• Title/Summary/Keyword: Interaction with contents

Search Result 1,091, Processing Time 0.012 seconds

A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
    • /
    • v.12 no.1
    • /
    • pp.77-91
    • /
    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

A Study on the Learner's Satisfaction of on-line Classes in Liberal Arts course - Focusing on on-line recorded video lectures (교양 과목에서의 온라인 수업 학습자 만족에 관한 연구 - 녹화 동영상 수업을 위주로)

  • Jun, Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.17 no.4
    • /
    • pp.197-207
    • /
    • 2021
  • The threat of COVID-19 pandemic put many universities in Korea to develop and implement various types of non-face-to-face on-line classes, such as on-line real time class and on-line recorded video class. Online education has been recognized as one of the effective educational methods because of its ubiquitous and flexible educational environments. Even though COVID-19 led to many problems such as faculty's burden and stress during the early stage of COVID-19, both students and faculties have gradually become familiar with on-line environment. As students have got accustomed to the online environment, on-line recorded lectures are shown to be more preferred rather than on-line real time class. Researches regarding the learner's satisfaction of on-line classes during the COVID-19 indicate that systematic and good quality contents and interaction by instructor are important factors. This study, therefore, investigate the learner's satisfaction of online classes in Liberal Arts course using recorded video contents in terms of contents and interaction. The results of empirical analysis reveal that systematic and good quality contents are likely to predict learner's satisfaction and interaction plays a great role in providing those contents. These findings provide insights that preparing systematic contents and interaction are key to enhancing learner's satisfaction of on-line classes in Liberal Arts course.

Exploring the Effects of Gesture Interaction on Co-presence of a Virtual Human in a Hologram-like System (유사홀로그램 가시화 기반 가상 휴먼의 제스쳐 상호작용 영향 분석)

  • Kim, Daewhan;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.10
    • /
    • pp.1390-1393
    • /
    • 2020
  • Recently, a hologram-like system and a virtual human to provide a realistic experience has been serviced in various places such as musical performance and museum exhibition. Also, the realistically responded virtual human in the hologram-like system need to be expressed in a way that matches the users' interaction. In this paper, to improve the feeling of being in the same space with a virtual human in the hologram-like system, user's gesture based interactive contents were presented, and the effectiveness of interaction was evaluated. Our approach was found that the gesture based interaction was provided a higher sense of co-presence for immersion with the virtual human.

Exploring Strategy of Health Contents for Smart Media : Utilizing Information and Data (스마트 미디어 환경에 적합한 헬스 콘텐츠 전략 탐색 : 정보와 데이터 활용을 중심으로)

  • Yoon, Hongsuk;Shin, Dong-Hee
    • Journal of Digital Contents Society
    • /
    • v.16 no.1
    • /
    • pp.85-96
    • /
    • 2015
  • With the emergence of smart media and devices which are able to continuous data monitor, the usage patterns of access and acquire health information are changed. Health contents should be provided to promote intrinsic motivation considering the way of cognizing and processing data in human information interaction. For this, planning for prevention centered health contents is required to utilize personal information and medical big data for engagement with the contents. Therefore, this paper reviews previous studies of health communication dealing with users' information literacy like e-health literacy. In addition, the paper classifies ways of communication when mediate IT as immediacy, interaction and data capturing. In conclusion, strategies of health contents for promoting users' intrinsic motivation are explored and its implications are discussed.

Understanding Information Sharing Among Scientists Through a Professional Online Community: Analyses on Interaction Patterns and Contents

  • Shin, Eun-Ja;Lee, Guiohk;Choi, Heeyoon
    • Journal of Information Science Theory and Practice
    • /
    • v.5 no.4
    • /
    • pp.26-38
    • /
    • 2017
  • Even through many professional organizations increasingly use Q&A sites in their online communities for information sharing, there are few studies which examine what is really going on in the Q&A activities in professional online communities (POC). This study aims to examine the interaction patterns and contents posted in the Q&A site of a POC, KOSEN, a science and technology online community in South Korea, focusing on how actively scientific information and knowledge are shared. The interaction patterns among the participants were identified through social network analysis (SNA) and the contents in the Q&As were examined by content analysis. The results show that the overall network indicated a moderate level of participation and connection and answerers especially tended to be active. Also, there are different interaction patterns depending on academic fields. Relatively few participants were posting leaders who seemed to steer the overall interactions. Furthermore, some content related to manipulation and explanation for experiments, which are in urgent need, seem to be posted in the sites more frequently with more amounts. Combining both SNA and content analysis, this study demonstrated how actively information and knowledge is shared and what types of contents are exchanged. The findings have practical implications for POC managers and practitioners.

Emotional Communication on Interactive Typography System

  • Lim, Sooyeon
    • International Journal of Contents
    • /
    • v.14 no.2
    • /
    • pp.41-44
    • /
    • 2018
  • In this paper, we propose a novel method for developing expressive typography authoring tools with personal emotions. Our goal is to implement an interactive typography system that does not rely on any particular language and provides an easy, natural user interface and allows for immediate interaction. For this purpose, we converted the text data entered by a user to image data. The image data was then used for interaction with the user. The data was synchronized with the user's skeleton information obtained from the depth camera. We decomposed the characters using the formality of language to provide a typographical movement that responds more dynamically to the user's motion. Thus, this system provides interaction as a unit of characters rather than as a whole character, allowing the user to have emotional and aesthetic emotional immersion into his or her creation.

Large-scale Ambient Display Environment for providing Multi Spatial Interaction Interface (멀티 공간 인터랙션 인터페이스 제공을 위한 대규모 앰비언트 디스플레이 환경)

  • Yun, Chang Ok;Park, Jung Pil;Yun, Tae Soo;Lee, Dong Hoon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2009.05a
    • /
    • pp.30-34
    • /
    • 2009
  • Recently, systems providing the interaction different according to an interval between a user and the display were developed in order to construct the ambient or the ubiquitous computing environment. Therefore, we propose a new type of spatial interaction system; our main goal is to provide the interactive domain in the large-scale ambient display environment. So, we divide into two zones of interaction dependent on the distance from the interaction surface interactive zone and ambient zone. In interactive zone, the users can approach the interaction surface and interact with natural hand-touch. When the users are outside the range of the interactive zone, the display shows only general information. Therefore, this system offers the various interactions and information to users in the ubiquitous ambient environment.

  • PDF

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.463-470
    • /
    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

  • PDF

Augmented Reality Authoring Tool with Marker & Gesture Interactive Features (마커 및 제스처 상호작용이 가능한 증강현실 저작도구)

  • Shim, Jinwook;Kong, Minje;Kim, Hayoung;Chae, Seungho;Jeong, Kyungho;Seo, Jonghoon;Han, Tack-Don
    • Journal of Korea Multimedia Society
    • /
    • v.16 no.6
    • /
    • pp.720-734
    • /
    • 2013
  • In this paper, we suggest an augmented reality authoring tool system that users can easily make augmented reality contents using hand gesture and marker-based interaction methods. The previous augmented reality authoring tools are focused on augmenting a virtual object and to interact with this kind of augmented reality contents, user used the method utilizing marker or sensor. We want to solve this limited interaction method problem by applying marker based interaction method and gesture interaction method using depth sensing camera, Kinect. In this suggested system, user can easily develop simple form of marker based augmented reality contents through interface. Also, not just providing fragmentary contents, this system provides methods that user can actively interact with augmented reality contents. This research provides two interaction methods, one is marker based method using two markers and the other is utilizing marker occlusion. In addition, by recognizing and tracking user's bare hand, this system provides gesture interaction method which can zoom-in, zoom-out, move and rotate object. From heuristic evaluation about authoring tool and compared usability about marker and gesture interaction, this study confirmed a positive result.

Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.4
    • /
    • pp.57-63
    • /
    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.