• Title/Summary/Keyword: User's Context

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

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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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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Improving Bidirectional LSTM-CRF model Of Sequence Tagging by using Ontology knowledge based feature (온톨로지 지식 기반 특성치를 활용한 Bidirectional LSTM-CRF 모델의 시퀀스 태깅 성능 향상에 관한 연구)

  • Jin, Seunghee;Jang, Heewon;Kim, Wooju
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.253-266
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    • 2018
  • This paper proposes a methodology applying sequence tagging methodology to improve the performance of NER(Named Entity Recognition) used in QA system. In order to retrieve the correct answers stored in the database, it is necessary to switch the user's query into a language of the database such as SQL(Structured Query Language). Then, the computer can recognize the language of the user. This is the process of identifying the class or data name contained in the database. The method of retrieving the words contained in the query in the existing database and recognizing the object does not identify the homophone and the word phrases because it does not consider the context of the user's query. If there are multiple search results, all of them are returned as a result, so there can be many interpretations on the query and the time complexity for the calculation becomes large. To overcome these, this study aims to solve this problem by reflecting the contextual meaning of the query using Bidirectional LSTM-CRF. Also we tried to solve the disadvantages of the neural network model which can't identify the untrained words by using ontology knowledge based feature. Experiments were conducted on the ontology knowledge base of music domain and the performance was evaluated. In order to accurately evaluate the performance of the L-Bidirectional LSTM-CRF proposed in this study, we experimented with converting the words included in the learned query into untrained words in order to test whether the words were included in the database but correctly identified the untrained words. As a result, it was possible to recognize objects considering the context and can recognize the untrained words without re-training the L-Bidirectional LSTM-CRF mode, and it is confirmed that the performance of the object recognition as a whole is improved.

A Study of a User's Continuous Usage Behavior in a Mobile Data Service Platform: The Roles of Perceived Fee and Perceived Anxiety (모바일 데이터 서비스 플랫폼에서 지속사용 행동에 관한 연구: 재무적 비용과 정신적 비용의 역할 관점에서)

  • Kim, Byoung-Soo;Lee, Jong-Won;Kang, Young-Sik
    • Information Systems Review
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    • v.12 no.1
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    • pp.209-227
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    • 2010
  • One type of innovative multimedia platform environments is mobile data services (MDS), exemplified by Nate, Show, and OZ. In the context of MDS, enhancing user's continuance intention is a significant challenge to the continuing growth and long-term viability of MDS. Because the cost of using MDS is borne mainly by users, they are likely to evaluate it based on perceptions of what is received and what is given. This study identifies perceived usefulness and perceived enjoyment as the 'get'components, and perceived fee and perceived anxiety as the 'give' components. To understand the role of get and give components in the MDS post-adoption environment, this study incorporates these components into expectation confirmation model. We collected data from 204 users who had direct experiences with MDS within recent 3 months. The data was analyzed by employing PLS (partial least squares). Theoretical and practical implications of our findings are discussed.

Effect of Individual Characteristics and Perceived Interactivity in Home-network Context on Service Satisfaction, Attitude, and Intention to Use:Focusing on the Flow Theory (홈네트워크환경에서 개인적 특성과 지각된 상호작용성이 서비스 만족, 태도, 사용의도에 미치는 영향:몰입이론을 중심으로)

  • Sung, Ki-Moon;Shin, Gee-Na;Ahn, Joong-Ho
    • The Journal of Society for e-Business Studies
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    • v.14 no.2
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    • pp.71-94
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    • 2009
  • The purpose of this study is to identify the effects of interactivity, computer playfulness, and computer anxiety on service satisfaction, attitude, and user intention based on the flow theory in order to understand factors improving effects of home-network system. Especially, Computer anxiety which is one of individual characteristics in negative aspect as well as computer playfulness was added to the research model to perform empirical research for grasping effects on attitude variables such as service satisfaction. The analysis resulted that the perceived interactivity and the computer playfulness had a positive relationship with service satisfaction, but on the contrary it was identified that the computer anxiety gave a negative effect on the service satisfaction. These results are evidences to explain high correlation of the perceived interactivity, the computer playfulness, and the computer anxiety with the service satisfaction. Besides, it was found that there was a meaningful relationship among the three attitude variables such as satisfaction, attitude, and intention to use. This research suggested an integrative research model using home-network technology where user satisfaction and use factors were included, expanded research area of the traditional interactivity, and presented a consistent result to support the relationship among the service satisfaction, the attitude, and the intention to use. In additions, practical issues were also provided by presenting user's criteria for selecting various services including electronic commerce and its using elements continuously.

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Comparative analysis of R&D programs for societal challenges (한일 사회문제 해결형 연구개발사업 비교 분석)

  • Park, Inyong;Seong, Ji-eun;Han, Kyu-young
    • Journal of Science and Technology Studies
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    • v.15 no.2
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    • pp.191-227
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    • 2015
  • The supply-driven innovation system is encountering its limitation. At the same time, the needs for solving societal challenges occurring in people's lives are growing. Social problem-solving R&D programs have been attracting attention as a countermeasure to satisfy these needs. It is important to understand the social context of the occurring problems as well as the users facing the social challenges. Therefore, social problem-solving R&D programs have to explore the social challenge and users' needs, with emphasis on the collaboration with researchers and users in the development and implementation process. This study carries out comparative analysis between 'Korean Citizen-driven R&D project' and 'Japanese Research institute of Science and Technology for Society (RISTEX)' concerning goals, construction of program, and promotion processes. The two cases are similar regarding the objectives of social problem-solving and the strategy for user participation. However, there are differences between the characteristics of the projects and promotion processes. The RISTEX is performing social problem-solving R&D with a much wider perspectives than the Korean project. This is because the Korean project maintained the existing R&D system with the lens of the supply-driven system, even when approaching social problem-solving. Therefore, this limitation should be overcome by adopting support systems discarding the supply-driven perspective, through substantiality of user participation, maintenance of legal system, and commercialization of technologies.

An Empirical Study of Social Network Service (SNS) Continuance: Incorporating the Customer Value-Satisfaction-Loyalty Model into the IS Continuance Model (소셜 네트워크 서비스(SNS)의 지속이용의도에 관한 연구: IS 지속이용모델과 고객 가치-만족-충성도 모델의 통합적 접근)

  • Choi, Sujeong
    • Asia pacific journal of information systems
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    • v.23 no.4
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    • pp.1-28
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    • 2013
  • Given that smartphone-based social network services (SNS), such as KakaoStory is now being widely used as a way for people to connect and communicate with each other, this study examines key factors leading to the continued use of SNS. People have been using PC-based SNS, such as Cyworld, for years are now using smartphone-based SNS, such as KakaoStory. KakaoStory developed by KakaoTalk has rapidly grown up as the largest smartphone-based SNS in Korea as smartphone penetration increases. It is more difficult for firms to maintain their current users over time in that alternative SNSs satisfying people's new needs are constantly emerging and evolving. In this sense, one of the most challenging issues for SNS firms is how to retain their current users in the long run. However, there are few empirical studies on this issue. Applying the IS continuance model proposed by Bhattacherjee [2001], this study explores key determinants of users' smartphone-based SNS continuance intention. The model suggests that perceived usefulness and user satisfaction are the key determinants of IS continuance intention. However, the model includes only the utilitarian value that users can obtain through the use of smartphone-based SNS, by considering perceived usefulness. Therefore, the study attempts to extend the IS continuance model by considering hedonic and social values simultaneously. More specifically, we consider subjective norms as social value that are proposed by the theory of reasoned action and the theory of planned behavior. We also consider perceived enjoyment as hedonic value that is emphasized as a key factor influencing users' behavior intention and actual behavior, particularly in the context of hedonic IS use. By considering the three values in our model simultaneously, we could offer a deeper understanding of smartphone-based SNS continuance. That is, this study could offer an explanation of how each value is associated with user satisfaction and SNS continuance intention. The customer value-satisfaction-loyalty model can strengthen the assertion that smartphone-based SNS continuance intention is determined by various different types of customer values, such as utilitarian, hedonic, and social ones. Moreover, the model provides a theoretical basis for the assertion that customer values lead to increased loyalty via customer satisfaction. In this regard, we theorize that SNS continuance intention is influenced by users' various values, namely perceived usefulness, perceived enjoyment, and subjective norms, via user satisfaction. To test the proposed research model and hypotheses, we conducted a partial least squares analysis using a total of 253 data collected on the users of smartphone-based SNS (i.e., KakaoStory). The key findings are as follows: First, it has been found that SNS continuance intention considerably depends on user satisfaction. Second, user satisfaction is determined by confirmation, perceived usefulness, and perceived enjoyment. Third, concerning the effects of the three values on SNS continuance intention, only perceived enjoyment regarded as hedonic value was statistically significant. That is, perceived usefulness considered as utilitarian value and subjective norms considered as social value had no effect on SNS continuance intention. Finally, our results indicate that confirmation increases perceived usefulness, perceived enjoyment, and user satisfaction. The results reconfirm the effectiveness of IS continuance model in predicting smartphone-based SNS continuance intention. Moreover, the results demonstrate that perceived enjoyment reflecting hedonic value is the most important predictor of SNS continuance intention. Therefore, it is imperative for firms to meet SNS users' hedonic value to retain them in the long run. Meanwhile, we could not find any empirical evidence to support the assertion that subjective norms are associated with user satisfaction and SNS continuance intention. The results lead us to conclude that when users have enough direct experience in SNS use, subjective norms have no effect on SNS continuance intention. Discussions and implications of the results are provided.

A Korean Product Review Analysis System Using a Semi-Automatically Constructed Semantic Dictionary (반자동으로 구축된 의미 사전을 이용한 한국어 상품평 분석 시스템)

  • Myung, Jae-Seok;Lee, Dong-Joo;Lee, Sang-Goo
    • Journal of KIISE:Software and Applications
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    • v.35 no.6
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    • pp.392-403
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    • 2008
  • User reviews are valuable information that can be used for various purposes. In particular, the product reviews on online shopping sites are important information which can directly affect the purchasing decision of the customers. In this paper, we present our design and implementation of a system for summarizing the customer's opinion and the features of each product by analyzing reviews on a commercial shopping site. During the analysis process, several natural language processing(NLP) techniques and the semantic dictionary were used. The semantic dictionary contains vocabularies that are used to express product features and customer's opinions. And it was constructed in semi-automatic way with the help of the tool we implemented. Furthermore, we discuss how to handle the vocabularies that have different meanings according to the context. We analyzed 1796 reviews about 20 products of 2 categories collected from an actual shopping site and implemented a novel ranking system. We obtained 88.94% for precision and 47.92% for recall on extracting opinion expression, which means our system can be applicable for real use.

A Study on the Production of a Convergence Color-Responsive Lighting Bookcase (색상에 반응하는 융복합 조명 책꽂이 제작에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.267-273
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    • 2015
  • Recently, a wide range of products incorporating cutting-edge technology are being introduced in various sectors of design. Belkin's WeMo or Phillips' Hue are representative examples. In this context, the color-responsive lighting bookcase is a design product that would satisfy the needs of contemporary consumers who seek entertainment in their purchases. By installing lightings that change color according to the user's behavior, this design reconceptualizes the bookcase as a source of entertainment rather than a mundane object of household furnishing. The lighting apparatus can be detached and reattached, serving as stand-alone equipment. The lighting bookcase is modularized, comprising extensions equipped with MCU (Micro Controller Unit), RGB LED and color sensors. The bookcase as a whole is extendable towards four directions up to nine units with the lighting bookcase at the center. The extended, multiple lighting bookcases are wired to receive power from the main bookcase, and are equipped with RGB LEDs but not with MCUs or color sensors. Receiving power and color signals from the main lighting bookcase, the sub-bookcases feature changing shades of color. Also, it includes IoT(internet of Things). This study is a proposal of a design product, modularized to control the shades of the bookcase lighting using these sensors.

A Study of Service Middleware for Application Based on USN/RFID/GPS (USN/RFID/GPS 응용을 위한 서비스 미들웨어 연구)

  • Moon, Kyeung-Bo;Lee, Chang-Young;Kim, Do-Hyeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.5
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    • pp.1284-1288
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    • 2008
  • Recently, there is increasing the development requirement of middleware and interface for GPS(Global Positioning System), RFID(Radio Frequency IDentification), sensor networks. GPS supports a useful location based service. RFID supports products logistic and distribution services through the identification. A sensor network collects a context information, such as humidity, temperature and atmospheric pressure. This paper implements and verifies a integrated service middleware for supporting efficiently process of sensing data collected from RFID, GPS and sensor network. This middleware have the temporary store function, the redundancy exclusion function, certification function, the classification function and the database storage function. Additionary, this middleware connects with low-level adaptor using socket interface and supports the high-level application services using database connection. Therefore, user can develop easily various many ubiquitous application system using proposed middleware instead of each RFID middleware, GPS middleware and, middleware based on sensor network.

Collaborative Dispositions of Participatory Arts in Contemporary Practices -Based on Nicolas Bourriaud's Notion of Postproduction- (동시대 예술 형식의 상호성과 공유 가능성 -니콜라 부리오의 포스트프로덕션 개념을 중심으로-)

  • Baik, Youngju
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.88-101
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    • 2018
  • The collective narratives on global crisis such as the displaced, uneven distribution of resources, invasion of human rights is more than a recurring theme or polemics in the fields of contemporary arts. In the latest projects from Olafur Eliasson, Rirkrit Tiravanija and Ai WeiWei, art works are presented as performative 'platforms' for tackling these undiscriminating reality of human conditions. Here, 'the users' as driving forces of possible change, are postulated as prospective actors/players who lead and collaborate to defy the status-quo. Crossing over the on/off lines, the everyday-activities of exchanging, sharing and networking are strategically deployed and its meaning reconfigured within the context of post/production discourse. This historical, yet unsettling juncture between art and life, dystopian reality and utopian idealism has its formal-conceptual links to Russian Constructivism, Brechtian Learning-Play and Joseph Beuys' Social Sculpture. Based on Nicolas Bourriaud's notion of Postproduction, this paper aims to provide a diachronic analysis on collaborative dispositions of participatory arts practices.