virtual fitting services. By analyzing factors influencing potential customers’ virtual fitting service usage intentions, this study can suggest effective strategies to increase usage intentions for companies providing virtual fitting services. Additionally, these findings can be utilized in the formulation of virtual fitting service marketing strategies.
Sometimes, it is impossible to install a sensor on a certain location of a structure due to the size of a structure or poor surrounding environments. Even if possible, sensors can be frequently malfunctioned or improperly operated due to lack of adequate maintenance. These kind of problems are solved by the virtual sensing methods in various engineering fields. Virtual sensing technology is a technology that can measure data even though there is no physical sensor. It is expected that this technology can be also applied to the construction field effectively. In this study, a virtual sensing technology based on ARX model is proposed. An ARX model is defined by using the simulated data through a structural analysis rather than by actually measured data. The ARX-based virtual sensing model can be applied to estimate unmeasured response using a transfer function that defines the relationship between two point data. In this study, a simulation and experimental study were carried out to examine the proposed virtual sensing method with a laboratory test on a cable-stayed model bridge. Acceleration measured at a girder is transformed to estimate a cable tension through the ARX model-based virtual sensing.
As advances in digital technologies (e.g., Apps, QR code, RFID tag) is rapidly changing market environment, marketing researches have extended technology acceptance models in different contexts. Since a supermarket chain, “Home Plus,” in Korea, had opened the first QR code virtual store at the subway platform in 2011, many firms attempt to use QR code technology convergence into their retail business. According to a survey report (Embrian, 2012), QR codes are highly familiar with consumers in Korea, and more than 70% mobile phone users have ever scanned QR codes. Due to ubiquitous nature of QR codes, it is obviously implied that marketers would capitalize the QR code technology on their retail business. Yet, it is skeptical for individuals to adopt QR code virtual store because it is in an infant stage in the retail store context. Therefore, marketers need to predict acceptance and use of QR code virtual store from a consumer perspective. Based on UTAUT (Unified Theory of Acceptance and Use of Technology) suggested by Venkatesh et al. (2003; 2012), this study formulated consumer acceptance model with four core determinants of intentions in the context of QR code virtual stores. Specific objectives are (a) identify perceived value in the context of QR code virtual store; (b) test the changes in consumer perceived value by experience over time; and (c) to predict UTAUT model for consumer acceptance to use QR code virtual store across different time points (i.e., from the time of their initial introduction to stages of experience). A longitudinal field study was conducted at the selected QR code virtual stores among individuals using smart phones. A self-administered questionnaire was developed based on literatures the context of consumer use of QR code virtual store. The multi-item scales of perceived value (i.e., performance expectancy, effort expectance, social influence, and facilitating condition) were adapted from Venkatesh et al.’s (2003) UTAUT constructs. Four items of behavioral intention to use QR code virtual store was developed. All items were measured on 5 points rating scale. Sample in this study was obtained from volunteers who participated in three different points in time: initial experience (T1), one month after first experience (T2) and three months after second experience (T3). Participants were required to visit to an assigned QR code store and do shopping task per each time. Then, they were asked to answer the questions on a survey, and there were 123 valid respondents to the first stage of the field experiment. As removed the respondents who did not participate in T2 or T3 point, a total of 309 pooled data across time (103 each time) were analyzed. The sample represents more females (n=66, 68%) than males (n=31, 32%), aging from 19 to 29 years (mean=21.58 years). Preliminarily, using the data pooled across times, factor analysis was conducted to identify underlying constructs for all research variables. As expected, a factor analysis of perceived value constructs revealed four factors: social influence (5 items), performance expectancy (5 items), effort expectancy (4 items), and facilitating condition (3 items). All factor loadings were ranged from .63 to .86, and all internal consistency reliabilities were greater than .80. Also, a unidimensional behavioral intention (4 items) confirmed to be valid (factor loadings=.88 to .93) and reliable (α=.94). Therefore, it is deemed that content validity and reliability were within acceptable ranges for further analysis. Of the four perceived value constructs, there were significant differences in the effort expectancy (F=7.10, p<.01) and facilitating condition (F=8.22, p<.001) across times of experience. Specifically, the perceive effort expectancy tended to be increased over time, indicating a difference of means between T1 and T2 at the significant level of .01 as a result of Duncan’s post-hoc test. With respect to facilitating condition, the mean tended to be increased over time, but post hoc test indicated a significant difference between T1 and T2. The perceived effort expectancy and facilitating condition tended to be changed in positive from T2 to T3 point, which were not significantly different. Therefore, the finding implies that the second stage of experience (i.e., one month after first experience) is a critical point for consumers to increase perceived value of QR code virtual store as a new retail technology. Otherwise, the other factors, such as social influence, performance expectancy and behavioral intention were not significantly increased during the three times of experience. To predict UTAUT model for consumer acceptance to use QR code virtual store, behavioral intention was served as dependent variable and the four factors of perceived value were served as independent variables in regression analysis. In the initial experience (T1), behavioral intention was significantly predicted by social influence (β=.39, t=4.42, p<.001) and performance expectancy (β=.46, t=4.44, p<.001), which explained for 57% of total variance (F=32.08, p<.001, adjusted R²=.57). In the second experience (T2), behavioral intention was significantly predicted by three factors, such as social influence (β=.43, t=5.91, p<.001), performance expectancy (β=.35, t=4.10, p<.001) and facilitating condition (β=.15, t=2.32, p<.05), accounted for 68 % of total variance (F=52.35, p<.001, adjusted R²=.68). In the three month after second experience (T3), behavioral intention was significantly predicted by social experience (β=.36, t=3.33, p<.01) and performance expectancy (β=.33, t=3.33, p<.001), accounted for 52 % of total variance (F=27.65, p<.001, adjusted R²=.52). This study supports the UTAUT model for consumer acceptance of QR code virtual store over time from a theoretical perspective. It should be noted that social influence and performance expectancy appears to be a determinant of behavioral intention to use in most situations. The effect of facilitating condition on behavioral intention was only significant when experienced in second stage. In addition, future study needs to expend technology acceptance model of virtual store in conjunction with digital technological attributes across different product categories.
Telecare, one of the e-healthcare services with ICT, is a promising technology which aims to monitor the state of patients and then provide the medical services appropriately in remote sites. Virtual telecare team based on the concept of virtual collabora
The purpose of this study is to identify the factors determining users" acceptance of individualized virtual community. While there has been considerable research on the Technology Acceptance Model (TAM) that has predicted whether individuals will accep
의류상품의 전자상거래 시장이 확대됨에 따라 인터넷쇼핑에서 의류를 구매할 때 선택한 의류를 착용한 자신의 모습을 확인하는 도구로 가상피팅모델이 제공되고 있다. 본 연구에서는 가상피팅모델 구축 시 사용자의 주관적인 체형인식을 반영할 필요가 있는지 알아보기 위하여 여성의 신체 치수나 체형에 대한 인식이 어떻게 다른지 연구하였다. 의류학 전공 여자대학원 50명을 대상으로 실험한 본 연구의 결과는 인체부위에 대한 개인의 치수인식이 체형에 따라 다름을 보여준다. 연구자들은 인터넷 의류 쇼핑용 가상피팅모델을 구축하기 위해서는 사용자 신체치수뿐만 아니라 사용자가 인지하는 자신의 체형특성을 반영할 필요가 있다고 결론지었다 특히 배가 많이 나온 체형도 자신이 실제보다 배가 나오지 않은 체형으로 생각하는 경향이 있으므로 여성이용자에게 거부되지 않는 가상피팅모델을 구축하기 위해서는 지나치게 극단적인 체형의 가상피팅모델의 구축은 신중하게 고려해야함을 시사하였다.
개인별 신체 특성을 나타내는 가상피팅모델을 이용하여 제공되는 가상 착용 서비스는 웹을 기반으로 한 인터넷 의류 쇼핑의 흥미를 더해준다. 본 연구의 연구자들은 2000년과 2002년에 개발된 미국의 가상피팅모델과 국내에서 개발되었던 가상피팅모델의 개발 기술의 특성과 변화를 분석하였다. 연구결과는 가상피팅모델의 구축을 위해서는 인체의 치수, 형태, 얼굴의 특징들에 관한 정보 입력이 필요하며, 이때 요구되는 정보는 미국과 한국의 사이트에서 차이가 있음을 밝혔다. 미국의 사이트는 정면이나 측면의 실루엣에 대한 정보의 입력이 요구되는 반면 한국의 사이트는 더 많은 인체 치수 관련 정보를 요구하였다. 2000년에 개발되었던 한국의 가상피팅모델은 길고 좁은 프로포션으로 표현되어 사실적인 표현이 부족하였던 반면 2002년 미국에서 개발한 가상피팅모델은 다양한 인종의 특성을 반영하며, 그래픽 기술의 발전으로 사실적으로 표현된 가상피팅모델을 제공하는 것으로 나타났다.
가상 커뮤니티는 짧은 기간에 많은 사용자들을 불러모으면서 대량의 트래픽을 발생시킬 수 있기 때문에 비즈니스적 기회를 창출할 기회가 빨리 다가온다. 하지만 많은 사용자들을 확보하는 것이 이러한 사용자들을 대상으로 수익모델을 창출하는 것을 의미하지는 않으므로 많은 운영자들이 경제적 면에서 어려움을 겪고 있다. 그래서 가상 커뮤니티에서 수익을 이끌어내기 위해서는 커뮤니티 운영자의 체계적인 경영전략이 뒤따라야 하며, 회원들이 거부감을 느끼지 않도록 자연스럽게 수익모델로 연결시켜야 한다는 힘겨운 과제가 놓여있다. 따라서 본 연구에서는 이러한 가상 커뮤니티의 전략적 구축, 운영 및 성장 방법에 대해서 분석하고 커뮤니티의 특성에 맞는 다양한 수익모델들을 제시하여 이를 바탕으로 사례에 대한 적용안을 마련해 본다.
가상 세계(Virtual World)는 다수의 플레이어들이 자신을 표현하는 아바타를 통해 한 공간에서 다양한 상호작용을 경험하는 사이버 게임 공간이다. 외국을 중심으로 활발하게 개발 중인 가상 세계는 전 세계적으로 앞으로도 지속적으로 성장할 것으로 기대 된다. 이러한 가상 세계는 가입자들이 가상공간을 무료로 접근하고 가상공간에서의 활동에 대해 과금을 하는 방식이 보편화될 것으로 예상된다. 그러나 대부분의 가상 세계가 2000년 초부터 서비스가 시작되어 가상 세계의 수익 모델에 관한 연구는 초기 단계에 불과하다. 한국의 경우 게임을 무료로 즐기면서 게임 내 아이템 판매 등을 통해 수익을 창출하는 방식에 대한 수많은 시도가 진행되고 있다. 본 논문에서는 한국 온라인 게임의 수익 모델과 외국에서 상업적으로 성공을 거둔 가상 세계의 수익 모델을 분석하여 게임 내 자산 판매 방식을 중심으로 생활형 가상 세계를 위한 효과적인 수익 모델을 제안한다. 이 논문에서 제안하는 게임 내 자산 판매를 통한 수익 모델의 가이드라인은 생활형 가상 세계의 효과적인 수익 창출에 기여할 것으로 예상된다.