• 제목/요약/키워드: IS interaction

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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

  • 강성중;권영걸
    • 한국실내디자인학회논문집
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    • 제14권3호
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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.

지능형 협업 환경에서 사용자를 위한 효과적인 공간 인터랙션 제공 (Provision of Effective Spatial Interaction for Users in Advanced Collaborative Environment)

  • 고수진;김종원
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.677-684
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    • 2009
  • 다양한 센서 네트워크와 유비쿼터스 기술이 제공되는 지능형 협업 환경은 사용자를 위해 확장된 인터랙션을 제공할 수 있다. 기존의 인터랙션이 사용자와 컴퓨터 머신과의 직접적인 인터랙션이 주를 이룬 반면 새로 확장된 인터랙션은 사용자와 공간과의 인터랙션을, 실질적으로 공간을 구성하는, 관리와 제어가 가능한 구성요소와의 인터랙션을 나타낸다. 본 논문은 이러한 공간 인터랙션을 효과적으로 제공할 수 있도록 하기 위해서 공간 오브젝트를 등록, 인식하고, 특히 사용자의 의도에 맞는 태스크를 지원하기 위해 과거의 인터랙션 정보를 이용한 템플릿 기반 맵핑 알고리즘을 설계한다. 제안된 알고리즘을 이용하는 경우, 공간 오브젝트가 증가함에 따라 템플릿을 검색하여 처리하는데 드는 시스템의 비용이 어느 정도 향상되는지 실험을 통해 분석하도록 하며, 진행되는 모든 공간 인터랙션을 시각적으로 보여주기 위한 그래픽 기반의 도시 방법을 소개하고 결론을 맺는다.

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모-태아상호작용 신념과 모-태아상호작용 (Maternal-Fetal Interaction Belief and Maternal-Fetal Interaction)

  • 권미경
    • Child Health Nursing Research
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    • 제14권4호
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    • pp.370-378
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    • 2008
  • Purposes: The purposes of this descriptive survey study were to describe levels of Maternal-Fetal Interaction Belief and Maternal-Fetal Interaction, and to define their correlation. Method: Data were collected from 273 pregnant women who visited one public health center and OB/GY clinic in Gangneung city. The instrument used for this study was a self-report questionnaire that included the Maternal-Fetal Interaction Belief scale(MFIBS) and maternal-fetal interaction. Results: The mean scores for maternal-fetal interaction belief and maternal-fetal interaction were $107.41{\pm}15.67$ and $31.75{\pm}5.92$ respectively. For maternal-fetal interaction belief, there were significant differences according to education, religion, income, feeding plan, marriage satisfaction, family support, and husband's love. For maternal-fetal interaction, there were significant differences according to mother's age, period of pregnancy, marriage satisfaction, family support, husband's love. There was a correlation between maternal-fetal interaction belief and maternal-fetal interaction. Conclusion: Maternal-fetal interaction belief is related to increase in maternal-fetal interaction and fetal development. It is essential to develop a maternal-fetal interaction program that includes maternal-fetal interaction belief.

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특징 형상의 간섭 표현에 대한 연구 (A Study on the Expression of Features Interaction)

  • 김경영;이수홍;고희동;김현석
    • 한국CDE학회논문집
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    • 제2권3호
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    • pp.142-149
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    • 1997
  • This study is intended to develop a Feature based modeler. It is difficult to integrate CAD and CAM/CAPP with information that is given only by a conventional CAD system. Therefore a lot of studies have concentrated on a Feature based CAD system. But conventional Feature based modelers have had limitation on providing sufficient information related to Feature interaction. If a Feature based modeler is to be used in assembly simulation, a new Feature-based modeling method needs to be developed. Also to support collision detection between parts, we have to handle Feature interaction systematically. Therefore we suggest Cell data structure which handles interaction of Features by volume. The volume created by Feature interaction is saved as a Cell. With the Cell structure we solve problems involved with Feature interaction. This study shows how the Cell data structure can manage Feature interaction and give enough information in assembly simulation.

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축류 압축기내의 2차원 유동 특성 (Two-Dimensional Flow Behavior Through a Stage of an Axial Compressor)

  • 홍성훈;백제현
    • 대한기계학회논문집B
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    • 제20권8호
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    • pp.2561-2571
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    • 1996
  • The flow in the turbomachinery is very unsteady due to the stator-rotor interaction. It has been indicated that the stator-rotor interaction has three distinct causes of unsteadiness: that is, the viscous vortex shedding, wake rotor interaction and potential stator-rotor interaction. In this paper, the mechanism of unsteady potential interaction and wake interaction in the stator-rotor stage flow is numerically investigated in two-dimensional view point. The numerical technique used is the upwind scheme of Van Leer's Flux Vector Splitting(FVS) and cubic spline interpolation is applied on zonal interface. Then, the flow field of a compressor stage composed of NACA 65410 is analyzed. Flow fields are found to be simulated reasonably by this method and the sensitivity due to back-pressure variation is more stronger than rotor-velocity variation.

Soil-structure interaction and axial force effect in structural vibration

  • Gao, H.;Kwok, K.C.S.;Samali, B.
    • Structural Engineering and Mechanics
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    • 제5권1호
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    • pp.1-19
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    • 1997
  • A numerical procedure for dynamic analysis of structures including lateral-torsional coupling, axial force effect and soil-structure interaction is presented in this study. A simple soil-structure system model has been designed for microcomputer applications capable of reflecting both kinematic and inertial soil-foundation interaction as well as the effect of this interaction on the superstructure response. A parametric study focusing on inertial soil-structure interaction is carried out through a simplified nine-degree of freedom building model with different foundation conditions. The inertial soil-structure interaction and axial force effects on a 20-storey building excited by an Australian earthquake is analysed through its top floor displacement time history and envelope values of structural maximum displacement and shear force.

A Study on Structuring and Classification of Input Interaction

  • Pan, Young-Hwan
    • 대한인간공학회지
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    • 제31권4호
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    • pp.493-498
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    • 2012
  • Objective: The purpose of this study is to suggest the hierarchical structure with three layers of input task, input interaction, and input device. Background: Understanding the input interaction is very helpful to design an interface design. Method: We made a model of three layered input structure based on empirical approach and applied to a gesture interaction in TV. Result: We categorized the input tasks into six elementary tasks which are select, position, orient, text, and quantify. The five interactions described in this paper could accomplish the full range of input interaction, although the criteria for classification were not consistent. We analyzed the Microsoft kinect with this structure. Conclusion: The input interactions of command, 4 way, cursor, touch, and intelligence are basic interaction structure to understanding input system. Application: It is expected the model can be used to design a new input interaction and user interface.

가용 에너지에 의한 열역학의 재구성 (II) - 실제세계 열역학 - (Reconstruction of Thermodynamics by the Concept of Available Energy (II) - Thermodynamics of Real World -)

  • 정평석
    • 대한기계학회논문집B
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    • 제28권12호
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    • pp.1573-1581
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    • 2004
  • Thermodynamic principles are described with a new point of view. In present study, the interaction between two systems is focused instead of the behavior of a system in conventional thermodynamics. The state change of a system cannot occur by itself but it is the result of the interaction between systems. However, the interaction itself is also the result of another kind of interaction, the interaction between two interactions. To reconstruct thermodynamics with such a point of view, the reversible world is imagined, in which conservations and measurements are discussed. There exists a conserved quantity for each mode of reversible interaction. The conserved transferring quantity in the interaction between interactions is the effective work, which is supposed to be measurable and conserved in reversible world. Effective work is the primary concepts of energy. It is the key factor to explain measurements, energy conservation and energy dissipation. The concepts developed in reversible world are applied to the real world in which irreversible phenomena may occur. Irreversibility is the result of effective energy dissipation, in which effective work irreversibly changes into entropy. A quantitative relation between the disappearing effective work and the generated entropy is dissipation equation which is given by experiments. A special temperature scale to give a very simple type of the dissipation equation is the absolute temperature scale, which gives the conventional conservation of energy.

Transverse and longitudinal partial interaction in composite bolted side-plated reinforced-concrete beams

  • Oehlers, D.J.;Nguyen, N.T.;Ahmed, M.;Bradford, M.A.
    • Structural Engineering and Mechanics
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    • 제5권5호
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    • pp.553-563
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    • 1997
  • A procedure is being developed for bolting plates to the sides of existing reinforced concrete beams to strengthen and stiffen them. Unlike standard composite steel and concrete beams in which there is longitudinal-partial-interaction at the steel/concrete interface (that is slip along the length of the beam), composite bolted side-plated reinforced-concrete beams are unique in that they also exhibit transverse-partial-interaction, that is slip transverse to the length of the beam. In this work, the fundamental mathematical models for transverse-partial-interaction and its interaction with longitudinal-partial-interaction are developed. The fundamental models are then further developed to determine the number of connectors required to resist the transverse forces and to limit the degree of transverse-partial-interaction in bolted side-plated reinforced concrete beams.