• Title/Summary/Keyword: 상호작용 콘텐츠

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A Study on the Effect of the Interaction and Flow of Consumers within the Company SNS on the Consumers' Affection (기업 SNS 내 소비자의 상호작용과 몰입이 소비자의 애착에 미치는 영향에 관한 연구)

  • Kim, Han-Joo
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.231-250
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    • 2015
  • This study is about the effect of interaction and flow of consumers within the company SNS on the consumers' affection. Verification took place through empirical analysis based on the theoretical background. The following is the summary of the research results generated based on the research results. First, correlation between aspect of the motivation for the use of contents and interactivity is as follows. Mutual sense of solidarity (Hypothesis 1-1), influence (Hypothesis 1-2), connectivity (Hypothesis 1-3) and reactivity (Hypothesis 1-4) exerted positive(+) on the interaction. Second, correlation between aspect of the motivation for the use of contents and flow is as follows. Mutual sense of solidarity (Hypothesis 2-1), influence (Hypothesis 2-2) and connectivity (Hypothesis 2-3) exerted positive(+) effect on immersion. Meanwhile, reactivity (Hypothesis 1-4) was not statistically significant when it comes to flow. Third, interaction between contents characteristics and interaction exerted positive(+) positive on the interactivity of entertainingness (Hypothesis 3-1) and informativity (Hypothesis 3-2). Fourth, correlation between contents characteristics and flow was examined, which demonstrated that only informativity (Hypothesis 4-2) exerted positive(+) effect on the immersion. Meanwhile, entertainingness was not statistically significant when it comes to the immersion. Lastly, correlation between interaction, flow and affection is as follows. Correlation between interactivity and flow(Hypothesis 5) was not statistically significant while interactivity(Hypothesis 6) and Flow(Hypothesis 7) exerted positive(+) effect on the affection. This study presents diverse implications and significances to the working level people who use the company SNS based on these results.

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A Study for Interaction of Board Game based on Open Markets (오픈마켓 기반 보드 게임의 상호작용에 관한 연구)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.128-130
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    • 2014
  • Digital products which is concentrated on function implementation are disregarded from consumers, while those that is interacting with human and user experience based on digital contents get to high royalties and preferences currently. This trend is the same as open market based on game fields. This paper aims to find the feature of proper interaction in board game on open market and derive the key design factor of them. After many literatures were reviewed, we found how to apply interaction factors to games. We expect to develop the game with the optimal user experience to apply the proper interaction to board game in domestic open market in the future.

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Realistic Contents and Interaction Based Realistic Contents Service (상호작용 기반의 홀로그램 실감 콘텐츠 서비스연구)

  • Lee, Wan Jung;Shin, Eun Ji;Yoon, Hyun Sun;Choi, Hee Min;Cho, Dong Sik;Kang, Hoon Jong
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.10
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    • pp.429-438
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    • 2021
  • In recent, realistic content has been applied in various ways due to the development of display technology and hologram, the final realistic content technology, have been used limitedly in accordance with the growing public demand. However, most realistic content requires additional devices of HMD (head mounted device) or glasses type, and other realistic content display technologies deliver a single image plane in the experience space to the user, providing a monotonous content experience. Various realistic contents with hologram technology are introduced in this work. In addition, we propose an interaction based realistic hologram service based that combines projection mapping and floating holograms. Projection-mapped screens and multi-floating hologram device provide a three-dimensional volumetric space with extended depth orientation from the user's point of view, while allowing users' entire and partial motions to be recognizable through multiple sensors.

A Design of Contents Display Method for Effective E-book Reading (효과적인 전자책 구독을 위한 콘텐츠 표시 방법 설계)

  • Ko, Ginam;Kim, JongIn;Moon, Nammee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.171-172
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    • 2013
  • 기존의 종이책은 다양한 스마트 모바일기기의 활발한 보급으로 인해 전용 단말기와 뷰어 앱(Veiwer App)을 통해 전자책(e-book)으로 서비스되고 있다. 최근에는 텍스트(Text) 중심의 전자책과 달리, 텍스트와 함께 동영상, 다양한 상호작용 요소를 중심으로 하는 앱북(App book)의 형태로 진화되고 있다. 아이패드(iPad)용 앱스토어(App Store)에서는 도서 관련 앱이 28%를 차지할 정도로 앱북 시장이 빠르게 성장함에도 불구하고, 여러 가지 전자책 전용 단말기, 뷰어 앱 UI(User Interface) 관련 연구들에 비해 앱북의 콘텐츠 및 UI에 대한 연구가 상대적으로 부족한 상황이다. 이에, 본 논문에서는 앱북 콘텐츠의 표시 방법에 따라 3개의 유형으로 분류하고, 대표 앱북을 선정하여, 콘텐츠의 객체 표시방법에 대해 분석하고, 상호작용 요소들을 분석하였다. 이를 통해, 객체 별 상호작용 요소를 고려한 전자잡지형 앱북의 콘텐츠 표시 방법 프레임워크를 설계하였다.

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A Technical Trend of Stereoscopic Content Production and User Interaction (입체영상 제작 및 사용자 상호작용 기술)

  • Jeong, H.;You, J.J.;Jang, K.H.;Kim, H.S.;Jang, H.W.;Park, J.Y.;Lee, J.H.;Nam, S.W.
    • Electronics and Telecommunications Trends
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    • v.27 no.3
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    • pp.22-31
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    • 2012
  • 영화 '아바타'를 계기로 다양한 입체영화의 등장과 3D TV의 대중화로 인해 입체영화를 비롯한 입체 콘텐츠에 대한 관심이 증가되고 있다. 또한 MS사의 '키넥트'가 인기를 끌면서 사용자와 영상 콘텐츠 간의 상호작용 기술이 게임을 중심으로 다양한 분야에 적용되고 있다. 본고에서는 입체영상을 제작하는데 있어서 필요한 촬영 기술 및 관련 장비의 현황 및 스테레오 입체영상의 색감일치 기술의 현황을 소개하고자 한다. 아울러 영상 콘텐츠와 사용자 간의 상호작용을 위한 비전 기반의 상호작용 기술 및 장비의 현황에 대해서도 살펴본다.

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Implementation of an Authoring Tool for Tangible user Interface (실감형 사용자 인터페이스를 위한 XML 기반 저작도구의 구현)

  • Seo, Jin-Seok;Kim, Jun-Ho;Kwon, Duk-Joong;Kim, Hong-Joon;Oh, Sei-Woong;Kim, Joung-Hyun;Kim, Chang-Hun
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.9-16
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    • 2008
  • The design and implementation of the interaction for tangible user interfaces require in-depth knowledge in many different disciplines, such as device control, sensing and calibrating devices, interaction design, low-level programming, and performance tuning. Many trial and error iterations are needed to determine the proper combination of the interaction techniques while using available interaction devices and considering the characteristics of contents. As a result, it takes too much effort and time to achieve maximum usability. This paper introduces a tangible user-interface platform, which is fabricated using various hardware devices and an XML-based authoring tool, which is developed in order to relieve content creators of the burden of the above difficulties. Finally, we demonstrate our work by illustrating some example contents.

The Effect of Social Media Influencer's Parpasocial Interaction and Relationship on Users's Brand Attitude and Purchase Intention (소셜미디어 인플루언서의 준사회적 상호작용과 관계가 이용자의 브랜드 태도와 구매 의도에 미치는 영향)

  • Lee, Eunsun
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.270-281
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    • 2021
  • The emergence of social media and technical development of smart phone allows media users to produce, share and spread a variety of contents, which results in a big change in their media usage pattern. Among those changes, the most prominent one is Youtube's powerful growth. Creators' enthusiastic content productions and users' active sharing actions are caused of the growth. Recently, creators give a powerful effect on users as social media influencer, and the practice of influencer marketing has been focused. This current study is examined the effects of parasocial interaction and relationship on brand attitude and purchase intention. Specially, parasical interaction is divided into identification, interest, and experience parasocial interaction, and the divisions of relationship are trustworthy, friendship, understanding, and commitment. As a result, interest and trustworthy are significant predictors of brand attitude. Also, experience parasocial interaction is negative and friendship is positive predictors of purchase intention. Theoretical and practical implication are discussed.

A design and implement of web standard e-book content authoring tools platform based on 3D interaction (3차원 상호작용기반 웹 표준 e-book 콘텐츠 저작도구 플랫폼 설계 및 구현)

  • Kim, Tae-Kyeom;Jang, Hyeon-Joong;Hong, Seong-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.985-988
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    • 2015
  • 최근 다양한 ICT기술의 발전으로 인간의 사회, 문화, 교육 등의 많은 분야에 변화가 일어나고 있으며, 많은 기술들이 인간 삶의 영역에 적지 않은 영향을 미치고 있다. 그 중에서도 인터넷 웹 표준 기술의 발전은 e-book 시장과 교육용 콘텐츠의 변화가 많을 것으로 예측하고 있다. 따라서 본 논문에서는 N-Screen 지원과 반응형 웹 기술 지원을 위한 3차원 상호작용기반의 e-book 콘텐츠 저작도구 플랫폼 설계를 연구하였으며, 6가지 영역의 상호작용 콘텐츠 개발이 웹 표준에 의해 저작될 수 있는 저작도구 모형을 연구 개발 하였다. 본 논문에서 제안한 e-book의 저작 형태는 웹 표준 기술 HTML5와 ePub3.0 표준을 기반으로 제작할 수 있도록 콘텐츠 플랫폼을 설계 하였으며, 사용자와의 상호작용, 시뮬레이션 등의 기능을 쉽고 빠르게 제작할 수 있는 사용자 인터페이스를 연구 적용하였다. 향후 본 연구의 결과로 전자책 산업 발전과 교육 분야의 활용 향상을 기대하고 있으며, 지식의 체계를 좀 더 다양하게 제공 할 수 있는 e-book 콘텐츠 연구의 원천이 되기를 기대한다.

An Improvement on the Authoring Technology of Lecture Contents for Subjects Based on Mathematics (수학 기반 교과목 강의콘텐츠 저작기술의 개선)

  • 신운섭;오용선
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.102-106
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    • 2003
  • In this paper, we propose a novel model and authoring method of digital contents which improves the educational effects in the area of cyber educations through Web. Especially we offer a new model of contents authoring for engineering departs using JAVA technology and concept-based branch strategy, making unit-contents separated in accordance with their characteristics and then accessing them at arbitrary instant in the replaying time. In proportion to the proposed model and strategy, the resultant contents might show advanced adaptabilities and interactions for users and the educational effects are really improved. Combining and realizing the proposed conceptual branch method and JAVA applet library with the conventional page-branch or subject-blanch we expect to get a novel basic scenario of engineering cyber contents and the scenario might improve the authoring and educational effects of the contents by applying its good interactive properties and realistic operations.

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The Effect of Digital Signage Content Appeal Type and Interactivity on Attitude and Memory (디지털 사이니지 콘텐츠 소구 유형과 상호작용성이 태도와 기억에 미치는 효과)

  • Lim, Jae-Moon
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.21-27
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    • 2019
  • The study empirically analyzed the effects of content attitudes and recall on digital signage advertising appeal (information appeal vs. image appeal) and interactivity level (low vs. high). As a result, first, it was found that a moderately low level of interactivity had a positive effect on content attitudes and recall than when the level of digital signage was extremely high. In addition, at moderately low levels of interactivity, information appeals had higher content attitudes and recalls than image appeals. Second, the content of image appeal has a positive effect on attitude when the digital signage level of interactivity is high, and the image recall ad and information appeal ad have negative effects on recall. Third, the low level of interactivity of digital signage has a positive effect on the content attitude and recall of information appeal. With the advent of digital media in recent years, concerns about how to construct the level of interactivity and information content on a strategic level are increasing in practice. The results of this study are expected to suggest the direction of the strategic grounds for this.