• Title/Summary/Keyword: Viewing Experience

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Modelling Perceptual Attention for Augmented Reality Agents (증강 현실 에이전트를 위한 지각 주의 모델링)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.3
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    • pp.51-58
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    • 2010
  • Since Augmented Reality (AR) enables users to experience computer-generated content embedded in real environments, AR agents can be visualized among physical objects in the environments where the users exist, and directly interact with them in real-time. We model perceptual attention for autonomous agents in AR environments where virtual and physical objects coexist. Since such AR agents must adaptively perceive and attend to surrounded objects relevant to their goals, our model allows the agents to determine currently visible objects from the description of what virtual and physical objects are configured in the camera's viewing area. A degree of attention is assigned to each perceived object based on its relevance to achieve agents' goals. The agents can focus on a reduced set of perceived objects with respect to the estimated degree of attention. To demonstrate the effectiveness of our approach, we implemented an animated character that was overlaid over a miniature version of campus and that attended to buildings relevant to their goals. Experiments showed that our model could reduce the character's perceptual loads even when surroundings change.

A Study on Content Marketing for Travel Brand Focus on Youtube Vlog Formed Travel Video - (여행 브랜드를 위한 콘텐츠 마케팅 연구 -여행 영상 형태의 유튜브 Vlog를 중심으로-)

  • Jo, Jang-Hwan;Park, Bo-ram
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.445-450
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    • 2019
  • lock in effect This study aims to examine the viewing pattern of travel vlog on video-sharing platform YouTube. Preliminary survey was conducted with in-depth interviews on the usability and sensibility aspects of creating pleasurable interfaces model. As a result, first, viewers obtains general information on travel using travel vlog. Second, there were difficulties from the informational quantity. Third, the contents marketing using travel vlog could have limitation when it comes to the consistency of product's exposure which common mass media advertisement format have. Improvements driven from this study may provide insight in contents marketing strategy to travel-related companies and provide practical help to creators in contents production.

A Study on the Analysis of Structure and Type of the Reading Programs in the Secondary School Library by Modulized Educational Activities (교육 활동의 모듈화를 통한 중등 학교도서관 독서 프로그램의 구조와 유형 분석에 관한 연구)

  • So, Byoung-Moon
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.4
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    • pp.293-313
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    • 2021
  • The aim of this study is to classify the structure levels and types of the reading program in the secondary school library. The object of analysis is the practice case of the reading program included in 'Occupying School Library by 1318 Bookworms' for recently 10 years. There are 375 cases. According to the analysis result, most of the reading programs have three layers made up of 'blend title- reading activities- educational activities'. And there are classified into eight types (lecture, viewing, presentation, exhibition, making sth, debating, answering a quiz, experience) of the reading activities. The type of reading program depend on how to combine to the educational activities(reading, writing, listening, watching, speaking, making). This attribute of educational activities match up with modularity, completeness itself and organizing system. Through modular process of educational activities, it's possible to design their own reading programs based on the reading activity by adding, compensating other educational activities.

Untact Social VR Video-based Tour Scheduling (언택트형 소셜 VR 영상기반 투어 스케줄링)

  • Yang, Seung-Hae;Lee, Duck-Hee;Kim, Hak-Chun
    • Journal of the Health Care and Life Science
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    • v.8 no.2
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    • pp.127-133
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    • 2020
  • While only the experts could create the contents in the existing VR contents business, in the proposed "Untact Social VR Video-Based Tour Scheduling", the GUI (Graphic User Interface) allows anyone to easily and quickly share the information taken through VR camera after creating. It is intended to serve as a variety of SNS-based media by developing a structure that can be shared in html format after creating with the GUI menus. In particular, it is applied to companies that operate the SNS-type publicity projects including experience facilities and viewing facilities, and the various SNS-type publicity businesses that create the VR contents. Communication is clear compared to the existing homepage-based information delivery method, and It aims to provide universality that anyone can easily edit in an environment where only experts can edit VR video contents of.

Does Rain Really Cause Toothache? Statistical Analysis Based on Google Trends

  • Jeon, Se-Jeong
    • Journal of dental hygiene science
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    • v.21 no.2
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    • pp.104-110
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    • 2021
  • Background: Regardless of countries, the myth that rain makes the body ache has been worded in various forms, and a number of studies have been reported to investigate this. However, these studies, which depended on the patient's experience or memory, had obvious limitations. Google Trends is a big data analysis service based on search terms and viewing videos provided by Google LLC, and attempts to use it in various fields are continuing. In this study, we endeavored to introduce the 'value as a research tool' of the Google Trends, that has emerged along with technological advancements, through research on 'whether toothaches really occur frequently on rainy days'. Methods: Keywords were selected as objectively as possible by applying web crawling and text mining techniques, and the keyword "bi" meaning rain in Korean was added to verify the reliability of Google Trends data. The correlation was statistically analyzed using precipitation and temperature data provided by the Korea Meteorological Agency and daily search volume data provided by Google Trends. Results: Keywords "chi-gwa", "chi-tong", and "chung-chi" were selected, which in Korean mean 'dental clinic', 'toothache', and 'tooth decay' respectively. A significant correlation was found between the amount of precipitation and the search volume of tooth decay. No correlation was found between precipitation and other keywords or other combinations. It was natural that a very significant correlation was found between the amount of precipitation, temperature, and the search volume of "bi". Conclusion: Rain seems to actually be a cause of toothache, and if objective keyword selection is premised, Google Trends is considered to be very useful as a research tool in the future.

A Qualitative Study on the Experience of Social Participation after Retirement of Baby Boomers through Social Contribution Jobs (사회공헌 일자리를 통한 베이비붐 세대의 퇴직 후 사회참여 경험에 관한 질적 연구)

  • Kim, Eun-Kyung
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.205-216
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    • 2022
  • This study investigated the experiences of baby boomers' social participation through social contribution jobs after retirement, using content analysis. The baby boomers who participated in social contribution jobs after retirement showed a strong desire to work, and were provided with rewarding and self-development, which resulted in family members viewing job participation positively. In addition, through self-help groups and communities, they shared information for the program and formed a social relationship. However, they expressed dissatisfaction with the instability and discontinuity of the job with low salary, with job interview repeated every year. As for the future direction, it is necessary that jobs utilize the skills and expertise of the baby boomers, the bridging jobs as an income guarantee after retirement, and the promotion of industries with marketability and publicness through institutional and regulatory reform. It is emphasized that the human resources of the retired baby boomers should be actively utilized with the governmental support.

A Visitor Study of The Exhibition of Using Big Data Analysis which reflects viewing experiences

  • Kang, Ji-Su;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.81-89
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    • 2022
  • This study aims to analyze the images of Instagram posts and to draw implcations regarding the exhibition of . This study collects and crawl 24,295 images from Instagram posts as a dataset. We use the Google Cloud Vision API for labeling the images and a total of 212,567 clusters of labels are finally classified into 9 categories using Word2Vec. The categories of museum spaces, photo zone, architecture category are dominant along with people category. In conclusion, visitors curate their experiences and memories of physical places and spaces while they are experiencing with the exhibition. This result reproves the results of previous studies which emphasize a sense of social presence and place making. The convergent approach of art management and art technology used in this study help museum professionals have an insight on big data based visitor research on a practical level.

Status and effectiveness of online dental role-play images and dental ASMR videos (온라인 치과 롤플레이 영상 및 치과 ASMR 영상의 이용 현황과 효과 분석)

  • Geum-Han-A-Reum, Lee;Geun-Hyo, Kim;Su-Min, Kim;Eun-Ji, Lee;So-Hyeon, Ji;Yun-Hee, Choi;Sun-Jung, Shin
    • Journal of Korean Academy of Dental Administration
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    • v.10 no.1
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    • pp.66-75
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    • 2022
  • This study aimed to compare the perception of dental role-play or dental ASMR videos between the general public and dental personnel, to determine whether they are suitable for mass media or educational media, and to identify guidelines for video production. The survey consent form was agreed on using SNS for the general public and dental personnel, 236 ordinary people and 232 dental officers who said that they watched dental ASMR videos were analyzed. The questionnaire consisted of 27 questions for the general public and 31 for dental personnel. Data were analyzed using the chi-square test and the Independent T-test using SPSS 25.0 ver. The viewing experience of 'dental ASMR videos' was significantly higher among dentists (84.7%) than among the general population (71.5%) (p<0.001). Overall, 53.8% of the general public were interested in watching dental ASMR videos, and 47.8% of dental personnel acquired clinical information from them.. Overall, 64.8% of the general public and 65.5% of the dental workforce felt that such technical videos should be produced under the guidance of experts in the field to provide accurate technical information. It is necessary to avoid indiscriminate video production with inaccurate information produced by non-experts and to continuously monitor dental ASMR videos dental institutions for better quality of the videos.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.1-16
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    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.