• Title/Summary/Keyword: Digital Media Interaction

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User Preference for the Personification of Public Service Robot (공공서비스 로봇의 의인화에 관한 사용자 선호)

  • Kim, Ban-Seok;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.361-366
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    • 2020
  • The purpose of this study is to find out user preference on personification of the public service robot. Public service robot services in public places is increasing, which is expected to continue to increase. Proper anthropomorphism of robots has positive effect on user experience. On the other hand, when the level of likeness exceeds a certain point, it provokes strangeness and a sense of unease. Therefore, it is necessary to prepare standards for anthropomorphism required for public service robots. In order to find it, a survey and an in-depth interview were conducted. According to the analysis, people prefer verbal interaction with the robot, and the proper age for the voice is in their 20s and 30s. It is recommended that no biological signals appear on the robot and there is a need for personalized services. Through this research, it is expected that it will contribute to design of public service robots that enhance user experience.

Analysis on the book cover design using Roland Barthes' Semiotics (롤랑바르트의 기호학을 이용한 추상적 책표지 디자인에 관한 분석)

  • Lee, Eunyoung;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.357-362
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    • 2020
  • By analyzing abstract book cover design, this study aims to examine the applicability of the semiotic methodology of Roland Barthes and to conduct a preference survey of how people would accept it. The selected books for the study are and published in Openbooks publishing company to mark the 30th anniversary of the opening. The research results are as follows. First, it was confirmed that Roland Barthes' semiotic approach is a suitable tool for identifying the symbolic phenomena of visual elements that constitute abstract book cover design. Second, people were well informed of what the abstract form of design conveys, but they showed personal differences in preference, making it difficult to achieve clear results. This study, together with the importance of the internal meaning that appears in the book cover design, gives graphic designers an indication that interaction between the communicator and the acceptor should be sought.

Study on the experiential Hanbok culture and user experience (한복체험 놀이문화의 사용자 경험에 관한 연구)

  • Kim, Minjung;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.339-345
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    • 2019
  • This study explores the Experiential Theory of John Dewey and Donald Norman's definition of user experiences to analyze the new cultural experience of trying on Hanbok among the young generation. In order to find out the demographic characteristics, the survey was conducted online. An in-depth interview was held among six women in their 20's who were randomly selected to obtain diverse consumer's opinions. According to the interview, rather than recognizing the traditional beauty of Hanbok, the interviewers recognized the aesthetic sensibility of modernized Hanbok. In addition, the uniqueness of wearing Hanbok which has become the non-ordinary culture and the desire to share the experience is analyzed through characteristics such as particularity. In order to develop cultural contents that are highly marketable, consistent analyzation and research of the fluctuating desire of customers are essential since users perceive their experience to be special.

REAL-TIME COLLISION RESPONSE BETWEEN CLOTH AND SPHERE OBJECT IN UNITY (유니티 게임 엔진에서의 구형 물체와 천 시뮬레이션간의 실시간 충돌 및 반응 처리 연구)

  • Kim, Min Sang;Song, Wook;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.19 no.6
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    • pp.53-62
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    • 2018
  • As the performance of computer hardware has been increased in recent years, more realistic computer generated objects can be created and presented in personal computers and portable digital devices as well. For this reason, digital contents, including computer graphics, require virtual objects that are more realistic and representable in real-time on various devices, thus it requires more computational costs. In order to support the production of contents including computer graphics, games, and animations on multi-platform, Unity or unreal engines are mainly used. To represent more realistic behavior of virtual objects in a simulation, a virtual object must collide with other virtual objects and present the plausible interaction, as in the real world. However, such dynamic simulation requires a large amount of computational cost, and most portable devices cannot provide these dynamic simulations in real-time. In this paper, we proposed a GPGPU computation based dynamic cloth simulation to represent collision and response with spherical object in real-time. We believe that the proposed method can be useful for readily producing realistic digital contents.

A Proposal for the Development of Online Graduate School for Lifelong Education (평생교육을 위한 온라인 대학원 발전방안 제안)

  • Kwon, Arum;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.415-422
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    • 2022
  • This study requires a new paradigm for universities in line with the global pandemic and the 4th industrial revolution. Accordingly, we propose an educational plan for the H university online graduate school in Korea. As a research method, the implications of scholars and experts on future education were synthesized, and the cases of overseas universities using it were analyzed to propose an online graduate school education plan. As a result of the study, online graduate school needs diversity as a venue for providing new opportunities as lifelong education, and to realize this, they use a microcredit. Blockchain technology is introduced so that microcredit can be transparently verified. In addition, to correspond to various convergence major programs and further develop them, problem-solving-oriented teaching methods enhance students' convergent skills as well as active learning and interaction. More detailed curriculum research at online graduate schools is needed in the future, and we hope that you will contribute to the development of online graduate school education based on this study.

Study on Health Information Verification Behavior according to Digital Literacy & Health Empowerment (건강정보검증에 대한 노인과 비노인 집단 비교: 디지털리터러시와 건강임파워먼트를 중심으로)

  • An, Soontae;Lim, Yujin;Chung, Soondool
    • 한국노년학
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    • v.41 no.3
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    • pp.309-325
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    • 2021
  • This study explored the differences in health information verification behavior according to digital literacy and health empowerment between elderly and non-elderly groups. Targeting a total of 1,000 people in the two groups, demographic characteristics according to digital literacy and health empowerment were investigated. Interestingly, this study found that elderly people fell primarily in the category of low digital literacy and high health empowerment. However, non-elderly people were frequently found in the high digital literacy and low health empowerment category. Also, our analyses found an interaction effect in digital literacy and health empowerment on health information verification behavior in the elderly group, while the main effect of health empowerment was verified in the non-elderly group. These results imply that the elderly need to improve both digital literacy and health empowerment, while the non-elderly need to focus on developing subjective confidence through health empowerment.

The reality and task of non-face-to-face performing arts in the COVID-19: Focusing on the survey on the perception of workers and experts in the performing arts field (코로나시대 비대면 공연예술의 현실과 과제 - 공연예술분야 종사자 및 전문가 인식조사를 중심으로)

  • Kim, Soung-Tae;Choi, Bu-Heon;Cho, Hang-Min
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.485-498
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    • 2021
  • This study confirmed the perceptions of performing arts field workers and related experts under the theme of non-face-to-face performing arts. As a result of the analysis, first, respondents agreed with the practical need for non-face-to-face performing arts, but respondents in the field viewed the lack of "fieldability" and "communication with the audience" of non-face-to-face performances as a problem. Second, respondents who participated in non-face-to-face performance production had negative perceptions of realism, immersion, interaction with the audience, lack of enjoyment outside the performance, and difficulties in securing budgets, filming and editing, and actors' acting commitment. Third, regarding the government's non-face-to-face performing arts-related support policy, they complained that support was only given to specific organizations and a small number of people, and administrative difficulties in support. Through this study, it can be suggested that face-to-face and non-face-to-face performance arts should be treated in a complementary and balanced relationship in terms of government policy.

A Study on Forecasting for Ubiquitous Space with Analysis of Digital Technology Trends (디지털기술의 동향분석을 통한 유비쿼터스 공간의 미래예측에 관한 연구)

  • In, Chi-Ho;Yi, Soo-Hyun
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.323-334
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    • 2006
  • The continuous development of digital technology has actualized ubiquitous computing, and the environment of human life has come to face changes. Prediction of the future so that human life may be prepared can be very important. A number of predictions of ubiquitous space are presented, ranging from related professional research to mass media, However, proper analyses and understanding are required to understand ubiquitous space and apply it to design. This study seeks to understand ubiquitous space through analysis of the trend in digital technology from a new perspective, to research cases, and predict the future of ubiquitous space. Human, object, and environment have been set as basic factors as the subjects smoothly exchanges various types of information in the physical space, and the trend in digital technology is analyzed. From a human-oriented perspective, the background and development trend of digital technology has been analyzed under the theme of interaction and interlace. From an object-oriented perspective, an analysis was unfolded under the theme of products' evolvement from radios to robots. From an environment-focused perspective, an analysis has been carried out under the theme of situation recognition, intrinsic factors, and integration and connectivity. By applying the analytic results, the types of studies that predict the future of ubiquitous space and generate concepts have been classified and analyzed into three different types of studies for experiment, industry, and public. In this manner, ubiquitous space has been forecasted. This study seeks a systematic analysis of the understanding of the trends in digital technology and employs a case study of ubiquitous space based on systematic analysis. In consideration of all these, this study is expected to contribute to concept generation and development by designers.

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Assessment of the Usability of Digital TV Remote Control Pointing Methods (Digital TV 리모컨의 포인팅 방식에 대한 사용성 평가)

  • Cheong, Kyeong-Kyun;Kim, In-Soo;Park, Sung-Kwon;Park, Yong-Jin
    • Journal of Broadcast Engineering
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    • v.16 no.4
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    • pp.657-668
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    • 2011
  • Along with the development of communication technology, DTV is gradually evolving into media that provide diverse services and information. This study is related with remote controls that control DTV interfaces and assessed the usability of remote pointing device. To this end, pointing devices using three different interaction methods that have been attempted recently by the industry were selected to conduct empirical experiments. The usability assessment was conducted centering on the existing directional task on straight tracks presented in ISO 9241-Part 9 and the steering tunnel task on curved tracks proposed in this study. The measurement variables included movement time, accuracy, throughput, subjective satisfaction and user behaviors. Based on the results of the assessment, in the case of movements on straight tracks, the GyroPoint method showed better implementing time but lower accuracy compared to the Hall Mouse and OFN methods while in the case of assessment on curved tracks, all of the GyroPoint method, Hall Mouse and OFN methods showed excellent results on both implementing time and accuracy. Besides, differences in efficiency and subjective satisfaction were shown among individual pointing devices. Based on these results, it is considered that individual pointing methods have different advantageous and disadvantageous characteristics. In this study, the usability of remote control pointing methods was assessed and diagnosed reflecting environments where DTVs are used through assessments considering the aspect of straight tracks along with curved tracks. Among others, this study is considered to be meaningful in that it provides assessment criteria and basic data for the development of remote controls suitable for the evolving DTV environments.

A Platform Providing Interactive Signage Based on Edge-cloud Cooperation (엣지-클라우드 협업 기반 인터랙티브 사이니지 제공 플랫폼)

  • Moon, Jaewon;Kum, Seungwoo;Lee, Sangwon
    • Journal of Internet Computing and Services
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    • v.20 no.2
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    • pp.39-49
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    • 2019
  • Advances in IoT data analysis technology have made it easier to analyze situation and provide interactive services based on the context. Most of digital signage application have been used to provide information uni-directionally, but in the future it will evolve to provide personalized content according to the individual user situation and responses. However, it is not easy to modify or apply the existing interactive digital signage platforms due to their hardware dependency. The proposed platform is modularized by dividing main functions into two, the cloud and the edge, so that advertisement resources can be easily generated and registered. Thus, interactive advertisement can be rendered in a timely manner based on sensor analysis results. At the edge, personal data can be processed to minimize privacy issues, and real-time IoT sensor data can be analyzed for quick response to the signage player. The cloud is easier to access and manage by multiple users than edge. Therefore, the signage content generation module improves accessibility and flexibility by handling advertisement contents in the cloud so that multiple users can work together on the cloud platform. The proposed platform was developed and simulated in two aspects. First is the provider who provides the signage service, and second is the viewer who uses the content of the signage. Simulation results show that the proposed platform enables providers to quickly construct interactive signage contents and responses appropriately to the context changes in real-time.