• Title/Summary/Keyword: 상호작용성

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An User-Centered Design(UCD) Approach for Ubiquitous Service Evaluation: an Evaluation Metric focus on Human-System Interaction Capability (사용자 중심의 유비쿼터스 서비스 설계 지원을 위한 상호작용성 평가 metric 개발)

  • Lee, Joo-Hwan;Bahn, Sang-Woo;Yun, Myung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.292-297
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    • 2008
  • 유비쿼터스 컴퓨팅 서비스 환경은 사용자와 시스템간의 상호작용성이 매우 중요하며, 이러한 상호작용성을 사용자 중심의 시각에서 평가하기 위한 새로운 평가 기법의 개발이 필요하다. 본 연구는 유비쿼터스 서비스의 특성이 반영된 사용자 중심의 상호작용성 평가 metric 개발을 목표로 한다. 이를 위하여 첫째, 기존의 유비쿼터스 서비스 평가방법론을 검토하여, 유비쿼터스 서비스 평가를 위한 평가 속성을 정의하였으며, 둘째, 대인 서비스 평가기법, 사용성 평가기법, 정신측정학 기반의 평가기법 등의 기존의 서비스 평가방법론의 한계를 극복할 수 있는 사용자중심의 상호작용성 평가 metric 을 개발하였다. 그리고 본 연구에서 제안된 평가 metric 을 u-home 서비스의 평가에 실제로 적용하여 그 유효성을 검증하고 각 지표별 중요도를 구해보았다. 본 연구에서 제안한 상호작용성 평가 metric 은 유비쿼터스 서비스 상호작용성 수준을 평가함으로써 잠재 서비스 사용자들을 분석하고, 제안된 프레임워크의 서비스 개발단계에서의 잠재 서비스 사용자에 대한 요구사항 수렴 및 수준 파악에 유용하게 활용될 수 있다.

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A study of Artificial Life Art as Behavior-oriented Art (행동 지향적 예술로서의 인공생명 아트 연구)

  • Park, Nam-Sik;Jung, Moon-Ryul
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1081-1086
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    • 2009
  • 기술의 발전은 사회에 많은 변화를 일으키고 있다. 또한 기술의 발전은 예술 영역에 있어서도 형식과 내용에 많은 변화와 영향을 주고 있다. 컴퓨터 아트, 인터액티브 아트, 뉴 미디어 아트라고 불리는 새로운 예술 장르들이 탄생하였으며 예술가들은 다양한 기술과 접목하여 새로운 작품을 만들어 내고 있다. 뉴 미디어 아트의 중요한 특징 중 하나는 상호작용성인데 이것은 예술작품, 예술가, 그리고 관람자의 수용방식에 결정적인 변화를 가져왔다. 즉 뉴미디어 아트서의 예술작품은 완성태가 아닌 과정(process)으로 주어지고, 예술가는 작업의 초안자 또는 작업의 맥락을 규정하는 자로 규정되며, 작품과 관람자간의 상호작용이 무엇보다 강조된다. 그러나 기존의 뉴 미디어 작품에서 일어나는 상호작용성은 미리 계산된 범위 안에서 일어나는 제약이 있기에 진정한 상호작용성이라고 보기 힘들다는 비판도 있다. 이런 상호작용성은 공학적 세계관에 갇힌 닫힌 시스템으로서의 상호작용성이라고 말하며 미적인 상호 작용성의 도구로서 열린 시스템으로서의 새로운 작품의 필요성을 제시한 예술가들이 있다. 본 논문은 이러한 예술가들의 발자취를 따라 더 본질적인 미학적 상호작용성에 대한 고민과 함께 그에 따른 새로운 상호작용적 예술인 행동지향적 예술로서 인공지능, 인공생명 아트에 대하여 살펴보고자 한다.

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Effects of Digital Textbook's Interactivity on the Learning Attitude : With a focus on the Tablet PC-based Digital Textbooks of Social Studies and Science (디지털교과서의 상호작용성이 학습태도에 미치는 영향 : 태블릿PC 기반의 사회와 과학 디지털교과서를 중심으로)

  • Yoon, Su-Kyung;Kim, Myeong-Ji;Choi, Jun-Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.205-222
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    • 2014
  • This study analyzed the effects of interactivity on the learning attitude in the tablet PC-based digital textbook environment. Most of digital textbook studies focused on comparison of learning effect between digital textbook and paper textbook. This study, instead, focused on the interaction between students and digital textbook, and examined the hypothesis that, in the digital textbook-based learning environment, interactivity factors affect learning attitude. The results showed that active control, two-way communication, and synchronicity have significant effects on the learning attitude. Those findings indicate that it's necessary to effectively realize interactivity in the process of developing digital textbooks. Also, important implication is not the fixed interactivity but how students perceive the digital textbook and make use of it. Therefore, for the interactive digital textbook, perceived user control, two-way communication, and synchronicity should be realized properly.

IP기반 미디어에서 인지적 몰입을 촉진하는 요인에 관한 연구: 다차원적 상호작용성을 중심으로

  • Lee, Ji-Eun;Shin, Min-Soo
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.718-731
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    • 2008
  • 본 연구는 상호작용성의 속성과 이용자에게 주어진 통제력에 따라 상호작용성을 4 가지 차원으로 나누고, 이것이 어떤 경로를 거쳐 이용자 만족에 이르는지를 규명하는 것을 목적으로 한다. 이를 위해 상호작용성을 최적화하는 킬러 콘텐츠로 e 러닝을 선정하고, 상호작용성에 영향을 미치는 선행요인으로 서비스, 콘텐츠, 미디어 품질을 도출 하였으며, 상호작용성과 이용자 만족을 매개하는 변인으로 사회적 현존감과 인지적 몰입을 포함하는 연구모델을 제시하고자 한다.

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Effects of Children's Playfulness and Teacher-Child Interactions on Their Peer Interactions (유아의 놀이성과 교사-유아 상호작용이 또래상호작용에 미치는 영향)

  • Choi, So Young;Shin, Hae Young
    • Korean Journal of Childcare and Education
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    • v.11 no.2
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    • pp.311-329
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    • 2015
  • This study examined the influences of children's playfulness and teacher-child interactions on their peer interactions, and investigated whether teacher-child interactions had any moderating effects upon the relation between child playfulness and peer interactions. The participants of this study were 240 children in fourth year classes in child care centers in Seoul and Gyoung-gi province and 24 of their teachers. In order to measure the research variables, the Korean version of PIPPS(Pen Interaction Peer Play Scale) by Choi and Shin(2008), the Children's Playfulness Scale(Barnett, 1991), and the modified version of the Caregiver Interaction Scale(Arnett, 1989) were used. The data were analyzed by means of descriptive statics, Pearson's correlations, and hierarchical regression analysis. The results indicated that children's playfulness and teacher-child interactions had significant effects on their peer interactions. Especially, the teacher-child interactions were related to the play disruption and the play disconnection of peer interactions. In addition, teacher-child interactions moderated the effect of children's social spontaneity(children's playfulness) on their play disconnection(peer interactions). The results have some implications for the role of teacher-child interactions in peer play interactions and a range of prevention efforts.

Influential Factors on the Interactivity in the Interactive Space I ; Focus on the Analysis of Intersubject & Interaction Factors (상호작용 공간의 상호작용성 영향요인 I ; 인터서브젝트(Intersubject)와 인터랙션(Interaction) 요인의 세부유형 분석을 중심으로)

  • Lee, Jeong-min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.152-164
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user-centered design methodology which uses the influential factors on the interactivity. This research is the first one of three linked- studies and categorizes the three main factors on the interactivity-Interface /Intersubject/Interaction. 'Interface' is the field for the interactivity. It will be the main subject for the second study. 'Intersubject' is the performer for the interactivity. Its specific attributes are analyzed in terms of user's needs for interactivity and six subdivisions are analyzed-functional & artistic need /external & subconscious need/info-communication & sympathy need. 'Interaction' is the performance for the interactivity. Its specific attributes are discussed in terms of behavioral interactive process and again sixsub-steps are analyzed-junction/immersion/ mental model/action/transformation/neo-experience.

The Effect of Presence and Interactivity of Digital Signage Using 3D Virtual Reality on Brand Experience and Attitude (3D 가상현실을 이용한 디지털 사이니지의 실재감과 상호작용성이 브랜드 경험과 태도에 미치는 효과)

  • Han, Kwang-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.299-307
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    • 2019
  • In this study, we experimented with experience of digital signage using Virtual Reality technology, and the difference between presence and interactivity in brand experience and digital signage attitude. We conducted a two-way MANOVA analysis with cognitive presence, emotional presence, and media presence as the independent variable and interactivity level(high vs low) as dependent variables and the brand experience and attitude as dependent variables. First, cognitive presence was found to be most effective through behavioral experience when low interactivity. Second, emotional presence also has a positive effect on emotional experience when the level of interactivity is low. Third, media presence has a positive effect on emotional experience if the level of interactivity is low. This study suggests a communication strategy to communicate presence according to the characteristics of media strategy and technology through appropriate level of interactivity when using digital technology. Future research requires a qualitative approach rather than a quantitative one in terms of interactivity.

The Effect of Advertising's Interactivity on Korean and Chinese Consumer Attitude toward Advertising (광고의 상호작용성이 한·중 소비자의 광고태도에 미치는 영향)

  • Ma, SiFan;Cho, SeungHo
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.91-99
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    • 2016
  • This study explores the effects of advertising's interactivity on consumers' attitude, brand awareness, intention of word-of-mouth and purchase intention through a comparison between high interactive advertising and low interactive advertising. Experiment was carried out with two factorial design using high and low interactive advertising messages and two different countries. The respondents were 120 Korean and 120 Two hundreds forty valid questionnaires were collected. According to the research results, the brand awareness and attitude of high interactive advertising is much higher than the low one to the consumers of Korean and Chinese. The consumers of Korean and Chinese who were exposed to high interactive advertising have high intention to word-of-mouth in high interactive advertising. Korean and Chinese consumers also have high intention to purchase when they watch the high interactive advertising. Between two countries, Chinese consumers have higher intention to purchase than Korean consumers.

Distinctiveness of inner interactions in gamers' game activities : Gamers between being decadent and enjoyment (게이머의 게임 활동에서 나타나는 내적 상호작용의 특수성 : 타락(墮落)과 유락(遊樂) 사이의 게이머)

  • Ok, Seon Young
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.117-132
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    • 2019
  • This paper deals with the distinctiveness of interaction. The interaction discussed here is one that must be understood in philosophical context. The following is the procedure of this paper. First, reviewing the external properties of interaction, second, understanding the internal properties of interaction, third, grasping gamers' double-sidedness, fourth, the interpretation of meaning of gamers' interaction. In conclusion, The distinctiveness of interaction is an playful and ontological energy that turns the usual point of view on the basis of the double situation of the gamers.

The Effects of Perceived Interactivity on Information Acceptance in Mobile Health Information Service (모바일 건강정보서비스에서 지각된 상호작용성이 정보수용에 미치는 영향)

  • Park, Tae-Yeon;Nam, Jae-Woo
    • Journal of the Korean Society for information Management
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    • v.34 no.3
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    • pp.151-177
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    • 2017
  • This study is to investigate the effects of personal characteristics and perceived interactivity on acceptance of mobile health information service by applying Technology Acceptance Model (TAM). Also it examine whether the perceived interactivity, which is a key variable in the previous research studying the intention of PC-based health information service, works on the mobile environment equally. As a result of the analysis, the relationship between the health hypochondria of personal characteristics and perceived interactivity is negative, and the health concern and perceived interactivity is positive. Also, personal characteristics influence perceived usefulness and perceived ease of use of mobile health information service through perceived interactivity. Therefore, the perceived interactivity in the health information service of web and mobile environment is an important variable to mediate or directly affect other variables.