• 제목/요약/키워드: Interactive communication

검색결과 746건 처리시간 0.021초

인터넷의 양방향.공개 커뮤니케이션 장을 창출한 적극적 발신행위자의 속성에 관한 연구: 오피니언 리더의 속성을 중심으로 (A Study on the Characteristics of Active Information and Opinion Giver in the Interactive-Public Communication Space of Internet: Focused on the Characteristics of Opinion Leader)

  • 김관규
    • 한국언론정보학보
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    • 제31권
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    • pp.51-84
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    • 2005
  • 이 연구의 목적은 인터넷의 양방향 공개 커뮤니케이션 장에서 정보와 의견을 적극적으로 발신하는 이용자의 특성을 밝히는 것이다. 구체적으로는 오피니언 리더의 속성으로 알려진 주제에 대한 관여도, 개인화성향, 사회적 활동성, 정보원과 영향원, 인구 통계학적 특성 측면에서 적극적 발신자와 소극적 발신자 사이에 차이가 있는지를 분석하였다. 인터넷 카페의 게시판을 통해 모집한 응답자에게 이메일 설문조사를 실시하여 최종적으로 175명으로부터 회신을 받았다. 분석결과는 정보와 의견을 적극적으로 발신하는 정도는 오피니언 리더의 특성과 관련성이 있음이 입증되었다. 먼저, 적극적 발신집단은 주제에 대한 관여도와 개인화 성향이 소극적 발신집단보다 높았다. 둘째, 적극적 발신집단은 사회적 활동성에서도 소극적 발신 집단보다 높은 적극성을 나타냈다. 셋째, 적극적 발신집단은 대인채널을 통해 정보와 의견을 더 많이 발신하고, 더 많이 수신하였으며, 전문 분야의 정보를 제공하는 잡지를 이용하는 정도도 높았다. 그러나 성별을 제외한 인구통계학적 특성에서는 두 집단 사이에 차이가 검증되지 않았다.

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아동 참여형 콘텐츠 구현을 위한 인터렉티브 미디어 인터페이스의 시지각 연구 (A Study for Visual Perception of for Interactive Media Interface to Realize the Contents of Child Participation Type)

  • 오문석;원종욱;한규훈
    • 디지털산업정보학회논문지
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    • 제11권2호
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    • pp.101-112
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    • 2015
  • New media which appeared in accordance with the development of IT technology includes elements of the interaction to be developed as an interactive media. In the field of interactive media which can be most actively applied, there is the filed of experience exhibition based on the active participation of people who experienced. Interactive media applied to the experience exhibition area, in order to have an effective communication that is based on a high degree of immersion, has been utilized as a platform for educational contents. This study is intended to explore the elements of visual perception for developing an optimized interface in the perspective of children who are the main subject of educational contents to present the criteria for the development of an interface for children. Thus, this paper derives the elements by the analysis of the visual perception elements of children and the experiment for the immersion environment. By analyzing the results, this study is to present the criteria of the visual perception elements for the development of interactive media contents for children.

모바일 기기 환경의 인터렉티브 모션 기반 콘텐츠 개발 도구와 DEVS 모델링 (DEVS Modeling for Interactive Motion-based Mobile Contents Authoring Tool)

  • 주승환;최요한;임용수;서희석
    • 디지털산업정보학회논문지
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    • 제11권2호
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    • pp.121-129
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    • 2015
  • Interactive media is a method of communication in which the output from the media comes from the input of the users. The interactive media lets the user go back with the media. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds the interaction and brings interesting features to the system for a better enjoyment. We need a digital content using a dynamic motion and gesture of the mobile device. We made an authoring tool for content producers to easily create interactive content. We have tried to take advantage of the interaction by using a touch screen and a gravity sensor of the mobile device. This interaction may lead to allow the user to participate in the content, it can be used as a key device to assist in engagement. Furthermore, our authoring tool can be applied to various fields of publishing content.

효과적인 스마트 교육을 위한 인터랙티브 콘텐츠 적용에 관한 연구 (Study on Application of Interactive Contents for Effective Smart Education)

  • 손준호;오문석
    • 디지털산업정보학회논문지
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    • 제10권3호
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    • pp.207-221
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    • 2014
  • Education environment of modern society is rapidly changing along the usage of various device and development of contents. Learners of diverse age groups and genders are exposed in smart education environment. Thus in order to investigate effective smart education contents production, this study classified interactive types that affect learning satisfaction into CAI (Computer Assisted Instruction) based , NCS (Network Communication System) based , and NTS (New Technology System) based . Then we investigated how each interactive types affect immersion, utility, self-efficacy, practicality, and stimulation. The effects were measured according to the learner's gender and age. As the result, interactive types do affect smart education, where male had higher learning satisfaction for CAI based, game type, and wiki type while female had higher satisfaction for relationship establishment type and experience type. Also, for age group, the 10s preferred NTS based, 20~30s NCS based, and 40s and over CAI based interactive type. Thus, if satisfaction levels according to gender and age are considered when producing smart education contents, it may be possible to create educative contents that meet the dispositions of the learners.

상호작용 공간 모달리티의 건축기호적 특징 - 질베르 시몽동의 기술의 정보·형태화 관점 - (The Archi-Semiotic Characteristics of Spatial Modality in Interactive Space - Focus on Gilbert Simondon's Information of Technology -)

  • 서준호
    • 한국실내디자인학회논문집
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    • 제22권1호
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    • pp.75-84
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    • 2013
  • This study focuses on Gilbert Simondon's individuation theory, a core concept of his technological philosophy, and spatial modality in interactive space as the schema of interactive operation. The study examines spatial modality as the technology of an interaction-enabler that has archi-semiotic characteristics in the designed space by aspects of examples. They are based on ideas and properties of a combined environment and the concept of information, which form Simondon's individuation theory. In the process of technological individuation, spatial modality has the characteristics of archi-semiotics from a combined environment and information. The first of the three properties is representation through semiosis and the information surface. Second is the context by relation works and perception, and third are the symbolic aspects, which could create Placeness by meaning. Combining meaningful constructive and deconstructive spaces could result in space for interactive communication. Spatial modality makes it possible to interact with users and spaces. In fact, it could have a particular semiotic mode of address and become a semiotic and contextual base. As a basic investigation of spatial modality, this study will contribute to interactive space design research.

초등학교 자연과 상호작용 강화 학습일지의 학교 수준 적용 방안 (The Application of Interactive Journal to Elementary Science Classes at School Level)

  • 김찬종;오영선
    • 한국초등과학교육학회지:초등과학교육
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    • 제20권2호
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    • pp.187-196
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    • 2001
  • Students' journals in science class are supposed to contribute to students' science teaming and to provide plentiful information on students' learning and progress. If interaction could be reinforced in the process of writing journals, the positive effects of the journals are expected to be increased. New approaches in teaching should be supported by school and community. Otherwise, teachers are frequently frustrated and failed to introduce new ways of instruction into science classes. The purposes of the study are to develop interactive journals, and approaches to introduce interactive journals at school level. The status and situation of the school were investigated by survey. Interactive journals were developed by teachers who experienced workshops on developing journals. A model journal was provided as a guidance to teachers. To establish environments for introducing journals in the school, an invited lecture was provided to increase parents' perceptions on journals. A communication system among students, parents, and teachers was established, and educational materials, such as encyclopedia, books, computers, and so on were prepared. For efficient administration of journals, various prizes and events were established. As a result of the study, teachers participated experienced professional development in terms of journals, interactive journals for science class were developed, the environments for the introduction of interactive journals at school level were established, and most students successfully completed science journals.

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양방향매체 기반에 디지털콘텐츠 마켓플레이스를 위한 메타데이터 설계에 관한 연구 (A study of Metadata design for Digital Content Marketplace based on Interactive Media)

  • 권병일;문남미
    • 한국인터넷방송통신학회논문지
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    • 제9권3호
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    • pp.155-164
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    • 2009
  • 양방향매체 기반의 디지털 콘텐츠 마켓플레이스는 iDTV(DTV, DMB, IPTV)을 통한 다양한 장르의 콘텐츠 서비스 제공을 하기 위한 콘텐츠의 공급자와 수요자간의 마켓플레이스이다. 이는 디지털 환경 하에서의 u-라이프 서비스로써 많은 관심의 대상이 되고 있으며, 방송통신융합의 초기 단계에서 양방향매체는 다양한 콘텐츠와 서비스 모델의 개발을 통하여 그 효용성을 높이는데 기여를 할 수 있을 것이다. 본 논문에서는 양방향매체 기반의 디지털콘텐츠 마켓플레이스에서 적용되어질 수 있는 메타데이터 설계를 하고, 특히 자기주도활동이 가능토록 보조 콘텐츠를 추천하는 태그를 메타데이터 설계에 반영하였다. 또한 기본 메타데이터에 가중치를 부여하여, 마켓플레이스에서 고객이 원하는 보조 콘텐츠를 제공 할 수 있도록 설계하였다. 추천시스템은 개인화 서비스를 구현하는 방법 중의 하나이다. 추천시스템은 다양한 기법을 통해 구축될 수 있으며, 협업필터링 방식을 사용하여 명시적인 속성이 부여되어진 콘텐츠를 추천하는 것은, 기존 콘텐츠 추천의 한계를 해결하고자 하였다.

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Face-to-face Communication in Cyberspace using Analysis and Synthesis of Facial Expression

  • Shigeo Morishima
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1999년도 KOBA 방송기술 워크샵 KOBA Broadcasting Technology Workshop
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    • pp.111-118
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    • 1999
  • Recently computer can make cyberspace to walk through by an interactive virtual reality technique. An a avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, an avatar is realized which has a real face in cyberspace and a multiuser communication system is constructed by voice transmitted through network. Voice from microphone is transmitted and analyzed, then mouth shape and facial expression of avatar are synchronously estimated and synthesized on real time. And also an entertainment application of a real-time voice driven synthetic face is introduced and this is an example of interactive movie. Finally, face motion capture system using physics based face model is introduced.

전자상거래를 위한 예약형 면담 시스템 설계 및 구현 (Design and Implementation of Reserved Interactive Transaction System for Electronic Commerce)

  • 심응수;임한규
    • 한국정보처리학회논문지
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    • 제7권5S호
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    • pp.1638-1648
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    • 2000
  • Electronic commerce using internet is rapidly increasing a method to introduce and sell goods. persons who buy products in electronic commerce prefer to make interactive communications by multi users about products rather than show product informations. Reserved interactive transaction system for electronic commerce is electronic commerce system that is able to make a real communication buyers and customers. In this paper, e intend to design and implement reserved interactive transaction system for electronic commerce. it is efficiently used in middle and samll transaction system and able to make similar applications to sell and negotiate products for commercial transaction.

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