• Title/Summary/Keyword: 컨텐츠 유형

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Interactions between AI Speaker and Children : A Field Study on the Success/Failure Cases by Types of Interactions (인공지능 스피커와 아동들의 상호작용 :유형별 성공/실패 사례 도출을 위한 현장 연구)

  • Hong, Junglim;Choi, Boreum
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.19-29
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    • 2020
  • As the AI speaker market is growing rapidly in recent years, the competition for the preoccupation of children who are the main users and the future prospective customers of the related companies is very intense. However, there is a lack of empirical research on how children interact with AI speakers. Therefore, this research examines the interactions between children and AI speakers, primarily through field studies, to extract what functions they use and what features they have. For this purpose, 799 conversations were collected and analyzed using the log data of the AI speaker recorded in real time. As a result, children were more likely to use children's songs, fairy tales, emotional conversations, and personification compared to adults. In addition, content analysis by specific types resulted in success/failure cases of interaction between children and AI speakers and proposed improvements by failure type. This study is meaningful in that it identifies children's AI speaker preferences, content, and major conversation patterns, and provides guidelines for developing services that meet children's eye level.

A study on the navigation methods according to the types of website and task (웹사이트 종류와 태스크 타입에 따른 사용자의 네비게이션 유형에 대한 연구)

  • 김소영;이건표
    • Archives of design research
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    • v.16 no.1
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    • pp.261-270
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    • 2003
  • This paper focuses on the navigation methods which users select in different websites or for different tasks. Identifying the preferred navigation methods used for each case would help developers to construct the structure of website more effectively and confidently. To achieve the goal, this paper presents a framework on the classification of links as S_link and C_link. Then experiment is designed in order to evaluate the type of preferred link in each case. For the experiment, two different types of prototype websites such as news sites and shopping sites were constructed for which two different types of tasks such as goal-centered tasks and process-centered tasks were given to users. Particularly, to minimize the effects of visual elements and technical difference, prototype websites were produced with only HTML, not JavaScript nor Shockwave Flash. The result showed dearly that type of tasks had more significant effects on users navigation patterns than type of website. And users are more dependent on the S_link in the goal-centered task and on the C_link in the process-centered task. These findings were more apparent at the Qualitative test which was conducted for the comparative analysis between prototype site and real site.

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A Study on the information architecture and menu design in the type of web sites (웹사이트의 유형 분류에 따른 정보 설계 및 메뉴디자인의 특성 연구)

  • 배윤선;이현주
    • Archives of design research
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    • v.16 no.1
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    • pp.241-250
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    • 2003
  • With the increasing number and variety of internet users as well as the development of internet technology, web contents have been taking a more comprehensive, integrated, and practical form. This change has brought to our attention the importance of the information architecture and menu design, both of which are required for the users to navigate vast amount of data promptly, correctly and easily for effective communication in the web sites. In this study, web sites were categorized by the service levels provided to the users, and sampling was performed accordingly. Then, information architecture, the layout and the presentation of the menu design were analyzed. The result of the analysis show that there are distinguishable characteristics in how the menus were expressed and designed, and that these characteristics reflect the users' characteristics in the web interface menu design. With the result of this study, we present a guideline for information architecture and web interface menu design, which reflects user characteristics thereby strengthening usability. Using this guideline, we expect the development of web interface design which should support more efficient communication on the web.

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Moodle's Cloze type quiz editor development by using Javascript (Javascript를 이용한 Moodle의 Cloze 유형 문항 생성기 개발)

  • Park, Hyo-Won;Lee, Sun-Heum;Choi, Kwan-Sun;Kim, Dong-Sik;Kim, Won-Kyum
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.3
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    • pp.547-553
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    • 2009
  • Moodle is a web-based open-source LMS. This system provides the effective functions for making a various types of quizzes easily. Any interface for making a Cloze-type quiz conveniently, however, are not provided in the Moodle. In this paper, a web-based program has been developed which helps users make the Cloze-type quizzes easily. The program provides a convenient interface and achieved the considerable reduction in time-cost of making the Cloze-type quiz. The program is very helpful for users to try to make a variety of quizzes by using the Cloze-type.

The analysis of an Animation Effectiveness in the Web (In case of Education portal site) (웹 상에서 애니메이션 효과분석계 (교육 포탈사이트를 중심으로))

  • Shin Soon-Ho
    • Journal of Digital Contents Society
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    • v.2 no.2
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    • pp.199-208
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    • 2001
  • The industries of culture contents is the trend to enforce the power of National competitions in the world economy knowledge foundation which tries to exchange a labor industry to the knowledge business. The spread of internet is the apparently turning point to be devide the world economy into the industrial society and the digital society. Also the communication with internet has been recognized as it is not any more newly means of communication in Korea. Net value which is a multinational internet survey corporation clarified that Korea was the most nation in the world by the result of its research in the rate of using internet. This research look into the characteristic of the media and type of the animation in internet, also analysis a need of user and a degree of convenience of using internet in the web of education site. This study is designed to study the evaluation criteria of web interface with visual perception and to seek its development in relation to the quality of visual perception in case of web animation.

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The Application of Digital-Diagrams as Infographic Material in Multimedia Design (멀티미디어디자인에서 인포그래픽 도구로서 디지털다이어그램 활용에 관한 연구)

  • 류시천
    • Archives of design research
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    • v.17 no.3
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    • pp.133-146
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    • 2004
  • Diagrams have been deeply and widely used for supporting effective communication relating to design information and knowledge in most design fields. The results show that their role expands to "developmental design material" increasing the principle and method of design process. It's recent trend that Digital-Diagrams are aggressively used in multimedia design fields such as web contents, interactive movies and DVD Titles in order to support user's information understanding more effectively and to stimulate user's participation in information acquiring process. This study aims to clarify the essence of digital diagram corresponding to infographic material in multimedia design and application of multimedia contents development process . This study purpose leads to argue the substance of Digital-Diagrams as one of infographic types and identity of Digital-Diagrams which is relatively compared to existing Diagrams. Eventually, this study examines the application issues of Digital-Diagrams in multimedia design process. Regarding the identity of Digital-Diagrams, they are functionally utilized depending on hypertext based on language forms and interactivity based on graphical forms as core attributes. Therefore, they semantically enlarge user s information understanding by segmenting hierarchy of information expression and rather support user s acquisition of information control ability. Relating to multimedia design process, Digital-Diagrams are used by information designers and navigation designers as method for ‘modeling for realization based on information acquisition support for information-users. Especially, the study results show that the applications of Digital-Diagrams are performed for information representing methods for information designers and embodiment of useful functional factors of interface for navigation designersgation designers.

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Q Analyses of the Structure of Internet Bookstore Users' Subjectivity (인터넷 서점 이용자의 주관성에 관한 Q분석)

  • Jung Huyn-Wook;Kang Hye-Young;Kim Sun-nam
    • Journal of Korean Library and Information Science Society
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    • v.36 no.2
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    • pp.197-220
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    • 2005
  • This paper examined the structure of internet bookstore users' subjectivity by focusing on their beliefs, values and attitudes.0 methodology was utilized for the study. After constituting 36 Q sample and 28 P sample, data were collect from April 15, 2005 to April 22 2005. The analyses showed 3 types of subjectivity structures. The first one was 'the economic benefit-seeking type.' Those in this type were motivated to use internet bookstores to achieve economic benefits. They paid more attention to the Prices discounted than the web site contents provided by internet bookstores. This type was conspicuously found among college students. The second one was the 'information-seeking type.' People in this category made visits to internet bookstores in order to obtain new information or professional materials. This type was dominantly found among women. The third one was the 'convenience-seeking type.' Those in this type were concerned not only with the accessibility and convenience, but also with such practical issues as delivery, price, applicability, payment, and bonus. This type was conspicuously observed among white collar workers. These findings suggests that in order to make internet bookstores more attractive to users, it is demanded to understand various needs held by users and map out sophisticated marketing strategies on the basis of such a knowledge.

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A Study of the Attributes of Local Reader: Differences among Three Kinds of Reader Groups (신문 열독 유형별 지방 독자의 속성 연구: 중앙지 독자, 지방지 독자, 병독자에 관한 탐색)

  • Park, Jae-Yung;Joe, Su-San
    • Korean journal of communication and information
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    • v.27
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    • pp.123-151
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    • 2004
  • This study explores the attributes of local readers based on a discriminant analysis. Local readers are divided into three groups national newspaper reader, local newspaper reader, and national & local newspaper reader. A nationwide telephone survey was conducted in june, 2004 and gathered 2,063 cases. News subject and advertising appeared to play less important role in distinguishing among the three group examined. The most powerful discriminating variables were residence area and period of residence area. Education, interest of capital city news, job were found to be moderately important variables on Function 1, which distinguished between local newspaper reader and national & local newspaper reader. Generally, local newspaper reader showed higher interest on capital area news and lower interest on metropolitan area news. However, the result of a discriminant analysis indicated local newspaper reader was distinguished from national newspaper reader in terms of higher interest of metropolitan area news. Simultaneously, local newspaper reader was distinguished from national & local newspaper in terms of lower interest of capital area news.

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A Study on the Structuring of Professional System for Design Business (전문적 체계정립을 위한 디자인비즈니스 유형구조화 연구)

  • 김보영
    • Archives of design research
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    • v.17 no.3
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    • pp.17-26
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    • 2004
  • Those of the growth of e-business, the development of the cultural creative industry, the contents and knowledge industry have expanded and diversified the existing business models and created new ones. They are triggering new interpretations and discussions on business models. Such of changing business environment has paved the way for the expansion of design management within the design industry and opened new windows of opportunity for the traditionally small and non-specialized design business. Until now, the design business has not been distinguished from design industry or design service, and has not been viewed as an independent field. Rather, the design business has merely been part of a process. As such, the lack of dear definition and structured system had been a bottleneck for many design companies trying to achieve capital and social success and establish the foundation for growth and for companies striving to advance the design management in developing design business models or growth strategy in line with the changing environment. Against these sort of backdrops, this paper attempts to dearly define the design business. To this end, the paper tries to developed a design business model framework which classifies design business model into four types - customized, ready-made, provider and contract - according to the business activities between the producer and the end user, and business items into product, additional sonics, knowledge and promotion. The framework will expand the definition of design business and contribute to the expansion of design business activities and the development of diverse business models.

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A Propensity of the Players' Preferences of the On-Line Game under Their Thinking Modes of The Cerebral Hemispheric Model (대뇌반구모형의 사고유형별 온라인 게임 선호요소에 관한 연구)

  • Kim, Dea-Yong;Chung, Seung-Ho;Choi, Eun-Suk
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.140-150
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    • 2009
  • Difference of individual character is defined Cerebral Hemispheric Model(CHM) to develop individual intellectual abilities in this paper. Component of preferred online-game is surveyed in accordance with individual character, and investigated for possible applications. An individual is classified with 2 modes of CHM that take charge of intellectual abilities; abilities is character, taste, personality decision-making and behavior patterns; that is closely related to creativity. Difference of game component could be investigated with correlation table of cerebral preference patterns (CPP) that was drawn up with survey. Individual brain preferences (IBP) became clear through preference of individual in the investigation, and suggested concept guide-line to develop other brain preferences. Thus, this study is able to realize from education game to a great variety of contents that base on the development of thinking-faculties as optimization of user preference, can be the basic data of self-development, to improve intellectual faculties as development of individual thinking preference.