• Title/Summary/Keyword: 사용자 경험 차이

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Active Narrative of Digital Game and Improvisation (디지털 게임의 능동서사와 즉흥연기)

  • Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.75-86
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    • 2016
  • Game studies of theatrical approach explained interactive property of game in humanistic background. Those studies analyze the game, and based on Aristoteles Poetic Attribute. But theatrical approach has a problem by user's unpredictable intervention in narrative (Active narrative). This paper intended to see in the glance of any impact on the Aristotelian model by active narrative. As a result of the active narrative remake the causality between materials of drama. Also, it can be seen to define a kind of the "Improvisation" in theatrical view. But it exposed a essential difference in the form an expression by substance and material of media. It was defined forms of improvisation in the gaming environment which are 'Self-generated Individuality', 'Self-definition Faction', 'Eccentric Behavior Contending', 'Trolling' and 'Bug Play'. Finally this paper proposes the characteristics of the improvisation of the game and the direction to be improved game analysis model in humanities through forms of improvisation in game environment.

Auditory Spatial Arrangement of Object's Position in Virtual and Augmented Environment (가상환경에서의 위치정보 제시를 위한 청각적 공간배열)

  • Lee, Ju-Hwan
    • Journal of Advanced Navigation Technology
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    • v.15 no.2
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    • pp.326-333
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    • 2011
  • In the present study, we measured the performance (accuracy and reaction time) of the user in the virtual environment with see-through Head-Mounted Display system that includes 3D sound generated through Head-Related Transfer Function (HRTF) to investigate the feasibility of auditory display for a certain object's spatial information. To sum up the results of two experiments, when presenting location information of the object with 3D sound, it is desirable that information arrangement from the user should be an orthogonal pattern which is located with right angle, not a diagonal pattern. Like these results propose that spatial information presentation with 3D sound make the optimal object arrangement of virtual environment possible.

A Study on the Optimization of the Digital Media Service Menu Structure based on the Differentiations of User Experience with special reference to Eye Tracking Test (사용자경험 차이를 고려한 TV(디지털미디어) 서비스 초기메뉴의 구조 최적화 연구 - 시선추적 실험을 중심으로)

  • Lee, Sang-Ho
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.445-452
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    • 2010
  • This paper deals with the exploratory study & experimentation for foundation & theoretical base of menu structuring & design improvement of digital media (IPTV, Digital cable TV) service players. Digital media service providers had been offered many cases of menu structure since their service launched. Researcher set a research topic which verification of eye tracking velocity when media user feels with perceived ease of design and the familiarity. Researcher arrives at a conclusion through as stated above experiment that vertical type of menu and horizontal type of menu are differentiated from the contents characteristics. Research conclusions & implications are strong theoretical base with digital media service players when they planning and designing their service structuring.

Status and development direction of Virtual Reality Video technology (가상현실 영상 기술의 현황과 발전방향 연구)

  • Liu, Miaoyihai;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.405-411
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    • 2021
  • Virtual reality technology is a new practical technology developed in the 20th century. In recent years, the related industry is rapidly developing due to the continuous development and improvement of virtual reality (VR) technology, and various image contents that are realistic through the use of virtual reality technology provide users with a better visual experience. In addition, it has excellent characteristics in terms of interaction and imagination, so a bright prospect can be expected in the field of video content production. This paper introduced the types of display of VR video, technology, and how users view VR video at the current stage. In addition, the difference in resolution between the past VR equipment and the current equipment was compared and analyzed, and the reason why the resolution affects the VR image was explored. Among the future development of VR video, we will present some development directions and provide convenience to people.

The Effect of Presence and Engagement in HMD(Head Mounted Display) Virtual Reality Advertising on Attitude and Memory (HMD(Head Mounted Display) 가상현실 광고가 현존감과 인게이지먼트 수준에 따라 태도와 기억에 미치는 효과)

  • Han, Kwang-Seok;Cho, Jae-Hyun
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.139-146
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    • 2019
  • In this study, we examined how consumers who experience HMD virtual reality advertising differ in their ad attitudes and memory effects according to Presence (cognitive presence, emotional presence, media presence) and engagement level. Particularly, in the case of memory effect, the information that the user memorizes through the advertising is divided into "Attribute-Related Memory (ARM)" and "Global-Related Memory (GRM)" Respectively. First, the attitudes toward HMD based virtual reality ads are positive regardless of the type of presence. Second, in the virtual reality advertising, if the level of engagement is low, ARM that memorizes the information of the product attribute is increased, whereas if the level of engagement is high, the GRM which is the memory of the attitude-based evaluation information about the product is increased appear. Third, if cognitive presence and media presence are low, then ARM is more memorable than GRM.

A study on Motivation Factors and User Responses of Mods for PC Game and its Influences to Continuance Intention - Focusing on - (게임의 모드 이용 동기별 사용자 반응이 지속 사용 의도에 미치는 영향에 대한 연구)

  • Choi, Won-Bin;Chang, Byeng-Hee
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.25-42
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    • 2021
  • This study investigated motivation factors of mods and their influence on user response to analyze IS Continuance. The data of 610 players of who used mods was analyzed by a Post Acceptance Model of IS Continuance, followed by empirical results. As a result of SEM, the motive factor was divided into the 'Media characteristic', 'Content characteristic', and 'Situational characteristic'. The motive factors significantly affected user response of 'Perceived Usefulness', 'Satisfaction', and 'IS Continuance'; each motivation factors have different influence and 'Content characteristic' significantly affected the IS Continuance.

Class-based Analysis and Design to Realize a Personalized Learning System (맞춤형 학습 실현을 위한 클래스 기반 시스템 분석 및 설계)

  • Suah Choe;Eunjoo Lee;Woosung Jung
    • Journal of Industrial Convergence
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    • v.22 no.2
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    • pp.13-22
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    • 2024
  • In the current epoch of educational technology (EdTech), the realization of a personalized learning system has become increasingly important. This is due to the growing diversity of today's learners in terms of backgrounds, learning styles, and abilities. Traditional educational methods that deliver the same content to all learners often fail to take this diversity into account. This paper identifies models that comprehensively analyze learners' characteristics, interests, and learning histories to meet the growing demand for learner-centered education. Based on these models, we have designed a personalized learning system. This system is structured to support autonomous learning tailored to the learner's current level and goals by identifying strengths and weaknesses based on the learner's learning history. In addition, the system is designed to extend necessary learning elements without changing its architecture. Through this research, we can identify the essential foundations for constructing a user-tailored learning system and effectively develop a system architecture to support personalized learning.

A Survey on Intake of Protein Supplement of University Students Majoring in Physical Education (체육교육전공 대학생들의 단백질 보충제 섭취실태)

  • Lee, Jooeun
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.43 no.10
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    • pp.1607-1613
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    • 2014
  • The purpose of this study was to investigate intake of protein supplements by university students majoring in physical education. Intake experience rate, reasons for intake, purchasing place, effectiveness, satisfaction level, and side effects were analyzed using a questionnaire. Of 476 students, those who consumed protein supplements were 198 (41.6%). Male's intake experience rate was significantly higher than that of females, and members of health-related clubs also consumed more protein than non-members. The main purchasing place was internet shopping malls, and users obtained information from their friends or upperclassmen. The most frequently consumed protein supplement was 'WPH', and the most frequent reason for intake was 'building muscle or maintaining body shape'. For effectiveness, 'normal' was 49.0% and 'effectiveness' was 33.3%. For satisfaction, 'satisfaction' was 45.5% and 'normal' was 43.4%. The rate of side effects was 44.9%, and digestive issues such as diarrhea and indigestion were observed with high frequency. The results of this study show that education is needed for nutritional knowledge, adequate intake, and side effects of protein supplements.

A study on Discount in Prior Experience of AI and Acceptance: Focusing on AI Effect (인공지능 사전경험 무시 현상과 수용에 관한 연구: AI Effect를 중심으로)

  • Lee, JeongSeon
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.241-249
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    • 2022
  • Artificial intelligence is applied not only to the daily life of individuals but also to all industries, and it is no wonder that the age of artificial intelligence has arrived. Therefore it is important to understand the factors that influence the acceptance of AI. This study analyzes whether "AI Effect" which recognizes that commercialized or familiar artificial intelligence is no longer artificial intelligence, affects the acceptance of artificial intelligence and proposes an acceptance plan based on the results. Two experiments were conducted. The first experiment was conducted on 105 adults in the result it was found that 32.4% (34 people) had AI Effect, AI Effect existed in 43.6% (24 people) of women and 20% (10 people) of men, that is, the proportion of AI Effect exsitence in women is about twice as high.and AI Effect exists when the level of AI knowledge is low. The second experiment was conducted 240 adults and 85 participants with AI Effect were selected. We found the group that recognized experience of AI accepted AI more actively. Understanding of AI Effect is expected to suggest companies' views in order to enhance AI capabilities and acceptance. In addition, future studies are expected on considering individual differences or related to acceptance attitudes.

The Value of Private Information based on Cost-Benefit Analysis Framework: Focusing on Individual Attributes, Dealer Traits, and Circumstantial Properties (비용편익분석 프레임워크를 통한 개인정보가치에 대한 연구: 개인적 특성, 거래 상대방 특성, 상황적 특성을 중심으로)

  • Jaehyun Park;Eunkyung Kweon;Minjung Park;Sangmi Chai
    • Information Systems Review
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    • v.19 no.3
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    • pp.155-177
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    • 2017
  • The purpose of this study is to investigate those factors that are influenced when a user recognizes his/her private information value as an economic asset. The relationship among these factors will also be discussed. This research targets Internet users, and the value of their private information will be converted into economic figures. How economic value changes in relation with individual attributes, dealer's traits, and circumstantial properties will also be studied. The changes in the factors of private information value under different situations will be analyzed from an economic perspective. By using the cost-benefit analysis framework, this work hypothesizes that the user's private information value can be influenced by individual attributes and situational properties. in the business aspect, this study can help users recognize the true value of their personal information and minimize the cost resulting from private information security incidents. This work also highlights the necessity of estimating the scale of investments for protecting private information. Overall, this research will proceed under the hypothesis that the users' recognition of their private information value is influenced by the attributes of the individual, dealers, or situations.