• Title/Summary/Keyword: Interactive Content

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Proposal a case study for an interactive game content of a genre convergence with Racing and Shooting (레이싱과 건슈팅 장르의 융복합 체감형 게임 사례 제안)

  • Li, Xuanxin;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.2 no.1
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    • pp.51-56
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    • 2011
  • As fusion and composition of a game genre is actively achieved, game types where various genres coexist in a game increase. These games have advantage providing various funnies to game players. This study examines and analyzes game examples of fusion and composition genre that appear in the game market in accordance with such a trend. We suggested a game that can give new joy to players by application of fusion and composition of genre within the body type that can provide directly virtual experience of the given game situation on the base of this study.

Content design for Gamification applied to advertising in user interaction (사용자 상호작용에 광고를 적용한 게이미피케이션 콘텐츠 설계)

  • Jung, WonJoe;Lee, ChangJo
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.71-78
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    • 2017
  • In this paper, we investigated the approach of advertisement to game users. The interaction area in the game was considered to be an effective advertising delivery area. In order to verify this, theoretical research was applied to the theory of advertising in game interaction. Then, based on the theory, we designed and produced the contents of the Gamification contents. The game was produced by being classified as exposed advertisement and interactive advertisement. Based on these two, professional focus test was conducted. As a result, we have verified the design of a Gamification advertisement applied to game interaction. The validity of the theory of Interactive Advertising Design was acknowledged. However, production verification proved to be below average.

Platform Business and Network Strategy

  • Kim, Junic
    • STI Policy Review
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    • v.5 no.1
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    • pp.57-74
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    • 2014
  • This review organises the fragmented management literature on platform business according to a conceptual map and a meta-theoretical scheme. Since the early 2000s, numerous researchers have examined platform business and two-sided networks with platform business and strategy being an important business innovation model for many industries, creating value primarily by enabling direct interactions. Platforms such as Google or Amazon contain a common set of rules and components in most user transactions. Thirty-two core papers and books on Strategic Management Journal, Industrial Economics and Operation Management-related disciplines are reviewed, with further observations on how cumulative research streams on the platform are carried out independently from each academic perspective. The first of the two arguments in this paper is that because interactive relationships bridge the platform and stakeholders such as end-users and developers, it is crucial for platform companies to be aware of their relationship with stakeholders in order to support and sustainably provide content to their platform. The second is that integrative perspectives are essential due to the low number of interdisciplinary investigations conducted thus far. The paper's final section deals with implications for theory and practice, concluding that integrative studies and interactive relationship studies should be the main research streams in future platform research.

Interactive Effect of Nitrogen and Sulphur on Yield and Quality of Groundnut (Arachis hypogea L.)

  • Jamal Arshad;Fazli Inayat Saleem;Ahmad Saif;Abdin Malik Zainul
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.51 no.6
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    • pp.519-522
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    • 2006
  • Randomized field experiments were conducted to study the interactive effect of sulphur (S) and nitrogen (N) on seed, oil and protein yield of two cultivars of groundnut {Arachis hypogea: cv Amber $(V_{1})$: cv Kaushal, $(V_{2})$.} Two dosage levels of sulphur ($0\;and\;20kg\;ha^{-1}$) and two dosage levels of N ($23.5\;and\;43.5kg\;ha^{-1}$) in various combinations were tested as micronutrient treatments, $T_{1},\;T_{2},\;and\;T_{3}$. Results indicated significant enhancement of the yield components namely seed and oil yield as well as seed protein. Maximum response was observed with treatment $T_{3}$(having 20kg S and 43.5kg N $ha^{-1})$. Increase in seed and oil yields of 90% and 103% in $V_{1}$, and 79 and 90% in $V_{2}$, respectively were recorded as compared to the control treatment $T_{1}$(having 0kg S and 23.5kg N $ha^{-1}$). Effect of S and N interaction was observed on protein, N and S content in seeds. The results obtained by these experiments clearly suggest that judicious balanced application of N and S could improve the yield.

Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

A Study of Interactive Digital Signage System using Heterogeneous Device (이기종 디바이스를 이용한 인터렉티브 디지털 사이니지 시스템 연구)

  • Park, Dae Seung;Sung, Yeol Woo;Kim, Cheong Ghil
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.3
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    • pp.184-188
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    • 2021
  • In general, digital signage is a next-generation smart media that provides various information and advertisement services to many people indoors or outdoors using the Internet. Recently, digital signage is rapidly spreading in such a small indoor environment, that is, in an area closely related to daily life, for example, inside an elevator. However, in this kind of indoor environment where the stay time of persons is extremely limited, it would be not easy for them to keep advertisements in the user memory for a long time. In the digital signage display installed in an indoor environment, it is possible to think about the possibility for a function such as expanding the screen to a user's smartphone, which is now widely spread, to contain, store, and use the transmitted content. In this paper, we propose a method to extend the display of digital signage contents to personal smart phones with interaction function in such a limited environment. In order to make the system operation, the proposed system was verified by confirming the result of dual screen implementation in a smart phone through the prototype implementation of a digital signage system in an embedded Linux environment.

Hazard Recognition and Construction Safety Training Efficacy using Interactive Virtual Reality (VR)

  • Saiyad, Meeranali;Rybkowski, Zofia K.;Suermann, Patrick;Dixit, Manish;Luhan, Gregory;Shanbari, Hamzah
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1209-1216
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    • 2022
  • The majority of construction site incidents occur due to a lack of hazard awareness among workers on job sites. This lack of awareness is despite mandatory construction safety training, typically in the form of written content (safety manuals) or of images depicting hazards. To reduce job-site injuries and fatalities, general contractors have started adopting Virtual Reality (VR) to impart safety training to job site personnel. VR safety training can take the form of an immersive simulation comprising potential safety hazards intentionally embedded into a virtual job site; users are required to identify these hazards within a specified time frame with the expectation that they will be more adept at recognizing hazards on an actual job-site, resulting in fewer accidents. This research study seeks to identify the actual impacts of VR on construction safety awareness among participants. The research addresses the following question: Does VR improve hazard recognition awareness? The primary objective is to evaluate participants' performance of past construction safety awareness against present construction safety awareness after receiving VR training. Participants were asked to complete a multiple-choice Qualtrics™ questionnaire. The results of the study showed a statistically significant knowledge gain advantage with respect to hazard recognition and construction safety awareness with the use of interactive, immersive VR over a more conventional and passive safety training method.

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A Prototype Design for a Real-time VR Game with Hand Tracking Using Affordance Elements

  • Yu-Won Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.47-53
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    • 2024
  • In this paper, we propose applying interactive technology in virtual environments to enhance interaction and immersion by inducing more natural movements in the gesture recognition process through the concept of affordance. A technique is proposed to recognize gestures most similar to actual hand movements by applying a line segment recognition algorithm, incorporating sampling and normalization processes in the gesture recognition process. This line segment recognition was applied to the drawing of magic circles in the <VR Spell> game implemented in this paper. The experimental method verified the recognition rates for four line segment recognition actions. This paper aims to propose a VR game that pursues greater immersion and fun for the user through real-time hand tracking technology using affordance Elements, applied to immersive content in virtual environments such as VR games.

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.

Korean V-Commerce 2.0 Content and MCN Connected Strategy (국내 V커머스 2.0 콘텐츠와 MCN 연계 전략)

  • Jung, Won-sik
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.599-606
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    • 2017
  • 'Video Commerce' has grown significantly, and is in the era of so-called V-commerce 2.0. Based on this background, this study focused on the link and the possibility of creating synergy between V-commerce 2.0 content and MCN, and examined the linkage strategy considering its characteristics. In conclusion, first, V-Commerce has evolved into the age of 2.0, centered on the characteristics of content that are oriented towards fun and sympathy, beyond the 1.0 era. Second, V-commerce 2.0 content has the characteristic of replacing the sharing and recommendation based on the nature of SNS networks as promotion and purchase enhancement. Therefore, competitiveness as 'content' is relatively important before 'commerce'. Third, V-commerce 2.0 and MCN industry have a strong connection with each other in terms of securing core competitiveness and creating a new profit model. In order to create the synergy between V-Commerce 2.0 and MCN, we proposed the use of big data to reinforce V-Commerce 2.0 customized content competitiveness, building of storytelling marketing and branding, and enhancement of live performance and interactive communication.