• Title/Summary/Keyword: 콘텐츠와의 상호 작용

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Realistic Contents and Interaction Based Realistic Contents Service (상호작용 기반의 홀로그램 실감 콘텐츠 서비스연구)

  • Lee, Wan Jung;Shin, Eun Ji;Yoon, Hyun Sun;Choi, Hee Min;Cho, Dong Sik;Kang, Hoon Jong
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.10
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    • pp.429-438
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    • 2021
  • In recent, realistic content has been applied in various ways due to the development of display technology and hologram, the final realistic content technology, have been used limitedly in accordance with the growing public demand. However, most realistic content requires additional devices of HMD (head mounted device) or glasses type, and other realistic content display technologies deliver a single image plane in the experience space to the user, providing a monotonous content experience. Various realistic contents with hologram technology are introduced in this work. In addition, we propose an interaction based realistic hologram service based that combines projection mapping and floating holograms. Projection-mapped screens and multi-floating hologram device provide a three-dimensional volumetric space with extended depth orientation from the user's point of view, while allowing users' entire and partial motions to be recognizable through multiple sensors.

A Study on the Effect of Characteristics and Interactions of MSNG on User Satisfaction (MSNG의 특성과 상호작용이 사용자만족에 미치는 영향에 관한 연구)

  • Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.622-635
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    • 2018
  • On top of presenting the possibility of expanding the game space to social space through mobile communication, MSNG reinforces the strengths of SNS and the fun of games through closer networks between users. This study empirically verified the effects of the characteristics of MSNG on interactions and user satisfaction by dividing the main characteristics of MSNG into graphics, challenge spirit, and reward, and then dividing the main characteristics of mobile social network service into social interaction and technical interaction. In the results of study, the main characteristics of MSNG such as graphics, challenge spirit, and reward all had significant effects on the social interaction and technical interaction while the social interaction and technical interaction of MSNG also had significant effects on the user satisfaction, so that the hypotheses of this study were all selected. The influence of the characteristics of MSNG on interactions might be because of shared feedbacks through graphics, game tasks, and reward in the performance process of MSNG, and such interactions make diverse people have the horizontal or circular communication, which is led to the increase of user satisfaction.

An Exploration of Interaction Factors and Analysis on Interaction-Level of Synchronous Online Education in University (대학 실시간 온라인 교육에서의 상호작용 요소 탐색과 수준 분석)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.14-25
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    • 2021
  • The purpose of this study is to explore what are the interactive factors of synchronous online education in university and identify the level of interaction. This study used mixed research method. As a result of the interaction level, it was recognized that face-to-face education could be more interactive than synchronous online education. Synchronous online education could have better interactive between instructor and learner, and among learners than asynchronous online education. Factors which influencing the interaction were as follows: small group activities and scaffolding, diversification of communication channels and integration of learner's question in learning content. Detrimental elements were distance felt between instructor and learners, low intimacy among learners, content-focused lecture, restrictions on non-verbal communication, unstable systems and misusing microphones. The necessary factors to promote interaction are planning interactive class activities, etc. Based on the results, it was to suggest what kinds of efforts are needed to make interaction more effective in terms of teaching and learning method & activity, tool & system, and environment.

The Analysis of Trends in Smart Phone Applications for Education and Suggestions for Improved Educational Use (스마트폰의 교육용 어플리케이션 동향분석 및 발전방향 연구)

  • Jeong, Su-Jeong;Lim, Keol;Ko, Yu-Jung;Sim, Hyun-Ae;Kim, Kyung-Yeon
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.203-216
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    • 2010
  • This study analyzed educational applications in smartphones with some criteria seeking to apply online learning characteristics to smartphones. For the analysis, 85 educational applications were selected and they were classified by types of educational contents, interactions, and the combination of the educational contents and interactions. As a result, drill-and-practice and tool types of contents ranked high, and there found to be few simulation and problem solving types. In regard to interaction types, almost all of the applications had interactions only between contents and learners, which meant little active communications when using applications. Therefore, enhanced interactions and communications among learners using the social network service platform were required in order to use educational applications in a more effective way.

A study on the mobile game user's interaction using social network analysis (소셜네트워크 분석을 통한 모바일 게임 이용자들의 상호작용 연구)

  • Seok, Hwayoon;Yoo, Changsok;Joo, Yeajin;Ju, Jinyoung;Kwon, Hyoungjin;Yang, Seong-Il;Nam, Yoonjae
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.53-66
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    • 2021
  • This study explored how the network structure in terms of social interactions among users via a mobile game has changed longitudinally. The main findings are summarized as follows. First, in-game events are likely to increase the social interactions of users. Second, some power users played key roles in the game users' network and tend to make a large sub-group for interacting among users. Third, it is suggested that the analysis of network structure among users can be a useful tool for monitoring which in-game events are effective and how they are mutually interconnected for collaboration.

Content design for Gamification applied to advertising in user interaction (사용자 상호작용에 광고를 적용한 게이미피케이션 콘텐츠 설계)

  • Jung, WonJoe;Lee, ChangJo
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.71-78
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    • 2017
  • In this paper, we investigated the approach of advertisement to game users. The interaction area in the game was considered to be an effective advertising delivery area. In order to verify this, theoretical research was applied to the theory of advertising in game interaction. Then, based on the theory, we designed and produced the contents of the Gamification contents. The game was produced by being classified as exposed advertisement and interactive advertisement. Based on these two, professional focus test was conducted. As a result, we have verified the design of a Gamification advertisement applied to game interaction. The validity of the theory of Interactive Advertising Design was acknowledged. However, production verification proved to be below average.

Analysis of Essential Proteins in Protein-Protein Interaction Networks (단백질 상호작용 네트워크에서 필수 단백질의 견고성 분석)

  • Ryu, Jae-Woon;Kang, Tae-Ho;Yoo, Jae-Soo;Kim, Hak-Yong
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.74-81
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    • 2008
  • Protein interaction network contains a small number of highly connected protein, denoted hub and many destitutely connected proteins. Recently, several studies described that a hub protein is more likely to be essential than a non-hub protein. This phenomenon called as a centrality-lethality rule. This nile is widely credited to exhibit the importance of hub proteins in the complex network and the significance of network architecture as well. To confirm whether the rule is accurate, we Investigated all protein interaction DBs of yeast in the public sites such as Uetz, Ito, MIPS, DIP, SGB, and BioGRID. Interestingly, the protein network shows that the rule is correct in lower scale DBs (e.g., Uetz, Ito, and DIP) but is not correct in higher scale DBs (e.g., SGD and BioGRID). We are now analyzing the features of networks obtained from the SGD and BioGRD and comparing those of network from the DIP.

An Improvement on the Authoring Technology of Lecture Contents for Subjects Based on Mathematics (수학 기반 교과목 강의콘텐츠 저작기술의 개선)

  • 신운섭;오용선
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.102-106
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    • 2003
  • In this paper, we propose a novel model and authoring method of digital contents which improves the educational effects in the area of cyber educations through Web. Especially we offer a new model of contents authoring for engineering departs using JAVA technology and concept-based branch strategy, making unit-contents separated in accordance with their characteristics and then accessing them at arbitrary instant in the replaying time. In proportion to the proposed model and strategy, the resultant contents might show advanced adaptabilities and interactions for users and the educational effects are really improved. Combining and realizing the proposed conceptual branch method and JAVA applet library with the conventional page-branch or subject-blanch we expect to get a novel basic scenario of engineering cyber contents and the scenario might improve the authoring and educational effects of the contents by applying its good interactive properties and realistic operations.

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Traditional Cooking Edutainment Contents based on the Tabletop Display Interface (테이블탑 디스플레이 인터페이스를 활용한 전통 요리 에듀테인먼트 콘텐츠)

  • Yang, Hee-Kyung;Park, Jae-Wan;Kim, Jong-Gu;Choi, Yoon-Ji;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.194-204
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    • 2011
  • Tabletop display can take the benefits of the interactive device due to its possible user friendly input and display facilities simultaneously. Using this device, immersive edutainment content is effectively implemented with the convenient interactive interface. So considering this usefulness, tabletop display can be a very efficient device for constructing the edutainment system. In this paper, we describe a digitalized cooking edutainment contents based on the tabletop display interface. Enjoying our contents, we use the intuitive touch gestures for handling a variety of cooking actions. In the education effects such as the immersive strengthening and co-operation, the proposed system is more efficient interface than any other existing system. We implement the contents with the tabletop display and make sure about the efficiency of our proposed system. In the future, we will add more gestures to enhance the applicability of the intuitive interactive interface.

Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.5
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    • pp.127-160
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    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.