• Title/Summary/Keyword: Content interaction

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The Method That Access Various Interaction Information of IPTV Contents with QR Code and SmartPhone (QR코드를 이용한 IPTV 콘텐츠의 인터랙션 정보 접근 방법)

  • Sim, Kun-Ho;Lim, Young-Hwan
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.295-304
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    • 2012
  • IPTV current service change from a TV IPTV service providing digital broadcast, one- way VOD service, terrestrial broadcast to a web IPTV service,which is using wireless networks which is also used by interactive digital broadcasting However, IPTV, is being currently serviced, causes a lot of interaction with viewers because of inconvenience of using and has problems that users do not have enough content type to access. Additionally, there is also a problem that adding contents cover a large part of screen. To solve these problems, the thing that adding QR code to IPTV screen being recognized by Smartphone. In this way, we can provide the idea how to access to interaction information and also provide to clients an easy way creating and accessing to the contents by developing an editor that can insert QR code to video.

Gesture Interaction of Digital Frame for Visual Image Content (영상콘텐츠용 디지털액자의 제스처 인터랙션 방식)

  • Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.120-127
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    • 2010
  • Today we always can take a picture and enjoy it anywhere and anytime with a propagation of digital camera and camera phone. Even though the amount of digital picture content produced in every day life has been increasing, the way of enjoying it was just with phones or PC monitors. A small size screen of a cell phone and a desktop monitor are not suitable environment for enjoying digital picture, so the new market for digital photo frame has been opened. Until now, various kind of digital photo frames of many manufactures have been released for several years, but they have similar interaction way each other due to the limitation of their hardware specification so don't fill the intuitive mental model that users have about the product called a photo frame. Thus, this research aims to suggest an interaction way of digital photo frame providing with better usability and emotional satisfaction according to the spatial environment that it's located and users' behaviors.

A Study on the Characteristics of Children's Digital Experience Center using Interection (인터랙션을 활용한 어린이 디지털체험관의 특성에 관한 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.437-444
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    • 2018
  • The purpose of this study is to comprehend the trend of digital experience centers' development direction and to find out the types of experiences, the characteristics of interaction and the attribute of contents by selecting 4 digital experience centers opened from 2008 to 2018. The types of digital experiences are operation, sensibility, reaction and induction based on precedent studies. The types of interaction are operation, touch and sensor. The attributes of contents are game, play and education. The result shows that the ratio of operation experiences is gradually higher. In the types of interaction, the trend is switching to operation and touch. The offer of experience activities by play type is getting higher. This study is intended to help create an empirical interaction of the content of the children's digital experience centers that will be deployed in the future.

Interaction and Flow as the Antecedents of e-Learner Satisfaction (이러닝 만족도 영향요인으로서의 상호작용과 몰입)

  • Moon, Chul-Woo;Kim, Jae-Hyoun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.63-72
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    • 2011
  • Satisfactory e-learning experience of working part-time adult students is a truly dynamic and multidimensional process that reflects learning needs and abilities. Special attention is given to understanding the role of student-to-faculty interaction, student-to-student interaction, e-learning content and course structure, flow, periodic off-line class meetings and synchronous Q&A sessions. Survey questions were developed and distributed to adult graduate students. Some of them were asked to complete the questions with the most interesting subjects or classes in their mind, and others with the most difficult subjects in their mind. The structural model for each group was tested. The values of path coefficients corresponding to the group with the difficult subjects turn out to be higher for the following paths; a) interaction among professors and students and satisfaction, b) contents quality and flow, c) Q&A and interaction among professors and students, d) Q&A and interaction among students. For the other paths such as interaction among students and satisfaction, contents structure and flow, the coefficient values corresponding to the group with the interesting subjects are higher. Some implications for e-learning design were provided as well.

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The effect of live commerce's para-social interaction on satisfaction with the experience - Focused on the moderated mediation effect of self-image congruity - (라이브 커머스의 의사사회적 상호작용이 경험 만족도에 미치는 영향 - 자아 이미지 일치성의 조절된 매개효과를 중심으로 -)

  • Kim, Hyojung;Park, Minjung
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.719-737
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    • 2020
  • Live-streaming commerce business is growing as the consumption of video content and Smartphone shopping increases. This study examines the following three aspects: whether para-social interaction influences perceived interactivity; whether seller trust affects satisfaction with the experience; whether relationships are controlled by a moderated mediator of self-image congruity. An online survey was conducted with 203 women aged 20-30 years. They were asked to respond to the survey after watching a beauty category live-streaming commerce broadcast. The results revealed that the para-social interaction had a significant effect on perceived interactivity, seller trust and satisfaction with the experience. The findings also indicated that the perceived interactivity and seller trust mediated the relationship between para-social interaction and satisfaction with the experience. Regarding the mediated moderation effect of self-image congruity, it was statistically significant between para-social interaction and perceived interactivity through seller trust. A higher level of consumer's self-image congruity influenced the greater effect of para-social interaction on live commerce experience. This study makes important theoretical contributions to the para-social interaction in mobile commerce industry by emphasizing the mediating role of perceived interactivity and seller trust. This is achieved by examining the moderating effects of self-congruity on satisfaction with the experience. The results also verify the seller's crucial role in live-streaming commerce market which leads to the consumers greater fulfillment.

Research on the Influence of Interaction, Identification and Recommendation of Entertainment Communication Platform (커뮤니케이션 플랫폼의 상호작용이 동일시와 추천 의도에 미치는 영향)

  • Zhao, Yi-Dan;Choi, Myeong-gil
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.23-33
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    • 2021
  • Under the long-term influence of COVID-19, offline activities were interrupted and online communication became the main way. With the rapid development of Korean Wave and network information technology, there have been many entertainment communication platforms. Fans can communicate with stars and other fans and share information through entertainment and communication platforms. This can improve users' perception of the value of entertainment communication platforms, arouse emotional resonance and have a positive impact on users' platform recommendation intention. In this study, the influence of user interaction, identity and recommendation intention of entertainment communication platforms was investigated by questionnaire. The results are as follows: First, the interaction between fans and content has a positive effect on psychological and behavioral identity. Second, the interaction between fans does not affect their psychological and behavioral identity. Third, the interaction between fans and stars has a positive impact on psychological identity and behavior identity. Fourth, psychological identity and behavioral identity have a positive impact on community members' willingness to recommend. Behavioral identity plays a partial mediating role between psychological identity and recommendation intention. Based on the above analysis results, the present situation, limitations and future research directions of this study are put forward.

A Case Study of Two Korean Students' Classroom Interactions in a Graduate Course in America

  • Nam, Jung-Mi
    • English Language & Literature Teaching
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    • v.13 no.3
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    • pp.57-75
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    • 2007
  • This small-scale research project attempts to describe and explore the Korean students' perspectives on oral classroom interaction in a second language classroom in a graduate course in America. Based on the interpretist paradigm, this study employed the qualitative research methodology, triangulating the following methods: class observation, interviews, and document analysis. The findings are that the Korean participants perceived the importance of oral classroom interaction in an American classroom, and that there were shared several factors which influence their participation such as socio-cultural differences, course content, English skills, course requirement, and classroom activity types. Based upon the findings, pedagogical implications are provided for the teachers to help Korean students achieve academic success in American universities.

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Interaction between emotional content of word and prosody in the evaluation of emotional valence (정서의미 전달에 있어서 운율과 단어 정보의 상호작용.)

  • Choi, Moon-Gee;Nam, Ki-Chun
    • Proceedings of the KSPS conference
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    • 2007.05a
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    • pp.67-70
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    • 2007
  • The present paper focuses on the interaction between lexical-semantic information and affective prosody. The previous studies showed that the influence of lexical-semantic information on the affective evaluation of the prosody was relatively clear, but the influence of emotional prosody on the word evaluation remains still ambiguous. In the present, we explore whether affective prosody influence on the evaluation of affective meaning of a word and vice versa, using more ecological stimulus (sentences) than simple words. We asked participants to evaluate the emotional valence of the sentences which were recorded with affective prosody (negative, neutral, and positive) in Experiment 1 and the emotional valence of their prosodies in Experiment 2. The results showed that the emotional valence of prosody can influence on the emotional evaluation of sentences and vice versa. Interestingly, the positive prosody is likely to be more responsible to this interaction.

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New coefficients to find natural period of elevated tanks considering fluid-structure-soil interaction effects

  • Maedeh, Pouyan Abbasi;Ghanbari, Ali;Wu, Wei
    • Geomechanics and Engineering
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    • v.12 no.6
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    • pp.949-963
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    • 2017
  • The main purpose of the current study is to develop the new coefficients for consideration of soil-structure interaction effects to find the elevated tank natural period. Most of the recommended relations to find the natural period just assumed the fixed base condition of elevated tank systems and the soil effects on the natural period are neglected. Two different analytical systems considering soil-structure- fluid interaction effects are recommended in the current study. Achieved results of natural impulsive and convective period, concluded from mentioned models are compared with the results of a numerical model. Two different sets of new coefficients for impulsive and convective periods are developed. The values of the developed coefficients directly depend to soil stiffness values. Additional results show that the soil stiffness not only has significant effects on natural period but also it is effective on liquid sloshing wave height. Both frequency content and soil stiffness have significant effects on the values of liquid wave height.

Distributed Virtual Environment for Collaboration between Heterogeneous Platform (이종 플랫폼 간 협업을 위한 분산 가상 환경)

  • 이석희;이영호;우운택
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.141-144
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    • 2003
  • This paper proposes the distributed virtual environment framework for collaboration between heterogeneous platforms. The proposed system consists of Client, Content Server(CS), and Reflector Server(RS). The Client is composed of VR library(VRL), Interaction Manager(IM), Distributed Interaction Manager(DIM), and Network Interface(NI). The proposed Client structure can support various display environments. The XML-based IM and DIM lets the users define and add the interactions. The proposed Server structure synchronizes the distributed interaction between heterogeneous platforms and provides transparency to the users. Therefore, the proposed framework enables the users to implement virtual collaboration environment for their tasks. Moreover, it can also be used for research and development activities between a large number of the remote users. The usefulness of the framework was verified by applying it to the virtual heritage tour system.

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