• Title/Summary/Keyword: Content interaction

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Evaluation of Human Factors on Text Content Displayed in Mixed Reality (혼합현실에서 텍스트 콘텐츠 표시에 대한 휴먼팩터 평가)

  • Kim, Dae-Yeon
    • Journal of Korea Multimedia Society
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    • v.25 no.9
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    • pp.1316-1327
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    • 2022
  • In this study, the effect of text content on users in mixed reality was investigated and subjective evaluation was performed using a statistical approach. The position and size of the text were defined as independent variables, and eye comfort and visibility were analyzed as dependent variables. Twenty participants viewed the content for 96 seconds and then performed a related survey rating task. As a result of two-way ANOVA, the interaction between text position and size and the main effect on text size were not statistically significant. The main effect on text position was found to be statistically significant, and as a result of the analysis, the bottom middle was preferred for both eye comfort and visibility.

Optimum Compaction Test of Roller Compacted Concrete Pavement (롤러전압 콘크리트포장의 적정 다짐실험 방안 고찰)

  • Chung, Gun Woo;Lee, Seung Woo
    • International Journal of Highway Engineering
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    • v.17 no.3
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    • pp.27-33
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    • 2015
  • PURPOSES : To ensure appropriate RCC properties with sufficient strength development and workability, it is necessary to secure a proper level of consistency. It is also necessary to secure maximum dry density, which is an important factor for increasing the interaction of aggregate interlocking, leading to an augmentation of RCC strength. On the other hand, the dry density of RCC can be changed owing to the compaction conditions, water content, and particle size distribution. A Proctor test and a modified Proctor test were used for determining the optimum water content needed to achieve maximum dry density with different amounts of compaction energy. A Vebe test, on the other hand, was used for checking the level of consistency, which is important for producing a workable mixture. METHODS : To confirm the degree of compaction at various particle sizes, RCC mixtures with different sand/aggregate ratios were evaluated. The Proctor test and modified Proctor test were applied to these mixtures to check the effect of the aggregate gradation and compaction energy on the maximum dry density and optimum water content. During each test, three specimens were produced for all types of water content under each aggregate gradation. A compaction curve and the optimum water content and maximum dry density for each aggregate gradation were then obtained for both tests. The range of water content for the appropriate consistency of each aggregate gradation was determined through a Vebe test. The optimum water content was then evaluated based on this range. RESULTS : The compaction test results show that the modified Proctor test provides a higher maximum dry density and lower optimum water content compared with the standard Proctor test. For the modified Proctor test, two cases of aggregate gradation (s/a = 30% and 70%) had the optimum water contents outside of the appropriate water content range. For the standard Proctor test, on the other hand, none of aggregate gradations provided the optimum water content within the desired range. CONCLUSIONS : The modified Proctor test should be used for an RCC mixture design because it can provide adequacy between maximum dry density and consistency. Moreover, the compaction roller has become highly developed for higher compaction energy.

Quantitative trait loci controlling the amino acid content in rice (Oryza sativa L.)

  • Yoo, Soo-Cheul
    • Journal of Plant Biotechnology
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    • v.44 no.4
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    • pp.349-355
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    • 2017
  • The amino acid composition of rice is a major concern of rice breeders because amino acids are among the most important nutrient components in rice. In this study, a genetic map was constructed with a population of 134 recombinant inbred lines (RILs) from a cross between Dasanbyeo (Tongil-type indica) and TR22183 (temperate japonica), as a means to detect the main and epistatic effect quantitative trait loci (QTLs) for the amino acid content (AAC). Using a linkage map which covered a total of 1458 cM based on 239 molecular marker loci, a total of six main-effect QTLs (M-QTLs) was identified for the content of six amino acids that were mapped onto chromosome 3. For all the M-QTLs, the TR22183 allele increased the trait values. The QTL cluster (flanked by id3015453 and id3016090) on chromosome 3 was associated with the content of five amino acids. The phenotypic variation, explained by the individual QTLs located in this cluster, ranged from 10.2 to 12.4%. In addition, 26 epistatic QTLs (Ep-QTLs) were detected and the 25 loci involved in this interaction were distributed on all nine chromosomes. Both the M-QTLs and Ep-QTLs detected in this study will be useful in breeding programs which target the development of rice with improved amino acid composition.

A Study on Flow-emotion-state for Analyzing Flow-situation of Video Content Viewers (영상콘텐츠 시청자의 몰입상황 분석을 위한 몰입감정상태 연구)

  • Kim, Seunghwan;Kim, Cheolki
    • Journal of Korea Multimedia Society
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    • v.21 no.3
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    • pp.400-414
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    • 2018
  • It is required for today's video contents to interact with a viewer in order to provide more personalized experience to viewer(s) than before. In order to do so by providing friendly experience to a viewer from video contents' systemic perspective, understanding and analyzing the situation of the viewer have to be preferentially considered. For this purpose, it is effective to analyze the situation of a viewer by understanding the state of the viewer based on the viewer' s behavior(s) in the process of watching the video contents, and classifying the behavior(s) into the viewer's emotion and state during the flow. The term 'Flow-emotion-state' presented in this study is the state of the viewer to be assumed based on the emotions that occur subsequently in relation to the target video content in a situation which the viewer of the video content is already engaged in the viewing behavior. This Flow-emotion-state of a viewer can be expected to be utilized to identify characteristics of the viewer's Flow-situation by observing and analyzing the gesture and the facial expression that serve as the input modality of the viewer to the video content.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

A Study on the Effect of Online Travel Distribution's Brand Community Characteristics on Product Purchase Intention

  • LU, Lianghui;KANG, Min-Jung;SUN, Pengchang
    • Journal of Distribution Science
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    • v.21 no.1
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    • pp.107-117
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    • 2023
  • Purpose: This study attempted to confirm the mediating effect of brand experience and to travel brand community satisfaction in the relationship between the characteristics of brand community contents and travel product purchase intention. This study also investigated the moderating role of consumer characteristics. Research design, data and methodology: Based on a total of 381 bytes of data, hypothesis verification was conducted using Smart-PLS 3.2.8 statistical package programs. Results: First, the content community travel brand attributes, personal affordability and creativity are a lingering fragrances on the intended consumers ' shopping trip. Second, information provision, interaction, and creativity, which are the characteristics of travel brand community content, influenced consumers' intention to purchase travel products through brand community satisfaction. Third, playfulness, vitality, and creativity, which are the characteristics of travel brand community content, influenced consumers' intention to purchase travel products through double mediation of the experience and community satisfaction of brand. Conclusions: Tourism industry managers should be able to market content by forming their own brand community. It is necessary to create an environment in which tourism industry managers can use social media travel brand community content to give discounts to consumers, provide creative, playful and vivid travel information.

Effect of Cognitive Affordance of Interactive Media Art Content on the Interaction and Interest of Audience (인터랙티브 미디어아트 콘텐츠의 인지적 어포던스가 관람자의 인터랙션과 흥미에 미치는 영향)

  • Lee, Gangso;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.9
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    • pp.441-450
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    • 2016
  • In this study, we investigate the effect of the level of cognitive affordance which explains an explicit interaction method on the interest of viewers. Viewer's recognition of the interaction method is associated with cognitive affordance as a matter of visual-perceptual exposure of the input device and viewer's cognition of it. The final goal of the research on affordance is to enhance the audience participation rather than the smooth interation. Many interactive media artworks have been designed with hiding the explicit explanation to the artwork due to worry that the explicit explanation may also hinder the induction of impressions leading the viewer to an aesthetic experience and the retainment of interest. In this context, we set up two hypotheses for study on cognitive affordance. First, the more explicit the explanation of interaction method is, the higher the viewer' understanding of interaction method is. Second, the more explicit the explanation of interaction method is, the lower the interest of the viewer is. An interactive media art work was manufactured with three versions which vary in the degree of visual-perceptual information suggestion and we analyzed the participation and interest level of audience in each version. As a result of the experiments, the version with high explicitness of interaction was found to have long time spent on watching and high participation and interest of viewers. On the contrary, the version with an unexplicit interaction method was found to have low interest and satisfaction of viewers. Therefore, regarding usability, the hypothesis that a more explicit explanation of interaction would lower the curiosity and interest in exploration of the viewer was dismissed. It was confirmed that improvement of cognitive affordance raised the interaction of the work of art and interest of the viewer in the proposed interactive content. This study implies that interactive media art work should be designed in view of that the interaction and interest of audience can be lowered when cognitive affordance is low.

Reliability and Validity of Korean Version of the Nurse-Patient Interaction Scale (한국판 간호사-환자 상호작용 측정도구의 신뢰도 및 타당도 검증)

  • Chang, Hee-Kyung;Lee, Ji-Yeon;Kim, Mi-Kyoung;Yang, Eun-Ok;Gil, Cho-Rong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.747-757
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    • 2019
  • This study examined the reliability and validity of the Korean version of the Nurse-Patient Interaction Scale (K-NPIS) for the elderly, at long-term care hospitals in Korea. The original NPIS was developed to identify important characteristics of elderly patient experiences regarding nurse-patient interactions in nursing homes. Totally, 202 hospitalized elderly patients at 4 long-term hospitals in Jinju-si, Suncheon-si, and Namwon-si, were enrolled in the study and completed the questionnaire. For internal consistency, Cronbach's α of K-NPIS was 0.96 after item analysis. K-NPIS was validated using the confirmatory factor analysis and content validity. The content validity score was more than 0.80, establishing the appropriateness and readiness of the tool through group discussions between clinical experts and elderly patients. The K-NPIS is a 10-point scale comprising 12 questions. K-NPIS scores between different residential groups were significantly different, and showed no ceiling or floor effect. The internal consistency reliability, construct validity, and discriminative validity of K-NPIS was adequate. However, criterion validity requires further examination. Our findings suggest that K-NPIS serves as an appropriate measure of nurse-patient interaction when applying the nursing care intervention for elderly.

Why Do Users Participate in Hashtag Challenges in a Short-form Video Platform?: The Role of Para-Social Interaction (숏폼 비디오 플랫폼에서 사용자는 왜 해시태그 챌린지에 참여하는가?: 준사회적 상호작용을 중심으로)

  • Li, Yi-Qing;Kim, Hyung-Jin;Lee, Ho-Geun
    • Informatization Policy
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    • v.29 no.3
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    • pp.82-104
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    • 2022
  • One of the interesting social phenomena in short-form video platforms is the hashtag challenge wherein ordinary users are encouraged to create by imitating short viral videos on a particular theme. Despite the increasing popularity of hashtag challenges, theoretical discussion on related user behavior is still very insufficient. In this study, we attempted to examine the impact of micro-influencers in order to understand users' willingness to participate in hashtag challenges. For this purpose, the para-social interaction theory and imitation behavior literature were adopted as key theoretical basis. In an empirical investigation using 243 survey data from TikTok users, our study found that a user's illusion of intimacy with a micro-influencer (i.e., para-social interaction) had significant positive impact on the intention to participate in a hashtag challenge. This study also showed that the degree of para-social interaction in a short-form video platform was determined by both media content-related factors and media character-related factors (i.e., content attractiveness, physical attractiveness, and attitude homophily). Our work in this study provided significant theoretical and practical implications on how to leverage micro-influencers for the success of hashtag challenges in a short-form video platform.

Fluid Simulations in Academy Awarded Movies (아카데미상 영화에서 유체 시뮬레이션 기술)

  • Kim, Myung-Gyu;Oh, Seung-Taik;Choi, Byoung-Tae
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.3
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    • pp.19-30
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    • 2008
  • Fluid simulation for computer graphics is a field of generating the realistic movements of water, smoke, fire, explosion, sand and related phenomena to be used in motion pictures and video games. In this paper we review the fluid simulation technologies and present a trend analysis for the simulation methods used in the recent movies. First of all, for this purpose, the two methods that are most widely used for fluid simulation are explained as well as their technical issues. These two methods are classified into Eulerian grid-based and Lagrangian particle-based approaches. Next, focusing on the achievements of the scientists and engineers that the 2008 Sci-Tech Oscar Awards are given to, the features of their fluid simulation technologies are analyzed. Finally, we anticipate that there are and will be the needs for visualizing fluid interaction with rigid and soft bodies and topological change among solid, fluid and gas, creating digital creatures based on fluid simulation and presenting interaction between creature and fluid.

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