• Title/Summary/Keyword: 콘텐츠 상호작용

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Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.

Influential Factors on the Interactivity in the Interactive Space I ; Focus on the Analysis of Intersubject & Interaction Factors (상호작용 공간의 상호작용성 영향요인 I ; 인터서브젝트(Intersubject)와 인터랙션(Interaction) 요인의 세부유형 분석을 중심으로)

  • Lee, Jeong-min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.152-164
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user-centered design methodology which uses the influential factors on the interactivity. This research is the first one of three linked- studies and categorizes the three main factors on the interactivity-Interface /Intersubject/Interaction. 'Interface' is the field for the interactivity. It will be the main subject for the second study. 'Intersubject' is the performer for the interactivity. Its specific attributes are analyzed in terms of user's needs for interactivity and six subdivisions are analyzed-functional & artistic need /external & subconscious need/info-communication & sympathy need. 'Interaction' is the performance for the interactivity. Its specific attributes are discussed in terms of behavioral interactive process and again sixsub-steps are analyzed-junction/immersion/ mental model/action/transformation/neo-experience.

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.

Realistic Interaction Technology for Virtual Reality (실감형 가상현실 상호작용 기술동향)

  • Kim, Y.W.;Jo, D.S.;Kim, Y.H.;Kim, H.M.;Kim, K.H.
    • Electronics and Telecommunications Trends
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    • v.27 no.3
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    • pp.62-72
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    • 2012
  • IT 기술과 콘텐츠 기술이 융합된 가상현실 기술은 최근 산업, 의료, 엔터테인먼트, 교육, 문화 체험, 국방, 건축 등 적용이 널리 증가되고 있다. 본고에서는 실감형 가상현실 상호작용 기술의 동향과 활용 사례를 통하여, 핵심기술 요소와 시장 활용성 및 향후 응용 분야를 제시한다. 특히, Physical User Interface(PUI) 센서, depth 센서(혹은 RGB-D 센서) 등 3D 인터페이스를 통해 사용자의 위치 추적 및 사용자의 의도를 실시간으로 분석하고, 주변 환경에 대한 그래픽적인 표현 및 시각화에 의해 콘텐츠와 그래픽적인 표현 및 시각화에 의해 콘텐츠와 자연스럽게 상호작용하는 기법에 관한 동향을 중심으로 소개한다.

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Contents development of Sokakgasa in Three Kingdom Period (삼국시대 속악가사(俗樂歌詞)의 문화콘텐츠화 방안 연구)

  • Kim, Man Seok
    • Korean Journal of Heritage: History & Science
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    • v.41 no.2
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    • pp.27-41
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    • 2008
  • This article aims to develop various cultural contents from Sam-guk Sokakgasa(korean folksongs in ancient times) through analyzing features of it with narrative structures and discourse forms of Seymour Chatman. Rhythms and rhymes of the Sam-guk Sokakgasa hardly exist, only brief stories about the origins of songs are present. However, with interactions of current cultual contents, a brandnew cultural content can be developed from Sam-guk Sokakgasa through creative modification. In this view, narrative structures of Sam-guk Sokakgasa was analyzed using Seymour Chatman's method. Through this analysis, it can be concluded that Sam-guk Sokakgasa has complete narrative structures, thus can be developed into new cultural contents by media interaction. And it can be also said that in cases which Sam-guk Sokakgasa has weak narrative structure, if its narrative structure has enough universality, it also can be developed as cultural contents.

Correlation Between Protein-Protein Interaction Network and KEGG Path Flow Network (단백질 상호작용 네트워크와 KEGG경로 흐름 네트워크의 비교)

  • Cho, Sung Jin;Kim, Hak Yong
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.347-348
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    • 2011
  • 단백질 상호작용 네트워크에 대한 분석은 거시적인 생물학적 현상을 이해하는 하나의 수단으로써 보편적인 연구방법으로 활용하고 있다. 매우 복잡한 단백질 상호작용 네트워크로부터 유용한 정보를 도출하는 연구의 일환으로 우리는 단백질 네트워크에 있는 단백질들이 KEGG 경로에 있는 생체대사와의 연관성을 분석하였다. 여기서 구축된 네트워크를 KEGG 경로 흐름 네트워크로 명명하고 두 네트워크 사이의 연관성을 분석하였다. 이를 위해 피루브산 탈수소 효소 및 알파-케토글루탐산 탈수소 효소 2차 상호작용 네트워크의 전체 단백질 목록을 기반으로 각각의 KEGG 경로들을 추출하였다. 각 KEGG 경로들에 나타난 단백질들을 통해 KEGG 경로 흐름 네트워크를 구축하였고 이 흐름 네트워크에 포함된 단백질의 분류를 통하여 유용한 정보를 추출하였다.

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Improvement of Retrieval Feedback Using Dynamic Interaction Function (동적 상호작용 함수를 애용한 검색 피드백의 개선)

  • Han, Jung-Soo
    • The Journal of the Korea Contents Association
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    • v.6 no.2
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    • pp.93-98
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    • 2006
  • The paper describes a method o( user feedback in order to enhance the retrieval system effectiveness. The existing fuzzification function adapting fuzzy technique has difficulty that 4 type graph is made each time user select components. In this paper, to overcome this weak point of feedback, we proposed the interaction function using gaussian function that gives different learning rate according to choice of components with same function. We suggest the most efficient dynamic interaction function based on comparison of retrieval performance according to parameter of function. And then, we will construct the efficient retrieval system.

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Analysis of Human and Dengue Viral Proteins Interaction Network for Understanding Viral Pathogenesis (감염경로 탐색을 위한 사람 및 뎅기 바이러스 단백질 상호작용 네트워크 분석)

  • Lee, Jihoo;Kim, Hak Yong
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.189-190
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    • 2016
  • 바이러스는 RNA나 DNA의 유전물질과 그것을 둘러싸고 있는 최소한의 단백질들만으로 구성되어 있기 때문에 바이러스가 증식하기 위해서는 숙주세포에 침투하여 전적으로 숙주의 복제 기구를 이용해야만 한다. 하지만 아직까지 뎅기 바이러스의 감염 및 복제 기전은 명확하게 밝혀지지 않았다. 이에 본 연구에서는 바이러스의 감염 및 복제기전에 대한 유용한 정보를 도출하기 위하여 사람 단백질과 뎅기 바이러스 단백질의 상호작용(Hu-DV PPI) 네트워크를 분석하였다. 우선 문헌조사를 통하여 실험적으로 검증된 뎅기 바이러스 단백질(9개)과 상호작용하는 사람 단백질(149개)을 추출하였으며, 이 정보를 이용하여 사람-뎅기 바이러스 단백질 상호작용 네트워크를 구축하였다. 이 네트워크를 기반으로 바이러스 감염 전/후의 네트워크 구조 및 특성을 분석하였으며, 이 정보를 바탕으로 감염경로를 탐색하였다.

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The effect of Fear of Negative Evaluation on Social Interaction Anxiety -Mediating Effects of Self-Encouragement and Self-Discouragement- (부정적 평가에 대한 두려움이 사회적 상호작용 불안에 미치는 영향 -자기낙담과 자기격려의 매개효과-)

  • Kim, Hyun-Sug
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.475-486
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    • 2020
  • This study aims to discover the mediating effect of Self-Encouragement and Self-Discouragement on the Relationships between Fear of Negative Evaluation and Social Interaction Anxiety. A questionnaire was conducted on 319 university students and the data was analyzed with Pearson's correlation and regression. As a result, there was a positive correlation between Fear of Negative Evaluation and Social Interaction Anxiety. Also, Fear of Negative Evaluation and Social Interaction Anxiety were positively correlated with Self-Discouragement and negatively correlated with Self-Encouragement. Next, multiple regression showed that Self-Discouragement has a perfect mediating effect and Self-Encouragement has a partial mediating effect on the Relationship between Fear of Negative Evaluation and Social Interaction Anxiety. These results imply that counselee with Social Interaction Anxiety can be treated effectively by promoting self-encouragement.

Analysis of Effects of Learning Motivation on the Interaction in Online Cooperation Learning (온라인 협력학습에서 학습동기가 상호작용에 미치는 영향 분석)

  • Lee, Eun-Chul
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.416-424
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    • 2017
  • The purpose of this study is to analyze the effects of learning motivation on interaction in online collaborative learning. The study subjects are 79 university students who take courses in teaching. Learning motivations measured the intrinsic goal orientation, extrinsic goal orientation, tasks value, control of learning beliefs, test anxiety, self-efficacy, goal orientation by MSLQ. Next, the level of interaction was measured by online collaborative tasks. The group for online cooperation tasks consisted of four to five people and random assignment. The level of interaction was used frequency and score that quantitative Value assess. The collected data were analysed using multiple regression analysis(stepwise). As a result, self-efficacy and extrinsic goal orientation, tasks value, mastery goal orientation were positive effect on frequency and score. next, test anxiety and performance avoid goal orientation were negative effect on frequency and score.