• Title/Summary/Keyword: Digital Media Interaction

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The usage motivation of SNS: A Comparison of Open type and Closed type SNS (SNS의 이용 동기에 관한 연구: 개방형 SNS와 폐쇄형 SNS의 비교)

  • Jun, Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.181-192
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    • 2015
  • A new communication revolution such as social networking service (SNS) has been transforming the way of interaction between people in both of individual level and organizational level. Recently many people have switched to closed type SNS such as Naver Band and Kakao group due to the several reasons. The purpose of this study is to investigate the usage motivation and satisfaction of SNS based on use and gratifications perspectives. Based on prior studies on use and gratifications of Internet-related media and SNS, information motivation, relationship motivation, pleasure/entertainment motivation, self-expression motivation, work motivation were identified as usage motivation of SNS. This empirical study explores how these motivations vary between open type SNS(facebook and twitter) and closed type SNS(band and kakao group). This study contributes to provide the base of activation strategies and practical implications for companies using SNS as a marketing tool.

The Study on the Relativism in the De-materialization and the Hyper-surface Architecture (현대 공간의 비(非)물질화 경향과 초표피(超表皮) 건축에 관한 연구)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • no.34
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    • pp.3-9
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    • 2002
  • Entering into the 21st century, digital culture and the innovation of media technology have drastically changed our understanding of the concept of space. Increased availability of information made possible by technological advancement has, directly or indirectly, contributed to the development of space design, which, in turn, offers a possibility for a new paradigm in space design. Given these fundamental changes, this study seeks to explore how to understand the expansion of the concept of space. In order to answer this question, this study investigates de-materialization tendency in modern architectural design such as transparency, anti-gravity, complexity and simultaneity of space. It examines the interaction-oriented nature of space among human, information and time. Finally, based on concepts such as new hyper-surface, which transcend the limitations of space and time, it explores new emerging trends in space design.

Dynamic simulation models for seismic behavior of soil systems - Part I: Block diagrams

  • Sahin, Abdurrahman
    • Geomechanics and Engineering
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    • v.9 no.2
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    • pp.145-167
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    • 2015
  • Digital simulation has recently become the preferred method for designing complex and dynamic systems. Simulation packages provide interactive, block-diagram environment for modeling and simulating dynamic models. The block diagrams in simulation models are flowcharts which describe the components of dynamic systems and their interaction. This paper is the first part of the study for determining the seismic behavior of soil systems. The aim of this part is to present the constructed block diagrams for discrete-time analysis of seismic site amplification in layered media for vertically propagating shear waves. Detailed block diagrams are constructed for single and multiple soil layers by considering wave propagation with and without damping, respectively. The block diagrams for recursive filter to model attenuation in discrete-time form are also constructed. Finite difference method is used for strain calculation. The block diagrams are developed by utilizing Simulink which is a software add-on to Matlab.

A Study On Parameter Measurement for Artificial Intelligence Object Recognition (인공지능 객체인식에 관한 파라미터 측정 연구)

  • Choi, Byung Kwan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.15-28
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    • 2019
  • Artificial intelligence is evolving rapidly in the ICT field, smart convergence media system and content industry through the fourth industrial revolution, and it is evolving very rapidly through Big Data. In this paper, we propose a face recognition method based on object recognition based on object recognition through artificial intelligence. In this method, Were experimented and studied through the object recognition technique of artificial intelligence. In the conventional 3D image field, general research on object recognition has been carried out variously, and researches have been conducted on the side effects of visual fatigue and dizziness through 3D image. However, in this study, we tried to solve the problem caused by the quantitative difference between object recognition and object recognition for human factor algorithm that measure visual fatigue through cognitive function, morphological analysis and object recognition. Especially, The new method of computer interaction is presented and the results are shown through experiments.

Study on the Production of Interactive Multimedia Content using Floating Holograms (플로팅 홀로그램을 활용한 인터랙티브 멀티미디어 콘텐츠 제작 연구)

  • Choi, Junhwan;Kim, Jun
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1625-1630
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    • 2018
  • Image presentation ways have recently been growing, and hologram, which is one of the next generation image presentation methods, has been developed through a lot of researches, but it is difficult to embody. Therefore, a similar hologram method has been used for different multimedia contents to present the hologram-like effects. This paper intends to investigate ways to effectively use a floating hologram method as one of the pseudo hologram methods to apply to interactive multimedia contents. It also aims to produce works applying a motion sensor to contents of a boxed form using the floating hologram method while studying real-time interaction between sound and image presented from audience's participation to provide researches on advantages and disadvantages of utilizing hologram and the technology while suggesting complementary methods on them.

A Study on the Role of Social Robot in Aspect of User Experiences -Focus on Single-person Households- (사용자 경험 측면에서 소셜로봇의 역할에 관한 고찰 -1인 가구 생활을 중심으로-)

  • Chae, Min-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.295-300
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    • 2017
  • The study evaluates exploration of social robot's role which can emotionally communicate with human as an alternative to heal psychological isolation for single-person households. At first, I conduct a study on literatured to understand the definition and characteristics of social robot then analyze the current situation and future prospects. Based on this, I organized the requirements of social robot in aspect of user experience through in-depth interview of twenties single-person households living in the metropolitan area who could be potential customers. As a result every subject require social robot specialized to them through accumulated interaction. On the other hand, degree of attachment with social robot is different from subjects. Hear by I realize every subject require social robot to different and various functions according to their lifestyle and personality. Therefore I could draw conclusions and implications from this study that technical development in aspect of personalized user experience is necessary for social robot to settle in to human's life in the future.

Influence of Serendipity caused by Interaction towards User Experience in Mobile Application (모바일 애플리케이션에서 인터랙션으로 인한 세렌디피티가 사용자 경험에 미치는 영향)

  • Cho, In-Seong;Seo, Ji-Hee;Lee, Minju;Hur, So-Im;Lee, Yoon-Ji;Lee, Hyoseon
    • Science of Emotion and Sensibility
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    • v.18 no.4
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    • pp.59-74
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    • 2015
  • When product or service provides unexpectedness the user would be satisfied, and lately some mobile applications and web services provide those unexpectedness. However, unexpectedness itself can make negative effects such as decrease of the ease of use, still studies about mobile application are focused on satisfaction from the usability. Therefore, we would study experimentally user experience changes caused by unexpectedness using serendipity in mobile application UX, and observe how those changes to affect to user satisfaction. In other words, we observed the relationship between factors such as the unexpectedness caused by interactions of mobile application, the serendipity provided game, perceived newness, perceived ease of use, perceived usability, and satisfaction. As a result, the serendipity has positive effect to the perceived newness and negative effect to the perceived ease of use, and perceived newness and perceived ease of use affect to perceived usability positively, and all three factors are have positive effects to the use satisfaction.

The Effects of Types of Self-Identity on Quasi-social Interactions and Information Sharing Intentions with Facebook Opinion Leaders (자아정체성의 유형이 페이스북 의견 지도자와의 준사회적 상호작용 및 정보공유 의도에 미치는 효과)

  • Park, Sunkyung;Kang, Yoon Ji
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.225-232
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    • 2021
  • Nowadays, opinion leaders influence the formation of public opinion on various issues in social network services. There has been a lack of research on the personal characteristics that inspire users to interact with opinion leaders and show intent to act. This paper verifies how the disposition of Facebook users' self-identity affects the quasi-social interaction with opinion leaders on Facebook and the intention to share information. As the perception and behavior of users on social media platforms differ depending on the type of issue, an online survey was conducted by classifying issue types into life culture and political sectors. Research found that personal identity had a significant positive effect on quasi-social interactions in the life culture and politics sectors, while group identity negatively affected quasi-social interactions. In addition, the intention to share information was confirmed to have a significant effect only in the life and culture areas of self-identity (social and group identity). Quasi-social interaction was confirmed to have a significant positive effect on all issue areas. The results of this study suggest the need to consider variations in opinion leader marketing strategies based on the types of self-identity of Facebook users in the future. In addition, the study shows that raising the level of quasi-social interaction at the corporate level without distinction of issue types can lead to effective results.

Real-Time Multimedia Clock using Particle System (파티클 시스템을 활용한 실시간 멀티미디어 시계:구상적 이미지를 통한 시간의 형상화)

  • Im, Jin-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.62-69
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    • 2012
  • The newly developed field of media art is quickly making progress to include various and up-to-date forms of expression. Unlike in traditional art, the communication between the art and the viewer has become vastly important, in which the viewer is an active agent who participates and interacts with the artwork. These digital artworks can now be readily observed in everyday places and things, rather than being confined solely in the gallery space. By encouraging open interaction with the public, media art has become more accessible. Accordingly, this thesis examines the construction of a real-time multimedia clock piece using particle systems. Time has always been a significant theme in the realm of traditional art, which continues to be explored extensively in various forms of expression. In an attempt to express the continuity of time and the state of being value of existence based on technological skills, the thesis presents an artwork that uses the popular medium of a clock while also providing both usability and emotional satisfaction for the viewer's sensibility through interaction.

A Study on the Urban Public Design which Introduced the Concept of Hypermedia (도시 공공디자인에서 하이퍼미디어에 관한 연구)

  • Yang, Jin-A;Lee, Young-Soo
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.231-238
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    • 2013
  • As the technical medium evolves, the method of accepting information is changing. The technical medium also appears in various ways through the combination with art. This study aims to conduct research on how hypermedia, appearing from this, will reveal itself in the urban public design in terms of its expression mode. First, this study looks at the characteristics for expression representation of hypermedia art through theoretical considerations on the hypermedia. Second, this study identifies how hypermedia art is introduced in the urban public design through art cases. Third, this study reveals the characteristics depending on the expression mode of hypermedia art shown in the urban public design based on the analyzed cases. As a result, first, hypermedia appeared in various image lighting expression modes that use 'light' in the urban public design and interacted with the public. Second, hypermedia reacted to 'motion' and was the expression mode of using bodies in the urban public design and using peripheral devices and external environment and characterized by having complex patterns of multi-layered structure through multi-media. It also applied sight, hearing, and touch partially or integratedly to attract synesthesia from the public and checked mutual interaction rapidly in an improvised way. Third, such a complex digital technology was the network expression mode beyond space and time by medium of urban public design and characterized by the new experience of virtual space expansion through the world wide network and the communication mode of participation. With such a role change of media and combination with art, hypermedia has been achieving varied extended representations. It is considered to change our monotonous urban environment, restore our relationship with the public, and open a new field of communication. Accordingly, the significance of this study can be identified through how it aimed to display the expression method of hypermedia which caused its extension in the field of urban public design as well as through the derivation of relevant characteristics.