• Title/Summary/Keyword: interactive media

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Research on the Interaction of Pressed Flowers as a Servicescape (압화 조형물의 서비스스케이프로서의 상호작용연구)

  • Shin, Jung Ok;Lee, Jin Ho
    • Journal of the Korean Society of Floral Art and Design
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    • no.43
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    • pp.101-122
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    • 2020
  • In this paper, the social paradigm is rapidly changing with the expansion of human consciousness, which has emerged as the development of 20th century science and the influence of cutting-edge media as the search for new forms of flower art sculptures. Is becoming. Accordingly, the purpose of this study is to analyze the interaction relationship of the expression elements of environmentally friendly pressed sculptures in the space as interior materials in the space where customer service is provided. (Research method) After deriving the formative expression characteristics of environmentally friendly pressed flower sculptures, and deriving interactive analysis elements between the servicescape space and humans of the pressed flower sculptures through references, service the flower sculptures for 8 installation cases The expression patterns of the interrelationships in the space of the landscape of the landscape were analyzed. (Results) The characteristics of dynamic formation and continuity were emphasized in the environment-friendly pressed sculpture space, and the interaction that the sympathetic reaction to the natural motif element felt as a new experience in space appeared. In the future, commercial spaces can be actively experienced through natural elements, and users can experience active interactions to create differentiated spaces as spaces where humans and humans coexist.

The Role of Content Services Within a Firm's Internet Service Portfolio: Case Studies of Naver Webtoon and Google YouTube (기업의 인터넷 서비스 포트폴리오 내 콘텐츠 서비스의 역할: 네이버 웹툰과 구글 유튜브의 사례 연구)

  • Choi, Jiwon;Cho, Wooje;Jung, Yoonhyuk;Kwon, YoungOk
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.1-28
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    • 2022
  • In recent years, many Internet giants have begun providing their own content services, which attract online users by offering personalized services based on artificial intelligence technologies. This study investigates the role of two firms' content services within the firms' online service network. We examine the role of Naver Webtoon, which can be characterized as a professional-generated content, within Naver's service portfolio, and that of Google YouTube, which can be characterized as a user-generated content, within Google's service portfolio. Using survey data on viewers' use of the two services, we analyze a valued directed service network, where a node denotes an online service and a relationship between two nodes denotes a sequential use of two services. We found that both Webtoon and YouTube show higher out-degree centrality than in-degree centrality, which implies these content services are more likely to be starting services rather than arriving services within the firms' interactive network. The gap between the out-degree and in-degree centrality of YouTube is much smaller than that of Webtoon. The high centrality of YouTube, a user-generated content service, within the Google service network shows that YouTube's initial role of providing specific-content videos (e.g., entertainment) has expanded into a general search service for users.

A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.93-114
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    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.

Implementation of Markerless Augmented Reality with Deformable Object Simulation (변형물체 시뮬레이션을 활용한 비 마커기반 증강현실 시스템 구현)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.35-42
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    • 2016
  • Recently many researches have been focused on the use of the markerless augmented reality system using face, foot, and hand of user's body to alleviate many disadvantages of the marker based augmented reality system. In addition, most existing augmented reality systems have been utilized rigid objects since they just desire to insert and to basic interaction with virtual object in the augmented reality system. In this paper, unlike restricted marker based augmented reality system with rigid objects that is based in display, we designed and implemented the markerless augmented reality system using deformable objects to apply various fields for interactive situations with a user. Generally, deformable objects can be implemented with mass-spring modeling and the finite element modeling. Mass-spring model can provide a real time simulation and finite element model can achieve more accurate simulation result in physical and mathematical view. In this paper, the proposed markerless augmented reality system utilize the mass-spring model using tetraheadron structure to provide real-time simulation result. To provide plausible simulated interaction result with deformable objects, the proposed method detects and tracks users hand with Kinect SDK and calculates the external force which is applied to the object on hand based on the position change of hand. Based on these force, 4th order Runge-Kutta Integration is applied to compute the next position of the deformable object. In addition, to prevent the generation of excessive external force by hand movement that can provide the natural behavior of deformable object, we set up the threshold value and applied this value when the hand movement is over this threshold. Each experimental test has been repeated 5 times and we analyzed the experimental result based on the computational cost of simulation. We believe that the proposed markerless augmented reality system with deformable objects can overcome the weakness of traditional marker based augmented reality system with rigid object that are not suitable to apply to other various fields including healthcare and education area.

A research on EEG coherence variation by relaxation (이완에 따른 EEG 코히런스 변화에 대한 연구)

  • Kim, Jong-Hwa;Whang, Min-Cheol;Woo, Jin-Cheol;Kim, Chi-Joong;Kim, Young-Woo;Kim, Ji-Hye;Kim, Dong-Keun
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.121-128
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    • 2010
  • This study is to analyze change of connectivity between brain positions caused by relaxation through EEG coherence. EEG spectrum analysis method has been used to analyze brain activity when relaxation was experienced. However, the spectrum analysis method has a limit that could not observe interactive reaction between brain-functional positions. Therefore, coherence between positions was analyzed to observe connectivity between the measurement positions in this study. Through the method, the reaction of the central nervous system caused by the emotion change was observed. Twenty-four undergraduates of both genders(12 males and 12 females) were asked to close their eyes and listen to the sound. During experiment, EEG was measured at eight positions. The eight positions were F3, F4, T3, T4, P3, P4, O1, and O2 in accordance with International 10-20 system. The sounds with white noise and without were used for relaxation experience. Subjective emotion was measured to verify whether or not they felt relaxation. Subjective emotion of participants were analyzed by ANOVA method(Analysis of Variance). In the result, it was proved that relaxation was subjectively evoked when participants heard sound. Accordingly, it was proved that relaxation could be enhanced by the mixed white noise. EEG coherence between the measurement positions was analyzed. T-test was performed to find its significant difference between relaxation and not-relaxation. In the results of EEG coherence, connectivity with occipital lobes has been increased with relaxation, and connectivity with parietal lobes has been increased with non-relaxed state. Therefore, brain connectivity has shown different pattern between relaxed emotion and non-relaxed emotion.

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Mobile Contents Transformation System Research for Personalization Service (개인화 서비스를 위한 모바일 콘텐츠 변환 시스템 연구)

  • Bae, Jong-Hwan;Cho, Young-Hee;Lee, Jung-Jae;Kim, Nam-Jin
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.119-128
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    • 2011
  • The Sensor technology and portable device capability able to collect recent user information and the information about the surrounding environment haven been highly developed. A user can be made use of various contents and the option is also extending with this technology development. In particular, the initial portable device had simply a call function, but now that has evolved into 'the 4th screen' which including movie, television, PC ability. also, in the past, a portable device to provided only the services of a SMS, in recent years, it provided to interactive video service, and it include technology which providing various contents. Also, it is rising as media which leading the consumption of contents, because it can be used anytime, anywhere. However, the contents available for the nature of user's handheld devices are limited. because it is very difficult for making the contents separately according to various device specification. To find a solution to this problem, the study on one contents from several device has been progressing. The contents conversion technology making use of the profile of device out of this study comes to the force and profile study has been progressing for this. Furthermore, Demand for a user is also increased and the study on the technology collecting, analyzing demands has been making active progress. And what is more, Grasping user's demands by making use of this technology and the study on the technology analyzing, providing contents has been making active progress as well. First of all, there is a method making good use of ZigBee, Bluetooth technology about the sensor for gathering user's information. ZigBee uses low-power digital radio for wireless headphone, wireless communication network, and being utilized for smart energy, automatic home system, wireless communication application and wireless sensor application. Bluetooth, as industry standards of PAN(Personal Area Networks), is being made of use of low power wireless device for the technology supporting data transmission such as drawing file, video file among Bluetooth device. With analyzing the collected information making use of this technology, it utilizes personalized service based on network knowledge developed by ETRI to service contents tailor-made for a user. Now that personalized service builds up network knowledge about user's various environments, the technology provides context friendly service constructed dynamically on the basis of this. The contents to service dynamically like this offer the contents that it converses with utilizing device profile to working well. Therefore, this paper suggests the system as follow. It collects the information, for example of user's sensitivity, context and location by using sensor technology, and generates the profile as a means of collected information as sensor. It collects the user's propensity to the information by user's input and event and generates profile in the same way besides the gathered information by sensor. Device transmits a generated profile and the profile about a device specification to proxy server. And proxy server transmits a profile to each profile management server. It analyzes profile in proxy server so that it selects the contents user demand and requests in contents server. Contents server receives a profile of user portable device from device profile server and converses the contents by using this. Original source code of contents convert into XML code using the device profile and XML code convert into source code available in user portable device. Thus, contents conversion process is terminated and user friendly system is completed as the user transmits optimal contents for user portable device.

Study for making movie poster applied Augmented Reality (증강현실 영화포스터 제작연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.48
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    • pp.359-383
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    • 2017
  • 3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.

Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.59-69
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    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.

A study on detective story authors' style differentiation and style structure based on Text Mining (텍스트 마이닝 기법을 활용한 고전 추리 소설 작가 간 문체적 차이와 문체 구조에 대한 연구)

  • Moon, Seok Hyung;Kang, Juyoung
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.89-115
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    • 2019
  • This study was conducted to present the stylistic differences between Arthur Conan Doyle and Agatha Christie, famous as writers of classical mystery novels, through data analysis, and further to present the analytical methodology of the study of style based on text mining. The reason why we chose mystery novels for our research is because the unique devices that exist in classical mystery novels have strong stylistic characteristics, and furthermore, by choosing Arthur Conan Doyle and Agatha Christie, who are also famous to the general reader, as subjects of analysis, so that people who are unfamiliar with the research can be familiar with them. The primary objective of this study is to identify how the differences exist within the text and to interpret the effects of these differences on the reader. Accordingly, in addition to events and characters, which are key elements of mystery novels, the writer's grammatical style of writing was defined in style and attempted to analyze it. Two series and four books were selected by each writer, and the text was divided into sentences to secure data. After measuring and granting the emotional score according to each sentence, the emotions of the page progress were visualized as a graph, and the trend of the event progress in the novel was identified under eight themes by applying Topic modeling according to the page. By organizing co-occurrence matrices and performing network analysis, we were able to visually see changes in relationships between people as events progressed. In addition, the entire sentence was divided into a grammatical system based on a total of six types of writing style to identify differences between writers and between works. This enabled us to identify not only the general grammatical writing style of the author, but also the inherent stylistic characteristics in their unconsciousness, and to interpret the effects of these characteristics on the reader. This series of research processes can help to understand the context of the entire text based on a defined understanding of the style, and furthermore, by integrating previously individually conducted stylistic studies. This prior understanding can also contribute to discovering and clarifying the existence of text in unstructured data, including online text. This could help enable more accurate recognition of emotions and delivery of commands on an interactive artificial intelligence platform that currently converts voice into natural language. In the face of increasing attempts to analyze online texts, including New Media, in many ways and discover social phenomena and managerial values, it is expected to contribute to more meaningful online text analysis and semantic interpretation through the links to these studies. However, the fact that the analysis data used in this study are two or four books by author can be considered as a limitation in that the data analysis was not attempted in sufficient quantities. The application of the writing characteristics applied to the Korean text even though it was an English text also could be limitation. The more diverse stylistic characteristics were limited to six, and the less likely interpretation was also considered as a limitation. In addition, it is also regrettable that the research was conducted by analyzing classical mystery novels rather than text that is commonly used today, and that various classical mystery novel writers were not compared. Subsequent research will attempt to increase the diversity of interpretations by taking into account a wider variety of grammatical systems and stylistic structures and will also be applied to the current frequently used online text analysis to assess the potential for interpretation. It is expected that this will enable the interpretation and definition of the specific structure of the style and that various usability can be considered.

Spatial effect on the diffusion of discount stores (대형할인점 확산에 대한 공간적 영향)

  • Joo, Young-Jin;Kim, Mi-Ae
    • Journal of Distribution Research
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    • v.15 no.4
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    • pp.61-85
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    • 2010
  • Introduction: Diffusion is process by which an innovation is communicated through certain channel overtime among the members of a social system(Rogers 1983). Bass(1969) suggested the Bass model describing diffusion process. The Bass model assumes potential adopters of innovation are influenced by mass-media and word-of-mouth from communication with previous adopters. Various expansions of the Bass model have been conducted. Some of them proposed a third factor affecting diffusion. Others proposed multinational diffusion model and it stressed interactive effect on diffusion among several countries. We add a spatial factor in the Bass model as a third communication factor. Because of situation where we can not control the interaction between markets, we need to consider that diffusion within certain market can be influenced by diffusion in contiguous market. The process that certain type of retail extends is a result that particular market can be described by the retail life cycle. Diffusion of retail has pattern following three phases of spatial diffusion: adoption of innovation happens in near the diffusion center first, spreads to the vicinity of the diffusing center and then adoption of innovation is completed in peripheral areas in saturation stage. So we expect spatial effect to be important to describe diffusion of domestic discount store. We define a spatial diffusion model using multinational diffusion model and apply it to the diffusion of discount store. Modeling: In this paper, we define a spatial diffusion model and apply it to the diffusion of discount store. To define a spatial diffusion model, we expand learning model(Kumar and Krishnan 2002) and separate diffusion process in diffusion center(market A) from diffusion process in the vicinity of the diffusing center(market B). The proposed spatial diffusion model is shown in equation (1a) and (1b). Equation (1a) is the diffusion process in diffusion center and equation (1b) is one in the vicinity of the diffusing center. $$\array{{S_{i,t}=(p_i+q_i{\frac{Y_{i,t-1}}{m_i}})(m_i-Y_{i,t-1})\;i{\in}\{1,{\cdots},I\}\;(1a)}\\{S_{j,t}=(p_j+q_j{\frac{Y_{j,t-1}}{m_i}}+{\sum\limits_{i=1}^I}{\gamma}_{ij}{\frac{Y_{i,t-1}}{m_i}})(m_j-Y_{j,t-1})\;i{\in}\{1,{\cdots},I\},\;j{\in}\{I+1,{\cdots},I+J\}\;(1b)}}$$ We rise two research questions. (1) The proposed spatial diffusion model is more effective than the Bass model to describe the diffusion of discount stores. (2) The more similar retail environment of diffusing center with that of the vicinity of the contiguous market is, the larger spatial effect of diffusing center on diffusion of the vicinity of the contiguous market is. To examine above two questions, we adopt the Bass model to estimate diffusion of discount store first. Next spatial diffusion model where spatial factor is added to the Bass model is used to estimate it. Finally by comparing Bass model with spatial diffusion model, we try to find out which model describes diffusion of discount store better. In addition, we investigate the relationship between similarity of retail environment(conceptual distance) and spatial factor impact with correlation analysis. Result and Implication: We suggest spatial diffusion model to describe diffusion of discount stores. To examine the proposed spatial diffusion model, 347 domestic discount stores are used and we divide nation into 5 districts, Seoul-Gyeongin(SG), Busan-Gyeongnam(BG), Daegu-Gyeongbuk(DG), Gwan- gju-Jeonla(GJ), Daejeon-Chungcheong(DC), and the result is shown

    . In a result of the Bass model(I), the estimates of innovation coefficient(p) and imitation coefficient(q) are 0.017 and 0.323 respectively. While the estimate of market potential is 384. A result of the Bass model(II) for each district shows the estimates of innovation coefficient(p) in SG is 0.019 and the lowest among 5 areas. This is because SG is the diffusion center. The estimates of imitation coefficient(q) in BG is 0.353 and the highest. The imitation coefficient in the vicinity of the diffusing center such as BG is higher than that in the diffusing center because much information flows through various paths more as diffusion is progressing. A result of the Bass model(II) shows the estimates of innovation coefficient(p) in SG is 0.019 and the lowest among 5 areas. This is because SG is the diffusion center. The estimates of imitation coefficient(q) in BG is 0.353 and the highest. The imitation coefficient in the vicinity of the diffusing center such as BG is higher than that in the diffusing center because much information flows through various paths more as diffusion is progressing. In a result of spatial diffusion model(IV), we can notice the changes between coefficients of the bass model and those of the spatial diffusion model. Except for GJ, the estimates of innovation and imitation coefficients in Model IV are lower than those in Model II. The changes of innovation and imitation coefficients are reflected to spatial coefficient(${\gamma}$). From spatial coefficient(${\gamma}$) we can infer that when the diffusion in the vicinity of the diffusing center occurs, the diffusion is influenced by one in the diffusing center. The difference between the Bass model(II) and the spatial diffusion model(IV) is statistically significant with the ${\chi}^2$-distributed likelihood ratio statistic is 16.598(p=0.0023). Which implies that the spatial diffusion model is more effective than the Bass model to describe diffusion of discount stores. So the research question (1) is supported. In addition, we found that there are statistically significant relationship between similarity of retail environment and spatial effect by using correlation analysis. So the research question (2) is also supported.

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