• Title, Summary, Keyword: Interaction

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Maternal-Fetal Interaction Belief and Maternal-Fetal Interaction (모-태아상호작용 신념과 모-태아상호작용)

  • Kwon, Mi-Kyung
    • Child Health Nursing Research
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    • v.14 no.4
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    • pp.370-378
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    • 2008
  • Purposes: The purposes of this descriptive survey study were to describe levels of Maternal-Fetal Interaction Belief and Maternal-Fetal Interaction, and to define their correlation. Method: Data were collected from 273 pregnant women who visited one public health center and OB/GY clinic in Gangneung city. The instrument used for this study was a self-report questionnaire that included the Maternal-Fetal Interaction Belief scale(MFIBS) and maternal-fetal interaction. Results: The mean scores for maternal-fetal interaction belief and maternal-fetal interaction were $107.41{\pm}15.67$ and $31.75{\pm}5.92$ respectively. For maternal-fetal interaction belief, there were significant differences according to education, religion, income, feeding plan, marriage satisfaction, family support, and husband's love. For maternal-fetal interaction, there were significant differences according to mother's age, period of pregnancy, marriage satisfaction, family support, husband's love. There was a correlation between maternal-fetal interaction belief and maternal-fetal interaction. Conclusion: Maternal-fetal interaction belief is related to increase in maternal-fetal interaction and fetal development. It is essential to develop a maternal-fetal interaction program that includes maternal-fetal interaction belief.

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A Study on Characteristics of Spatial Interaction of Media Art in the Age of New Media (뉴 미디어 시대의 매체예술적 공간 상호작용 특성 연구)

  • Lee, Go-Eun;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.70-80
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    • 2013
  • This study aims to discover characteristics of interaction through media artistic space, a field of media investigation, for understanding interaction which represents the age of new media and a view on development of interaction which plays a bigger role in it. To achieve this, a research infrastructure was prepared by having access to expression components of which media are applied in a context of art history on media art. Further, physical interaction, perceptual interaction, and mediational interaction were derived by presenting interaction discussed in the existing various areas from an integrated perspective. Subsequently, in order to understand the contents of interaction and its activity, cases were analyzed through analytic frames consisting of interaction elements of subordinate concepts which each interaction has. For results derived from the research, interaction characteristics of media serve as a leading role in space as they are actively used as a potential tool. Therefore, although interaction has been variously represented, it forms a relationship focused on participants, and in order to build a closer relationship with the participants and further interaction, it will be possibly developed in a manner of thinking.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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A Study on Applying the Concepts of Interaction Design to Space (공간에서의 인터랙션 디자인 개념 적용에 대한 연구)

  • Kang Sung-Joong;Kwon Young-Gull
    • Korean Institute of Interior Design Journal
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    • v.14 no.3
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    • pp.234-242
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    • 2005
  • Interface is a medium or channel to communicate between human and things, while interaction is the manner of communication between them. Interaction design is designing experience of user through the interaction process for human, thing, system, and space. Richard Buchanan suggests four kinds of interaction: interface (person to thing interaction), transaction (person to person interaction), human interaction (human and environment interaction) and participation (human to cosmos interaction). With digital technology, architecture and space design have made various experiments at form, function, and content of space. Space evolves from a physical container to a stage to provide narrative and create new experience to users. Since understanding users, creating experience, efficient space design, content planning, and applicable technology are required for interaction design in space, multi-disciplinary research and cooperation is needed.

Industrialization issues of VR-Tangible Interaction Contents and its application case study on Autism Remedy system (VR-Tangible Interaction을 활용한 산업화 콘텐츠 개발과 발달장애 치료 프로그램 개발에의 적용 사례 연구)

  • Lee Hyun-Jhin
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.53-61
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    • 2005
  • This study reviewed research and design directions on VR-Tangible interaction and explored market-driven approach of VR-tangible interaction applications. As a case study, we studied autism remedy system based on VR-tangible interaction design. Literature and field study has done on autism and its remedy methodologies. Based on observation process about patients, therapists, and remedy programs, interaction factors for autism remedy are found and then design strategy, system configuration, and remedy contents scenarios are set up to solve time and resource problems, presence problems, and efficiency issues of remedy results.

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A Study on the Visual Interaction of Workers under the Effect of Office Layout (사무공간 레이아웃에 따른 근무자의 시각적 교류에 관한 연구)

  • Yoo Uoo-Sang;Choi Yoon-Kyung
    • Korean Institute of Interior Design Journal
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    • v.14 no.5
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    • pp.35-43
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    • 2005
  • This study aims to explore the relationship between the spontaneous interactions of office workers and their workspace layout. The spontaneous interactions are captured by the measures regarding the 'visual interaction' between workers in their desk layouts. The measures of visual interaction then are examined by means of the office layout or desk arrangement and the properties of work patterns according to the departments, such as general affairs, sales, research and development, and planning. The study finds four types of office layout ; Type 1 with low visual interaction between workers and high intensity of visual interaction, Type 2 with high visual interaction between workers and high intensity of visual interaction, Type 3 with low visual interaction between workers and low intensity of visual interaction, and Type 4 with high visual interaction between workers and high intensity of visual interaction. The study shows that the patterns of unintentional interaction between workers varies according to the property of work and office arrangement and it also argues that the patterns of office layout are different according to properties of work.

Evaluation of Multi-scale User Interaction on a Large Display Interactive Environment (대형 디스플레이 인터랙티브 환경에서의 멀티 스케일 인터랙션 평가)

  • Cho, Yongjoo
    • Journal of the Korean Society for Computer Game
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    • v.30 no.4
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    • pp.9-16
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    • 2017
  • In recent years, the interactive systems with large display have been on the rise, and research on these systems is increasing. While prior research has explored various interaction techniques and input devices developed for large display, it focused on interaction devices used at specific distances from the display. This research introduces a multi-scale user interaction approach that utilizes a multi-touch screen, freehand gestures and mobile interfaces to help users seamlessly interact with the interactive system regardless of their distance from the display. An experiment was conducted to evaluate how users adopted the multi-scale user interaction to more effectively perform various user interaction tasks. The result showed that the multi-scale user interaction helped users improve their overall task performance. It also found that users tended to utilize different multi-scale user interfaces to complete different kinds of tasks.

A Taxonomy of Uninterpretable Interactions from Interaction Design Perspective

  • Jin, ZhouXiong;Pan, Younghwan
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.1
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    • pp.53-65
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    • 2016
  • Objective: The aim of this study is to configure a taxonomy of uninterpretable Interactions. Background: Following the spread of the Internet, smart devices have increasingly covered our lives. Human beings are now living in an era of tremendous information explosion. We live with numerous interactive targets nowadays, and there are many ways to interact with these targets. Being an interaction designer in this era, we need to clearly understand the existing methods of the interaction. While Bill Moggridge posed interaction design as a new discipline in 1984, it still has not formed a structured framework. Method: This study categorizes uninterpretable interactions through case studies, and configures the taxonomy of uninterpretable interactions based on Object-Oriented View of interaction. To explore the use value and impact of the taxonomy of uninterpretable interactions, this study conducted an experiment and analyzed related results. Results: The framework gives a positive impact on the design process, and interaction designers can clarify and broaden the scope of their ideas. Conclusion: A study on the Taxonomy of Uninterpretable Interactions was the part that did not gain a lot of attention in the existing interaction process. The study made the part more clear. And the study also helps interaction designers expand their roles in the development process of products or services. Application: The taxonomy framework of uninterpretable interactions might help interaction designers design uninterpretable interactions more clearly, and it can also be applied to design interpretable interactions.

The Relationship between Interactions and Needs Satisfactions in Apparel Brand On-Line Community (의류 브랜드 온라인 컴뮤니티의 상호작용성과 욕구충족의 관계)

  • Hong, Hee-Sook;Kim, Gi-Euk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.11
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    • pp.1432-1443
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    • 2005
  • The purpose of this study was to identify the relationship among the sub-dimensions of interaction and the relationship between interactions and needs satisfactions in the apparel brand online communities. Subjects of 317 members for 9 selected apparel communities responded the questionnaire in the home-page or in the attached file. The results were as follows: The suggested structural equation model which showed the relationship between the interactions and needs satisfaction in communities were accepted($\chi^2=63.80/df.=48/p=0.06$, GFI=0.97, AGFI=0.95, RMR=0.045, NFI=0.93, AIC=123.80). The interaction of company-consumer hads a positive influence on the interaction of consumers-consumers(H1) and the interaction of consumers-consumers had a positive influence on the interaction of consumers-company(H2). The interaction among community members had a positive influence on the satisfaction of interest needs(H3), transaction needs(H4) and relationship needs(H5) in the community. The relationship needs satisfaction had a positive influence on the interaction of members to the company(H6). Therefore, marketers in apparel company should be fully aware of reciprocal influence among types of interaction when planning marketing programs to promote each type of interaction. Furthermore, they also have to plan marketing activities to manage effective interaction.

Emergency Nurse-Patient Interaction Behavior (응급실 간호사-환자 상호작용 행위)

  • Kim, Eun Jeong
    • Journal of Korean Academy of Nursing
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    • v.35 no.6
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    • pp.1004-1013
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    • 2005
  • Purpose: The main purpose of this study was to explore nurse-patient interaction behaviors and patient satisfaction with the interaction in the emergency department. Method: This study used video technology to record complete conversations between the nurse and patient, thus obtaining the interactions naturally occurring in a clinical setting. The participants were 28 nurses and 63 patients in the emergency department at one university hospital located in Seoul. The data was collected from November, 2002 to April, 2003. The video recordings were observed for 4 hours for each case and coded using an adapted version of Roter's Interaction Analysis System (RIAS), which yields frequencies of thirty-six types of interaction behaviors. Result: The information exchange related to therapeutic items including medications, simple orientation, and situational positive talk were characterized in the nurses' interaction behaviors. Giving information about one's own condition, questions about therapeutic regimen, and showing worry were characterized in patient interaction behaviors. The patients' satisfaction with the interaction was 37.75.9 (range 9-45). Conclusion: The emergency nurse-patient interaction behavior was task-related. The results suggest that identification of effective interaction behavior in the Emergency department and an interaction skill training program could increase patient satisfaction.