• Title/Summary/Keyword: experience contents

Search Result 2,712, Processing Time 0.027 seconds

Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
    • /
    • v.21 no.2
    • /
    • pp.145-151
    • /
    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

User's Emotional Experience Through the Retro Content Trend: A Case Study on the Answer me 1994 (Retro(복고) 콘텐츠 트렌드(Trend)를 통해 살펴본 사용자의 감성적 경험연구: <응답하라 1994>를 중심으로)

  • Shin, Dong-Hee;Kim, Tae-Yang
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.4
    • /
    • pp.123-134
    • /
    • 2014
  • Recently, the retro content emerges one of the highest topics in the cultural content area. This retro content has been exponentially expanded through the series of and the success of the series highlights the importance of content that can cause user's emotional experience. Along the line, this research tries to know how the retro contents draw user's emotional experience beyond the role of just user's recall for the past through the Answer me 1994 syndrome. As the result of factorial analysis for the user's emotional experience, five factories were classified: the emotional experiences by music, item, sensory, story and actors exposed in the drama. Also, the five emotional experience factories influence the relations between the viewers and retro content. Specifically, the factories for the emotional experiences are statistically significant to the viewer's satisfaction. They significantly influence the viewer's trust and attachment for the retro content as well. The influence for the emotional experience factors which affect to viewer's satisfaction are music, item, sensory, story, and actors in order. The influence on the trust about the retro content are music, sensory, story, item in order. On the other hand, the emotional experience by actors are not significantly affect to the trust for the retro content. Lastly, The influence for the attachment about the retro content are music, item, actors, sensory, and story in order.

High Quality Network and Device Aware Multimedia Content Delivery for Mobile Cloud

  • Saleem, Muhammad;Saleem, Yasir
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.13 no.10
    • /
    • pp.4886-4907
    • /
    • 2019
  • The use of mobile devices is increasing in multimedia applications. The multimedia contents are delivered to mobile users over heterogeneous networks. Due to fluctuation in bandwidth and user mobility, the service providers are facing difficulties in providing Quality of Service (QoS) guaranteed delivery for multimedia applications. Multimedia applications depend on QoS parameters such as delay, bandwidth, and jitter to offer better user experience. The existing schemes use the single source and multisource delivery but are unable to balance between stream quality and network congestion for mobile users. We proposed a Quality Oriented Multimedia Content Delivery Scheme (QOMCDS) for the mobile cloud to deliver better quality multimedia contents for the mobile user. The multimedia contents are delivered to the mobile device based on the device's parameters and network environment. The objective video quality assessment models like Peak Signal-to-Noise Ratio (PSNR), Structural Similarity (SSIM), and Video Quality Measurement (VQM) are used to measure the quality of the video. The client side Quality of Experience metric such as Startup delay, Rebuffering events, and Bitrate switch count was used for evaluation. The proposed scheme is evaluated using dash.js and is compared to existing schemes. The results show significant improvement over existing multimedia content delivery schemes.

A Study on The Rich User Experiences contents 'Nurimaru Web VR' (Rich User Experiences 콘텐츠 'Nurimaru Web VR' 제작 방법에 관한 연구)

  • Jung, sung-hoon;Lee, dong-hun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.625-629
    • /
    • 2008
  • The purpose of study is to explore the design elements should be considered so that Web VR Contents can present a variety of experience to users in Web paradigm Changing, and describe through prototype of Busan Nurimaru APCE House's Web VR Contents.

  • PDF

A Study on the Effect of User Experience on Smartphone GUI Design Elements Research: Focused on the 20 Generation Smartphone Users in China (스마트폰 GUI 디자인 요소가 사용자경험 요인에 미치는 영향에 대한 연구 -중국 20대 사용자를 대상으로)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.10
    • /
    • pp.647-656
    • /
    • 2017
  • It is obvious that the sales of smart phones are increasing every year whereas the growth rate is decreasing year by year from 2010 through the investigation of the current situation of the smartphone market. Therefore, the GUI design of smartphones has gradually become the major design difference and selling point. In this research background, the purpose of this paper is to investigate and analyze the relationship between GUI design and user experience which takes the 20 generation smartphone users in China as the research objects, so as to understand the impact of GUI design on user experience. In this paper, five visual elements of GUI design are derived from prior study, and five essential factors of user experience are educed by using online review text analysis and KJ. Finally, this thesis makes a questionnaire survey on the 20 generation smartphone users in China, and analyzes the influence of GUI design on the user experience. Meanwhile, we put forward some suggestions for improving the user experience on the basis of the survey results.

Stress and Experience of Doing Harm: Moderating Effects of Human Rights Consciousness (아동청소년의 스트레스와 차별가해경험: 인권의식의 조절효과)

  • Oh, Mi-Ok;Lee, Jin-Hyang
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.8
    • /
    • pp.494-502
    • /
    • 2018
  • The main objectives of this study are to examine the effects of stress on the experience of doing harm of the children and adolescents and to examine the moderating effect of human rights consciousness on the relationship between the stress and the experience of doing harm. To do this, we analyzed the data obtained from Survey on Human Rights of Children and Adolescents in 2015. The subject is 10,424 from the 4th grade of elementary school to the 3th grade of high school. To investigate the moderating effects of variable, we have conducted a hierarchical regression analysis and confirmed changes in explanatory power. As a result of that, first, it suggests that stress and human rights consciousness have direct effects on the experience of doing harm. This results show that the lower stress and the higher human rights consciousness is, the lower experience of doing harm is. Second, it was found that human rights consciousness is moderating variable on the relationship of between the stress and the experience of doing harm. Based on this results, this study has proposed the implications and limitations of it and suggestions for further study.

A Study on Effect of Volunteer Experience on Career Maturity among Youths (청소년의 자원봉사활동 경험이 진로의식 성숙에 미치는 영향에 관한 연구)

  • Hong, Eun-Sook;Lee, Hwa-Sook
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.11
    • /
    • pp.137-153
    • /
    • 2015
  • In this study, volunteer experience(motive, durability, satisfaction, content) was set up as an independent variable, career maturity degree(determinacy, involvement, independence, tendency) was set up as a dependent variable, and the average difference and effect of the sub factors for each of them were reviewed. For this purpose, questionnaires were performed with 519 students at the middle schools and high schools in Busan. With 376 students having volunteer experiences among them, an analysis was done to find out the effect of volunteer experience on career maturity. The results of this study are as follows: First, whether having volunteer experience or not affected the career maturity among youths. That is the group with volunteer experience had higher level of interest, involvement and value in career and jobs than the group without them. Second, it showed that volunteer experience affected career maturity among youths. Specifically, career maturity was higher as their motive for volunteer activities was selfish, their satisfaction for volunteer activities was higher and they had more volunteer activities.

Factors Associated with Drinking Experience, Smoking Experience, and Internet Addiction among Elementary School Students (초등학생의 음주 및 흡연 경험, 인터넷 중독 영향 요인)

  • Kim, Bongjeong
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.6
    • /
    • pp.358-369
    • /
    • 2015
  • This study examined the status of and factors associated with drinking experience, smoking experience, and internet addiction among elementary school students. Cross-sectional data were collected by questionnaire from 1,061 children among the fifth and sixth grades in public elementary schools in Gyeonggi province. The prevalence of drinking and smoking experience, internet addiction of participants was 22.7%, 2.9%, and 4.2% respectively. Multiple logistic regressions showed that the likelihood of drinking and smoking experience, and internet addiction was commonly higher with those who was a male and had higher aggression level. The likelihood of drinking experience was lower with those who had higher family support, while was higher with those who had higher friend support. That of internet addiction was lower with having higher friend and teacher support. Prevention strategies to prevent drinking, smoking, and internet addiction among elementary school students should consider student's gender, control aggression, and enhance social support in family and school environments.

Evaluating User Experience of Smart Television Using Emotional Representation Language (감정표현어를 이용한 스마트TV의 사용자경험 평가)

  • Byun, Dae-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.5
    • /
    • pp.132-141
    • /
    • 2015
  • Smart television(TV) is replacing the traditional television model and the importance of user experience(UX) is rising. User experience evaluates the emotion state of users such as immersion, pleasure, and interest. User experience together with usability is a principle to be considered as for designing a smart television. It contributes to improve user satisfaction and lead to the long-term purchase. User experience is more difficult to measure than usability, because UX evaluation requires to biological and psychological techniques. However, the disadvantages of these physiological and psychological techniques require high experimental costs and the restriction of experimental environment. The objective of this paper is first to review conventional methods regarding UX evaluation and suggests a new method for measuring the UX of smart TV which detects keywords related emotional representation. The text is acquired from purchase postscripts of smart TV in the Internet shopping malls. This method costs less than the questionnaire survey to detect emotion.