• Title/Summary/Keyword: Interactive elements

Search Result 239, Processing Time 0.026 seconds

A Study on Interactive Media Experience Exhibition & Visitor's preference (인터랙티브 미디어 체험전시의 요소와 관람객 선호도에 관한 연구 -라스코전시관 공룡체험전의 사례중심으로-)

  • Kang, Jae-Shin;Lee, Young-Ju
    • Journal of Digital Convergence
    • /
    • v.17 no.1
    • /
    • pp.319-325
    • /
    • 2019
  • The 'Dinosaur Experience' exhibition at the Lasko exhibition hall hosted by Gwangmyeong city is gaining popularity. The purpose of this study is to analyze the elements of experience exhibition and interactive media experience exhibition and to grasp the preference of visitors. First, the theoretical review about interactive media and experience exhibition was made through literature data. Next, based on the Strategic Experience Module, we divided the experiential factors according to experiential value. As a result of the study, it was found that the participation rate of the visitors and the experience time were longer in the program containing many experience exhibition elements. Interactive media experience exhibited by many people have more value items. But it is not enough to understand the preference of visitors by the time spent by visitors. This study suggests that interactive media can be utilized for various experience exhibition.

Numerical simulation of soil-structure interaction in framed and shear-wall structures

  • Dalili, M.;Alkarni, A.;Noorzaei, J.;Paknahad, M.;Jaafar, M.S.;Huat, B.B.K.
    • Interaction and multiscale mechanics
    • /
    • v.4 no.1
    • /
    • pp.17-34
    • /
    • 2011
  • This paper deals with the modeling of the plane frame structure-foundation-soil system. The superstructure along with the foundation beam is idealized as beam bending elements. The soil medium near the foundation beam with stress concentrated is idealized by isoparametric finite elements, and infinite elements are used to represent the far field of the soil media. This paper presents the modeling of shear wall structure-foundation and soil system using the optimal membrane triangular, super and conventional finite elements. Particularly, an alternative formulation is presented for the optimal triangular elements aimed at reducing the programming effort and computational cost. The proposed model is applied to a plane frame-combined footing-soil system. It is shown that the total settlement obtained from the non-linear interactive analysis is about 1.3 to 1.4 times that of the non-interactive analysis. Furthermore, the proposed model was found to be efficient in simulating the shear wall-foundation-soil system, being able to yield results that are similar to those obtained by the conventional finite element method.

A Study on the Interactive space of Contemporary City - focused on interactive space of citize - (현대도시에서 나타나는 상호작용 공간에 대한 연구 - 시민과 상호작용하는 공간을 중심으로 -)

  • Koh, Gwi-Han;Kim, Jung-Gon
    • Korean Institute of Interior Design Journal
    • /
    • v.21 no.5
    • /
    • pp.57-64
    • /
    • 2012
  • The ideologie of modern society as per something to phenomenology problem is to show various different looks. The community space is spring from Greek and Roman of community place by agora and forum is make a active communicate to interpersonally. Subject to centrically In the context, this paper is study on the Sustainable development for community space about interactive space. and focusing is Response to human of interact in each other intelligent space. And this paper suggestion is composition method of community space in technology advanced, Interactive interface form for human, sustainable to community space direction elements. First, I'll rearrange the distinctive features of modern society through references of various scholars. This is to understand how interactivity affects the whole society and what is the importance of this interactive wave. Second, I'll analyze several trends of modern community space and figure the change of methodology of design based on the advancement of design technology. This is to understand the interactive relation of the subjects. Third, I'll seek how community space design has changed in modern society and under which process design is made. This is to clarify the fact that the portion of interaction will increase in future design according to the intervention of equipment, which is one of the objects of interaction space.

  • PDF

Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • Journal of the Ergonomics Society of Korea
    • /
    • v.33 no.3
    • /
    • pp.175-189
    • /
    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.31-44
    • /
    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

  • PDF

A Study on Screen Layout Visual Elements of Interface Design (인터페이스 디자인을 위한 그래픽 화면 구성요소)

  • 이화종
    • Archives of design research
    • /
    • v.11 no.2
    • /
    • pp.265-272
    • /
    • 1998
  • As a frontier, the designers of today' s interactive inteIt'ace search for new ways to use technology as a tool of communication design, In interactive projects, the interlace has an important role to play by making it easy for users to get the infolmation they need, Good design makes information visible and manageable, The design goal for an interface is to clarify the information and to communicate with users, Interface designers should consider functionality as well as beautification of screen layouts in their progressive work, In this paper, I take a stnlctured approach to the subject of intcIt'ace study by concentrating on 10 critical elements of screen layout design and case studies of outstanding interface design projects, The reason I focused on these 10 critical interface elements, was to create the design of function and to avoid the mistake of many designers, which was easy to ignore the functionality of interface design to achieve the beautification of screen layouts.

  • PDF

A Hedonic Model Effects for Consumer-oriented Retargeting Advertising Based on Internet of Things

  • Kim, Bo-Ram;Yoon, Yong-Ik;Chung, Man-Soo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.22 no.2
    • /
    • pp.75-80
    • /
    • 2017
  • In this study, we developed a Hedonic Model for Retargeting Advertising Based on Consumer-centerd IoT space for offering useful, interest, and interactive information to consumer. And most existing relative researches about Internet of Things but, this paper focusing on the Type of information, humor, and interactive and analyze the attitude and clicks intention to Retargeting Advertising Based on Consumer-centerd Internet of Things. According to the results, humor Advertising is positively related to attitude and click intention toward Internet of Things Advertising. But information Ad and interactive Ad affect positive to click intention. This is mean that click intention is more immediate reaction of consumers in the IoT space. Therefore Future research will be designed in a more interactive elements that can lead to positive reaction of consumers on the Internet of Things be more effective if you advertise advertising.

Interactive Advertisement that Feels and Experiences

  • Kim, Yuji;Lim, Chan
    • International journal of advanced smart convergence
    • /
    • v.8 no.3
    • /
    • pp.13-19
    • /
    • 2019
  • In this paper, we propose and implement VVVV base interactive advertisement. It has now expanded from the traditional marketing methods of television, radio, newspapers and magazines to become a digital marketing era. However, it is still in the form of infusion-type advertising, similar to traditional marketing techniques. For more innovative we put story and design elements into digital technology. Consumers will feel fresh excitement as they experience advertising. Emotional stories and image will also provide an element for customers to talk to each other. The propose advertisement is design to recognize the movement of people in the corridor by using Arduino and ultrasonic sensor installed in the passageway where many people pass. Arduino and VVVV takes people's movements for a values. This values change the advertising image. In this case, we applied the mask in VVVV so that the image to be reproduced and the image of the background role are displayed when the person passes the sensor. By realizing this interactive advertisement, the objective is to increase the buyer's purchasing power by approaching the buyer more effectively than the existing advertisement.

A Study on the Narrative of the Interactive Movie based on the concept of Gamification - focused on (게이미피케이션 개념을 적용한 인터랙티브 영화 서사 연구 - <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Hye Bin;Ahn, Sang Won
    • Journal of Korea Game Society
    • /
    • v.19 no.3
    • /
    • pp.101-112
    • /
    • 2019
  • This study examines the potentials and limitations of interactive movies at present by reading the narrative of the interactive movie, through the concept of gamification. The 'quest' of the is to choose an option to play out the story in unpredictable world, and the 'reward' is the hierarchy of the ending. It is necessary to reduce uncertainty between option and ending, intensify playfulness, and provide a variety of discriminative endings in order to make viewers immerse deeper in interactive movies. Such an analysis implies that the intensification of gamification elements may influence the immersion in interactive movies positively.

A Study on the Impact of Live Commerce Interaction on Consumer Emotional Responses and Behavioral Intentions (라이브 커머스의 상호작용이 소비자의 감정반응 및 행동의도에 미치는 영향에 관한 연구)

  • YuRong Sun;Byoung-Jai Kim
    • Journal of Information Technology Applications and Management
    • /
    • v.31 no.2
    • /
    • pp.35-49
    • /
    • 2024
  • With the development of e-commerce, live streaming e-commerce, as an emerging marketing method, is on the rise. It integrates various ways of information delivery, providing consumers with unprecedented shopping experiences, particularly through its interactive nature, which can increase audience engagement and immersion. This study delves into how interactive elements in live streaming e-commerce influence consumer emotions and purchase intentions. By employing literature review and empirical analysis methods, we analyzed various interactive factors in the live streaming e-commerce environment and revealed the process through which these factors stimulate audience emotions and lead to specific purchasing behaviors. The results confirm that the interactive appeal of live streaming e-commerce significantly influences consumers' positive emotional responses, consequently enhancing purchase intentions. This study aims to explore the relationship between the interactive features of live streaming e-commerce and consumer emotional responses and purchase intentions, thereby filling theoretical gaps in the field of live streaming e-commerce and proposing new marketing theories. Additionally, by analyzing how interactive features stimulate consumers, optimal live content strategies can be proposed for live streaming e-commerce platforms and hosts, thus aiding in the improvement of marketing strategies and sales effectiveness.