• Title/Summary/Keyword: Digital Media Interaction

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Interactive Storytelling Example Analysis of Promotion Site (웹 프로모션의 인터랙티브 스토리텔링 사례 분석)

  • Kim, Sun-Young;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.631-636
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    • 2007
  • Promotion websites of companies have several advantages: They can publicize the brand image in various ways by using the character of web environment; they enable consumers to learn the information of products in the round with interests; they can stretch out their marketing targets to the whole world. In order to make an effective delivery of their information in such promotion websites, interaction with their consumers is an important factor, for which understanding Interactive Storytelling is essential. The purpose of this thesis is to study Interactive Storytelling which enables us to have effective interaction with consumers in making promotion websites of companies. For this, this thesis analyzes examples of Interact Storytelling focused on it have story promotion websites on the basis of the five steps for internet marketing promotions: attraction of visitors, attraction of interests and participations, acquisition of the information of customers, grasp of the needs of customers, and an offer of values classified by customers.

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Finite Element Modeling of Perturbation Fields due to Colonies of Stress Corrosion Cracks(SCCs) in a Gas Transmission Pipeline (가스공급배관에서 응력부식균열 군에 의해 교란된 자속의 유한요소 모델링)

  • Yang, Sun-Ho
    • Journal of the Korean Society for Nondestructive Testing
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    • v.21 no.5
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    • pp.493-500
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    • 2001
  • The detection of axial cracks using conventional MFL pig is a significant challenge in the gas pipeline inspection. In this study, a technique using interaction of circumferentially induced torrents with axial stress corrosion crack is presented. The feasibility of this technique is investigated using finite element modeling. Finite element analysis of such interaction is a difficult problem in terms of both computation time and memory requirements. The challenges arise due to the nonlinearity of material properties, the small sire of tight cracks relative to that of the magnetizer, and also time stepping involved in modeling velocity effects. This paper presents an approach based on perturbation methods. The overall analysis procedure is divided into 4 simple steps that can be performed sequentially. Modeling results show that this technique can effectively detect colonies of SCC as well as single SCC.

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Factors Boosting Impulse Buying Behavior in Live-streaming Commerce - Roles of Para-social Interactions, Task Complexity and Perceived Amount of Information (라이브 커머스의 충동구매행동에 대한 영향 요인 - 의사사회적 상호작용, 과업 복잡성과 지각된 정보의 양을 중심으로 -)

  • Kim, Hyojung;Lee, Yuri;Park, Minjung
    • The Korean Fashion and Textile Research Journal
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    • v.23 no.1
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    • pp.70-83
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    • 2021
  • Live-streaming commerce is attracting attention as a noticeable trend in the retail industry. It is a new mobile shopping service platform developed by combining live streaming with e-commerce technologies. This study examined the impact of para-social interactions on consumer impulse buying behavior and investigated the impact through task complexity as well as perceived amount of information. To achieve this goal, 203 women using a mobile commerce participated in an online survey after experiencing beauty live-streaming commerce. The collected data were analyzed using SPSS 25.0, AMOS 23.0, and SPSS PROCESS Macro program. The results of the study revealed that para-social interactions negatively influenced task complexity, positively influenced perceived amounts of information, and positively influenced impulse buying behavior. In addition, impulse buying behavior was negatively influenced by task complexity versus positively that was influenced by perceived amounts of information. The impact of para-social interactions on impulse buying behavior is mediated by task complexity and perceived information. The findings of this study contribute to the theoretical extension of para-social interaction on impulse buying behavior in the context of live-streaming commerce. The implications of the findings suggest practical marketing strategies for digital media commerce retailers.

The Impact of Changes in Social Information Processing Mechanism on Social Consensus Making in the Information Society (정보화사회에 있어서 사회적 정보처리 메커니즘의 변화가 사회적 컨센서스 형성에 미치는 영향에 대한 연구)

  • Jin, Seung-Hye;Kim, Yong-Jin
    • Information Systems Review
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    • v.13 no.3
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    • pp.141-163
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    • 2011
  • The advancement of information technologies including the Internet has affected the way of social information processing as well as brought about the paradigm shift to the information society. Accordingly, it is very important to study the process of social information processing over the digital media through which social information is generated, distributed, and led to social consensus. In this study, we analyze the mechanism of social information processing, identify a process model of social consensus and institutionalization of the results, and finally propose a set of information processing characteristics on the internet media. We deploy the ethnographic approach to analyze the meaning of group behavior in the context of society to analyze two major events which happened in Korean society. The formation process of social consensus is found to consist of 5 steps: suggestion of social issues, selective reflection on public opinion, acceptance of the issues and diffusion, social consensus, and institutionalization and feedback. The key characteristics of information processing in the Internet is grouped into proactive response to an event, the changes in the role of opinion leader, the flexibility of proposal and analysis, greater scalability, relevance to consensus making, institutionalization and interaction. This study contributes to the literature by proposing a process model of social information processing which can be used as the basis for analyzing the social consensus making process from the social network perspective. In addition, this study suggests a new perspective where the utility of the Internet media can be understood from the social information processing so that other disciplines including politics, communications, and management can improve the decision making performance in utilizing the Internet media.

Mixed Reality System for Virtual Chemistry Lab

  • Duan, Xiaoyun;Kang, Shin-Jin;Choi, Jong In;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.4
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    • pp.1673-1688
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    • 2020
  • This paper presents a new method for improving teaching aids with the design and development of a chemistry education platform - the Mixed Reality (MR) Chemistry Lab. Our system provides a new educational experience in which students can simulate a chemistry experiment in a virtual lab and interact with objects using Oculus Helmet-Mounted Displays (HMD) and hand controller devices. The proposed system aims to familiarize students with experimental procedures and safety knowledge before conducting actual experiments. Moreover, students will be able to observe microscopic atomic structure models in three dimensions. Our research also includes a five-part, quantitative evaluation system user tests perform using a quantitative questionnaire consisting of five items, including hardware equipment, immersion, education, interaction sense of control, and degree of difficulty. The evaluation results confirm that this system will be helpful to the educational experience of conducting chemistry experiments with scientific evaluation methods, and the proposed system is also expected to have a broad range of applications in many other subjects.

A Research on Emotion Assessment by Touch Sensibility Flicking on Mobile Phone (터치폰 인터랙션의 Flicking에 대한 감성 터치감에 대한 연구)

  • Kim, Ji-Hye;Whang, Min-Cheol;Kim, Chi-Jung;Park, Jea-Un;Moon, Sung-Cheol
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.533-540
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    • 2010
  • This study was to suggest the proper level of touch sensibility for twenties while flicking touch phones. A rapid prototype of $480{\times}800$ pixel size was developed for the experiment. Participants were 20 undergraduates, not visually and physically handicapped in using touch phones. 15 different modes, with each mode changing in velocity when flicking the prototype were randomly presented to each subject. The subjects were asked to score what they felt in each mode on a 1-to-6 Likert scale. The data was analyzed by the one-way ANOVA procedure. Each mode showed significant differences in 8 representative emotions except for exclusivity feeling and fresh feeling. Each velocity mode was scaled by the multidimensional scaling technique. Then, vector coordinates in each emotion were obtained by simple regression analysis. 15 velocity modes and each emotion were joint-plotted by the MDS, PROXSCAL. The findings in this study could be basic data for studying affective touch sensibilities in multiple ways.

Funology Characteristics of High Concept in Contemporary Fashion (현대 패션에 나타난 하이컨셉(high concept)의 퍼놀로지(funology) 특성)

  • Lew, Chahyang;Suh, Seunghee
    • Journal of Fashion Business
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    • v.21 no.2
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    • pp.1-15
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    • 2017
  • This study aims to identify the special features of high-concept funology observed in fashion products and expressional media by exploring funology in an era of high-concept, the emotional paradigm of the 21st century. High-concept funology in today's fashion can be explained as follows: First, 'virtual reality', which is often seen in fashion shows and fashion commercials, enhances consumer participation and involvement with blurred boundaries between the real world and the virtual world. With the expansion of various forms of real-time communication with consumers, positive images of the brand are being projected to the consumers. Second, 'form transformability', which is often found in fashion products, promotes customers' purchase desire as they are able to present themselves in a more versatile way in the fashion product that is changeable in various designs. Third, 'integration of different fields', which is easily found in various fashion goods, engages consumers in a mutual interaction under an entertaining setting with the product that is made to satisfy their needs attuned to their digital lifestyle. Fourth, 'interactive responsiveness', which is mainly recognized in fashion stores and commercials, is characterized by its interactive playfulness that encourages consumer participation through entertainment contents and promotes brand intimacy, eventually adding more value to its name.

Development of an Interactive Video Installation Based on Zhuangzi's Butterfly Dream (장자 나비의 꿈을 소재로 한 인터렉티브 비디오 구현)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.29-37
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    • 2011
  • As a field in Digital Arts, interactive video introduced the mirror metaphor to the foundation of media, given its characteristic as a medium that extracts an audience image in a particular perspective. The interactive video work introduced in this paper addresses conceptual topics in the extension of Zhuangzi's Butterfly Dream and illustrates the technological approaches that employ an intensity-based computer vision processing in order to obtain the silhouette of audience for multiple graphical butterflies to draw an audience image. Users generate narratives in the interaction with the projected image. Sound is used in order for the system to provide augmented perception in the space and to add more rooms for narratives. The computer vision and the graphics methods introduced in this paper are suggested as tools for interactive video.

PPG Filtering Method for Respiration Measurement in U-Health Care System (U-Health Care 환경에서 호흡측정을 위한 PPG 최적필터기술)

  • Kim, Jong-Hwa;Whang, Min-Cheol;Nam, Ki-Chang
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.4
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    • pp.95-101
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    • 2008
  • This research is to develop PPG filtering method for respiration measurement in U-Health Care system. Respiration rate was determined by filtering PPG and analyzing its spectrum. Optimal filter of PPG has been selected to get respiration by testing 120 sets of experiment data using 700 filtering cases. As a result, 2nd order Bessel-filter that used band-pass cutoff frequency at 0.175~0.4Hz with second order was good at developing respiration signal. Respiration signal in time domain could be continuously analyzed by converting frequency domain using spectrum analysis. 24 seconds has been found to be optimal time duration of collecting PPG data for determining respiration. Therefore, this study was successful of getting not only heart activity but also respiration by only PPG. Minimal invasive measurement obtaining multi-bio information by one sensor can be expected to apply to U-Health Care and human computer interaction.

The Effect of Reflected Appraisals on Selfie Behavior and the Moderating Effect of Hoped-for Self (자기에 대한 타인 평가 인식이 셀피행동에 미치는 영향과 희망자기의 조절효과)

  • Kim, Hyunsook;Yoon, Namhee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.6
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    • pp.1063-1074
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    • 2021
  • Selfie behavior, the act of taking a picture of oneself and distributing it on social media, has become increasingly popular. Researching how to communicate with others in a social context and express hoped-for self through selfies is essential for studying consumers in the digital age. This study investigates the effects of reflected appraisals on selfie expectations and selfie behaviors. Additionally, the interaction effect of hoped-for self on the relationships between reflected appraisals and selfie expectations was tested. A web-based survey was conducted on consumers above the age of 20 who have engaged in selfie behavior in the past month. A total of 495 responses were collected from a panel of online survey firms. The survey results were analyzed using confirmatory factor analysis by AMOS 21.0 and bootstrap analysis by SPSS Macro process Model 4 and 7. Results indicated that reflected appraisals influenced selfie behavior, which was fully mediated by selfie expectations. Furthermore, the effect of reflected appraisals on selfie behavior was moderated by hoped-for self. The results will serve as a theoretical basis for understanding the psychological expectations in which selfie behavior is formed in a social context and can be applied in psychotherapy and marketing in practice.