• Title/Summary/Keyword: Content interaction

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The Effect of Virtual Reality Content Production Types on Customer Satisfaction (Virtual Reality 콘텐츠 제작 유형이 고객 만족에 미치는 영향)

  • Lee, Dongseon;Lim, Daehyun;Kim, Kyonghwan;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.48 no.3
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    • pp.433-451
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    • 2020
  • Purpose: The purpose of this study is to investigate how the type of virtual reality content production affects the interaction and immersion that is a virtual reality characteristic, and to provide the platform companies and content producers with the basic information necessary to provide the production and service of content suitable for VR characteristics. Methods: Based on the data collected in the survey, multiple regression analysis and hierarchical regression analysis were used. The measurement tools used in this study were studied through three-dimensional composition, including the characteristics and interaction and immersion of content produced in 2D, 3D and 360°, which are elements of virtual reality characteristics. Results: The results of this study are as follows. Among the types of content production, content produced with 2D and 360 technologies was found to affect immersion, while content produced in 3D affected interaction. Motion sickness has been investigated to affect both immersion and interaction. Conclusion: Service-provided platform enterprises and content-making enterprises should consider content-making and providing services that suit service characteristics and purposes, taking into account the characteristics of interaction and immersion in content-making investment and service delivery.

Structural Design of Interactive Storytelling (인터렉티브 스토리텔링의 구조적 디자인)

  • 이준희
    • Archives of design research
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    • v.16 no.4
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    • pp.375-384
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    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

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Tracking and Interaction Based on Hybrid Sensing for Virtual Environments

  • Jo, Dongsik;Kim, Yongwan;Cho, Eunji;Kim, Daehwan;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • v.35 no.2
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    • pp.356-359
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    • 2013
  • We present a method for tracking and interaction based on hybrid sensing for virtual environments. The proposed method is applied to motion tracking of whole areas, including the user's occlusion space, for a high-precision interaction. For real-time motion tracking surrounding a user, we estimate each joint position in the human body using a combination of a depth sensor and a wand-type physical user interface, which is necessary to convert gyroscope and acceleration values into positional data. Additionally, we construct virtual contents and evaluate the validity of results related to hybrid sensing-based whole-body tracking of human motion methods used to compensate for the occluded areas.

A Study on Applying the Concepts of Interaction Design to Space (공간에서의 인터랙션 디자인 개념 적용에 대한 연구)

  • Kang Sung-Joong;Kwon Young-Gull
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.234-242
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    • 2005
  • Interface is a medium or channel to communicate between human and things, while interaction is the manner of communication between them. Interaction design is designing experience of user through the interaction process for human, thing, system, and space. Richard Buchanan suggests four kinds of interaction: interface (person to thing interaction), transaction (person to person interaction), human interaction (human and environment interaction) and participation (human to cosmos interaction). With digital technology, architecture and space design have made various experiments at form, function, and content of space. Space evolves from a physical container to a stage to provide narrative and create new experience to users. Since understanding users, creating experience, efficient space design, content planning, and applicable technology are required for interaction design in space, multi-disciplinary research and cooperation is needed.

Development and Evaluation of a Video Discharge Education Program focusing on Mother-infant Interaction for Mothers of Premature Infants

  • Ra, Jin Suk;Lim, Jiyoung
    • Journal of Korean Academy of Nursing
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    • v.42 no.7
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    • pp.936-946
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    • 2012
  • Purpose: This study was done to develop a video discharge education program focusing on mother-infant interaction to facilitate the development of maternal role confidence for mothers of premature infants. Methods: The process of the program was based on the Network-based Instructional System Design suggested by Jung (1999). For the content of the program, needs and concerns of mothers of premature infants found on web sites and existing literature were analyzed. Based on this content, the scenario and the video were developed. Nurses and mothers of premature infants participated in the process of testing the content validity, scenario development, and evaluation of final video production. The final video has two parts and lasts 21 minutes. The first part focuses on mother-premature infant interaction and the second part focuses on health management of infants. Results: Eleven mothers of premature infants participated in the evaluation of the appropriateness of the video as a teaching method and for educational content. They reported that the content on mother-infant interaction, maternal sensitivity, and maternal role confidence was especially beneficial. Conclusion: The findings indicate that video program is effective for education on maternal-premature infant interaction and the use of video in practical settings is strongly recommended.

Multimodal Interaction on Automultiscopic Content with Mobile Surface Haptics

  • Kim, Jin Ryong;Shin, Seunghyup;Choi, Seungho;Yoo, Yeonwoo
    • ETRI Journal
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    • v.38 no.6
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    • pp.1085-1094
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    • 2016
  • In this work, we present interactive automultiscopic content with mobile surface haptics for multimodal interaction. Our system consists of a 40-view automultiscopic display and a tablet supporting surface haptics in an immersive room. Animated graphics are projected onto the walls of the room. The 40-view automultiscopic display is placed at the center of the front wall. The haptic tablet is installed at the mobile station to enable the user to interact with the tablet. The 40-view real-time rendering and multiplexing technology is applied by establishing virtual cameras in the convergence layout. Surface haptics rendering is synchronized with three-dimensional (3D) objects on the display for real-time haptic interaction. We conduct an experiment to evaluate user experiences of the proposed system. The results demonstrate that the system's multimodal interaction provides positive user experiences of immersion, control, user interface intuitiveness, and 3D effects.

Interactions among Components of Pedagogical Content Knowledge of Science Teachers in a Teacher Learning Community (교사학습공동체 과학 교사의 PCK 요소 간 상호작용)

  • Yang, Jungeun;Choi, Aeran
    • Journal of the Korean Chemical Society
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    • v.66 no.1
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    • pp.15-30
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    • 2022
  • The purpose of this study was to examine interactions among components of pedagogical content knowledge of middle school science teachers in a teacher learning community targeting science practice-based instruction. Data collection consisted of pre and post questionnaire and interview with each of five science teachers, audio-recording of teacher discussion in a teacher learning community, lesson plans, teacher written reflection, and video-recording of teaching practice. Qualitative data analysis revealed that there were two types of interactions, i.e., one-way interaction and two-ways interaction among components of pedagogical content knowledge of science teachers in a teacher learning community. There were also consecutive interactions as well as one-shot interaction. For two-ways interaction there were synchronous two-ways interaction in a teacher learning community meeting as well as consecutive two-ways interaction along with several meetings. This study provides implications that collaborative learning context in a teacher learning community should stimulate various types interactions among components of pedagogical content knowledge.

Understanding Information Sharing Among Scientists Through a Professional Online Community: Analyses on Interaction Patterns and Contents

  • Shin, Eun-Ja;Lee, Guiohk;Choi, Heeyoon
    • Journal of Information Science Theory and Practice
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    • v.5 no.4
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    • pp.26-38
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    • 2017
  • Even through many professional organizations increasingly use Q&A sites in their online communities for information sharing, there are few studies which examine what is really going on in the Q&A activities in professional online communities (POC). This study aims to examine the interaction patterns and contents posted in the Q&A site of a POC, KOSEN, a science and technology online community in South Korea, focusing on how actively scientific information and knowledge are shared. The interaction patterns among the participants were identified through social network analysis (SNA) and the contents in the Q&As were examined by content analysis. The results show that the overall network indicated a moderate level of participation and connection and answerers especially tended to be active. Also, there are different interaction patterns depending on academic fields. Relatively few participants were posting leaders who seemed to steer the overall interactions. Furthermore, some content related to manipulation and explanation for experiments, which are in urgent need, seem to be posted in the sites more frequently with more amounts. Combining both SNA and content analysis, this study demonstrated how actively information and knowledge is shared and what types of contents are exchanged. The findings have practical implications for POC managers and practitioners.

EFFECTS OF LYSINE AND ENERGY LEVELS ON GROWTH PERFORMANCE THIGH MUSCLE COMPOSITION AND UTILIZATION OF NUTRIENTS IN BROILER CHICKS

  • Park, B.C.;Han, I.K.;Choi, Y.J.;Yun, C.H.
    • Asian-Australasian Journal of Animal Sciences
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    • v.5 no.1
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    • pp.129-138
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    • 1992
  • The effects of dietary levels of lysine and energy on growth performance, the content of DNA, RNA and protein in liver, thigh muscle composition and nutrient utilization in broiler chicks were investigated in an experiment involvies with 2 levels of dietary energy : 3,200 (2900) 2,900 (2700) kcal ME/kg) and 6 levels of lysine : 0.6(0.5), 0.8(0.7), 1.0(0.9), 1.2(1.1), 1.4(1.3), and 1.6(1.5)% was carried out. A total number of 384 male broiler chicks was used for a period of 7 weeks. Body weight gain of 1.0(0.9)% lysine level group was significantly (p < 0.01) higher than that of any other groups. Interaction between lysine and energy in the feed intake was observed (p < 0.05). Present data indicate that the content of DNA in liver tissues was significantly (p < 0.05) different by the levels of lysine, namely, 1.0(0.9)% or 1.2(1.1)% lysine level groups showed higher content than other groups (p < 0.01). Dietary levels of 1.2(1.1)% or 1.6(1.5)% lysine groups showed the highest protein content in thigh muscle tissues than that of any other groups (p < 0.05). Interaction between energy and lysine in the content of protein of thigh muscle tissues was shown (p < 0.01). The level of 0.6% lysine group showed the highest fat content in thigh muscle tissues than any other groups. Interaction between lysine and energy in the content of crude ash and crude fat of thigh muscle tissues was observed (p < 0.01). Apparent amino acid availability of arginine, glycine and threonine (p < 0.01), phenylalanine (p < 0.05) were significantly affected by the levels of lysine and interaction between lysine and energy was found only in arginine (p < 0.01).