• Title/Summary/Keyword: Users' Interactions

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A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore (사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로)

  • Jung, Seung-Ki;Lee, Ki-Ho;Lee, In-Seong;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.19 no.2
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    • pp.43-72
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    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.

Arduino-based Tangible User Interfaces Smart Puck Systems (아두이노 기반의 텐저블 유저 인터페이스 스마트퍽 시스템)

  • Bak, Seon Hui;Kim, Eung Soo;Lee, Jeong Bae;Lee, Heeman
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.334-343
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    • 2016
  • In this paper, we developed a low cost smart puck system that can interact with the intuitive operation of natural finger touches. The tangible smart puck, designed for capacitive tabletop display, has Arduino embedded processor which communicates only with the MT server. The MT server communicates both to the smart puck and the display server. The display server displays the relevance information on the location of the smart pucks on the tabletop display and handles interactions with the users. The experiment results show that the accuracy of identifying the smart puck ID was very reliable enough to use in practice, and the information presentation processing time is confirmed excellent enough compared to traditional expensive commercial products.

Implementation of Ubiquitous Digital Systems and Services (유비쿼터스 디지털 시스템 및 서비스의 구축 사례)

  • Song, Kyo-Sun;Park, Gyeo-Re;Choi, Yu-Raak;Lee, Se-Sang-Pyoung-Hwa;Kim, Min-Young;Kim, Yun-Sam;Cho, Eun-Sun
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.1075-1078
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    • 2005
  • In this paper, we propose a simple middleware for ubiquitous computing systems. Developed with UPnP in Java, it efficiently organizes runtime interactions of devices. To show the feasibility of this system, we implemented a set of customized services based on this middleware. This prototype allows users to enjoy services at various spatial points even while moving around.

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A Design for Development of Productive Software on X-Internet Environment (X-인터넷 환경에서 생산성 있는 소프트웨어 개발 방법의 설계)

  • Lee Myeong-Ho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.28 no.2
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    • pp.53-59
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    • 2005
  • The environment of If is, currently, on its developing process to the period of Web Service, Ubiquitous, and Telemetics which not only enable computer and internet to be utilized like the water or the air, but also be a new motivating force for its advance. In the respect of various interactions and User Interface, however, it is requiring more demands from its users, and additional functions which cannot be provided by the Web Browser. It is required a new model for supplementary of the limitation of Web_based according to their customers' requirement, to enrich the good aspects of Client-Server System, and accept such various intricate requirements. It is X-Internet, which has born with these requirements. In this study, therefore, it will be suggested a productive development framework and a method to perform the project on Rich-Thin Client Platform of X-Internet Based.

A Data Driven Motion Generation for Driving Simulators Using Motion Texture (모션 텍스처를 이용한 차량 시뮬레이터의 통합)

  • Cha, Moo-Hyun;Han, Soon-Hung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.7 s.262
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    • pp.747-755
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    • 2007
  • To improve the reality of motion simulator, the method of data-driven motion generation has been introduced to simply record and replay the motion of real vehicles. We can achieve high quality of reality from real samples, but it has no interactions between users and simulations. However, in character animation, user controllable motions are generated by the database made up of motion capture signals and appropriate control algorithms. In this study, as a tool for the interactive data-driven driving simulator, we proposed a new motion generation method. We sample the motion data from a real vehicle, transform the data into the appropriate data structure(motion block), and store a series of them into a database. While simulation, our system searches and synthesizes optimal motion blocks from database and generates motion stream reflecting current simulation conditions and parameterized user demands. We demonstrate the value of the proposed method through experiments with the integrated motion platform system.

Combining Communications and Tracking: A New Paradigm of Smartphone Games

  • Lee, Soong-Hee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.2
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    • pp.202-215
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    • 2013
  • The generalization trend of smartphones has brought many smartphone games into daily lives. These games are mainly dependent on the interactions on the display of the phone using finger touches. On the other hand, functions for detecting the positions and actions of the phones such as gyro-sensors have been rapidly developed over the former orientation sensors and acceleration sensors. Though it has become technologically possible to detect the users' motion via the smartphone devices and to use the phone device directly as the game device, it is hard to find the actualized cases. This paper proposes a new paradigm that includes basic frameworks and algorithms for the games combining the motion tracking and mutual communications on the smartphones and presents the details of its implementation and results.

A Unified Object Database for Biochemical Pathways

  • Jung, T.S.;Oh, J.S.;Jang, H.K.;Ahn, M.S.;Roh, D.H.;Cho, W.S.
    • Proceedings of the Korean Society for Bioinformatics Conference
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    • 2005.09a
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    • pp.383-387
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    • 2005
  • One of the most important issues in post-genome era is identifying functions of genes and understanding the interaction among them. Such interactions from complex biochemical pathways, which are very useful to understand the organism system. We present an integrated biochemical pathway database system with a set of software tools for reconstruction, visualization, and simulation of the pathways from the database. The novel features of the presented system include: (a) automatic integration of the heterogeneous biochemical pathway databases, (b) gene ontology for high quality of database in the integration and query (c) various biochemical simulations on the pathway database, (d) dynamic pathway reconstruction for the gene list or sequence data, (e) graphical tools which enable users to view the reconstructed pathways in a dynamic form, (f) importing/exporting SBML documents, a data exchange standard for systems biology.

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Technological Innovation from Society: A Case Study on the Real-time Disaster Management System in Korea (사회로부터의 기술혁신에 관한 연구: 재난영상전송시스템 사례를 중심으로)

  • Yun, Jin-Hyo;Park, Sang-Moon
    • Journal of Technology Innovation
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    • v.15 no.2
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    • pp.103-122
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    • 2007
  • This paper examines the social development process of technological innovation for national emergency management. There are relatively few studies on how technological innovations are developed and deployed within social context. This paper investigates innovation processes within social contexts and the role of innovation actors such as citizens, government, and private sector. The the Real-time Disaster Management System (RDMS) is an innovation for citizens to transmit digital images and video clips on disaster toward professional organizations to respond to disasters. This case shows how an innovation in disaster management was developed by social interactions, how open innovation mechanism was deployed, and how end-users involved in innovation processes for disaster management. Finally this paper suggests implications to accelerate innovations for social welfare and social change.

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Haptic Simulation with s-FEM (s-FEM 을 이용한 햅틱 시뮬레이션)

  • Jun, Seong-Ki;Cho, Maeng-Hyo
    • Proceedings of the KSME Conference
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    • 2007.05a
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    • pp.780-785
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    • 2007
  • Accurate and fast haptic simulations of deformable objects are desired in many applications such as medical virtual reality. In haptic interactions with a coarse model, the number of nodes near the haptic interaction region is too few to generate detailed deformation. Thus, local refinement techniques need to be developed. Many approaches have employed purely geometric subdivision schemes, but they are not proper in describing the deformation behavior of deformable objects. This paper presents a continuum mechanics-based finite element adaptive method to perform haptic interaction with a deformable object. This method superimposes a local fine mesh upon a global coarse model, which consists of the entire deformable object. The local mesh and the global mesh are coupled by the s-version finite element method (s-FEM), which is generally used to enhance accurate solutions near the target points even more. The s-FEM can demonstrate a reliable deformation to users in real-time.

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A Study on Development of a Cognitive Process Simulator Based on Model Human Processor (모델휴먼프로세서를 활용한 인지과정 시뮬레이터 구축에 관한 연구)

  • 이동하;나윤균
    • Journal of the Korean Society of Safety
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    • v.13 no.4
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    • pp.230-239
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    • 1998
  • Though limited, Model Human Processor (MHP) has been used to explain the complex users' behaviors during human-computer interactions in a simplified manner. MHP consists of perceptual, cognitive and motor systems, each with processors and memories interacting with each other in serial or parallel mode. The important parameters of memory include the storage capacity, the decay time, and the code type of a memorized item. The important parameter of a processor is the cycle time. Using these features of the model, this study developed a computerized cognitive process simulator to predict the cognitive process time of a class match task process. An experimental validity test result showed that the mean prediction time for cognitive process of the class match task simulated 50 times by the simulator was consistent with the mean cognitive process time of the same task performed by 37 subjects. Animation of the data flow during the class match task simulation will help understand the invisible human cognitive process.

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