• Title/Summary/Keyword: Digital Media Interaction

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A Study on User Created Content of MMORPG -Focused on the Process of Game Play and Game Design- (MMORPG의 사용자생성콘텐츠에 관한 연구 -게임플레이와 게임디자인 과정을 중심으로-)

  • Park, Na-Young
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.49-58
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    • 2007
  • The progress of the MMORPG is being under discussion based on 'User Created Content' recently. User Created Content is to be classified into four types - IC User Created Content, IC User Crafted Content, OOC User Created Content, OOC User Crafted Content. Mechanism, Dynamics and Aesthetics on the process of Game Design and Game Play that Marc Leblanc suggested are brought out differently from each other. So, User Created Content can make you understand the various desire of users who's playing game. And It is meaningful in Game Design, either. Therefore, User Created Content is significant as the interaction of IC culture and OOC culture and as the interaction of a process of game play and game design.

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Effect of Virtual Influencer Attributes on Consumer Purchase Intentions : Evidence from Chinese Internet Consumers (가상 인플루언서 특성이 소비자 구매의도에 미치는 영향 : 중국 인터넷 소비자를 대상으로 한 실증연구)

  • Niu, Yanqi;Song, Hyo-jung;Kim, Tae-ha
    • Journal of Venture Innovation
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    • v.7 no.2
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    • pp.57-76
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    • 2024
  • A virtual influencer is a digital artifact that primarily operates on social media and acts like the human influencer. This study investigate how the attractiveness and reputation of virtual influencers affect consumers' purchase intentions. Based on previous studies, we developed a research model and questionnaire, and analyzed a total of 371 survey questionnaires using a structural equation model. The study results show that reputation positively affect attachment, imitation desire, and interaction, while attractiveness positively influence attachment and imitation desire but not interaction. Lastly, purchase intention was positively influenced by imitation desire, attachment, and interaction; which indicates that attractiveness, reputation, and interactivity are crucial factors in virtual influencer implementation strategies. The quality and reliability of contents provided by virtual influencers are essential not only for gaining popularity but also for maintaining a good reputation. Additionally, continuous interaction is necessary in order to foster close relationships with consumers. A few practical insights are presented for firms considering to implement a virtual influencer.

A study on user experience design research of interactive TV for children. (사용자경험 리서치를 통한 유아용 인터렉티브 TV 연구)

  • Jeon, Eun-Yong;Eune, Ju-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.818-825
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    • 2009
  • Edutainment is the one of important factors to study interactive TV for children, and it is a big portion in kid's marketing and education market as well. The aim of this study is to design interactive TV for children to maximize edutainment effects by researching children's behaviors. The analysis of children's behaviors with educational effects should be focused to apply designing user experience to propose new ideas of interactive TV. Through observing children's behaviors and interaction with other media, such as books, CD players, digital camera, and so on, TV can be reanalyzed as reliable media, which is creative interactive TV for children with proposals of user experience structure and interaction solution. TV has been changed from analog TV to IPTV and it will be different with network and interactive solution.

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Cultural Capital and Expanded Musical Consumption -From What to How (문화자본과 확장된 '문화소비' -무엇을 소비하는가에서 어떻게 소비하는가로)

  • Kim, Eun-Mee;Kwon, Kyung-Eun
    • Korean journal of communication and information
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    • v.69
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    • pp.111-138
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    • 2015
  • The purpose of this study is to suggest that cultural consumption practices are changing with social and media changes and re-conceptualize 'cultural consumption' beyond attendance or exposure to high culture genres. We look at four types of musical consumption - news reading, posting a review, amateur participation, interaction with others - as expanded musical consumption. We expect expanded musical consumption to be closely associated with cultural capital than with attendances at musical events since high-culture events gets popularized, musical information abundant and cultural interaction easier. We explore the question of the relationship between inherited cultural capital and cultural consumption using recent survey data. More evident are positive relationships between cultural capital and production than attendance.

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Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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Technologization in Fashion Products - Focusing on the Cases on Online Fashion Media - (패션 제품에 나타난 테크놀로지제이션 - 온라인 패션 미디어에 게재된 사례를 중심으로 -)

  • Kim, Mikyung;Yim, Eunhyuk
    • The Korean Fashion and Textile Research Journal
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    • v.24 no.1
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    • pp.15-28
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    • 2022
  • In the Fourth Industrial Revolution era, with its accelerating radical changes and innovation, fashion is rapidly advancing to sustain social changes introduced by technological convergence. In light of this, the study investigates the social and cultural characteristics of technologizing fashion products: creative modifications emerge from technological convergence with fashion products and result in a realm separate from technology. By focusing on the nature of fashion, this study analyzes the technologization of fashion products for added value creation in the fashion system. Based on the findings, it interprets different attitudes toward technologizing that changes fashion products. Accordingly, this study reviews previous literature and qualitatively examines empirical cases based on inductive reasoning. In particular, it analyzes commercialized cases of fashion-technology convergence in fashion products found on online fashion media outlets between January 2007 and May 2021, a central period in intellectual and technological innovation. The characteristics of technologized fashion products are identified as follows: expansion of physical functions and categories, interaction with emotional sensibilities, artistry through combination with technologies, and computer-generated imagery(CGI) fashion as digital goods. Therefore, this study analyzes the characteristics of technologization, focusing on the social and cultural properties of fashion products. The findings provide opportunities to understand the paradigm shift of these products that was catalyzed by technologizing.

A Study on the Necessity and Cases of Non-Face-to-Face Online Craft Education Programs (비대면 온라인 공예 교육 프로그램의 필요성과 사례 연구)

  • Jang, Ji-Su;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.277-282
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    • 2021
  • The purpose of this thesis is to suggest the direction of various online education media to be developed in the future by studying the necessity and cases of non-face-to-face online craft education programs. To this end, among the online class platforms currently operated in Korea, four places that contain craft education programs were selected and analyzed for comparison. Class101, Hobbyful, Conects-Hobby Class, and Air Klass are examples. As a result of the study, the common features and advantages of the convenience of accessing contents and the diversity of class composition were found. However, there was a limitation in that the real-time inquiry and response system was not systematically implemented in most online class platforms. In particular, as the number of users of the online class platform is gradually increasing in the untact era caused by Covid-19, continuous research and development will be required to ensure that interaction, the most important characteristic of face-to-face, can also be performed well on online platforms.

Remediation Property of Conceptual Metaphor in Smartphone UX (스마트폰 UX에서 개념 메타포의 재매개 특성에 관한 연구)

  • Kim, Hyung-Woo
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.135-142
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    • 2013
  • In this study, I research about extensions and changes of user experience by using smartphone from the point of conceptual metaphor based on embodied cognition and the remediation characteristics. The result of this study is as follow; The first, container schema and path schema as center image schema of the conceptual metaphor are a proper theories to be mapped user experience by using smartphone because of including embodied schema structure by human physical experience. The second, user experience of smartphone in the point of remediation is remediated by smartphone. And physical space is rededicated and interacted to behavior space by the user experience. The third, the conceptual metaphor of smartphone UX activate container chema through implicit interaction and has transparent immediacy to ingenerate existence of media. The forth, path schema that is activated from explicit interaction makes users to experience hypermediacy. Conceptual metaphor and remediation in this study could be used to theoretical framework and to explain new user experience from using smartphone.

Research of EPG Time Accuracy for Terrestrial Broadcasting Re-transmission (지상파방송 재전송을 위한 EPG 시간 정확성 연구)

  • Seok, Jin-Hwan;Won, Chung-Ho;Yoon, In-Seop;Han, Chan-Ho
    • Journal of the Institute of Convergence Signal Processing
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    • v.17 no.1
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    • pp.40-45
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    • 2016
  • In accordance with the digital broadcast data converted, the number of the service provider, and content channel for interaction with the viewer has increased exponentially. Electronic program guide in such a multi-channel time(Electronic Program Guide, EPG) is an essential requirement, and also from day to day EPG generation technique according to the user's requirements. But the current situation is getting EPG to viewers outside for reasons such as absence, lack of accurate information, organizing techniques utilized lack of standard systems. In this article, we describe the State and EPG solution to the problem of these terrestrial stations. This, the EPG information and the actual broadcast time of the terrestrial channel 6 using a ground wave receiving method for a direct comparison was studied the problems and the average error of the current start. Also this research perform to enhance accuracy of EPG information.

Considerable Factors According to Classification of Social Robot Services (소셜 로봇 서비스의 유형화에 따른 유형별 고려 요소)

  • Lee, Ki-Lim;Jeong, Min-Ji;Choi, Seungyeon;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.8
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    • pp.883-892
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    • 2018
  • Recently, as interest in social robots to support physical convenience and emotional sympathy has increased, and social internet has developed, a social robot has evolved as various services simply beyond robot function. Therefore, to develop a social robot service effectively, it is required to study the functional application and methods of interaction between user and social robot service. The purpose of this study is to classify social robot services and to suggest the types of elements that need to be considered in service development. To do this, we conducted in-depth case studies and analysis based on the theoretical definitions and characteristics of social robots. Then, based on the sympathy and functions, we classified social robot services into 1) emotional support type, 2) companion type, 3) guide type, and 4) life support type. In addition, in this study, we derive the considerable factors according to the classified types for the development of effective social robot services. This study will contribute to the understanding and development of various services using a social robot.