• 제목/요약/키워드: Visual Interaction

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A Study on the Usability of Digital Humans in New Media Contents

  • Jihan Kim;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.300-305
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    • 2023
  • This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied.

The Role of Source Credibility of Streamer and Platform Policy in Live-commerce: A Perspective on Reduction of Consumer's Uncertainty (라이브 커머스 스트리머의 자원 원천 신뢰성과 플랫폼 정책의 역할: 소비자 불확실성 감소의관점)

  • Inho Hwang
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.2
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    • pp.81-99
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    • 2024
  • Live commerce, a rapidly growing sector, facilitates real-time interaction between streamers and consumers about specific products. This business model aids rational purchasing decisions by offering visual demonstrations of product usage. This study aims to identify potential uncertainties faced by consumers in live commerce and propose strategies to mitigate these uncertainties for streamers and platforms. A research hypothesis was formulated based on prior studies and tested through surveys conducted on consumers aged 20 and above with live commerce experience. The study revealed that a streamer's credibility (trustworthiness, expertness, and reputation) significantly impacts purchase intention by mitigating uncertainty. The platform's return policy also interacted with product uncertainty, influencing consumer purchase intention. These findings provide a roadmap for creating a tailored service strategy for live commerce platforms, focusing on reducing uncertainty in the product purchase process.

Effect of Adding Ankle-Joint-Pumping Exercise to Gluteal-Muscle-Strengthening Exercise on Thigh Swelling, Gait ability and Pain level in Patients With Total Hip Arthroplasty (볼기근 근력강화 운동과 병행한 발목관절 펌핑 운동이 엉덩관절 전치환술 환자의 허벅지 둘레, 보행능력, 통증 수준에 미치는 영향 )

  • Hyun-gook Lee;Suhn-yeop Kim
    • Journal of the Korean Society of Physical Medicine
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    • v.19 no.2
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    • pp.17-28
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    • 2024
  • PURPOSE: This study was conducted to investigate the effect of gluteal muscle strengthening exercises (GMSE) with ankle joint pumping exercises (AJPE) on thigh swelling, gait ability, and pain level in patients who underwent total hip arthroplasty. METHODS: A total of 38 patients who had undergone total hip replacement surgery >1 week prior participated in this study. Participants were randomly assigned to a group that performed only GMSE (CG; n = 19) and a group that performed GMSE and AJPE (EG; n = 19). The CG group performed GMSE for 30 min, and the EG group performed GMSE for 30 min followed by AJPE for 15 min. Exercises were performed five times a week, for a total of 20 times over 4 weeks in both groups. Thigh swelling (thigh size), 10 m walking test (10MWT) and timed up and go test (TUG) results, pain level (visual analogue scale, VAS) scores, Short Form 36 health survey (SF-36), and hip outcome scale (HOS) scores were evaluated before and after the intervention. RESULTS: After 4 weeks of intervention, significant differences were observed in the thigh size, 10MWT, TUG, VAS, SF-36, HOS before and after intervention in both groups (p < . 05). However, only thigh size showed a significant interaction between group and measurement time (p < . 05). CONCLUSION: GMSE combined with AJPE might be effective in improving the gait ability and pain level in patients with total hip arthroplasty, and GMSE may be more effective in improving thigh swelling and gait ability than GMSE without AJPE.

Haptic Perception presented in Picturesque Gardens - With a Focus on Picturesque Garden in Eighteenth-Century England - (픽처레스크 정원에 나타난 촉지적 지각 - 18세기 영국 픽처레스크 정원을 중심으로 -)

  • Kim, Jin-Seob;Kim, Jin-Seon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.2
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    • pp.37-51
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    • 2016
  • Modern optical mechanisms slanted toward Ocular-centrism have neglected diverse functions of vision, judged objects in abstract and binary perspectives, and organized spaces accordingly, there by neglecting the function of eyes groping objects. Recently, various experiences have been induced through communication with other senses by the complex perception beyond the binary perception system of vision. Haptic perception is dynamic vision that induces accompanying bodily experiences through interaction among the various senses; it recognizes the characteristics of material properties and various sensitive stimulations of human beings. This study elaborates on the major features of haptic perception by examining the theoretical background of this concept, which stimulates the active experience of the subject and determines how characteristics of haptic perception are displayed in picturesque gardens. In order to identify the major features of haptic perception, this study examines how Adolf Hildebrand's theory of vision is developed, expanded, and reinterpreted by Alois Riegl, Wilhelm Worringer, Walter Benjamin, Maurice Merleau Ponty, and Gilles Deleuze in the histories of philosophy and aesthetics. Based thereon, the core differences in haptic perception models and visual perception models are analyzed, and the features of haptic perception are identified. Then, classical gardens are set for visual perception and picturesque gardens are set for haptic perception so that the features from haptic perception identified previously are projected onto the picturesque gardens. The research results drawn from this study regarding features of haptic perception presented in picturesque gardens are as follows. The core differences of haptic perception in contrast to visual perception can be summarized as ambiguity and obscureness of boundaries, generation of dynamic perspectives, induction of motility by indefinite circulation, and strangeness and sublime beauty by the impossibility of perception. In picturesque gardens, the ambiguity and obscureness of boundaries are presented in the irregularity and asymmetric elements of planes and the rejection of a single view, and the generation of dynamic perspectives results from the adoption of narrative structure and overlapping of spaces through the creation of complete views, medium range views, and distant views, which the existing gardens lack. Thus, the scene composition technique is reproduced. The induction of motility by indefinite circulation is created by branching circulation, and strangeness and sublime beauty are presented through the use of various elements and the adoption of 'roughness', 'irregularity', and 'ruins' in the gardens.

A comparative study on user interface experience, product attitudes and intention to repurchase for each smartphone manufacturer (스마트폰 제조사별 UI(User Interface)경험과 제품태도 및 재구매의도에 관한 비교 연구)

  • Youm, Dongsup;Park, Kyoung-Ha
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.359-367
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    • 2014
  • This study aimed to identify empirically the differences of user interface experience factors for such manufacturers as Samsung, LG, Sky, Apple, etc., which are fiercely competing in the mobile market at home and abroad. In addition, this study aimed to verify how different the impact of such user interface experience factors on product attitudes and intention to repurchase would be for each manufacturer. As a result of the study, it was verified that there was a difference in the user experience between the manufacturers for all of the factors forming user satisfaction experience, which included information, interaction, useful experience and design experience satisfaction. Second, it was also verified that there was a difference between the manufacturers in terms of product attitudes. Lastly, it was verified that there was a difference between the manufacturers in terms of intention to repurchase. Specifically, it was found that Samsung had a higher degree of intention to repurchase than LG and Sky, whereas Apple had a higher degree hereof then Samsung. It is expected that the above results of study will provide the aforementioned manufacturers useful implications for establishing UI strategies through the contemplation of differences for each manufacturer in addition to the expansion of studies related to UI experience.

Une approche sur l' espace $anthropom\'{e}trique$ et l' espace $kinesth\'{e}sique$ (공간해석에 대한 인체지각론적 접근)

  • Lee Bong-Soon
    • Journal of Science of Art and Design
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    • v.3
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    • pp.33-61
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    • 2001
  • Dans les arts modernes, nous ressentons souvent un $probl\`{e}me$ $disloqu\'{e}par$ rapport aux humains. Ceci ne viendrait-il pas $peut-\^{e}tre$ do notre $pens\'{e}e$ dans l' $\'{e}change$ culturelle entre le monde et nous qui s' appuie trop une $temporalit\'{e}$ et logique? Cette $the\`{s}e$ approche ce $probl\`{e}me$ $\`{a}$ travers one perception anthropologique do monde, en $\'{e}tudiant$ les arts tridimensionnels avec ses $\'{e}schelles$ qui deviennes plus on plus agrandis. Maurice Merleau-Ponty, dans son livre 'la $ph\'{e}nom\'{e}nologie$ de la perception', bien $r\'{e}sumait$ une $intersubjectivit\'{e}$ entre l' espace et nous. Selon lui, l' homme prend conscience do la forme des objets avec son environnement parce quil est un corps on interaction avec eux. Donc nous $r\'{e}f\'{e}rons$ ce livre pour notre set. Et on essayera ici d' $\'{e}tudier$ le travail do Constantin Brancusi, de Alberto Giacometti, do Richard Serra et do quelques d' autres travaux d' artistes L' oeuvre do Brancusi 'la Colonne sans fin', la taille plus de 29 m, produit one impression sur le spectateur relativement $\grave{a}$ la forme continue et $r\'{e}p\'{e}t\'{e}e$ $\`{a}$ linfini de $mani\'{e}re$ unifome. La pratique de Giacometti qui tenait compte do son envergure et de la longueur do son corps ainsi que do distance et de la mesure do sos bras, Il $d\'{e}formait$ aussi les silhouettes et transformait les objects en les $\'{e}tirant$ dans la perspective. Rosalind Krauss parler $\`{a}$ loeuvre do Serra, dans son livre 'l' originalit de lavant-garde et sutres mythes modernistes' (pp. 319-333), le spectateur est toujours on mouvement on liaison entre l' horizon do corps et celui do monde. Cette $transitivit\'{e}$ abstraite $r\'{e}ciproque$ entre le regardeur et le $regard\'{e}$, qui est comme le sujet de nombreuses oeuvres do Serra. Cependant le Maximalisme est $\`{a}$ l' origine Minimalisme qui s' $\'{e}tend$ dans ses efforts $th\'{e}oriques$ jusqu' au l' espace architecturale. Ces sculptures do grandes dimensions so situent autour de $b\^{a}timent$ ou dans lespace environnementale, comme ils sent l' architecture et le paysage. On suppose ici, leurs concepts de l' espace $\'{e}largit$ $\`{a}$ celui d' architecture. La sculpture et l' architecture $r\'{e}ciproque$ l' espace tridimensionnel entre eux, mais selon l' argument do Herbert Read pour la distinction de ces deux arts originaux sont, deux saisies de l' espace, ici englobant, $l\`{a}$ $englob\'{e}$. On $\'{e}tudie$ dans co set de concept de l' espace et de l' $\'{e}chelle$ d' objet par rapport au corps humain.

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Development of School Health Nursing Phenomena in Korea by Retrospective Method of ICNP (ICNP의 후향적 개발방법에 의한 한국의 학교간호현상)

  • Kim, Young-Im;Young, Soon-Ok;Wang, Myoung-Ja;Kim, Chung-Nam;Kim, Hyeon-Suk;Park, Tae-Nam;Chung, Mi-Ja;Hyun, Hye-Jin
    • Research in Community and Public Health Nursing
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    • v.13 no.4
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    • pp.595-607
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    • 2002
  • The objectives of this study were to identify the phenomena of school health nursing at schools in Korea and to contribute to building a school health domain of International Classification for Nursing Practice. A retrospective method was used in this study to develop ICNP during the period from July to October 200l. The procedure of the study involved choosing nursing phenomena using preliminary terms from the reports on the field of school health nursing practice documented by nursing students in 10 different nursing colleges. The detail procedures of the study were as follows. 1) Choosing nursing phenomena by using preliminary terms 2) Choosing the characteristics of school health nursing practice from the selected nursing phenomena 3) In order to make a consensus regarding the appropriate characteristics of phenomena. 15 study group members re-categorized the nursing phenomena through 5 times of cyber meetings and 3 times of formal meetings. 4) To verify each characteristic, 5 community nursing faculties and 25 school health nurses participated in the procedure to give scores on nursing characteristics. 5) Classification of the definite nursing phenomena and characteristics. Following the 5 step procedures, school health nursing phenomena were categorized into human and environmental domains. Human domains were classified into human behavioral and functional domains. Environmental domains were classified into physical and psychosocial domains. The essential characteristics of each phenomena were selected when it obtains the mean score of 3.0 or over at the related characteristics. The human behavioral domain consisted of 7 phenomena including risk for spinal disorder, inadequate dietary habit, inadequate weight control, smoking and substance abuse, inadequate stress management, inadequate sex related coping strategies and inadequate accident management. The human functional domain consisted of 6 phenomena including inadequate eye care and visual management, risk for respiratory disorder, inadequate dental health care, inappropriate infectious disease control, risk for gastrointestinal disorder, and lack of sexual identity. The physical environmental domain consisted of 6 phenomena including risk for incident at inside classroom, risk for incident at outside classroom, risk for incident around school, risk for exposure to hazardous facilities around school. inadequate garbage and disposal management, and inadequate physical environment for learning. The psychosocial domain included impaired social interaction at school. Each phenomenon was composed of 2 to 8 characteristics and all phenomena will include a total number of 85 characteristics. The phenomena of school health nursing in Korea partially confirmed school health architecture of ICNP. Further study on verification of school health nursing phenomena in Korea needs to be done to support the findings of this study through review of literature on nursing classifications or field studies.

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The Effects of a Mobile Personal Health Records (PHR) Application on Consumer Health Behavior (모바일 개인건강기록(Personal Health Records: PHR) 어플리케이션의 이용이 소비자 건강행태에 미치는 영향)

  • Yi, Yong Jeong
    • Journal of the Korean Society for information Management
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    • v.33 no.4
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    • pp.7-26
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    • 2016
  • The present study aimed at investigating the strengths and weaknesses of a mobile personal health record (PHR) application and identifying its impacts on consumer health information behavior. For the study, twenty-seven college students used a PHR application for three months, based on which the study conducted paper-based interviews with them. The results of content analysis highlighted the benefits of the PHR such as supporting preventive healthcare and motivating and providing specific guidelines for healthy lifestyles by utilizing visual interface design, sharing the data with family and assisting caregivers to manage patients' healthcare, and above all enhancing the interaction between patients and healthcare professionals. However, the study found the drawbacks of the PHR such as a lack of data entry for strength training and the incompatibility with other healthcare applications. The participants were motivated to change their health behaviors in ways such as getting rid of sleep disorders, avoiding alcohol and smoking tobacco, and losing weight, and changing eating habits. Some consumers improved self-efficacy by changing their health behaviors, while the PHR provided emotional supports to the consumers who wanted to improve their health. The present study has an academic significance because the study of PHR is a burgeoning area in Korea. The study provides insights for promoting health and medical information services to cope with the paradigm shift of healthcare fields.

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

Effects of Emotional Information on Visual Perception and Working Memory in Biological Motion (정서 정보가 생물형운동자극의 시지각 및 작업기억에 미치는 영향)

  • Lee, Hannah;Kim, Jejoong
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.151-164
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    • 2018
  • The appropriate interpretation of social cues is a crucial ability for everyday life. While processing socially relevant information, beyond the low-level physical features of the stimuli to emotional information is known to influence human cognition in various stages, from early perception to later high-level cognition, such as working memory (WM). However, it remains unclear how the influence of each type of emotional information on cognitive processes changes in response to what has occurred in the processing stage. Past studies have largely adopted face stimuli to address this type of research question, but we used a unique class of socially relevant motion stimuli, called biological motion (BM), which depicts various human actions and emotions with moving dots to exhibit the effects of anger, happiness, and neutral emotion on task performance in perceptual and working memory. In this study, participants determined whether two BM stimuli, sequentially presented with a delay between them (WM task) or one immediately after the other (perceptual task), were identical. The perceptual task showed that discrimination accuracies for emotional stimuli (i.e., angry and happy) were lower than those for neutral stimuli, implying that emotional information has a negative impact on early perceptual processes. Alternatively, the results of the WM task showed that the accuracy drop as the interstimulus interval increased was actually lower in emotional BM conditions than in the neutral condition, which suggests that emotional information benefited maintenance. Moreover, anger and happiness had distinct impacts on the performance of perception and WM. Our findings have significance as we provide evidence for the interaction of type of emotion and information-processing stage.