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NTIS 바로가기지능정보연구 = Journal of intelligence and information systems, v.22 no.3, 2016년, pp.165 - 183
손봉진 (순천향대학교 관광경영학과) , 박다슬 (순천향대학교 국제문화학과) , 최재원 (순천향대학교 경영학과)
Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual realit...
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핵심어 | 질문 | 논문에서 추출한 답변 |
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가상현실은 어떻게 가상공간을 현실처럼 느끼게 하는가? | 최근 ICT 비즈니스에서 주목을 받고 있는 가상현실(VR : Virtual Reality)은 스크린을 통해 가상세계를 이용하는 것과 다르게 스마트폰 또는 가상현실 기기를 통해 구현한 입체적인 가상공간을 제공함으로써 사용자의 시각을 완전히 장악하고, 청각, 촉각 등 오감과 상호작용하며, 음성과 동작인식 등을 통해 가상공간을 마치 현실처럼 느끼게 한다. 1938년 처음 등장한 이후 약 100년 동안 가상현실은 수많은 실패와 성공을 반복하였으며, 2003년부터 린든랩이 ‘세컨드라 이프’로 새로운 전기를 마련한 후 약 20년 만에 부흥하고 있다. | |
가상현실이 많은 관심과 주목을 받게 된 배경에는 무엇이 있는가? | 가상현실 기기들은 삼성과 오큘러스의 공동제 작품인 ‘기어 VR’, LG의 ‘G3 VR’ 그리고, 구글의 ‘카드보’와 같이 스마트폰과 결합되는 구조를 취하는 경우가 많다. 이처럼 가상현실이 많은 관심과 주목을 받는 배경에는 스마트폰의 확산4)때문이다. 그러나 시장 관점에서 제조 및 관련 업계 종사자들은 가상현실 시장 활성화의 성패가 콘텐츠에 달려있다고 판단하고 있다. | |
태도자신감은 무엇을 의미하는가? | 태도자신감은 내가 선택한 혹은 내가 가지고 있는 태도에 대한 자신감으로 정의할 수 있다. 따라서 태도 자신감은 높은 수준의 자신감에서 형성된 소비자의 태도는 쉽게 변하지 않는다는 것을 의미한다[13]. 또한 강하게 유지되는 태도는 더 높은 태도의도를 제공하며[13], 태도 자신감이 강화되는 요인들에는 반복적인 노출 (Repeated Exposure), 반복적인 행동(Repeated Behavior), 자신감 있는 결정(Self-confidence in the Decision)이 있다[13]. |
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