• Title/Summary/Keyword: Content interaction

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A Study on the Factors Affecting Pre-Roll Advertising Avoidance by Online Video Content Types (온라인 동영상 콘텐츠 유형별 프리롤 광고회피에 영향을 미치는 요인에 관한 연구)

  • Yun, Yeon-Joo;Lee, Yeong-Ju
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.677-687
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    • 2018
  • The purpose of this study is to investigate the causes of pre-roll ads played before watching online video contents, and to investigate the using motives by dividing them into broadcasting contents clips and web original contents. The results show that broadcast contents clips have higher use of entertainment/habitual use and social interaction, and that the use time of web content is higher when entertainment/convenience and selective use motivation are higher. Second, perceived invasion has the greatest effect on ad avoidance in broadcasting contents clip, and positive attitude toward advertisement is a significant factor in web contents. Content factors such as content preference and engagement did not affect the avoidance of pre-roll ad.

Studies on the artificial regulation of the effective components in garlic by the inorganic nutrients (마늘 유효성분(有效成分)의 무기영양소(無機營養素)에 의한 인위적조절(人爲的調節)에 관한 연구(硏究))

  • Cho, Soo-Yeul
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.3 no.1
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    • pp.83-95
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    • 1974
  • This experiment was initiated to determine the effective components of garlic during the growth stages and to regulate the contents artificially. The following results were obtained : 1. Alliin content was increased during its growth and showed drastic increase at maturing stage. 2. The kinds of free amino acids detected during growth stages were 15 for leaf growth, 14 for bulbing and 18 for maturing stage. The total content of free amino acids was high. est at maturing stage. 3. The optimum conditions for the maximum amounts of alliin and free amino acid determined by the binary interaction of Systematic Variations Method were 40% $NO_3^{-1}+60%\;SO_4^{-2}$, 62% $NO_3^{-1}+38%\;PO_4^{-3}$, 42% $K^{+1}+58%\;Ca^{+2}$ and 56% $K^{+1}+44%\;Mg^{+2}$ for alliin, and 72% $NO_3^{-1}+28%\;SO_4^{-2}$, 49% $NO_3^{-1}+51%\;SO_4^{-2}$, 45% $K^++55Ca^{+2}$ and 66% $K^{+1}+34%\;Mg^{+2}$ for free amino acid. 4. Ideal curve for alliin and free amino acid was attained by applying the binary interaction of Systematic Variations Method and it was possible to approach the optimum ionic proportion from the optimum contents on this curve.

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Effects of Fluoride Additions on Sintering and Microwave Dielectric Properties of $ZnWO_4$ (Fluoride 첨가가 $ZnWO_4$ 소결 및 고주파 유전특성에 미치는 영향)

  • Lee, Kyoung-Ho;Kim, Yong-Chul;Kim, Hong-Rae
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2002.07b
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    • pp.541-544
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    • 2002
  • In this study, a new LTCC material using $ZnWO_4$-LiF system was attempted with respect to use as a capacitor layer in Front-End Module. Pure $ZnWO_4$ must be sintered above $1050^{\circ}C$ in order to obtain up to 98% of full density. It's measured dielectric constant, quality factor, and temperature coefficient of resonant frequency were 15.5, 74380GHz, and $-70ppm/^{\circ}C$, respectively. LiF addition resulted in an liquid phase formation at $810^{\circ}C$ due to interaction between $ZnWO_4$ and LiF. Therefore $ZnWO_4$ with 0.5~1.5wt% LiF could be densified at $850^{\circ}C$. Addition of LiF slightly lowered the dielectric constant from 15.5 to 14.2~15. In the given LiF addition range, the sintering shrinkage increased with increasing LiF content. $Q{\times}fo$ value, however, decreased with increasing LiF content(or increasing densification). This is originated from the interaction between the liquid phase and $ZnWO_4$ and inhomogeneity of grain morphology.

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Ancient Cave Exploration: A Screen Climbing Game for Children (고대동굴탐험: 어린이를 위한 스크린 클라이밍 게임)

  • Kim, Jungsoo;Chung, Daniel;Sung, Bokyung;Chon, Suk;Ko, Ilju
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.117-126
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    • 2016
  • Screen climbing is a kind of screen sports. In screen climbing, the software program is executed in a computer system and climbing is progressed by the interaction between a climber and the content of the screen. We implemented a screen climbing game with the ancient cave exploration considering the development of children and the children's motivation to sports climbing. The content of the game is projected to the artificial climb wall and the interaction between a user and the game is done by a user's input of Kinect's depth data. The game is popular with the children in the children's exhibition event. There should be implemented more screen climbing game.

Miscibility of Branched Polycarbonate Blends with Poly(ethylene-co-1,4-dimethyl cyclohexane terephthalate) Copolyesters

  • Song, Jeong-Oh;Jeon, Mi-Young;Kim, Chang-Keun
    • Macromolecular Research
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    • v.15 no.7
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    • pp.640-645
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    • 2007
  • The phase behavior of branched polycarbonate (BPC) blends with poly(ethylene terephthalate-co-1,4-dimethyl cyclohexane terephthalate) copolyesters (PECT), as well as their rheological properties, were assessed. Even though BPC blends with PECT prepared by solvent casting proved to be immiscible, BPC and PECT copolyesters containing 1,4-dimethyl cyclohexane (CHDM) from 32 to 80 mole% formed homogeneous mixtures upon heating. The homogenization temperatures of the blends decreased with increasing CHDM content in PECT. The interaction energies of the BPC-PECT pairs calculated from the phase boundary in accordance with the lattice-fluid theory were positive and also decreased with increasing CHDM content in PECT. It was shown that the phase homogenization of these blends occurs upon heating when the combinatorial entropy term, which is favorable for miscibility, overcomes unfavorable energetic terms at elevated temperatures. A novel product, which is not limited by the drawbacks of linear polycarbonate (PC) and evidences processability superior to that of the PC/PECT blends, can be developed via the blending of BPC and PECT.

A Design of Multiple User Interaction Framework for Digital Heritage Contents (디지털 문화재 콘텐츠를 위한 다중 사용자 인터랙션 프레임워크 설계)

  • Lee, JiHyung;Kang, Kyung-Kyu;Seo, Ki-Young;Shin, Daesu;Park, Kyoung Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.313-316
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    • 2014
  • 디지털 문화유산 콘텐츠는 실제 문화유산의 경험을 완벽하게 전달할 수는 없지만 디지털 기술의 특성을 이용하여 다양한 부가서비스를 포함함으로써 사용자들에게 재미를 부여하거나 사용자 경험을 극대화할 수 있다. 그런데 기존의 디지털 문화유산 콘텐츠는 대부분 특정 입력 장치에 한정된 사용자 인터랙션을 지원하거나 단일 사용자의 인터랙션에 국한된 경우가 많았다. 본 논문에서는 여러 사용자들이 다양한 종류의 여러 입력 장치를 사용한 인터랙션 정보를 동시에 받아서 다양한 디지털 문화유산 콘텐츠에서 적절하게 처리하여 사용될 수 있는 다중 사용자 입력 및 처리 프레임워크를 소개한다. 이 프레임워크는 서로 다른 입력장치로부터 입력정보를 일반화시켜서 해당 응용프로그램에 전달되어 협력적 인터랙션에 사용할 수 있게 한다.

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Innovation Capacity of Student: A Case Study in Vietnam

  • DO, Anh Duc;PHAM, Nguyen Nguyen Thao;NGUYEN, Thi Minh Phuong;TU, Van Son;NGUYEN, Cam Nhung;NGUYEN, Hai Duong
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.5
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    • pp.189-199
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    • 2021
  • This study aimed to explore the factors affecting the innovation capacity of students at the National Economics University, Vietnam. Researchers used the innovation capacity model based on six factors, including personality traits, future orientation, creative skills, social interaction, content knowledge, and management skills. The empirical analysis used data from the survey of 303 students at National Economics University, Vietnam, with reliable tools (SPSS 26.0 software). The data were analyzed by testing the reliability of the scales, correlation analysis, and Pearson' Linear Correlation Coefficient, exploratory factor analysis, as well as regression model based on the survey data. The research results identified the following factors affecting innovation capacity of students: management skills, social interaction, and personality traits have the strongest impact on innovation capacity of students; content knowledge has the following strongest effects on innovation capacity of students; and finally the creative skills that affects on innovation capacity of students. There is also a positive relationship between all the factors and innovation capacity of students. The result can serve as useful reference sources for scholars who are interested in the innovation field. It also helps university's managers and policymakers build the appropriate environment to improve innovation capacity of students.

Digital Contents and Their Conceptual Fluency : Focusing on the Moderating Effect of Information Processing Style (콘텐츠명의 개념적 유창성이 콘텐츠 호감에 미치는 효과 : 정보처리성향의 조절효과를 중심으로)

  • Ko, Minjeong;Lee, Luri;Kim, Qurie
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.1-11
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    • 2021
  • The domestic content market has grown continuously. Furthermore, content consumption has rapidly increased in the COVID-19 era. For these reasons, it is necessary to investigate consumer behavior related to content business. This study focuses on content names as a key factor that induces consumers' interest in the content. In particular, this research examines if the conceptual fluency of the content name affects consumers' liking for the content. In addition, it explores the moderating effect of style of information processing (verbalizer vs. visualizer). The results of an experiment shows that the conceptual fluency on the content name is positively influential for liking content. Also, there was a significant interaction effect between verbalizers and conceptual fluency on content name. This study has important findings in terms of content marketing strategies. Above all, it has strong points because this research examines the style of information processing as an important consumer characteristic variable.

A Survey Study of Parents' Perceptions on Status of Parent-Child Mathematical Interaction and Use of Mathematical Materials at home (부모 인식을 통한 가정에서의 부모-자녀 간 수학적 상호작용 및 수학 관련 놀잇감 활용 실태 조사 연구)

  • Lee, Hyun-Kyung
    • Korean Journal of Human Ecology
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    • v.20 no.4
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    • pp.745-757
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    • 2011
  • The purpose of this study was to explore status of mathematical interactions between parent and child and use of mathematical materials at home. For this purpose, questionnaires were developed. The framework of the questionnaires consisted of mathematics education content domains. 276 parents(4-5 year old children) in J Province responded to the questionnaires, which were analyzed according to the level of home income, the mother's work conditions and the mother's level of education. The results were as follows: First, between parent and child mathematical interaction at home showed a 2.84 score in average and frequency of mathematical interaction expressed in the domains of 'Understanding of regularity', 'Measurement', 'Growing number sense', 'Space and shapes', 'Organizing data and showing results'. The domains of 'Growing number sense', 'space and shapes', and 'measurement' showed significant difference only by mother's level of education. The higher the mother's level of education, the more frequent the mathematical interaction between parent and child. Second, the use of mathematical materials showed an average score of 1.18, which means mathematical materials were practically not used at home. Also, the use of mathematical materials showed a slightly significant difference when measures against the levels of home income and the mother's level of education. The results showed a significant difference in parent-child mathematical interactions, and the possession and use of mathematical materials when measures against by level of home income and the mother's work conditions. Therefore, the results of this study suggest that the parent education program for mathematical interaction to apply at home and mathematics curriculum to be connected early in childhood education institution and home should be developed for parents.

The Effects of Digital Storytelling Elements of Brand Webtoon on Consumers' Attitude and Word of Mouth Intention: Focusing on the Mediation Effect of Parasocial Interaction (브랜드 웹툰의 디지털 스토리텔링구성 요인이 수용자 태도와 구전의도에 미치는 영향: 준사회적상호작용의 매개 효과)

  • Lee, Hui-Jun;Jo, Chang-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.6
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    • pp.51-80
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    • 2018
  • This study aims to investigate how the storytelling elements of brand webtoon has influence on developing brand webtoon users' parasocial interaction relationship and their attitude towards brand webtoon contents and word of mouth intention. The results of this study shows that parasocial interaction is strongly influenced by the sub-dimensions of digital storytelling components of brand webtoon (i.e., relevance, trustworthiness, clarity). More specifically, respondents who perceive that the given message of digital storytelling in brand webtoons is relevant to the brand, is trustworthy, and is clear to understand show a higher degree of parasocial interaction with the webtoon content and in turn, it has a strong positive influence on the attitude towards the brand webtoon. In sum, this study not only provides a theoretical foundation to understand how consumers develop parasocial interaction with brand webtoons in terms of the brand webtoon's digital storytelling, but this study has implications for practitioners who are interested in using a brand webtoon for marketing.