• 제목/요약/키워드: Content Creation Interaction

검색결과 27건 처리시간 0.026초

콘텐츠 제작을 위한 소프트웨어 디자인 프레임워크 (Software Design Framework for Content Creation)

  • 오정민;문남미
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제2권11호
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    • pp.815-822
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    • 2013
  • 최근에는 터치형 단말기에서 소비되는 어플리케이션 형태의 콘텐츠 제작을 지원하는 소프트웨어가 다양하게 등장하고 있는데 이러한 콘텐츠 제작 기반의 소프트웨어는 기존의 사용자 태스크와 다른 형태를 갖는다. 사용자 인터랙션을 고려하는 시점이 콘텐츠 제작과 소비, 양 측면에서 모두 중요한 역할을 담당하기 때문이다. 이러한 변화의 흐름 가운데 본 논문은 태스크 모델링에 기반을 둔 모델 기반 유저 인터페이스 개발(Model Based User Interface Design, MB-UID)과 사용 중심 디자인(Usage Centered Design, UCD) 모델을 기반으로 콘텐츠 제작 소프트웨어 유저 인터페이스 디자인 프레임워크를 새롭게 제시한다. 본 프레임워크는 비즈니스 규칙 모델, 제작 역할 모델, 제작 흐름 모델, 제작 행동모델, 표현 모델의 다섯 단계로 구성된다. 본 연구를 통해 콘텐츠 제작시 사용자와 소프트웨어 간의 인터랙션을 효율적으로 통제함과 동시에 콘텐츠 소비시 발생 가능한 사용자 인터랙션 유형을 콘텐츠 제작 단계에서 미리 고려할 수 있다.

소비자 스마트니스와 지각된 패션기업 지적자본이 가상세계에서의 가치공동창출행동 의도에 미치는 영향 (The impact of consumer smartness and the perceived intellectual capital of fashion firm on value co-creation behavior intention in virtual worlds)

  • 안수경;류은정
    • 복식문화연구
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    • 제32권2호
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    • pp.148-163
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    • 2024
  • With the digitalization of production and consumption environments, consumers are no longer merely targets of marketing, but key players in creating value jointly with companies by participating in various decision-making processes. Much virtual content in particular, such as fashion shows, exhibitions, games, social activities, and shopping, which fashion brands implement in virtual worlds, cannot be completed without consumers' active engagement and interaction. Thus, this study considers consumers' participation in virtual content provided by fashion brands as value co-creation in virtual worlds. This study aims to examine how consumer (i.e., consumer smartness) and fashion firm (i.e., perceived intellectual capital) factors influence value co-creation behavior intention in virtual worlds. Data were collected from 410 consumers in their 20s nationwide through an online survey, and a higher-order structural equation modeling analysis was conducted to test the research model. The results showed that both consumer smartness and perceived intellectual capital positively influenced customer participation behavior and citizenship behavior intentions. Specifically, perceived intellectual capital had a greater impact on value co-creation behavior in the virtual world than consumer smartness. The findings provide empirical evidence that the fashion firms' intangible assets and consumers' competence in the digital shopping environment encourage their intentions to co-create value in virtual worlds.

메타버스 플랫폼의 크리에이터 이코노미: 광고수입 모델과 수익배분 구조를 중심으로 (The Creator Economy on the Metaverse Platform)

  • 김은진
    • 지능정보연구
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    • 제28권4호
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    • pp.275-286
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    • 2022
  • 코로나19 팬데믹으로 촉발된 메타버스 시장은 현재 가파른 성장세를 보여주고 있다. 메타버스 플랫폼은 컨텐츠를 생산, 소비하는 크리에이터와 사용자 그리고 플랫폼에 조성된 청중을 광고 대상으로 하는 광고주를 연결시키고 있다. 이들 플랫폼 참여자간의 상호작용은 새로운 형태의 경제인 크리에이터 경제의 부상을 가져왔다. 본 논문은 크리에이터와 메타버스 플랫폼의 다양한 수익원 중 광고 수익을 중심으로 플랫폼의 특성이 플랫폼과 크리에이터 간의 수익률 배분에 미치는 영향을 연구하였다. 게임 이론 기반 분석 모델을 통해 본 연구는 메타버스 플랫폼이 광고 회피를 감소시킬수록, 광고의 효과성을 높일수록, 그리고 효과적인 컨텐츠 제작 툴을 제공할수록 크리에이터의 수익 배분율을 낮출 수 있음을 보여주었다.

멀티터치 테이블 탑 디스플레이를 활용한 에듀테인먼트 콘텐츠 구현 (Development of Edutainment Contents using the Multi-touch Table Top Display)

  • 박선희;이정배;김응수;이창조
    • 한국멀티미디어학회논문지
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    • 제18권12호
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    • pp.1569-1577
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    • 2015
  • Recently, the development of IT technology, utilization of smart devices 3-5-year-old infants Upon smart device penetration rate per household increases has also sharply increased. In this paper, the educational contents for kid are considered and implemented by reflecting this trend. Content that has been produced in this paper are based on learning theory of constructivism, was to be performed naturally learn the content of the table-top display of applying the NUI technology. Also, the content creation that can help you learn infants through experiments crafted tabletop display interface content, it is believed to be the basis for the improvement of usability.

포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠 (Point Cloud Content in Form of Interactive Holograms)

  • 김동현;김상욱
    • 한국콘텐츠학회논문지
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    • 제12권9호
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    • pp.40-47
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    • 2012
  • 미디어 아트는 새로운 경로의 인식과 지각을 동반하고, 기존의 미술과는 다른 인간의 신체를 도구화 하여 상호작용을 만들어내는 새로운 감상방식을 제안한다. 시각적인 영상을 제작하는 방식 중 포인트 클라우드는 점으로 형태를 표현한다는 점에 있어 서양미술의 점묘법과 유사하며 이는 전통회화 기법을 디지털 기술을 활용해 재구성한다는 의미를 가진다. 본 논문에서는 미학적 요소와 디지털 기술을 융합한 새로운 감상방식으로 포인트 클라우드 형태의 영상을 제작하여 홀로그램 필름에 투사하고, 관람자의 손짓이 영상과 상호작용하는 콘텐츠를 제시한다. 콘텐츠 제작은 콘텐츠 제작 배경 의도를 기획하고 포인트 클라우드 형태의 이미지 제작, 상호작용을 위한 3D 제스처 디자인 과정을 거쳐 최종적으로 홀로그램 필름에 투사하는 과정을 거친다. 콘텐츠는 사람의 의식 속에서 일어나는 기억의 회상 과정을 시각적, 체감적으로 표현한다. 이를 위해 기억의 회상 과정을 불확실한 기억, 기억의 구체화, 완전한 회상으로 설정하였다. 불확실한 기억은 포인트 클라우드 형태의 이미지를 통해 모호한 형태의 이미지로 표현되고, 상호작용으로 이미지를 조작하는 행위를 통해 기억을 구체화 해 나가면서 완전한 회상을 하게 된다.

Design to Improve Educational Competency Using ChatGPT

  • Choong Hyong LEE
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.182-190
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    • 2024
  • Various artificial intelligence neural network models that have emerged since 2014 enable the creation of new content beyond the existing level of information discrimination and withdrawal, and the recent generative artificial intelligences such as ChatGPT and Gall-E2 create and present new information similar to actual data, enabling natural interaction because they create and provide verbal expressions similar to humans, unlike existing chatbots that simply present input content or search results. This study aims to present a model that can improve the ChatGPT communication skills of university students through curriculum research on ChatGPT, which can be participated by students from all departments, including engineering, humanities, society, health, welfare, art, tourism, management, and liberal arts. It is intended to design a way to strengthen competitiveness to embody the practical ability to solve problems through ethical attitudes, AI-related technologies, data management, and composition processes as knowledge necessary to perform tasks in the artificial intelligence era, away from simple use capabilities. It is believed that through creative education methods, it is possible to improve university awareness in companies and to seek industry-academia self-reliant courses.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

Multimedia Information and Authoring for Personalized Media Networks

  • Choi, Insook;Bargar, Robin
    • Journal of Multimedia Information System
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    • 제4권3호
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    • pp.123-144
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    • 2017
  • Personalized media includes user-targeted and user-generated content (UGC) exchanged through social media and interactive applications. The increased consumption of UGC presents challenges and opportunities to multimedia information systems. We work towards modeling a deep structure for content networks. To gain insights, a hybrid practice with Media Framework (MF) is presented for network creation of personalized media, which leverages the authoring methodology with user-generated semantics. The system's vertical integration allows users to audition their personalized media networks in the context of a global system network. A navigation scheme with dynamic GUI shifts the interaction paradigm for content query and sharing. MF adopts a multimodal architecture anticipating emerging use cases and genres. To model diversification of platforms, information processing is robust across multiple technology configurations. Physical and virtual networks are integrated with distributed services and transactions, IoT, and semantic networks representing media content. MF applies spatiotemporal and semantic signal processing to differentiate action responsiveness and information responsiveness. The extension of multimedia information processing into authoring enables generating interactive and impermanent media on computationally enabled devices. The outcome of this integrated approach with presented methodologies demonstrates a paradigmatic shift of the concept of UGC as personalized media network, which is dynamical and evolvable.

Designing Online Public Education Contents in Korean Medicine Using the Rapid-Prototyping Instructional Systems Design Model

  • Jiseong Hong
    • 대한한의학회지
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    • 제43권4호
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    • pp.74-88
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    • 2022
  • Objectives: The purpose of this study is to design Korean-themed online public education content in Korean medicine using rapid prototyping instructional systems design (RPISD). This study presents cases of developing and converting face-to-face general education programs designed to increase the interest in and understanding of Korean medicine for the public into online programs within a short timeframe. Methods: This qualitative study is design and development research, which used the RPISD model to analyze the available resources utilized in the rapid development of public educational content and propose systematization and optimization measures by analyzing the needs of clients, learners, and the environment. The <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was developed according to the model procedure, which involved needs analysis, development of course materials and manuscript, and storyboard creation and its filming and editing. Usability tests were conducted at all stages, and the opinions of clients, instructors, experts, and instructional designers were accommodated and reflected at each stage. Results: Using the rapid prototyping model, <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was organized into five classes of 20 minutes each. Each class was developed in Korean and included English, Chinese, and Japanese subtitles in addition to Korean under the cooperative instructional design among clients, subject-matter experts, instructional designer and learners. Conclusion: The cooperative instructional design of stakeholders is significant in developing Korean medicine public education content online through extensive interaction and feedback from stakeholders in the early stage of educational content development.

A Study of AI Impact on the Food Industry

  • Seong Soo CHA
    • 식품보건융합연구
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    • 제9권4호
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    • pp.19-23
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    • 2023
  • The integration of ChatGPT, an AI-powered language model, is causing a profound transformation within the food industry, impacting various domains. It offers novel capabilities in recipe creation, personalized dining, menu development, food safety, customer service, and culinary education. ChatGPT's vast culinary dataset analysis aids chefs in pushing flavor boundaries through innovative ingredient combinations. Its personalization potential caters to dietary preferences and cultural nuances, democratizing culinary knowledge. It functions as a virtual mentor, empowering enthusiasts to experiment creatively. For personalized dining, ChatGPT's language understanding enables customer interaction, dish recommendations based on preferences. In menu development, data-driven insights identify culinary trends, guiding chefs in crafting menus aligned with evolving tastes. It suggests inventive ingredient pairings, fostering innovation and inclusivity. AI-driven data analysis contributes to quality control, ensuring consistent taste and texture. Food writing and marketing benefit from ChatGPT's content generation, adapting to diverse strategies and consumer preferences. AI-powered chatbots revolutionize customer service, improving ordering experiences, and post-purchase engagement. In culinary education, ChatGPT acts as a virtual mentor, guiding learners through techniques and history. In food safety, data analysis prevents contamination and ensures compliance. Overall, ChatGPT reshapes the industry by uniting AI's analytics with culinary expertise, enhancing innovation, inclusivity, and efficiency in gastronomy.