• 제목/요약/키워드: Digital Media Interaction

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Effects of whole body movements in using virtual reality headsets on visually induced motion sickness (전신 움직임을 요구하는 컨트롤러가 가상현실 디바이스에서 시지각과 가상현실 멀미에 끼치는 영향)

  • Kim, Sung-ho;Shin, Dong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.283-291
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    • 2017
  • Though new body movement based input system immerged in Virtual Reality (VR), VR still has a visually induced motion sickness (VIMS) problem to be accepted for users. VIMS are caused by changes in visually perceived movement that discord with vestibular system's sense of movement. Not only Head-body movements, but also hand gestures to make commands and torso movement can affect visual movement perception by enhancing immersion and its psychological product; presence. The question arises does whole body movement and hand gesture to make commands are more dominant to arousal, presence, and VIMS? To address this question, we conducted "2 (IV1; head-body movements only vs. whole body movements) * 1" between subject design experiment. The results showed that significant effect on whole body movements and arousal, marginally significant effect on presence. Eyewear usage was a moderator between hand gesture and presence relationship.

Factors Affecting the Behavior of Sharing Online Video : Focusing on Need to Belong, Personal Growth Initiative, and Theory of Planned Behavior (온라인 비디오 공유 행위에 영향을 미치는 요인: 소속 욕구, 자기성장주도성, 계획된 행동이론 모델을 중심으로)

  • Yu, Su-Min;Noh, Ghee-Young
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.213-223
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    • 2019
  • This study aims to prove the relationship between a TPB(theory of planned behavior) variables (subjective norms, attitudes, and self-efficacy), need to belong and personal growth initiatives to explain the reasons for users' shared behavior. 959 participants who had shared online video were collected as a sample through an online survey and the collected data were analyzed through structural equation modeling. The study found that need to belong affected attitudes to online video sharing and subjective norms, and that personal growth initiative also affected attitudes to online video sharing and self-efficacy. In addition, all three variables of TPB were affect the intend of online video sharing, and attitudes to online video sharing were affecting subjective norms and self-efficacy. This study is meaningful in that it demonstrated the user's intention to share online video through variables of TPB along with their need to belong and personal growth initiatives.

A Study on Positive Effects of Personal Game Broadcasting : Focusing on Game Efficacy (1인 게임방송의 긍정적 효과성에 관한 연구 : 게임 효능감을 중심으로)

  • Choe, Min-Ji;Noh, Ghee-Young
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.267-278
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    • 2019
  • The purpose of this study is to verify empirically the effects of BJ worship and perceived homophily on game efficacy through mediating effect of loyalty to viewing. 485 participants who had watched personal game broadcasting were collected as a sample through an online survey and the collected data were analyzed through structural equation modeling. The research model assuming full mediating effect and the alternative model assuming partial mediating effect were compared and bootstrapping was performed to analyze direct and indirect effects between variables. The results showed BJ worship and perceived homophily had significant effects on game efficacy through the full mediated effect of loyalty to viewing. The noteworthy contribution of this study is to verify how viewing personal game broadcasting has a significant impact on the formation of game efficacy and then ultimately provide positive perception of BJ.

Design and Implementation of user centric pavilion information guide system based on commercial mobile device (모바일 기기 기반 사용자 중심형 전시관 정보 안내 시스템의 설계 및 구현)

  • Yun Hyun-Joo;Bu So-Young;Choi Yoo-Joo
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.187-199
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    • 2006
  • This paper proposes the design of user centric pavilion information guide system based on mobile device such as PDA. which is composed of system interface factors as user wants. The suggested information guide system is convenient for user carrying because it is based on PDA mobile device and the used liquid browser system makes all data information displayed on a small screen in contrast with the other browser system. Indeed, factors of system interface can be re-composed by user interaction. And this system can effectively provide the detail information about the exhibited objects as various media data such as text, image, voice, music, video etc. The proposed system is made up of media database server. mobile system control server and mobile system interface which accepts user interaction and displays the information. Each system is networked based on TCP/IP and uses XML (extensible Markup Language) and JAVA 2 micro edition to be able to update data. This feature enhances a wide use to be able to load this system on the any mobile device.

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A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
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    • v.17 no.2
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    • pp.5-14
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    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

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Psychological Factors Influencing Continuous Use of Mobile Healthcare Applications (모바일 헬스케어 앱의 지속사용의도에 미치는 심리적 요인의 영향 연구)

  • Lee, Lee-Sac;Lee, Sang-Hyun;Jeong, Jae-Seon;Noh, Ki-Young
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.445-456
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    • 2017
  • Mobile healthcare apps should be paid more attention not just as software, but also as significant health information providers. We examine the impact of psychological factors (e,g., instrumental efficacy, informational efficacy, health information orientation, playfulness, and responsiveness) on intention to continuous use of mobile healthcare apps. Based on an expanded technology acceptance model (TAM II), this study examined the effects of psychological factors influencing the usage of mobile healthcare apps. The results showed that informational efficacy and instrumental efficacy influenced intention to use through perceived ease of use and perceived usefulness. Playfulness influenced intention to continuous use directly as well as indirectly through perceived ease of use and perceived usefulness. Health information orientation and responsiveness influenced intention to continuous use through perceived usefulness. This study suggests the need for adopting instrumental, informative perspectives and playfulness in contemporary health research and production of mobile healthcare apps.

A Study on the Effect of SNS Marketing Characheristics on Formation of Hair Shop Image and Visiting Intention (SNS 마케팅 특성이 헤어샵 이미지 형성과 방문의도에 미치는 영향 연구)

  • Kyu-ri Lee;In-Sil Kwak
    • Journal of Digital Policy
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    • v.3 no.2
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    • pp.1-14
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    • 2024
  • The purpose of this study was to analyze the effect of SNS marketing characteristics on hair shop image formation and visit intention in the hair beauty industry. SNS marketing is a strategy to carry out marketing activities through interaction with customers, information provision, information trust, and playfulness using modern social media platforms. It was intended to analyze how these characteristics of SNS marketing affect the formation of hair shop images and visit intention to customers in the hair beauty industry. For the study, a total of 307 customers with experience using hair-related SNS were surveyed. The questionnaire included items related to SNS marketing characteristics, hair shop images, and visit intention, and the collected data was statistically analyzed using SPSS 26.0. The results of the research problem were derived by applying analysis methods such as frequency analysis, factor analysis, reliability analysis, correlation analysis, simple regression analysis, multiple regression analysis, and mediated regression analysis. As a result of the study, it was found that information provision, information reliability, playfulness, and interaction, which are characteristics of SNS marketing, have a positive effect on the formation of hair shop images. In addition, it was confirmed that the hair shop image had a positive effect on the intention to visit. In addition, it was found that the hair shop image plays a mediating role between the SNS marketing characteristics and the intention to visit. This provides important insights that can improve image formation and customer visit intention in the hair beauty industry through SNS marketing.

Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.533-552
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    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.

A Study of the Factors Affecting Expected Benefits of Medical Services via Telemedicine (원격의료서비스에 대한 기대 편익 인식에 영향을 미치는 요인에 관한 연구)

  • Kim, Seong-eun;Noh, Ghee-Young;Choi, Jounghwa
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.471-484
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    • 2017
  • The present study explored factors that influence consumers' benefit expectancy about telemedicine service. Responses from a national online survey of 927 adults (aged 19-59), collected in January 2016, were analyzed with multiple regression analysis. The results revealed: (1) Health consciousness positively influenced all three benefit expectancies (all ps < .05); (2) Doctor-patient communication efficacy positively influenced expectancy for convenience improvement (${\beta}=.107$, p < .01) and service quality improvement (${\beta}=.086$, p < .05); (3) Use of health-related smart applications contributed to positive expectancy for service quality improvement (${\beta}=.081$, p < .05) and cost-saving (${\beta}=.067$, p < .05). Some of the relationships were moderated by gender and residence. This convergence study, which examined public's perception about telemedicine from the perspectives of consumer psychology, media, and public health, provides practical implications to promote telemedicine service and educate consumers about it.

Analysis Method for Full-length LiDAR Waveforms (라이다 파장 분석 방법론에 대한 연구)

  • Jung, Myung-Hee;Yun, Eui-Jung;Kim, Cheon-Shik
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.4 s.316
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    • pp.28-35
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    • 2007
  • Airbone laser altimeters have been utilized for 3D topographic mapping of the earth, moon, and planets with high resolution and accuracy, which is a rapidly growing remote sensing technique that measures the round-trip time emitted laser pulse to determine the topography. The traveling time from the laser scanner to the Earth's surface and back is directly related to the distance of the sensor to the ground. When there are several objects within the travel path of the laser pulse, the reflected laser pluses are distorted by surface variation within the footprint, generating multiple echoes because each target transforms the emitted pulse. The shapes of the received waveforms also contain important information about surface roughness, slope and reflectivity. Waveform processing algorithms parameterize and model the return signal resulting from the interaction of the transmitted laser pulse with the surface. Each of the multiple targets within the footprint can be identified. Assuming each response is gaussian, returns are modeled as a mixture gaussian distribution. Then, the parameters of the model are estimated by LMS Method or EM algorithm However, each response actually shows the skewness in the right side with the slowly decaying tail. For the application to require more accurate analysis, the tail information is to be quantified by an approach to decompose the tail. One method to handle with this problem is proposed in this study.