• Title/Summary/Keyword: 디지털 미디어 경험과정

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Comparative study of user interface of paper book and e-book publishing (종이책과 전자책 출판의 사용자 인터페이스 비교 연구)

  • Cho, Jung-mi;Kong, Byoung-hun
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.345-346
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    • 2017
  • 종이책은 출판의 오랜 역사적, 기술적 과정을 통해 고유한 사용자 인터페이스를 형성해왔다. 전자책은 1970년대 이후 디지털 출판 방식에 의해 출현하고 최근 HTML5 기반의 이퍼브(EPUB)3.0 형식이 확산되었다. 전자책은 전통적 종이책 편집의 사용자 인터페이스 요소들을 상당부분 지니고 있으면서도 많은 부분을 포함하지 못하고 있다. 본 연구는 기술와 미디어 변화에 따라 '사용자가 인터페이스를 통해 상호작용을 하면서 가지게 되는 전체적인 느낌과 경험이 변화된다는 관점에서 종이책과 전자책의 인터페이스를 비교 분석한다. 이 작업을 통하여 공통점과 차이점이 지니는 의미를 분석하고, 전통적 출판의 편집요소가 어떻게 전자책 편집 수준을 높이고 전자책을 통해 더 진화된 인터페이스와 사용자 체험을 제공할 수 있게 활용될 수 있는지를 연구한다.

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A Study on the Development of a New OSMU Education Model Applying Local Content as a Source (지역 콘텐츠를 이용한 OSMU 교육모델 개발에 관한 연구)

  • Lee, Seung-Whan
    • Cartoon and Animation Studies
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    • s.21
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    • pp.51-69
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    • 2010
  • OSMU is now one of the most important keywords in the media industry. However, how to educate future media workers who can design and implement OSMU is an unsolved problem to media educators. In order to overcome the limitations of two perspectives of OSMU, namely economic perspective and storytelling perspective, this study propose a new OSMU education model for college students. Beginning with creating local content using MediaWiki, this model consists of five phases of media windowing, including MediaWiki, smartphone application, Web design, multimedia e-magazine for tablet PC, and publication. A Chuncheon-based university has been experimenting with this new OSMU education program. MediaWiki has played important role for creating local content collaboratively. All That Chuncheon application is now on service via SKT Tstore and Chuncheon Web pages has been designed successfully. Multimedia e-magazine and book publication is under preparation. The experiment has been successful so far, mainly due to the strategic choice of local content as the source of following media window. Also students have been strongly motivated for participating in this OSMU program.

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Application of Paper-prototyping Method for Touch Interface Design Evaluation (터치 입력방식 디자인 평가를 위한 페이퍼 프로토타이핑 기법 적용)

  • Shin, Kyung-Jin;Lee, Tae-Il
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.888-894
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    • 2009
  • Recently, touch screen systems with direct touch interfaces are prevailing in digital products such as MP3's, DMB's, PDA's and navigators, which give rise to new interface issues related to speed, feedback and accuracy, and consider additional considerations for solving those issues in evaluation processes. Although paper prototyping method, the one of applicable methods, is efficient ways to evaluate the touch interface, it still requires a certain amount of adaptations for touch interfaces. This study aims to identify emerged issues regarding to paper-prototyping method for the evaluation of touch interface, to come up with alternatives for applying the method. The study started with analyzing the touch interface in digital products, and suggests the 'Touch Wheel' interface based on mainly used interface. 'Touch Wheel' interface allows the user searching for her/his favorite songs by rolling 'wheel-like' menu list. The Userbility test was conducted by 24 MP3 users with 4 times, and based on such conditions as materials, making methods and evaluating process of paper prototyping for evaluating the touch interface, effective alternatives were considered in each evaluation steps. As a result, paper prototypes for evaluating the touch interface should give active operations to subjects by offering direct experience, so as to provide subjects with proper feedbacks and for designers to collect effective alternatives for expected problems in initial interface design process.

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AI-based Digital Advertising Effects : focus on Customization Advertising and Personalization Advertising (AI기반 디지털 광고효과 연구 : 맞춤화광고와 개인화광고를 중심으로)

  • Chin, HongKun;Kim, MinJung
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.115-122
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    • 2021
  • This study attempted to examine how Personalization Advertising and Customization Advertising strategies affect consumers' Aad among AI-based Programmatic Advertising strategies that have been actively conducted recently. To this end, the relationship between two advertising strategies, the transportation, the overall emotional experience that occurs when acting, and Aad was examined structurally. As a result of a survey of 110 general people, Personalization Advertising had a negative influence on consumers' transportation, and the Customization Advertising strategy had a positive influence. In addition, transportation had a positive influence on the Aad. These results suggest the needs to actively induce consumers into Customization advertising situation, rather than the company's mechanical analysis and exposure-oriented advertising strategy.

The Development of a Toolkit for Constructing Virtual Instruments to Augment User Interactions in Virtual Environments (가상환경에서 사용자 인터랙션을 지원하는 가상계기 설계 도구의 개발에 관한 연구)

  • Cho, Yong-Joo;Park, Kyoung-Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.4
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    • pp.670-677
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    • 2007
  • Virtual instruments are the mobile software designed to help users navigate, measure hidden environmental properties, or support various user interactions in a virtual environment. Over the past few years, we have developed several virtual instruments for educational virtual environments. However, the process of constructing virtual instruments is often difficult and time consuming because it requires the developers to understand not only the virtual reality systems but also mobile computing platforms. In this paper, we Int identify a few requirements for the development of virtual instruments. Then, we introduce the VIST (Virtual Instrument Scripting Toolkit), specifically designed for reducing the effort of designing virtual instruments. Finally, we will illustrate some applications of using VIST and then discuss the future research directions.

An empirical study on customer satisfaction: Mobile phone users in an emerging market (소비자 만족도에 관한 경험적 연구: 신흥 시장의 휴대폰 이용자를 대상으로)

  • Jahan, Nusrat;Rahman, Md. Mostafizur;Hossain, Md. Alamgir;Saiful, Hoque
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.75-85
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    • 2019
  • For the growing importance of mobile communication, this study sets out to investigate the factors that influencing mobile phone customer satisfaction behavior through a structural equation model. This study proposes six factors model as the key determinants of customer satisfaction. Furthermore, we examine the moderating effect of demographic factors. The study was conducted using a structured questionnaire, data collected from 386 active subscribers. Results confirm that brand name, social influence and after sales service are the three significant determinants of consumer satisfaction. This study finding also suggests that demographic attributes have important consequences on customer satisfaction. The study findings offer an extended theoretical understanding towards customers' mobile satisfaction in the emerging market perspective and for practitioners, potentially to other similar context.

Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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Analysis of popular artistry of film industry on the trend of filming of Webtoon (Focusing on "Along with the Gods(2017)") (웹툰의 영화화 트렌드에 대한 영화산업의 대중예술성 분석연구 (영화 "신과 함께(2017)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.391-398
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    • 2018
  • Analyzing the shortcomings and shortcomings of the film based on the Webtoon and the artistry as a popular artwork at the time when the filming of the webtoon is becoming the main trend of the Korean film, it is an analysis of the present state of the Korean film industry, Will be an indicator for. The present generation of young people who do not have the experience and knowledge of popular arts and culture that handed down a small number of high-quality arts by reflecting current literary, art, history, and popular consciousness are concentrating only on instinctive emotion, It is regrettable that it is consistently followed by follow-up and follow-up unconditionally. In this study, we will examine the methodology of the ideal webtoon filmization process by analyzing the structure and industry analysis of Webtoons, and analyzing the weaknesses in the transition process to the movie format. The essence of communicating with audiences will be unchanged even in the rapid change of media and technology. In the setting and expression of its essence, it is based on the humanistic authenticity mentioned above, the avant garde internal necessity of the artist seeking ideal, And the reflection of the original character of high-class culture that creates newness can be considered as a proposition that can include artistry in popular culture.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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Education Effect of a Web-based Virtual Laboratory for Digital Logic Circuits (웹기반 디지털 논리회로 가상실험실의 교육효과)

  • Lee, Sun-heum;Choi, Kwan-Sun;Kim, Dong-Sik;Kim, Wonkyum
    • The Journal of Korean Association of Computer Education
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    • v.11 no.1
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    • pp.23-32
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    • 2008
  • In this paper, we have investigated the education effect of a web-based virtual laboratory for digital logic circuits which consists of multimedia contents about the usages of equipments for logic circuit experiments and the experimental logic circuits. In case of the engineering experiment of the lower grades in universities, preunderstanding about the usages of experimental equipments and the experimental circuits is necessary for the learners to conduct the experiments well. But it is impossible for the learners to have access to the real experimental equipments earlier due to the lack of equipments and the difficulty in management of the equipments. We have implemented the digital logic circuit virtual laboratory which provides the same experimental environment as a real experimental lab, and the learner can conduct the same experiments as the real ones before the real laboratory class. The learners using the laboratory have reduced the experiment completion time by the average of about 8.2% during a term, compared with the learners not using the lab.

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