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Immersion in Virtual Urban Environment
: The Design of Consumer Based Economic Platforms for Virtual Co-Creation Participants
Heejung Kwon, Ph.D., Creative Innovation Research Center, Yonsei Business Research Institute
Andrew Hudson-Smith, Head of Department & Director, Centre for Advanced Spatial Analysis, The Bartlett, UCL
2016 Fall Conference of The Korea Society of Management Information Systems
Session A2 : ICT Collaboration
Time : 14:00 ~ 15:40, Friday 4th November
Room : Auditorium
ICTCollaboration2016FallConferenceofKMIS
1
Consumer-Based Economy
ICTCollaboration2016FallConferenceofKMIS
Urban life in 19th Century London as shown in this
watercolor of Holburn, London.
A desire-based mode of shopping
Pleasure Gardens
Between the 17th and 19th Centuries, Pleasure Gardens were communal spaces where people from all walks of life converged to listen to music,
admire paintings, stroll, drink, flirt and immerse themselves in the culture that made their city great. The most famous pleasure gardens were in
Vauxhall, Mozart played there at 9, Hogarth made the tickets and Dickens wrote about them. Between 1851 and 1884 the Royal Docks had its very
own Pleasure Gardens, named The Royal Victoria Gardens.
A Contemporary Pleasure Garden
A New Mode of Virtual Life Style
Values
The Life Context Created by the Residents
Theoretical Background
ICTCollaboration2016FallConferenceofKMIS
FIGURE 1 A Cyclical Model of Designing and Consuming (Ingram, 2007)
Theoretical Background
ICTCollaboration2016FallConferenceofKMIS
FIGURE 1 A Cyclical Model of Designing and Consuming (Ingram, 2007)
A Process of Consumption and Practice
ICTCollaboration2016FallConferenceofKMIS
Acquisition Scripting Appropriation Assembly Normalization Practice
A Process of Consumption and Practice
ICTCollaboration2016FallConferenceofKMIS
Acquisition Scripting Appropriation Assembly Normalization Practice
Why do people acquire new consumer goods?
 Social Comparison
 The Creation of Self-identity
 Mental Stimulation and Novelty
 Matching or the “Diderot Effect”
 Specialization
ICTCollaboration2016FallConferenceofKMIS
A Cyclical Model of Designing and Consuming
ICTCollaboration2016FallConferenceofKMIS
The Artificial Social Context
Virtual Material Culture
 Material Culture
− Possessions establish social standing.
Dress and accessories organize
people and time into occupations and
leisure activities. And souvenirs
picked up during the course of life
become anchors for one’s
identity(Lehdonvirta, 2010).
ICTCollaboration2016FallConferenceofKMIS
FIGURE 2 Living Store Soy
Research Method
 Case Study
−Unit of Analysis : SL Life Style
Bloggers using Facebook, Flickr,
and other platforms of content
creation to promote their ideas, or
just make records of their lives in
SL.
ICTCollaboration2016FallConferenceofKMIS
FIGURE 3 Skippy Beresford
Research Method
 A Hub of Informants
−Scarlet Apple Flickr Group
− Scarlet Creative, and Apple Fall’s
collaborative photo sharing post.
ICTCollaboration2016FallConferenceofKMIS
FIGURE 4 {Scarlet Apple}
Research Method
 A Form Giver of Virtual
Material Culture
−Love to Decorate
− Connect designer practices to
consumptions
− “Scripting” role in designing and
consuming process
ICTCollaboration2016FallConferenceofKMIS
FIGURE 5 LTD Magazine
Data Gathering & Analysis
Actors/Class Activities
Producer Create products
Construct spaces
Promote identity
Event Location Promote producers
Sell items
Main Store Sell items
Information Hub
Promote identity
SNS Groups/
Collective Media
Comparison
Mapping
Life Style Bloggers Comparison
Mapping
Construct self-identity
Living Journalism Define class cultures
Define virtual material culture
 The Agent Relationship for
Virtual Material Culture
Networks
−Entities and Nodes
−Roles
−Classes
−Relationships
ICTCollaboration2016FallConferenceofKMIS
TABLE 1 Actor, Classes and Activities
Results & Conclusions
 The emerging SCM through the virtual life context
− The residents(or in more general terms, users/consumers) will take the major roles
in the designing – consuming cycle of future markets in immersive environments.
 Practical contribution
− Practical framework of design in emerging technology environment, and the
architecture.
 Theoretical contribution
− Apply the framework of material culture to the virtual agent interactions that are
forming the consumer based economy in the immersive environment.
ICTCollaboration2016FallConferenceofKMIS
ICTCollaboration2016FallConferenceofKMIS
ICTCollaboration2016FallConferenceofKMIS
For More Information
https://www.facebook.com/IoT.UX/

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Immersion in Virtual Urban Environment: The Design of Consumer Based Economic Platforms for Virtual Co-Creation Participants

  • 1. Immersion in Virtual Urban Environment : The Design of Consumer Based Economic Platforms for Virtual Co-Creation Participants Heejung Kwon, Ph.D., Creative Innovation Research Center, Yonsei Business Research Institute Andrew Hudson-Smith, Head of Department & Director, Centre for Advanced Spatial Analysis, The Bartlett, UCL 2016 Fall Conference of The Korea Society of Management Information Systems Session A2 : ICT Collaboration Time : 14:00 ~ 15:40, Friday 4th November Room : Auditorium ICTCollaboration2016FallConferenceofKMIS 1
  • 2. Consumer-Based Economy ICTCollaboration2016FallConferenceofKMIS Urban life in 19th Century London as shown in this watercolor of Holburn, London. A desire-based mode of shopping
  • 3. Pleasure Gardens Between the 17th and 19th Centuries, Pleasure Gardens were communal spaces where people from all walks of life converged to listen to music, admire paintings, stroll, drink, flirt and immerse themselves in the culture that made their city great. The most famous pleasure gardens were in Vauxhall, Mozart played there at 9, Hogarth made the tickets and Dickens wrote about them. Between 1851 and 1884 the Royal Docks had its very own Pleasure Gardens, named The Royal Victoria Gardens.
  • 5. A New Mode of Virtual Life Style
  • 7. The Life Context Created by the Residents
  • 8. Theoretical Background ICTCollaboration2016FallConferenceofKMIS FIGURE 1 A Cyclical Model of Designing and Consuming (Ingram, 2007)
  • 9. Theoretical Background ICTCollaboration2016FallConferenceofKMIS FIGURE 1 A Cyclical Model of Designing and Consuming (Ingram, 2007)
  • 10. A Process of Consumption and Practice ICTCollaboration2016FallConferenceofKMIS Acquisition Scripting Appropriation Assembly Normalization Practice
  • 11. A Process of Consumption and Practice ICTCollaboration2016FallConferenceofKMIS Acquisition Scripting Appropriation Assembly Normalization Practice
  • 12. Why do people acquire new consumer goods?  Social Comparison  The Creation of Self-identity  Mental Stimulation and Novelty  Matching or the “Diderot Effect”  Specialization ICTCollaboration2016FallConferenceofKMIS
  • 13. A Cyclical Model of Designing and Consuming ICTCollaboration2016FallConferenceofKMIS The Artificial Social Context
  • 14. Virtual Material Culture  Material Culture − Possessions establish social standing. Dress and accessories organize people and time into occupations and leisure activities. And souvenirs picked up during the course of life become anchors for one’s identity(Lehdonvirta, 2010). ICTCollaboration2016FallConferenceofKMIS FIGURE 2 Living Store Soy
  • 15. Research Method  Case Study −Unit of Analysis : SL Life Style Bloggers using Facebook, Flickr, and other platforms of content creation to promote their ideas, or just make records of their lives in SL. ICTCollaboration2016FallConferenceofKMIS FIGURE 3 Skippy Beresford
  • 16. Research Method  A Hub of Informants −Scarlet Apple Flickr Group − Scarlet Creative, and Apple Fall’s collaborative photo sharing post. ICTCollaboration2016FallConferenceofKMIS FIGURE 4 {Scarlet Apple}
  • 17. Research Method  A Form Giver of Virtual Material Culture −Love to Decorate − Connect designer practices to consumptions − “Scripting” role in designing and consuming process ICTCollaboration2016FallConferenceofKMIS FIGURE 5 LTD Magazine
  • 18. Data Gathering & Analysis Actors/Class Activities Producer Create products Construct spaces Promote identity Event Location Promote producers Sell items Main Store Sell items Information Hub Promote identity SNS Groups/ Collective Media Comparison Mapping Life Style Bloggers Comparison Mapping Construct self-identity Living Journalism Define class cultures Define virtual material culture  The Agent Relationship for Virtual Material Culture Networks −Entities and Nodes −Roles −Classes −Relationships ICTCollaboration2016FallConferenceofKMIS TABLE 1 Actor, Classes and Activities
  • 19. Results & Conclusions  The emerging SCM through the virtual life context − The residents(or in more general terms, users/consumers) will take the major roles in the designing – consuming cycle of future markets in immersive environments.  Practical contribution − Practical framework of design in emerging technology environment, and the architecture.  Theoretical contribution − Apply the framework of material culture to the virtual agent interactions that are forming the consumer based economy in the immersive environment. ICTCollaboration2016FallConferenceofKMIS