• Title/Summary/Keyword: interactive media

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ATSC Data Broadcast Service 관련 기술 동향

  • 이효건;송동일
    • Broadcasting and Media Magazine
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    • v.4 no.1
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    • pp.43-53
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    • 1999
  • Data Broadcast는 디지털TV에 PC가 가질 수 있는 멀티미디어 대화형 서비스 기술을 부여한 것으로 Interactive 디지털TV라고 할 수 있다. 대화형 서비스를 제공하기 위한 컨텐츠, 방송, 통신, 단말에 이르는 시스템에 대한 기술 규격을 정의하고 실제로 이를 구현하여 시험하는 것을 목적으로 하고 있다. 이 문서에서는 미국 규격을 중심으로 Data Broadcast Service관련 기술의 동향을 기술한다.

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Virtuality in Digital Fashion Images (디지털 패션영상에 나타난 가상성 연구)

  • Kim, Hyang-Ja;Kim, Young-Sam
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.233-246
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    • 2015
  • Focus on Digital Fashion Image, the conceptual framework for the thesis is established from Virtuality in Digital Art. Formative characteristics and aesthetic characteristics were studied by classifying the Digital Fashion Image applied and expressed by digital media and technology. A detective research method was used for a case study. A literature study for case-by-case data was analyzed with focus on the works expressing fashion that utilized digital media and technology since the 2000s. Through this study, the Digital revolution has created the socio-cultural impact of a Virtual representation to implement technology and fashion culture that finds ways to take advantage of the image shown in a Digital Fashion Media by understanding Virtuality. The results are as follows. First, it was a re-formation of the fashion culture through the experience of virtuality with mental zone parameters between the media 'Mediation Code'. Reflect the reality of the virtual environment as represented by a cultural image of fashion brands and fashion that reset the team relationship and formed a Homo Ludens cultural code. Second, 'Interactive Exchange' acts on the exchange interaction between the method of digital technology, the human and the machine as well as the technical interoperability of network elements and techniques. This exchange is applied to fashion images that express emotion. Forming personalized fashion items and the user interactively storage that expresses the interactive exchange to forward the identity of the emotional fashion by a change in the message delivery system fashion. Third, the emphasis on intuitive artistic expression 'Synesthesia Immersion' induces a sense of immersion and excitement through the fusion of the interconnected. Enhance a visual image in fashion sensory representation and maximize a tactile and visual virtual reality involvement.

Consumer Psychological Evaluation Process in Online Shopping using Virtual Fitting Service -Focusing on the Theory of Interactive Media Effects (TIME)- (가상피팅 서비스를 활용한 온라인 쇼핑에서의 소비자 심리 평가 과정 -인터렉티브 미디어 효과 이론(TIME)을 중심으로-)

  • Yunjeong Kim;Wenyun Xu;Kyung Wha Oh
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.6
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    • pp.1157-1176
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    • 2023
  • This study aims to verify the psychological evaluation that consumers undergo when accepting virtual fitting services while shopping online. The Theory of Interactive Media Effects (TIME) was applied to determine the impact of the perceived affordance of media on consumer response through immersion. An online survey was conducted targeting female consumers in their 20s and 30s, and 271 responses were collected and used for empirical analysis. The results of the analysis showed that interactivity and immediacy had a positive effect on telepresence. Telepresence, in turn, affected perceived usefulness and enjoyment, which then significantly affected purchase intention. In addition, some paths confirmed the moderating effect of consumer innovativeness. In consumers with high innovativeness, interactivity was found to have a greater influence on telepresence and perceived usefulness had a more significant influence on purchase intention than in consumers with low innovativeness. Conversely, in consumers with low innovativeness, perceived enjoyment was found to have a greater influence on purchase intention than in consumers with high innovativeness. The significance of this study is that it expands research on customer perception of virtual fitting services within online shopping platforms.

Application based on Generative AI and Prompt Engineering to Improve Children's Literacy (생성형 AI와 프롬프트 엔지니어링 기반 아동 문해력 향상을 위한 애플리케이션)

  • Soyeon Kim;Hogeon Seo
    • Smart Media Journal
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    • v.13 no.8
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    • pp.26-38
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    • 2024
  • This paper discusses the use of GPT and GPT API for prompt engineering in the development of the interactive smart device lock screen application "Smart Lock," aimed at enhancing literacy among young children and lower-grade elementary and middle school students during critical language development periods. In an era where media usage via smartphones is widespread among children, smartphone-based media is often cited as a primary cause of declining literacy. This study proposes an application that simulates conversations with parents as a tool for improving literacy, providing an environment conducive to literacy enhancement through smartphone use. Generative AI GPT was employed to create literacy-improving problems. Using pre-generated data, situational dialogues with parents were presented, and prompt engineering was utilized to generate questions for the application. The response quality was improved through parameter tuning and function calling processes. This study investigates the potential of literacy improvement education using generative AI through the development process of interactive applications.

The Study of Usability Evaluation in the EPG design of Interactive TV Programs (쌍방향 TV프로그램의 EPG 디자인 사용성 평가 연구)

  • 김종덕
    • Archives of design research
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    • v.16 no.2
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    • pp.345-354
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    • 2003
  • Digital TV broadcasting technology is recognized as a very encouraging technological development by koreans because of high-definition, multi-channel and interactive services which would broaden the viewers choice and promote people's prosperity. The technological development of digital TV service is a drastic change for people's convenience and would be a major media of‘e-government’in Korea. Digital TV Program UI will affect to people's esthetic sense and information efficiency. The information search pattern in TV is different from it of computer which has lead interactive media so far This research verifies the reasonable information display method through the usability test based on former related researches. For the case study, Interactive EPG design of SkyLife is selected and reviewed. This research includes the design development of interactive EPG of DVB-MHP.

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Developing an Interactive Character having an Artificial Emotion for a Smart Phone (인공정서를 가진 스마트폰용 인터랙티브 캐릭터 개발)

  • Ham, Jun-Seok;Yeo, Ji-Hye;Park, Sung-Ho;Ko, Il-Ju
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.483-494
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    • 2011
  • This paper purposes to develop an artificial emotion reflecting emotional features contains situations, time, and characteristics, also to develop an interactive character having this artificial emotion with a smart phone. The artificial emotion has an Emotion Module and Drive Module for expressing emotion according to external emotional stimulus and internal drive. The Emotion Module administrates emotions according to time, characteristic, interrelation between different emotions. The Drive Module controls sensitivities of emotion according to changing drives over long time. Also due to defence mechanism for expressing emotions, emotions are processed by two pathways: The first pathway which is affected by the Emotion Module and the Drive Module, and the second pathway that is not to be done. We developed an interactive character having the artificial emotion with this structure using smart phone. And we simulated the artificial emotion what differences there are according to situations, characteristic, and time under same input conditions. The result of this paper has meanings developing the interactive character having the artificial emotion actually, and making it possible to personalize an artificial emotion with expressing the artificial emotion using smart phone.

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A Study on Asymmetrical Interactive e-Book Publication Composition by Using DTV Broadcasting (비대칭 쌍방향 전자 책 출판 TV전송 시스템 구성에 관한 연구)

  • 강명구;진용옥
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.05a
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    • pp.201-208
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    • 2001
  • In the 21 st century, broadcasting, communication, and computer have been integrated due to the development of digital technology. Accordingly, to overcome the limit of respective communication media and to maintain them, their independent area shall not be classified. This study is to examine the future environment of digital TV broadcasting, to analyze customizing type service and interactive type TV technology, and to make asymmetric interactive digital TV publication broadcasting system, which is TV broadcasting in the next generation to treat visual image, sound, and various data all together by harmonizing broadcasting and communication like ISDB(Integrate Service Digital Broadcasting). In addition, to develop service on publication broadcasting with high quality, this study is tn propose to develop relative devices for TV/PC reception to realize a new communication type TV publication broadcasting, by analyzing technology for producing, sending, transmitting, receiving, and saving to apply to customizing type interactive system and by examining its application.

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A Study on Interactive Multimedia Contents Service System (인터랙티브 멀티미디어 콘텐츠 서비스 시스템)

  • 이준희;이재영;류승렬;조용환
    • The Journal of the Korea Contents Association
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    • v.2 no.3
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    • pp.31-40
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    • 2002
  • In this thesis, the interactive multimedia contents service system is proposed. The interactive multimedia contents service system which added the on-line merit on the off-line merit of CD-ROM title can transfer messages among users and update contents immediately. The Interactive multimedia contents service system which Integrated the CD-ROM title and Internet sonics is possible to use in on-line / off-line. The proposed system more improved the fault of CD-ROM title in the conventional main media, the search environment by using mutual correlation of the utilization and method of the Internet CD-ROM title.

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Design and implementation of a media processor for mobile multimedia broadcasting (이동멀티미디어 방송을 위한 미디어 처리기 설계 및 구현)

  • 안상우;이용주;최진수;김진웅
    • Journal of Broadcast Engineering
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    • v.8 no.3
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    • pp.259-267
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    • 2003
  • In this paper, we propose a media processor to provide interactive services in mobile multimedia broadcasting environments. The proposed system Is designed to support various functionalities, such as generation of MPEG-4 IOD (Initial Object Descriptor)/OD(Object Descriptor)/BIFS (Binary Format for Scene) data, encapsulation of MPEG-4 AVC (Advanced Video Coding)/BSAC (Bit Sliced Arithmetic Coding) stream and generated IOD/OD/BIFS data into SL (Sync Layer) packet, packetization of SL packet into TS (Transport Stream) packet and multiplexing. The proposed media processor can provide MPEG-4 based interactive services for users.

Content Packaging based on TV-Anytime for Personalized Content Services (맞춤형 콘텐츠 서비스를 위한 TV-Anytime 기반 콘텐츠 패키징)

  • Kang Jung Won;Lee Hee-Kyung;Kim Jae-Gon
    • Journal of Broadcast Engineering
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    • v.9 no.4 s.25
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    • pp.322-333
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    • 2004
  • In this paper, a package, that is a new type of contents providing new consumer experience under digital broadcasting environments. is introduced. To present various advantages of package that is in standardization process of TV-Anytime Phase-2, a service scenario for personalized educational content is proposed. Then, TV-Anytime Packaging technology to support the scenario is described. It is also shown that the personalized service that provides interactive and personalized consuming experience independent of the types of content and delivery channels is feasible by using TV-Anytime Packaging technology.