"Immersion in Virtual Urban Environment: The Design of Consumer Based Economic Platforms for Virtual Co-Creation Participants"
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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, Center for Korea Science and Technology
Full time table : http://www.kmis.or.kr/kmis/file/2016_program_guide.pdf
RACHEL-ANN M. TENIBRO PRODUCT RESEARCH PRESENTATION
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
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.
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
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13. A Cyclical Model of Designing and Consuming
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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.
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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.
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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
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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
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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