• Title/Summary/Keyword: 콘텐츠와의 상호 작용

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The Impact of Interaction Factors of Digital Contents on Flow and Use Intention (디지털콘텐츠의 상호작용요인이 몰입과 사용의도에 미치는 영향)

  • Kim, Chang-Su;Lee, Sung-Ho;Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.212-224
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    • 2011
  • Users in the Web 2.0 era, which is based on the convergence of wired and wireless technologies, tend to have a high regard for digital contents interactions, as compared to the technology experienced at the analog era. To boost the digital contents business, it is necessary to focus on the digital contents(DC) interactions based on user-centered thinking to satisfy user preferences. According to previous studies, this study classified DC interactions into three types: interaction between users, interactions between contents and users, and interactions between system and users. This study empirically verifies that DC interactions factors affect flow as well as DC flow influences the DC use intention.

Contingent Interactivity of New Media Contents: Film Re-cut and Game Modding (뉴미디어 콘텐츠의 우연적 상호작용성: 영화 리컷과 게임 모딩)

  • Kim, Mookyu
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.481-490
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    • 2019
  • The purpose of this paper is to recognize and embody the implications of the concept of interactivity. Among the many types of interactivity already proposed, this paper sheds light especially on the so-called contingent interactivity. The contingency means a condition in which a particular performance or selection of a subject is considered neither necessary nor conclusive, and also the potential for various activities of this subject. The contingent interaction comes into being when the involvements of users in dealing with a message or content are experimental or creative. The interaction does not orient toward the completion of content or the immersion to a particular reality. Rather, the results of a user's contingent performance are not the finalized content and have characteristics that lead to the continuous modification. In order to embody this meaning of contingent interactivity, the paper examined the two example, the film re-cut and game modding. In both cases, it is comprehensive that the user of these two new media activities lies in the contingent situation.

Multi-group Analysis of Employment Status in Isolation, Interaction, Content Satisfaction, Achievement and Persistence in Cyber University (사이버대학생의 직장 유무에 따른 고립감, 상호작용, 콘텐츠만족도, 성취도 및 학습지속의향의 구조적 관계 분석)

  • Joo, Young-Ju;Yoo, Na-Yeon;Seol, Hyun-Nam
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.525-540
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    • 2012
  • The purpose of the present study is to examine the causal relationship and invest the difference among isolation, interaction, content satisfaction, achievement and persistence in cyber university education by employment status. For this study, 104 students at A cyber university in Korea completed surveys in the fall semester of 2011. The result of this study indicated that there was a meaningful effect of interaction on isolation. Secondly, there was a meaningful effect of interaction on content satisfaction. Thirdly there was a meaningful effect of interaction on achievement. Lastly there were meaningful effects of isolation and interaction on persistence. In addition, according to multi-group analysis, there were no significant differences of structural path coefficients between two groups. Based on these results, this study suggests instructional design methods and management strategies to improve the quality of learning in cyber universities.

사용자 상호작용 서비스를 위한 다차원 실감미디어 기술

  • Ho, Yo-Seong;Kim, Seong-Yeol
    • Information and Communications Magazine
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    • v.24 no.6
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    • pp.83-92
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    • 2007
  • 차세대 방송은 시청자에게 고품질의 멀티미디어 서비스는 물론 다양한 상호작용 기능도 제공해야 한다. 사용자 상호작용은 시청자의 행동이 방송콘텐츠에 영향을 주거나 방송콘텐츠가 의도한 상황으로 시청자가 방송을 즐길 수 있게 한다. 차세대 방송은 이러한 사용자 상호작용 서비스를 통해서 보다 실감나는 방송을 시청자에게 제공할 수 있다. 요즘 관심을 끌고 있는 3차원 방송은 주로 자유시점 영상서비스에만 초점을 맞추고 있어서, 넓은 의미의 사용자 상호작용 서비스를 지원하기에는 부족하다. 본 논문에서는 방송기술의 발전 추세를 살펴보고, 사용자 상호작용 기술에 대한 국내외 상황을 분석해 본다.

IP기반 미디어에서 인지적 몰입을 촉진하는 요인에 관한 연구: 다차원적 상호작용성을 중심으로

  • Lee, Ji-Eun;Shin, Min-Soo
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.718-731
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    • 2008
  • 본 연구는 상호작용성의 속성과 이용자에게 주어진 통제력에 따라 상호작용성을 4 가지 차원으로 나누고, 이것이 어떤 경로를 거쳐 이용자 만족에 이르는지를 규명하는 것을 목적으로 한다. 이를 위해 상호작용성을 최적화하는 킬러 콘텐츠로 e 러닝을 선정하고, 상호작용성에 영향을 미치는 선행요인으로 서비스, 콘텐츠, 미디어 품질을 도출 하였으며, 상호작용성과 이용자 만족을 매개하는 변인으로 사회적 현존감과 인지적 몰입을 포함하는 연구모델을 제시하고자 한다.

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Comparing Interaction Effects between Causal and Control Factors in College Students' Online Contact and Distribution of Sexually Explicit Material (대학생의 온라인상의 불법 성콘텐츠 접촉과 불법 성콘텐츠 유통의 원인요인과 통제요인의 상호작용효과 비교)

  • Lee, Seong-Sik;Lim, Hyeong Yeon;Shin, Ji-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.465-476
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    • 2021
  • This study considers both causal and control factors for explaining both contact and distribution of sexually explicit material and tests their interaction effects for examining buffering effects of control factors in causal process. This study examines the effect of low self-control, differential association with peers and patriarchy family environmental factor as causal factors. It also considers three control factors such as morality. legal punishment, and lack of opportunity and test interaction effect between causal and control factors in both contact and distribution cases. Using data from college students in Seoul, results show that the effects of all causal factors are significant in both contact and distribution of sexually explicit material and the effect of differential association is the most significant. However, their interaction effects between causal and control factors are different across contact and distribution cases. In the contact case, all interaction effects are not significant. It means that causal factors have independent effects and control factors have no buffering effects. However, in the distribution case, the interaction effects between low self-control and morality, between differential association and morality, between patriarchy family and punishment, and between patriarchy family and lack of opportunity are significant. Empirical implications are discussed.

An Implementation of Interactive Table Contents using the Projection Mapping (프로젝션 매핑 기법을 활용한 테이블 기반 상호작용 콘텐츠의 개발)

  • Lee, Bum-Ro
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.317-318
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    • 2016
  • 본 논문에서는 증강현실이나 혼합현실을 구현하기 위한 가장 현실적인 대안으로 주목받고 있는 프로젝션 매핑 기법을 활용하여 상호작용이 가능한 콘텐츠를 제작하기 위한 방법론을 제시하고 구체적인 구현의 방향성을 제시한다. 프로젝션 매핑은 구현의 측면에서 기술 문턱이 높지 않고 하드웨어의 수급이 용이하다는 점과 콘텐츠의 만족도가 매우 높다는 장점을 가지고 있어서 홀로그램과 같은 궁극의 증강현실 기술이 완성되기 이전까지 매우 현실적인 대안 기술로 인식되어 지고 있다. 본 논문에서는 이러한 프로젝션 매핑 기반의 증강현실 프레임워크를 완성하고 기본적인 상호작용이 가능한 콘텐츠를 제작하여 프로젝션 매핑 기반의 콘텐츠의 우수성과 가능성을 실증해 보이고자 한다. 향후 본 논문에서 실증한 상호작용 프로젝션 매핑 분야의 기술들은 전산업계에서 매우 파격적인 변화를 이끌어 낼 것이라고 판단된다.

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Effect of Web-services' Technological Interactivity on User-generated Contents' Perceived Efficiency and Quality (웹서비스의 기술적 상호작용성이 사용자 콘텐츠 생산 효율성과 품질 인식에 미치는 영향 연구)

  • Lee, Yoon-Jae
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.380-388
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    • 2012
  • One of the key factors for success in fostering web-service is the supply of user-generated contents(UGCs). Technological interactivity is an environmental factor which stimulates user-content interaction, and reflects the system's capability for supporting various interactions that are allowed by a medium. The present study uses a structural equation model to investigate the influence of three components of technological interactivity-user control, synchronicity, and responsiveness-on web-services' perceived content performance. The results show that web-services' user control and synchronicity exhibited a positive relationship with the perceived efficiency of content generation; further, perceived efficiency boosts perceptions of content quality, which means that the user control and synchronicity of a web-service also have an indirect effect on perceived content quality. Additionally, responsiveness has a positive effect on perceived content quality. These findings are important for marketers and operators seeking to make their web-service successful.

Analysis of Class Satisfaction and Perceived Learning Achievement to the Interaction Type on e-Learning in University (대학 이러닝에서 상호작용 유형에 따른 수업만족도 및 인지된 학업성취도 분석)

  • Jeon, Young-mee;Cho, Jin-suk
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.131-141
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    • 2017
  • This paper analyzed class satisfaction and perceived learning achievement to the interaction type on e-learning in university. To achieve the study's objective, one course with and another course without learner-instructor interactions were selected. A total of184 student-respondents completed the questionnaire. Accordingly, more learner-content and learning-system interactions were noted in the course with learner-instructor interactions. Moreover, a correlation was observed between interaction, class satisfaction, and learning achievement. Learner-instructor interactions indicated the highest effect on both educational satisfaction and perceived learning achievement, followed by learner-system interactions on class satisfaction, and by learner-instructor interactions on learning achievement. Recommendations were then formulated based on the foregoing findings. First, workshops or training focusing on content development and on how to present the course should be provided to the instructors. Second, learner-instructor interactions should be activated in the course through various means. In this study, although learner-learner interactions was not given focus, future studied should delve into how learner-learner interaction should be activated and considered.

Application and Analysis of Cooperative Learning Contents Construction Tools for Improving Interaction in e-Learning (e-러닝에서 상호작용 증진을 위한 협동적 학습콘텐츠 구축 도구의 적용 및 분석)

  • Park, Chan-Jung
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.248-257
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    • 2007
  • With the advance of information technology, e-learning is widely used. However, due to the lack of human computer interaction, e-mentoring or blended learning are adopted to complement the drawbacks of e-learning these days. One of the common purposes for adopting these tools is to enhance the interaction level by using bbs or blogs based on e-communities. If the cooperative learning contents management tools that share learners' knowledge in e-learning are provided, interactivity and educational effects can be enhanced. In this paper, a tree-based learning contents construction tool and a community-based cooperative learning contents construction tools that can share the learners' knowledge are proposed. Also, we analyze the influencing factors to the learners by using the proposed tools.