• 제목/요약/키워드: Telepresence

검색결과 87건 처리시간 0.024초

텔레프레즌스 로봇을 통한 권리행사의 세대간 수용성 격차 (Generation Gap of Expected Rights through Telepresence Robots)

  • 배일한;한정혜
    • 로봇학회논문지
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    • 제15권2호
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    • pp.160-168
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    • 2020
  • There exists a popular belief that the elderly are more conservative than the younger people in acceptability of new technology. This study explores whether the generation gap in technology acceptance exists in the case of using telepresence robots, which project the presence and mobility of remote operator, for the universal purpose of social participation rather than for specific applications. Two groups of senior citizens and undergraduate students in their twenties personally experienced the telepresence robots operation and conducted a survey on how they perceived the social participation of a remote operator mediated by telepresence robot and to what extent the remote operator deserve equal rights to be treated as if one really exists in the local environment. The results show that the elderly have higher expectation on the role and functions of telepresence robots, and more favorable in principle for a remote operator to exercise equal rights by operating telepresence robot. It suggests that the stereotypes, the elderly lag behind younger generation in accepting new technology, is unlikely to fit into the telepresence robot market, for the elderly have more favor and support using telepresence robots as an universal avatar for social participation.

Movie Experience Sharing on Social Networking Sites of Cinema: Interplay between Telepresence and Customer Delight

  • Zong-Yi Zhu;Hyeon-Cheol Kim
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.224-236
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    • 2023
  • This study aims to investigate the effects of telepresence on young moviegoers' flow experiences and social interactions, and the impact on consumer delight, trust, and experience sharing behavior on cinema mobile social network site pages. Given the scarcity of telepresence research, indirect telepresence on experience sharing via two experiences and social interactions is also included. The study used pages from Korean cinema mobile social network sites, and 175 Chinese moviegoers residing in Korea participated. We found that telepresence positively impacts the activity in both human-human and human-computer interactions. We further contend that telepresence positively affects perceived enjoyment and attentional focus. However, perceived enjoyment does not significantly affect consumer delight. We found that consumer delight positively influences consumer trust and movie experience sharing. Moreover, we illustrated that telepresence significantly and indirectly influences consumer movie experience-sharing behavior through attention focus and consumer delight. Our results provide crucial insights for future study and practical managerial.

조현병 환자에서 다감각적 되먹임에 의한 원격현존감 특성 및 관련 신경 기전 : 기능자기공명영상 연구 (Characteristics of Telepresence by Multisensory Feedback and Related Neural Mechanism in Patients with Schizophrenia : A Functional MRI Study)

  • 한기완;최수희;박일호;이형래;김선일;김재진
    • 생물정신의학
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    • 제19권3호
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    • pp.121-127
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    • 2012
  • Objectives : The multimodal telepresence systems have been adopted in a variety of applications, such as telemedicine, space or underwater teleoperation and videoconference. Multimedia, one of the telepresence systems, has been used in various fields including entertainment, education and communication. The degree of subjective telepresence is defined as the probability that a person perceives to be physically in the remote place when he/she experiences a multisensory feedback from the multimedia. The current study aimed to explore the neural mechanism of telepresence related to multisensory feedback in patients with schizophrenia. Methods : Brain activity was measured using functional magnetic resonance imaging while fifteen healthy controls and fifteen patients with schizophrenia were experiencing filmed referential conversation at various distances (1 m, 5 m and 10 m). Correlations between the image contrast values and the telepresence scores were analyzed. Results : Subjective telepresence was not significantly different between the two groups. Some significant correlations of brain activities with the telepresence scores were found in the left postcentral gyrus, bilateral inferior frontal gyri, right fusiform gyrus, and left superior temporal sulcus. There were no main effects of group and distance. Conclusion : These results suggest that patients with schizophrenia experience telepresence as appropriately as healthy people do when exposed to multimedia. Therefore, patients with schizophrenia would have no difficulty in immersing themselves in multimedia which may be used in clinical training therapies.

텔레프레즌스 도입 및 사용에 관한 탐색적 연구: 국내 중소기업의 무역활동 지원을 중심으로 (An Exploratory Study for the Adoption and Use of Telepresence: Focusing on Supporting Trade Business Activity of SME)

  • 김길래;정소연
    • 한국산학기술학회논문지
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    • 제11권9호
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    • pp.3538-3547
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    • 2010
  • 텔레프레즌스가 무역업무지원을 위한 중요한 커뮤니케이션 도구로 인식되면서 해외에서 텔레프레즌스의 사용필요성이 증가하고 있다. 이러한 상황에서 본 연구에서는 무역지원기관과 전시컨벤션센터 그리고 중소기업의 실무담당자들이 텔레프레즌스의 일반적 내용, 도입필요성, 사용가능성, 비즈니스 가치, 도입 시에 예상되는 문제점에 대해 어떠한 인식을 가지고 있는 가를 분석할 수 있는 탐색적 연구를 수행하였다. 분석 결과 텔레프레즌스의 도입과 사용에 대한 필요성과 실현가능성 사이에는 분명한 차이점이 존재하였고 시스템간 호환성 부족, 사용편의성의 부족, 가격 책정의 어려움 등의 문제점이 발생할 것으로 예상되었다. 또한, 실무담당자들은 텔레프레즌스는 비즈니스 가치를 창출하는데도 긍정적인 영향을 미칠 것으로 인식하고 있었다. 텔레프레즌스의 핵심적인 성공요인들은 안정적인 네트워크 환경, 인지도와 접근성, 교육 및 홍보로 나타났다. 본 연구에서는 인식분석을 통해 텔레프레즌스를 구축하여 사용 하는데 중요한 요인들을 발견하였고 이에 기초하여 중소기업을 위한 텔레프레즌스의 구축방향을 제시한 것에 본 연구의 의의가 있다.

Which is Your Favorite?: The Impact of Robot's Height on Consumer's Acceptance of a Telepresence Robot

  • Choi, Jung Ju;Kwak, Sonya S.
    • 디자인융복합연구
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    • 제15권4호
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    • pp.59-70
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    • 2016
  • Due to the newly emerging market for telepresence robots and the research in the area, designers and developers lack guidelines for specifying the physical characteristics of telepresence robots. On the basis of the previous literature, we attempted to make a distinction between two robot height approaches for telepresence robot designs: floor- versus desk-based robot designs. This research investigated the effects of these robot height approaches on consumer acceptance. We predicted that there would be difference between floor-based robots and desk-based robots regarding consumers' evaluation of and intent to purchase social robots. A study using two types of robots was conducted with sixty university students. The results showed that participants perceived desk-based robots as more useful than floor-based robots. In addition, the participants evaluated desk-based robots more positively than floor-based robots. Purchase intention and willingness to pay also showed similar results as evaluation. The implications for the design of telepresence robots in terms of increasing acceptance of robots are discussed in detail.

텔레프레즌스의 결정요인에 관한 연구 - 텔레프레즌스 아트 사레분석을 중심으로 - (The Principal Determinants of Telepresence Focused on the Analysis of Telepresence Arts)

  • 장선희;이경원
    • 디자인학연구
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    • 제17권2호
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    • pp.413-424
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    • 2004
  • 텔레프레즌스는 '현상체가 현실세계를 떠나 가상세계로 이동함에 따라 가상세계의 사물과 인물에 대해 마치 현실세계의 사물과 인물에 대해 반응하는 것과 유사한 심리적, 행동적 반응을 보이는 현상'이며 '커뮤니케이션 매체를 통해 제공된 환경에 존재한다고 지각하는 경험'이다. 텔레프레즌스는 매체를 수단으로 경험하게 되는 것으로, 매체의 특성은 매개된(mediated) 환경에 직접적인 영향을 끼친다. 하나의 매개된 환경이 사용자에게 텔레프레즌스의 경험을 불러일으킬 것인지 아닐지는 환경에 사용된 감각자극들의 조합, 사용자가 환경과 상호 작용할 수 있는 방법들 그리고 그 환경을 경험하는 사용자 개인들의 특성들에 의해 결정된다. 텔레프레즌스 아트는 네트워크로 연결된 사이버 공간(cyber space)에서 서로 다른 지역에 있는 사람들을 텔레커뮤니케이션 시스템(telecommunication system)을 이용해 연결하고 그들로 하여금 가상현실(virtual reality)의 감각적 정보를 기반으로 상호작용하게 함으로써 텔레프레즌스(telepresence)를 경험하도록 하는 예술 활동을 말한다. 텔레프레즌스 아트의 특징은 원거리 통제(remote control), 원거리 영상(remote vision), 원거리 운동(telekinesis), 실시간 시청각 정보의 교환(real-time exchange of audiovisual information)이라 할 수 있다. 본 연구는 텔레프레즌스의 결정요인을 감각적 몰입도(sensory immersion), 감각적 충실도(sensory fidelity), 인지적 충실도(cognitive fidelity), 사용자의 개인적 특성들(personal factors)로 분류하고 이 네 가지 결정요인이 적용된 텔레프레즌스 아트의 사례분석을 통해 뉴미디어 아트를 위한 미학적 접근과 디자인 방법론을 모색하고 있다.

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실시간 햅틱 렌더링 기술을 통한 시각 장애인을 위한 원격현장감(Telepresence) 로봇 기술 (Telepresence Robotic Technology for Individuals with Visual Impairments Through Real-time Haptic Rendering)

  • 박정혁;아야나 하워드
    • 로봇학회논문지
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    • 제8권3호
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    • pp.197-205
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    • 2013
  • This paper presents a robotic system that provides telepresence to the visually impaired by combining real-time haptic rendering with multi-modal interaction. A virtual-proxy based haptic rendering process using a RGB-D sensor is developed and integrated into a unified framework for control and feedback for the telepresence robot. We discuss the challenging problem of presenting environmental perception to a user with visual impairments and our solution for multi-modal interaction. We also explain the experimental design and protocols, and results with human subjects with and without visual impairments. Discussion on the performance of our system and our future goals are presented toward the end.

An Integrated Model for Investigating the Impacts of Telepresence on Cultural Heritage Attachment in Virtual Museum

  • Hong, Kyung-Wan;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • 제11권2호
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    • pp.44-52
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    • 2022
  • The purpose of our study is to examine the influence of telepresence on cultural heritage attachment in the context of virtual museum. We determined the effect of telepresence on visitors' aesthetic and educational experiences and how these experiences affect visitors' perceptions of virtual museum service value. Moreover, we investigate the effect of perceived virtual museum service value on museum attachment and cultural heritage attachment. A total of 143 visitors were sampled through an online survey focusing on Chinese virtual museum visitors. The results show that all the paths presented significant effects. Additionally, it was found that telepresence indirectly influences cultural heritage attachment through education experience and perceived virtual museum value. The theoretical and practical implications are also provided. An important implication is that online virtual museum is essential to raise visitors' education experience and their cultural heritage attachment. Thus, virtual museum should take initiative to enhance virtual reality to ensure traditional culture education and formation their cultural heritage attachment.

라이브 커머스 특성이 실재감을 매개로 소비행동에 미치는 영향 -상호작용성과 스트리머 속성을 중심으로- (The Effect of Live Commerce Characteristics on Consumption Behavior Mediated by Presence -Focusing on Interaction and Streamer Attributes-)

  • 권기용;김우빈
    • 한국의류학회지
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    • 제46권5호
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    • pp.741-759
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    • 2022
  • This study examines the effect of live commerce characteristics on consumption behavior mediated by presence. As contactless shopping has become the new normal, live commerce is emerging as an innovative communication service between consumers and sellers. We examine the role of interaction and streamers' attributes on sharing and purchase intention by mediating social presence and telepresence. A web-based experiment was conducted to test our hypotheses. The data of 267 participants were analyzed using SPSS 23.0 and AMOS 21.0. The results showed that the Streamer-Consumer interaction had a positive effect on social presence and telepresence. By contrast, the Consumer-Consumer interaction had no significant effect on social presence and telepresence. We further found that streamer trustworthiness had a positive effect on both social presence and telepresence, while streamer attractiveness had a positive effect only on telepresence. Thus, social presence and telepresence positively influenced sharing and purchase intention. Overall, these findings illustrate that the Streamer-Consumer interaction and streamer trustworthiness are vital characteristics that lead to higher levels of presence using live commerce. Several academic and managerial implications are suggested based on these results.

Telepresence in Video Game Streaming: Understanding Viewers' Perception of Personal Internet Broadcasting

  • Kyubin Cho;Choong C. Lee;Haejung Yun
    • Asia pacific journal of information systems
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    • 제32권3호
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    • pp.684-705
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    • 2022
  • A new trend has been emerging in recent years, with video game live streaming becoming a meeting ground for gamers, as well as a marketing strategy for game developers. In line with this trend, the emergence of the "Let's Play" culture has significantly changed the manner in which people enjoyed video games. In order to academically explore this new experience, this study seeks to answer the following research questions: (1) Does engaging in video game streaming offer the same feeling as playing the game? (2) If so, what are the factors that affect the feeling of telepresence from viewers' perspective? and (3) How does the feeling of telepresence affect viewers' learning experience of the streamed game? We generated and empirically tested a comprehensive research model based on the telepresence and consumer learning theories. The research findings revealed that the authenticity and pleasantness of the streamer and the interaction of viewers positively affect telepresence, which in turn is positively associated with the gained knowledge and a positive attitude toward the streamed game. Based on the research findings, various practical implications are discussed for game developers as well as platform providers.