• Title/Summary/Keyword: 상호작용 콘텐츠

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Black in Along with the Gods (<신과 함께>의 검정, (비)물질과 지각의 상호작용)

  • Kim, jong-guk
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.119-120
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    • 2019
  • 이 글은 물질의 본질로 규정한 아리스토텔레스의 색채론과 디지털이미지의 비물질적 특성으로서의 검정을 전제로, <신과 함께>의 서사를 주도하는 인물과 이미지를 구성하는 공간에 채워진 검정의 의미를 분석한다. 할리우드영화에서 검정은 악의 근원이며 공포이다. 검정에 관한 예외적이고 특별한 특성을 성찰하는 철학, 회화, 문학에서의 비유와 달리, 대중영화에서 검정은 가장 보편적인 의미를 표현한다. 삶과 죽음의 경계를 오가는 <신과 함께>에서 검정은 저승의 공간과 차사라는 인물을 구성한다. 한국영화에서 검정은 상상의 공간을 상징화하는 유용한 색이다. 이 글은 한국영화 <신과 함께>에 사용된 검정을 통해 동서양 색채문화의 차이를 살펴보고, 사회문화적 맥락에 따라 상호작용하는 의미를 분석한다.

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Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.5
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    • pp.127-160
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    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.

Examination of Organizational Communication and Culture as a Moderator of the Relationship between Job Satisfaction and Organizational Performance (직무 만족과 조직 성과의 관계 탐색 : 조직 커뮤니케이션과 조직 문화의 조절 효과)

  • Lee, Gunhyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.376-388
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    • 2013
  • This study investigated the role of organizational communication, culture and trust as a moderator of the organizational performance(the growth of production and quality improvement) and job satisfaction. Using data collected from 248 workers at 128 establishments in Changwon industrial complex, morderated regression analyses explored the proposed model. As a result, communication activity and organizational trust was found negatively to moderate the relationship between job satisfaction and quality improvement/the growth of production. And organizational culture was found positively to moderate the relationship between satisfaction and quality improvement. Implications of these findings were discussed.

The Effect of Perceived Social Support on the SNS Interactions and Expected Level of Perceived Information Authenticity (SNS상에서 지각한 사회적 지지가 SNS 상호작용과 자기정보의 진정성 평가 기대에 미치는 영향)

  • Kim, Dong-Tae
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.259-268
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    • 2016
  • The purpose of this study is to investigate the effect of perceived social supports(PSS) in SNS on SNS interactions. In addition the present study aims to look for the effect of SNS interactions on the expected level of information authenticity perceived by information users. The results show that the effect of PSS on the desire for self-identity presentation is significant(Hypothesis 1 accepted). It also reveal that the desire for self-identity presentation positively affect SNS interactions (Hypothesis 2 accepted). And the effect of PSS on the SNS interactions is positively significant(Hypothesis 3 accepted). Finally, the degree of SNS interactions positively affect the expected level of information authenticity perceived by information users(Hypothesis 4 accepted). The significance of this study is to extend scope of research which is related with PSS. Especially, present study emphasize the difference between offline PSS and online PSS. And this study make clear the cause-and-effect relationship is at work between online PSS and SNS interactions, unlike preceding researches.

The Effects of Webtoon User's Perceived Usability and Interactivity on Service Satisfaction and Willingness to Pay (웹툰 서비스의 사용편리성과 상호작용적 행위가 서비스 만족과 지불의사에 미치는 영향)

  • Chae, Jung-Hwa;Han, Chang-Wan;Lee, Yeong-Ju
    • Cartoon and Animation Studies
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    • s.38
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    • pp.259-286
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    • 2015
  • This study investigates the effect of the motivation to use webtoon and the convenience of use(the character of the webtoon service) on the interactivity, and then examines how the interactivity affect the webtoon user's satisfaction and willingness to pay. Using factor analysis, this study found two motivations to use webtoon including 'information acquisition', 'entertainment and easiness of access'. These motivations have an influence on the interaction of the content and Webtoon's user and of Webtoon's users. The motivation of the entertainment and easiness of access is more influential to user's interactivity. The convenience of use is divided two types that are the convenience of the searching information and service. The convenience of webtoon service has positive influence of two types of interaction. The last results find that webtoon user's satisfaction is influenced by gender, the convenience of the searching information and using service. The satisfaction of the female user is higher than man. The more convenience of use is, the more satisfaction of users will be. Willingness to pay is influenced by age, the convenience of webtoon service, and the user's interactivity. The older users are, the more convenience of webtoon service is, and the more the user's interactivity, the higher willing to pay will get. The implications of the findings are discussed in terms of the way to change the profit structure of webtoon service and suggest to increase the interactivity in webtoon service.

Metaverse Interaction Technology Trends and Development Prospects (메타버스 상호작용 기술 동향 및 발전 전망)

  • S.M. Baek;Y.H. Lee;J.Y. Kim;S.H. Park;Y.-H. Gil
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.12-23
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    • 2024
  • The Metaverse industry is developing rapidly, and related technologies are being actively improved. Tools such as controllers, keyboards, and mouses are used to interact in the Metaverse, but they are not natural and intuitive interfaces to resemble real-world interactions. Immersive interaction in a Metaverse space requires the engagement of various senses such as vision, touch, and proprioception. Moreover, in terms of body senses, it requires a sense of body ownership and agency. In addition, eliciting cognitive and emotional empathy based on non-verbal expression, which cannot be suitably conveyed to the digital world, requires higher-level technologies than existing emotion measurement solutions. This diversity of technologies can converge to build an immersive realistic Metaverse environment. We review the latest research trends in technologies related to immersive interactions and analyze future development prospects.

Characteristics of Interactions between Fan and Celebrities on Twitter (유명인과의 트위터 매개 상호작용 특성 탐색)

  • Hwang, Yoosun
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.72-82
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    • 2013
  • The present study explored types of Twitter-mediated communication and emotional responses of Twitter users toward celebrities. Three perspectives of para-social interactions, information hub, and fandom were proposed as communication types on Twitter. Celebrities were classified by entertainer, politician, specialist, and blogger. Communication patterns according to each category of celebrities were analyzed. The patterns of emotional responses, which represents the use of emoticons and emotional expressions were also analyzed. The results show that the type of para-social interactions was frequently accepted for the interactions with politicians and specialists, while fandom style was salient for the entertainers. For the power bloggers, the users tend to adopt the type of information hub interaction. The use of emotions and emotional expressions were most frequent in case of fandom style communication and the messages to the entertainers. Implications were further discussed.

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.

Effects of Modality and Smart Device on Learner's Interaction Experience in Online Learning (스마트 기기를 활용한 온라인 토론학습에서 모달리티가 학습자의 상호작용경험에 미치는 영향)

  • Park, Seyoung;Shin, Dong-Hee;Kim, Tae-Yang;Shin, Jae-Eun
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.507-519
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    • 2015
  • Along with the rapid diffusion of smart devices, smart learning has been taking place as a main pedagogy in education. Under these drastic changing circumstances, social presence and interaction between learners have been highlighted as key factors in educational research. In this light of rising importance, this study examined the effects of modality and smart device on users' perceived social presence and interaction experience in a smart learning environment. It conducted 2(text based interface vs. audio/video based interface) by 2(smartphone vs. tablet PC) between-subjects experiment. 80 participants were systematically recruited and randomly assigned to four conditions. The findings showed that social presence was higher in audio/video based interface condition than in text based interface condition. Modality also had a positive effect on learner's interaction experience. On the other hand, the effect of smart device is found to be statistically insignificant. Instead, interaction effect existed between modality and device on social presence. The result of this study suggests that the modality and characteristics of device should be considered seriously when designing interface of smart learning contents. The findings in this study provide future studies with heuristic implications by highlighting users' perceived cognition and experience.

User Interaction Library for Natural Science Education Digital App-Book on Android Platform (안드로이드 기반 자연과학 교육용 디지털 앱북 개발을 위한 사용자 상호작용 라이브러리)

  • Lee, Kang-Woon;Beak, A-Ram;Choi, Haechul
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.110-121
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    • 2015
  • The digital app-book is an advanced form of the electronic book (e-book), which attracts a lot of interests by the help of video, sound, sensors and a variety of interactions. As mobile devices have evolved, the demand of digital app-books is also rising substantially. However, the distribution of digital app-book contents is hard to meet the demand because the digital app-book requires a lot of programming cost for the interaction. To resolve this problem, Was verified and implementation as a library function of the interaction between device and user. The proposed library consists of three parts (user action recognition, device action, and content action) and provides various user-device interaction functions by combining methods of each part, which can support source code reusability, easy understanding and availability, and wide expandibility. The library was used in the development of natural science education app-book contents. As a result, it could reduce a lot of code lines and facilitate more rapid app-book development.