• Title/Summary/Keyword: 콘텐츠 상호작용

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A Study on the Music of Musical based on Conceptual Blending Theory (개념적 혼성 이론을 통한 뮤지컬 <웨스트 사이드 스토리>의 음악 연구)

  • Seong, Chan-Kyeong;Chang, Min-Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.648-658
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    • 2020
  • In essence, Musical theatre is a multimedia show, so when you listen to musical numbers, you will experience it through multiple senses. Therefore, in order to analyze musical numbers, emphasis should be placed on its interaction with various media such as lyrics, dance, and theatre, which have a direct association with the music. Through the Conceptual Blending Theory, which can comprehensively consider the combination of text and music, the combination of movement and music, and the combination of visual elements and music, this study analyzes the music of Musical . By exploring the result of interaction between lyrics and music, the interaction between choreography and music, and the interaction between stage and music, the artistry and intrinsic value of the work can be proved. In addition, we can discover the process and system of integrated interpretation through music analysis applying Conceptual Blending Theory. Therefore, Conceptual Blending Theory has sufficient utility as a methodology for music analysis of musical theatre.

Design and Implementation of the Smart AR System based on Contextual UX for Expansion of the Interaction (상호작용 확장을 위한 상황적 UX 기반의 스마트 증강현실 시스템 설계 및 구현)

  • Lee, Hye-Mi;Ryu, Nam-Hoon;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.439-445
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    • 2012
  • IT convergence technology is gradually becoming anthropocentric and evolving based on the low-carbon green growth. Augmented reality technique is a contents convergence technology that can mix virtual objects while maintaining a sense of the real world. For that reason, interaction between user and system is possible, can make various applications, and has a high possibility for expandability. To expand the scope of existing interaction, this paper suggests contextual UX-based augmented reality system. It is a system which creates virtual objects that respond to the changes in the real world environment, and users can directly apply their personal preferences to virtual objects. Also, several virtual objects can be registered all at once, and even shows animations corresponding to either day and night according to the brightness of illumination. As said, it improves user's satisfaction through a system of mixed usability, and leads to a continuous use of augmented reality contents.

The Effect of Power Distance in School on Instructor-Student Interaction, Help Seeking, Critical Thinking, and Convergence Thinking (학교 내 권력거리가 교수-학생 상호작용, 도움요청, 비판적 사고, 융합적 사고에 미치는 영향)

  • Kim, Hannah
    • Journal of Convergence for Information Technology
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    • v.10 no.4
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    • pp.89-97
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    • 2020
  • The study aims to enhance the understanding of Korean learners concerning globalization and localization of educational contents. The study explores power distance in school, and examines its effects on instructor-student interaction, help-seeking, critical thinking, and convergence thinking. Four hundred sixteen students participated. Power distance in school is analyzed as aspects of course driver, instructor's role, and instructor-student equality. It is found that students have tendencies for large power distance and it has significant effects on instructor-student interaction, help-seeking, critical thinking, and convergence thinking. Considerations to localize international educational contents for Korean learners are discussed. Lastly, study limitations and future research direction are addressed.

Construction of VR Experience Pavilion Using Multi-display and ZA Sensor (멀티디스플레이와 ZA센서를 이용한 가상현실 체험관 구축 방법)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.28-32
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    • 2008
  • The displays and the interactive interfaces are important factors to enhance immersion in the VR experience pavilion. In the VR experience pavilion displaying 3D Virtual environment, it is difficult to have multi-display with single viewpoint because of the field of view. Also it costs a lot to construct a large size display. The interaction device between user and VR environment necessary to immersion has used mainly the touchscreens with the restricted display area or the button-based input devices so far. In this paper, we suggest a method for constructing extensible multi-display which are showing VR environment in realtime and a method for interaction using a ZA Sensor which is wireless and guarantees the user's unrestricted movement. The proposed method can make a VR experience pavilion more immersive at less cost.

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How do Physical Stores Survive in the Market: An Investigation into Consumer Switching Behavior from the Online to the Offline Channel (물리적 매장이 시장에서 살아남는 방법: 소비자의 온라인 채널에서 오프라인 채널로의 전환행동에 관한 연구)

  • Duan, Xiaowei;Zong, Lu
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.224-239
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    • 2022
  • Despite an impressive growth of online sales, the bricks-and-mortar bandwagon still remain high-profile in the realm of consumer channel switching behavior. Different from the existing research exploring the consumer switching behavior from the offline to the online retailer, this study is an effort to investigate why and when do consumers switch from the online to the offline channel by applying the push-pull-mooring framework. Thus, structural equation modeling and SPSS were used to test the established hypotheses. The results, as expected, show that both push factors (i.e., perceived risk and dissatisfaction) and pull factors (alternative attractiveness and perceived ownership) are positively related to a consumer's intention to switch from the online to the offline channel. Moreover, all of expected interactions between push factors and mooring factors (i.e., switching costs, variety seeking, and subjective norms), and between pull factors and mooring factors are supported, except for the interactions between push factors and switching costs as well as between pull factors and subjective norms. Finally, implications and limitations are discussed.

Ecosystem Configuration and its Structure of Cultural Contents (생태계 관점에서의 문화콘텐츠 산업 구성 및 구조)

  • Yoo, Jun-Ho;Yoon, Seung-Keum
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.327-339
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    • 2010
  • The cultural contents are a field that originally has a cycle ranged from producers of various contents and distribution consumption. The various object elements composing of an ecosystem of cultural contents in this cycle, and the search of harmonious relations between these objects is becoming an important issue. The ecological approach on the cultural contents field is not being tried authentically until now, in spite of the expansion of interest and usefulness from its application at present, so there is no detailed discussion on the inside of an ecosystem and its action such as confirmation of object elements composing of the ecosystem, interaction principles between objects and object development, principles of co-evolution, etc. achieving common development of all objects composing of the ecosystem. Therefore, the present research aims to confirm object elements composing of the ecosystem of cultural contents through an ecosystem model that has been researched in several fields of the ecosystem and social science, and to seek interaction between objects and each object as well as a development direction of a total ecosystem.

Artificial Life Art : Research on Artificial Life Artworks of VIDA (인공생명 예술의 특성 : VIDA의 작품 분석을 중심으로)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.193-201
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    • 2011
  • In this study, we consider the evolved interactivity at the Artificial Life Art beyond 'open interactivity' as 'closed relationship' between viewer/participant and artwork by immersive and interactive features of digital media art. In order to consider this evolved interactivity, we survey the theory of artificial life of which result of many studies like biology and computational science. And then we analysed characteristics related artistic context of artificial life at the autonomy and emergent behavior of artificial life. Especially, we research the artworks of interaction with ecologies and of living in outside(not in- silico) among the artworks of officially adopting an artificial life arts in 'VIDA : Art and Artificial Life International Awards'. And we are going to understand the relationship of emotional subjects between viewer/participant and artwork, and a step further to understand the diverse relationship of symbiosis and co-evolution of the technology and human.

Uaser Impact Analysis of Interactive Contents Acoording to Image Size (영상크기에 따른 상호작용 콘텐츠의 사용자 영향 분석)

  • Choi, ChangKi;Song, BokHee;Yun, HanKyung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.3 no.3
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    • pp.22-30
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    • 2010
  • 3D TV was been able to see in the market in early in this year. Tablet PC such as ipad by Apple and Galaxytab by Samsung were introduced recently. Those are possible by developing H/W and S/W of computer technology. The needs of interactive contents in many areas including education and entertainment area are increasing rapidly according to the various information devices are or will be in the market. Fore the more, GoogleTV and AppleTV are compete each other to dominate the world market in advance recently. CookTV tries to dominate in the domestic market by upgrading the current system. Diverse information devices are in the market means various size of displayers are able to be shown in our life. As TV is fused to computer, the displayer is substituted to TV's screen and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since TV's screen become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. Our goal of experiment are to analyse the influence of interaction with contents as the size of images and to analyse a learning effect of contents quantitatively by applying a statistical method. Users interacted with contents without any difficulty when they met a same dimension and shape of objects as ame dimension and shape objects in their experiences or learning, was confirmed. And the learning effect were analysed and explained by applying the correlation.

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Effects of Learner Motivation and Teacher-student Interaction on Learner Satisfaction in Nursing Students (간호대학생의 학습동기와 교수학생 상호작용이 학습만족도에 미치는 영향)

  • Cho, Mi-Kyoung;Kim, Mi Young
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.468-477
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    • 2017
  • The purpose of this study was to exam nursing students to verify the effects of self-directed learning readiness, teacher-student interaction, educational performance, stress and learner motivation on learner satisfaction. The study population consisted of second and third year nursing students at E university located in S city. Data were collected between June 15, 2016 to June 24, 2016, and questionnaire comprised items to measure general characteristics, learner motivation, teacher-student interaction, self-directed learning readiness, educational performance, and learner satisfaction. A total of 132 students were included for the final analysis. Learner satisfaction was positively correlated with self-directed learning readiness (r= .21, p= .018), teacher-student interaction (r= .39, p<.001), educational performance (r= .21, p= .014), and learner motivation (r= .75, p<.001). In addition, learner motivation was positively correlated with self-directed learning readiness (r= .24, p= .005), teacher-student interaction (r= .38, p <.001), and educational performance (r= .21, p= .018). Finally, learner motivation and teacher-student interaction were found to explain 59.7% of the variance of learner satisfaction. Our findings suggest strategies and interventions that boost learner motivation and teacher-student interaction which are required to improve learner satisfaction in nursing education.

Formation of Weak Ties in Social Media (소셜미디어에서 약한 유대관계의 형성)

  • Park, Chala;Lim, Seongtaek;Yun, Sang;Lee, Inseong;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.97-109
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    • 2014
  • Social media is a general term for online services by which users share opinions, perspectives, and experiences. It supports interactions between users in sharing contents on it and weak ties among them play an important role in the process. This exploratory study attempts to identify crucial factors of establishing weak ties between social media users in the perspective of social network theory and uncertainty reduction theory. We collected data through diary study and in-depth interview and analyzed it following grounded theory approach. As a result, social media users more actively interacted each other or shared contents based on weak ties, compared to strong ties. In addition, similarity, self-disclosure, and relevance appeared to facilitate establishment of weak ties, by reducing psychological distance between social media users and perceived uncertainty of them.