• Title/Summary/Keyword: Visual analysis

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Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

Key words research of players' experience and presence in FPS genre-focusing on game play time and Steam reviews (FPS게임의 사용자 현존감과 플레이어 경험에 대한 키워드 연구 - Steam 리뷰와 게임 이용 시간을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.13-30
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    • 2021
  • This paper analyzed the user's presence experience and player experience in FPS according to game usage time using Steam's review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to controllable physical presence and uncontrollable social presence emerged in the group with less game use time, and controllable physical presence was changed to controllable social presence in the group with more play timeFurthermore, through player experience analysis, it was found that the keyword "recoil," a factor in game play, was important.

The Effect of Experiential Value of AR Fashion Platform on Platform Preference (증강현실 패션플랫폼에 대한 경험적 가치가 플랫폼 선호도에 미치는 영향)

  • Ha Kyung Lee;Hee Jin Hur
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.6
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    • pp.987-1003
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    • 2022
  • This study explores the effect of experiential value of AR fashion platform on platform preference. Based on the SOR theory, the effects of visual appeals, entertainment, service excellence, and efficiency on platform attitudes, mediated by intrinsic enjoyment and escapism, are tested. The participants respond to the questions after watching the video clip, using an AR fashion platform. A total of 252 data is analyzed using SPSS 26.0 for descriptive statistics and reliability analysis and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. The results show visual appeals, entertainment, and efficiency influence platform preference, mediated by intrinsic enjoyment. Entertainment also influences platform preference, mediated by escapism. The moderating effect of the AR service pre-experience is also explored. For the group with the AR service experience, entertainment and efficiency has a positive effect on intrinsic enjoyment, leading to AR platform preference. For the group without an AR service experience, only entertainment influences the AR platform preference, mediated by intrinsic enjoyment; however, there are no factors which increase escapism. The findings of this study contribute to find the marketing directions for the AR service users, by offering appropriate experiential values based on their prior AR experience.

Analysis of the Optimized 3D Depth of Integral Imaging (집적영상 방식 3D 디스플레이의 최적 입체감에 관한 분석)

  • Choi, Hee-Jin
    • Korean Journal of Optics and Photonics
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    • v.23 no.1
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    • pp.32-35
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    • 2012
  • In this paper, an analysis of the optimized 3D depth of integral imaging is proposed. We achieve this by calculating the amount of image distortion and considering the threshold of recognition in the human visual system. Experimental results are also provided to test the theory.

Content Analysis of Jeanwear`s Advertisement -Focusing on Magazine`s Advertisement- (진웨어 광고의 내용분석 -잡지광고를 중심으로-)

  • 이주연;박길순
    • The Research Journal of the Costume Culture
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    • v.5 no.4
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    • pp.80-88
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    • 1997
  • The purpose of this study was to identify the denotating of visual message and linguistic message in the advertisement of Jean-wear, and to identify the image type in the advertisement of Jean-wear. Content analysis was done using the advertisement of Jean-wear from several fashion magazines which were published from January, 1996 to August, 1997. The advertisement of Jean-wear reflects the reality using the photos, and is image appeal type, appeals to the model\`s lifestyle, the western value. And that mostly singles person was appeared in the advertisement means solitude in modern society.

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Shadow Analysis: A Visual Analysis Model for the Perfromance of External Shading Devices

  • Won, Jin-Tae
    • Solar Energy
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    • v.13 no.2_3
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    • pp.37-44
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    • 1993
  • 건물의 외부에 차양을 설치하는 것은 건물이 갖는 냉방부하를 줄일 수 있는 중요한 요인이 된다. 외부차양의 효율성은 차양의 형태, 크기, 태양의 경로, 건물의 방향등과 같은 요소에 의해 결정 지어진다. 그러나, 이러한 요소들이 서로 동적으로 상호 관련 되어 있기 때문에 외부차양에 의한 그림자 투영은 예측하기 힘들고, 따라서 냉방부하가 얼마만큼 감소되는지는 더욱더 예측이 어려워진다. 이 논문은 디자이너가 직접 외부차양을 컴퓨터 그래픽으로 디자인 함과 동시에 그림자 투영을 시각화 할 수 있는 프로그램 개발을 위한 연구이다.

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Numerically Analytical Design of An Orifice Fluid Damper (오리피스 유체댐퍼의 수치해석적 설계)

  • 이재천;김성훈;문석준
    • Journal of the Korean Society for Precision Engineering
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    • v.20 no.6
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    • pp.105-112
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    • 2003
  • This paper presents the numerical design technology of a passive orifice fluid damper system especially for the characteristics between the damper piston velocity and the damping force. Numerical analysis with the visual interfacial modeling technique was applied into the analysis of the damper system's dynamics. A prototype orifice fluid damper was manufactured and experimentally tested to validate the numerical simulation results. The performances of various damper system schemes were investigated based on the verified numerical simulation model of orifice fluid damper.

A Study on the Program Development of Fatigue Test (피로시험용 프로그램 개발에 관한 연구)

  • 이종선
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 1999.10a
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    • pp.275-280
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    • 1999
  • This study is object to program development of fatigue test for universal testing machine. Fatigue program is consist of test simulation, data analysis and print report by control fatigue testing program which expansively applies tension-compression tests with using oil pressure mechanism by Visual Basic software running under windows 98.

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Development of a Logistics Network Simulator (물류망 설계 및 계획을 위한 컴퓨터 시뮬레이터의 개발)

  • Park, Yang-Byung
    • IE interfaces
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    • v.14 no.1
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    • pp.30-38
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    • 2001
  • Logistics network management has become one of the most important sources of competitive advantage regarding logistics cost and customer service in numerous business segments. Logistics network simulation is a powerful analysis method for designing and planning the logistics network optimally in an integrated way. This paper introduces a logistics network simulator, LONSIM, developed by author. LONSIM deploys a mix of simulation and optimization functions to model and analysis logistics network issues such as facility location, inventory policy, manufacturing policy, transportation mode, warehouse assignment, supplier assignment, order processing priority rule, and vehicle routes. LONSIM is built with AweSim 2.1 and Visual Basic 6.0, and executed in windows environment.

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Windows 7 Operating System Event based Visual Incident Analysis System (윈도우즈 7 운영체제 이벤트에 대한 시각적 침해사고 분석 시스템)

  • Lee, Hyung-Woo
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.223-232
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    • 2012
  • Recently, the leakage of personal information and privacy piracy increase. The victimized case of the malicious object rapidlies increase. Most of users use the windows operating system. Recently, the Windows 7 operating system was announced. Therefore, we need to study for the intrusion response technique at the next generation operate system circumstances. The accident response technique developed till now was mostly implemented around the Windows XP or the Windows Vista. However, a new vulnerability problem will be happen in the breach process of reaction as the Windows 7 operating system is announced. In the windows operating system, the system incident event needs to be efficiently analyzed. For this, the event information generated in a system needs to be visually analyzed around the time information or the security threat weight information. Therefore, in this research, we analyzed visually about the system event information generated in the Windows 7 operating system. And the system analyzing the system incident through the visual event information analysis process was designed and implemented. In case of using the system developed in this study the more efficient accident analysis is expected to be possible.