• Title/Summary/Keyword: Interaction with contents

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The Effects of Professor Presence and Interaction on PAD and Satisfaction in a University Class (대학 수업의 교수실재감과 상호작용이 PAD와 수업만족도에 미치는 영향)

  • Jeong, Yun-Hee;Park, Ji-Yeon
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.144-157
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    • 2017
  • Although student satisfaction is important in university development, there have been many studies in this area. Especially student satisfaction is closely related to emotional aspect, but most studies have tended to study it with cognitive view. To suggest the model of student satisfaction with hedonic view, the model which we present in this study includes professor presence and interaction, PAD(pleasure, arousal, dominance), satisfaction(dependent variable). Through reviewing previous studies, we expect that these professor presence and students' interaction effect PAD, in turn, PAD effect satisfaction. Survey research is employed to test hypotheses involving professor presence, students' interaction, PAD and satisfaction. Previous researches, such as education, marketing, game, have been referenced to measure constructs. We collected data involving students in a university, and used 219 respondents to analyze these data using LISREL structural modeling. Professor presence had positive effects on professor-student interaction, pleasure, arousal, and dominance. Also professor-student interaction had positive effect on pleasure and arousal, and student-student interaction had positive effects on pleasure and arousal, dominance. As a result, PAD had effects on students' satisfaction. In the final section, we discussed several limitations of our study and suggested directions for future research. We concluded with a discussion of managerial implications, including the potential to advance understanding learning in a university.

Classification and Meaning of Interaction Movie to Communicate Stories on Directing a Game -Toward of Video Game 'Uncharted 2'- (스토리 전달을 위한 게임연출에서 인터랙션 무비의 분류와 의미 -비디오게임'언차티드2'를 중심으로-)

  • Kim, Yeong-Sil;Yang, Hwang-Kyu;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.102-110
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    • 2011
  • This study is to reveal the meaning of the interaction between a player and a game with the approach of an operational interaction such as joystick and keyboard, and also a representational interaction that the player takes during the game. It has been usually recognized that cut-scene in existing games is just limited to the role of opening scene that delivers mainly a background story of the game, and has the only passive function that serves additionally the expression of the state of the player or the replay of the results of the player's action. But in the aspect of game-direction, the study of the player's action about the interaction movie of 'Uncharted2', for example, one of the most representative video games, shows the possible classification of interaction movie along with three functions(situation direction, induced selective-action, information transfer). As a result, it is judged that interaction movie is not an additional element for the game-play, but rather takes the function of as an interface. The effective application of interaction movie could help a smooth connection between the recognizability from the view point of the player and the playing from the main character's viewpoint, ultimately leading to a direct means to maximize the delivery of the story.

A Comparable Study on Smart Technology Applied Residential Space Between Korea and China (한(韓).중(中) 주거공간에 적용되는 스마트 홈에 대한 비교 연구)

  • Zhu, Xuezhe;Park, Hee-Ryoung;Kim, Yong-Seong
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.70-73
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    • 2006
  • In late 20th century, smart home market evolved in China, and absorbed best manpower and technology to commercialize the smart home equipment. Many foreign companies want to take possession of Chinese market, but not arrive at abundance yet. There has many reasons, but most important thing is ignoring the interaction between technical elements and spacial elements. in other words, ignoring the correlation between each industry. Korean smart home market evolved same period with Chinese, but it has balanced development in technic and application, so the commercialize and market arrived at poverty. In this study, survey the present situation of smart home about Korea and China, and compare the technical elements. In addition to analysis the interaction between smart spacial contents and technology. This study focused on the smart apartment, and analysis the strength and weakness in each country, and make theoretical basement for Korea to make certain about Chinese smart home market.

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Evaluation Criteria for Student-Centered University Education Programs

  • Lim, Hong-Tak
    • International Journal of Contents
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    • v.14 no.3
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    • pp.69-74
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    • 2018
  • A new breed of universities equipped with student-centered education programs and advanced digital technologies is changing the face of higher education. "Flipped learning" is heralded as a new model of education, yet its effect is underexplored. The purpose of this study is to provide evaluation criteria to assess and understand the merit of student-centered education programs and apply them to actual cases. Discussion on the nature of knowledge, its production mechanism and system, and possible contribution of digital technology to user-centered programs are discussed to produce five key criteria; initiative of students, interaction in class, interaction in field, customization of courses, and automated personal service. They are applied to evaluation of Minerva and Ecole 42.

Realization of a Motion-based Interactive System Using Extraction of Real-time Search Terms

  • Lim, Sooyeon;Lee, Dongin
    • International Journal of Contents
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    • v.12 no.2
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    • pp.31-36
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    • 2016
  • The purpose of this research is to realize interactive art based on user's motions information using real time internet search terms. For this purpose, real-time search terms and related news information were extracted from three domestic and foreign portal sites, and the extracted information was used to generate content for interaction with the user. For interaction between the generated content and the user, a motion-based interactive technology that optimizes the intentions and experiences of the user was developed. A motion-based interactive system can be used to develop an immersive interface that induces user interest.

A study on the Contents for the Stable Motion Chasing according to the Change of Light using Retinex (Retinex를 이용한 빛의 변화에 안정적인 모션추적 콘텐츠연구)

  • Sung, Ki-Young;Yang, Hwang-Kyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.2
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    • pp.225-230
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    • 2011
  • This paper depict the system which reacts staly towards light changes, when object is detected using retinex. Previous interaction system does not react to transient light conditions. Since non-lighting condition was constructed in the limited space. However, if interaction contents work in the inside where the light changes, the light input is changed as the time goes by when the system detect objects with super sensitive camera few lighting transients makes system trouble. Thus, lighting is one of the most significant factors of the system.

Analysis of Elementary and Middle School Students' Perceptions of Virtual Reality Interaction Tool (가상현실에서 상호작용 도구에 대한 초·중학생의 인식 분석)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.15-24
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    • 2019
  • Tools and methods for interacting with the virtual environment are essential in order for a student to perform the virtual reality education contents. However, since the developed controller has generally been constructed for adults, it is necessary to study interaction tools considering the purpose of education and the level of students. Therefore, this study analyzed elementary and middle school students' perceptions of HMD and interactive tools, which are currently widely used as an initial research for developing interactive tools. Results show that students' perceptions has increased in post-questionnaire compared to pre-questionnaire, indicating that the universal controller can be used in the education. Implications for the development of interaction tools are discussed based on interviews with students.

A Study on the Relationship of Interaction Design - With Emphasis on the Research of Various Knowledge System about the Relationship - (인터랙션 디자인에서의 '관계'에 대한 연구 - 관계에 대한 다 학제적 관점의 고찰을 중심으로 -)

  • 천가원;박영목
    • Archives of design research
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    • v.15 no.3
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    • pp.53-62
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    • 2002
  • If the stage of establishing concept in interaction design approaches only analytic and numeral & quantitative aspects, it would be lack of new and creative ideas of concept for the suitable and proper relationship among the human and tools or machinery which is required in interaction design. This study has explored the possibility of access through the research of diverse point of views in the various knowledge systems about the relationship. That is this study has expanded from improvement-intended approach as analyzing human and tools and solving problems with analytic and engineering aspect to value-intended approach as pursuing new ideas though various points of relationship. Or so, to examine 'Relationship' in other knowledge systems, it could be the basic research for more deepening and specific study in interaction design. To integrate this study, at first, it deals with interaction design and process. Through the specific method, it has investigated the current interaction design and related studies. In the next, it has researched the study of relationship in oriental and western philosophy, cultural science, social science, natural science and engineering so it has examined the relationship in the various points of knowledge systems. Based on the contents, it has considered the possibility of access in interaction design to explain the relationship in the various points of knowledge systems.

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An Evaluation of Effort for Developing the RIA-Based Cyber Education System (RIA 기반 가상교육 시스템의 개발 노력 평가)

  • Lee Bu-Kwon;Yoo Kyeong-Jong;Seo Yeong-Geon
    • Journal of Digital Contents Society
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    • v.4 no.1
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    • pp.91-99
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    • 2003
  • With the improvement of the web-technology, web-based cyber education is progressing from the text-based to the hyper-based including multimedia, and from one way of simply giving the contents to the learner to another way of providing mutual interaction between instructors and learners. There are several fields using the dynamic application and multimedia contents. RIA(Rich Internet Application), which. is the new paradigm of the web, provides clients with more effective and rich contents, combining the dynamic application and multimedia contents. With the existing web script language, a lot of time and efforts will be very needed to provide learners with various and rich contents. In this paper, we compare the efforts in developing the RIA based education system with the Non-RIA based education system, then experiment the characteristics of the RIA based education system

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Examination of a Voice Interaction Model for Smart TV through Conversation Patterns (대화 패턴 연구를 통한 스마트TV 음성 상호작용 모델의 탐구)

  • Choi, Jinhae
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.96-104
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    • 2017
  • As new smart devices are evolved into the intelligent agent who can reflect user intention and use context, user experience design for easy and convenient usability becomes a core competitive edge. Under the assumption that human centered natural interaction is necessary for the optimal smart TV experience, this study explores the types of voice interaction which are peculiar to TV watching context. In order to build a model for the users to naturally interact with Smart TV, conversation patterns were collected by requesting key features of Smart TV to intelligent agent. Collected sentences were applied to CfA model and classified by responses to activate features. The classified conversation patterns were divided into feature activation and information search. This study has identified that CfC1 occurred when voice interaction between Smart TV and users was vague and CfC2 occurred when the requests were complex or conditional. In conclusion, Simple Request Type is the most efficient model and voice interaction is more appropriate to use to clarify users' vague requests.