• 제목/요약/키워드: Content interaction

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The Interaction between Personality Characteristics and Mood States in Media Contents Selection

  • Cho, Seungho;Hur, Junsoo
    • International Journal of Contents
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    • 제14권4호
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    • pp.51-56
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    • 2018
  • This study was conducted to explore the relationship between personality characteristics and mood in the selection of media content. Using meta-analysis, this study analyzed past studies regarding media content selection in television program. The results of this research showed that the preference of a given media content would depend on the viewer's mood, personality characteristics and the interaction between personality characteristics and mood states. The secondary data of television programs supported the association.

Effects of ground motion frequency content on performance of isolated bridges with SSI

  • Neethu, B;Das, Diptesh;Garia, Siddharth
    • Earthquakes and Structures
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    • 제13권4호
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    • pp.353-363
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    • 2017
  • The present study considers a multi-span continuous bridge, isolated by lead rubber bearing (LRB). Dynamic soilstructure interaction (SSI) is modelled with the help of a simplified, sway-rocking model for different types of soil. It is well understood from the literature that SSI influences the structural responses and the isolator performance. However, the abovementioned effect of SSI also depends on the earthquake ground motion properties. It is very important to understand how the interaction between soil and structure varies with the earthquake ground motion characteristics but, as far as the knowledge of the authors go, no study has been carried out to investigate this effect. Therefore, the objectives of the present study are to investigate the influence of earthquake ground motion characteristics on: (a) the responses of a multi span bridge (isolated and non-isolated), (b) the performance of the isolator and, most importantly, (c) the soil-structure interaction. Statistical analyses are conducted by considering 14 earthquakes which are selected in such a way that they can be categorized into three frequency content groups according to their peak ground acceleration to peak ground velocity (PGA/PGV) ratio. Lumped mass model of the bridge is developed and time history analyses are carried out by solving the governing equations of motion in the state space form. The performance of the isolator is studied by comparing the responses of the bridge with those of the corresponding uncontrolled bridge (i.e., non-isolated bridge). On studying the effect of earthquake motions, it is observed that the earthquake ground motion characteristics affect the interaction between soil and structure in such a way that the responses decrease with increase in frequency content of the earthquake for all the types of soil considered. The reverse phenomenon is observed in case of the isolator performance where the control efficiencies increase with frequency content of earthquake.

Perception of University Instructors for Designing Online Interactions: Findings from Importance-Performance Analysis

  • LIM, Ji Young;KIM, Seyoung;CHO, Mi Kyung;LIM, Eugene
    • Educational Technology International
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    • 제22권2호
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    • pp.199-225
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    • 2021
  • The aim of the current study was to suggest priorities needed to be considered by university instructors when designing online learning. Based on three types of interactions (learner-content, learner-instructor, and learner-learner interactions) for effective online learning (Moore, 1989), draft questionnaires representing each type of interaction were written. After examining content validity by two Ph.D. experts, the survey was constructed with an Importance-Performance Analysis (IPA) form. Data of 133 university instructors were collected online. Results showed that support for designing learner-learner interaction was the priority for improving online learning. In terms of learner-instructor interaction, instructors needed to provide social-emotional support to learners so that learners could have a sense of belonging. For learner-instructor interaction, supporting instructors to monitor the level of understanding was the most highly demanding strategy for online learning. Limitations and suggestions for further studies were discussed.

Design Evaluation System with Visualization and Interaction of Mobile Devices Based on Virtual Reality Prototypes

  • Jo, Dong-Sik;Yang, Ung-Yeon;Son, Wook-Ho
    • ETRI Journal
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    • 제30권6호
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    • pp.757-764
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    • 2008
  • In this paper, we present a design evaluation system with visualization and interaction of mobile devices using virtual-reality-based prototypes which can be used to easily change design parameters and simulate embedded software. To evaluate and predict affective-engineering-based design preferences for mobile devices under a virtual environment, we have developed a high quality visualization platform which creates images that look similar to real mobile devices in addition to real-time simulation of realistic motions and functions of mobile devices. To support a quantitative usability test scenario for external design shape, we also have built a system which consists of a mixed-reality-based testing platform for measuring hand load.

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교사의 Multimedia Literacy를 위한 원격교육에서의 Learner - Contents Interaction 구현 방안 (Plan of Realization of Learner - Contents Interaction in Distance Education for Teacher's Multimedia Literacy)

  • 이지영;홍명희
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2004년도 동계학술대회
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    • pp.45-55
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    • 2004
  • 본 논문은 교사의 Multimedia Literacy 함양을 위한 원격교육 Contents를 제작함에 있어 효율적으로 활용할 수 있는 상호작용 구현 방안을 제시함을 목적으로 한다. 이에 앞서 본 논문에서는 웹 기반 원격교육 상호작용 유형과 그 구현 방안을 새롭게 정리해 보고, 효율적인 원격교육과 상호작용 구현을 위해 고려해야 할 사항에 대한 제안을 통해 논지에 접근하였다. 본 논문은 연구 범위를 교사의 멀티미디어 리터러시 함양을 위한 원격교육 Contents에서의 Learner - Contents Interaction으로 제한하였으며, Java Script, Hash, HTML의 Event, Action, Link, Navigation 등을 활용한 Courseware 개발에 주력하였다. 상호작용이 강화된 이 Courseware는 Open Contents System으로 구축되어 다양한 원격교육 Contents에 다각도로 활용 가능하다.

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Content Analysis of the Facebook Pages of Selected Academic Libraries in Vietnam

  • Chi, Duong Thi Phuong
    • Journal of Information Science Theory and Practice
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    • 제9권1호
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    • pp.79-89
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    • 2021
  • This study explores Facebook use in Vietnamese academic libraries by analysing libraries' posts on their Facebook pages and library users' interaction with those posts. A total of 260 posts on four academic libraries' Facebook pages were examined using the content analysis method. The findings reveal that Facebook was mainly used to encourage reading and to transmit announcements. Most of the academic libraries published one post a week. The photo was the most frequent media type of libraries' posts and gained a higher level of interaction than other posts. According to the research results, the user engagement was low, and the user interaction with libraries' posts generally was in the form of reaction. The findings can help better understand Facebook use in Vietnamese academic libraries and may assist libraries in creating a plan for using Facebook more effectively.

국내 실정에 맞는 CMS 솔루션 개발 사례 및 적용 사례

  • 안승해
    • 한국데이타베이스학회:학술대회논문집
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    • 한국데이타베이스학회 2001년도 추계 컨퍼런스: 인터넷 비즈니스 환경에서의 디지털 컨텐츠 기술 발전 및 활용을 위한 컨퍼런스
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    • pp.388-421
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    • 2001
  • o Web sites are now at the core of business interaction. o Users are no longer content with static content. o Rich content has become a necessity. o Change is rapid. (omitted)

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The Effects of Intramolecular Interactions of Random Copolymers on the Phase Behavior of Polymer Mixtures

  • Kim, M. J.;J. E. Yoo;Park, H. K.;Kim, C. K.
    • Macromolecular Research
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    • 제10권2호
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    • pp.91-96
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    • 2002
  • To explore the effects of intramolecular interactions within the copolymer on the phase separation behavior of polymer blends, copolymers having two different types of intramolecular interactions, i.e., intramolecular repulsion and intramolecular attraction were prepared . In this study, poly(styrene-co-methylmethacrylate) (P(S-MMA)) having intramolecular repulsion caused by positive interaction between styrene and MMA and poly(styrene-co-ethyl-methacrylate) (P(S-EMA)) and poly(styrene-co-cyclohexylmethacrylate) (P(S-CHMA)) having intramolecular attraction caused by negative interaction between styrene and methacrylate were blended with tetramethyl poly-carbonate (TMPC). The phase behavior of blends was examined as a function of copolymer composition and blend composition. TMPC formed miscible blends with styrenic copolymers containing less than certain amount of methacrylate. The phase separation temperature of TMPC blends with copolymer such as P(S-MMA) and P(S-EMA), first increases with methacrylate content, goes through a maximum and then decreases just prior to the limiting content of methacrylate for miscibility, while that of TMPC blends with P(S-CHMA) always decreases. The calculated interaction energy for TMPC-P(S-EMA) pair is negative and monotonically increases with EMA content of the copolymer. Such behavior contradicted the general notion that systems with more favorable energetic interactions have higher LCST, The detailed inspection of the lattice-fluid theory related to the phase behavior was performed to explain such behavior.

ChatGPT를 활용한 AI 글쓰기 의사소통 역량 평가도구 개발 과정에 대한 연구: 기술 전문가와의 상호소통을 중심으로 (An Exploratory Study on Developing the AI Essay Test Tool based on ChatGPT: Focusing on the Interaction with the Engineer)

  • 박소영;이병윤;홍유정
    • 실천공학교육논문지
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    • 제16권1_spc호
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    • pp.21-31
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    • 2024
  • 본 연구는 ChatGPT를 활용한 글쓰기 의사소통 역량을 평가하는 AI 평가도구 개발에 초점을 두었다. 개발 과정에 있어 내용 전문가와 기술 전문가 간의 상호작용을 통해 IT와 인문사회 영역의 융합과정을 탐구하였다. 내용 전문가와 기술 전문가는 긴밀한 소통 및 상호작용을 통해, 글쓰기 의사소통 역량의 채점기준을 탑재하였고 각 영역별(내용의 적절성, 조직의 효과성, 어법의 정확성) 점수와 피드백을 제공하는 AI 평가도구를 개발하였다. 이 과정에서 본 연구는 내용과 기술이 어떻게 결합하는지에 대한 과정을 드러내고, 이후 생성형 AI를 활용한 평가도구 기술 전문가를 포함한 융합연구자들이 유의해야 할 사항 등에 대해 제시하였다.

MMORPG의 사용자생성콘텐츠에 관한 연구 -게임플레이와 게임디자인 과정을 중심으로- (A Study on User Created Content of MMORPG -Focused on the Process of Game Play and Game Design-)

  • 박나영
    • 한국게임학회 논문지
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    • 제7권3호
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    • pp.49-58
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    • 2007
  • 최근 MMORPG의 사용자생성콘텐츠를 중심으로 MMORPG의 발전방향에 대한 다양한 논의가 이루어지고 있다. 사용자생성콘텐츠는 IC사용자제작콘텐츠, IC사용자창작콘텐츠, OOC사용자제작콘텐츠, OOC사용자창작콘텐츠의 네 가지 유형으로 나뉠 수 있다. 마크르블랑이 제시한 게임디자인과 게임플레이 과정에서의 메커니즘, 다이나믹, 미학은 각 유형에 따라 다르게 나타난다. 따라서 사용자생성콘텐츠의 각 유형은 게임플레이과정에 흐르는 사용자의 각기 다른 욕망을 읽어내는 지표가 될 수 있고 이는 게임디자인과정에서 중요한 요소로 활용될 수 있다. 결국 MMORPG의 사용자생성콘텐츠는 게임디자인과 게임플레이 사이, IC문화와 OOC문화 사이의 상호작용을 이끌어내는 역할을 수행한다.

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