• Title/Summary/Keyword: Interaction with contents

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Psychological phenomenon analysis of short video users' anxiety, Addiction and Subjective well-being

  • Peng, Chen;Lee, Jong-Yoon;Liu, ShanShan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.27-39
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    • 2022
  • Short videos are becoming more popular in mobile Internet age. Not only people's media consumption patterns have been changed by the rise of this new media form, but also it has posed challenges to public psychological well-being. For many netizens, their entertainment needs have been met by watching short videos. However, many side effects, such as addiction and anxiety, reduce users' subjective well-being instead of satisfying the entertainment motivation after watching short videos. Therefore, it has become a significant research problem in short videos to figure out how to get audiences to watch short videos on a regular basis while avoiding side effects like anxiety and addiction and improving audiences' subjective well-being. Based on the theory of Internet addiction, this study analyzed short video users using the 2×2×2 research method and explored the relationship between the length of use, addiction, anxiety, and subjective well-being of short video users. The results showed that short video users with different usage lengths showed significant differences in addiction, anxiety, subjective well-being, and online social support; innovative different short video users showed significant differences in addiction and anxiety, as well as a triadic relational interaction of short video users' anxiety under the interaction with self-efficacy and online social support. This study contributes to the advancement of internet addiction theory research and application, assisting short video users in avoiding addiction and anxiety, and improving the subjective well-being of short video users, thereby promoting the growth of the short video industry.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

Subjectivity on Communication Styles of Nursing Freshmen : Q Methodological Approach (간호대학 신입생의 의사소통 스타일에 대한 주관성 연구 : Q 방법론적 접근)

  • Park, Jeoung-Weon;Jung, You-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.329-341
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    • 2015
  • The purpose of this study was to identify the types of subjectivity on communication styles of nursing freshmen and explore their properties by using the Q Methodology. Fifty nursing freshmen of P sample classified 55 Q-statements into the normal distribution of 11 point scale. Data were collected from May to June, 2015 and analyzed by using PC-QUANL program. As a result, communication styles are identified as 'Open-interaction facilitator', 'Other-considerate listener', 'Tense-sensitive to criticism person', and 'Non-interactive observer'. Open-interaction facilitators proficiently use verbal and nonverbal expressions, openly disclosing themselves and facilitating interactions with others. Other-considerate listeners primarily consider others before themselves, with careful communication. Tense-sensitive to criticism persons are nervous, sensitive to criticism, and are distractive style, so they have difficulties in intimate interaction with others. Non-interactive observers are bystanders who observe others and feel indifferent to interactions, without any self disclosure. The result of this study will be used for developing communication educational programs for nursing freshmen.

How Watching Stock Market Channels Influences Invest Intentions of People in Twenties: Focus on the Para-social Relationship with Influencers on YouTube (유튜브 주식방송 시청이 20대 투자자의 주식 투자 의도에 미치는 영향: 인플루언서와의 준사회적 상호작용을 중심으로)

  • Oh, Jimin;Kim, Taemin
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.121-134
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    • 2021
  • As interest in stock markets is growing recently in Korea, more investors in their twenties are using the information provided by personal broadcasting channels on YouTube. This study explores how watching the stock market channels on YouTube influences watching behaviors and investment intentions. A structural equation modeling analysis of survey data from 219 adults in the twenties revealed that the perceived credibility of and para-social interaction with the YouTube influencers affected continued viewing intentions. The findings also showed that the effect of identification with the influencers on viewing satisfaction was more prominent when identification mediated the effect of para-social interaction on viewing satisfaction. Theoretical and practical implications were discussed.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A Study on the Industrial Application of Cultural Archetype Contents on SNG (문화원형콘텐츠의 SNG 활용방안 연구)

  • Lee, Hyun-Woo;Kim, Sung-Nam
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.409-412
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    • 2012
  • This Paper studied out prototype and the structure of Cultural Archetype Contents on Social Network Game. Interaction with the platform have the information that aims to develop relationships with SNG. The paradigm is changing the Cultural Archetype Contents. Today Cultural Archetype Contents is a major topic in Game Contents and this issue has influenced the game design and Story Telling. And I hope that they will be fine an alternative strategy of Cultural Archetype Contents and SNG.

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A Study on Internet Marketing Strategy Through Homepage Comparison Between National-Public General Hospitals and Private General Hospitals (국공립병원과 사립병원의 홈페이지 비교를 통한 인터넷 마케팅전략 연구)

  • Ahn, Sang-Yoon;Kim, Kwang-Hwan
    • Korea Journal of Hospital Management
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    • v.19 no.1
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    • pp.21-31
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    • 2014
  • This study aimed to find marketing strategy through comparison of internet homepage between national-public hospitals and private hospitals in Korea. A total of 51 hospitals' data were used with frequency, chi-square, t-test, multi-regression, correlation analysis. They were verified by SPSS Ver. 15.0 program. According to the result of this research, national-public hospitals operated more contents of public interests such as social contribution, volunteer work than private hospitals. Otherwise private hospitals operated more contents of costumer interests such as customer counselling, statistical data and cafe of customer voices than national-public hospitals. Synthetically we find that private hospitals try to get closer to the consumer than national-public hospitals. Because feedback and interaction between hospitals and consumer are very important, we suggest that national-public hospitals and private hospitals mutually should operate internet homepage in accordance with consumer needs of medical market.

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Real-time Interactive Particle-art with Human Motion Based on Computer Vision Techniques (컴퓨터 비전 기술을 활용한 관객의 움직임과 상호작용이 가능한 실시간 파티클 아트)

  • Jo, Ik Hyun;Park, Geo Tae;Jung, Soon Ki
    • Journal of Korea Multimedia Society
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    • v.21 no.1
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    • pp.51-60
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    • 2018
  • We present a real-time interactive particle-art with human motion based on computer vision techniques. We used computer vision techniques to reduce the number of equipments that required for media art appreciations. We analyze pros and cons of various computer vision methods that can adapted to interactive digital media art. In our system, background subtraction is applied to search an audience. The audience image is changed into particles with grid cells. Optical flow is used to detect the motion of the audience and create particle effects. Also we define a virtual button for interaction. This paper introduces a series of computer vision modules to build the interactive digital media art contents which can be easily configurated with a camera sensor.

Adaptive compensation method for real-time hybrid simulation of train-bridge coupling system

  • Zhou, Hui M.;Zhang, Bo;Shao, Xiao Y.;Tian, Ying P.;Guo, Wei;Gu, Quan;Wang, Tao
    • Structural Engineering and Mechanics
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    • v.83 no.1
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    • pp.93-108
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    • 2022
  • Real-time hybrid simulation (RTHS) was applied to investigate the train-bridge interaction of a high-speed railway system, where the railway bridge was selected as the numerical substructure, and the train was physically tested. The interaction between the two substructures was reproduced by a servo-hydraulic shaking table. To accurately reproduce the high-frequency interaction responses ranging from 10-25Hz using the hydraulic shaking table with an inherent delay of 6-50ms, an adaptive time series (ATS) compensation algorithm combined with the linear quadratic Gaussian (LQG) was proposed and implemented in the RTHS. Testing cases considering different train speeds, track irregularities, bridge girder cross-sections, and track settlements featuring a wide range of frequency contents were conducted. The performance of the proposed ATS+LQG delay compensation method was compared to the ATS method and RTHS without any compensation in terms of residual time delays and root mean square errors between commands and responses. The effectiveness of the ATS+LQG method to compensate time delay in RTHS with high-frequency responses was demonstrated and the proposed ATS+LQG method outperformed the ATS method in yielding more accurate responses with less residual time delays.

A Study on the Synthesis of Starch-Acrylic Polymer by Emulsion Polymerization (유화중합에 의한 전분-아크릴 고분자의 합성에 관한 연구)

  • Lee, Mi-Suk;Ryu, Hoon;Cho, Ur-Ryong
    • Polymer(Korea)
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    • v.34 no.1
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    • pp.58-62
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    • 2010
  • The acrylic monomers were graft-polymerized to starch as matrix polymer by emulsion polymerization. Viscosity and particle size of the emulsion were increased with starch contents due to interaction with water and particle swelling toward the water phase by hydroxy group of starch. Chemical stability of the emulsion was also increased with enhancement of starch, but water and alkali resistance were reduced with increasing starch contents because of the increasement of hyrophilicity. Opacity of the starch-acrylic emulsion compound containing calcium carbonate was decreased with contents of starch by its intrinsic color. The film of starch-acrylic polymer showed more clear appearance with increasing starch contents owing to enhancement of amorphous state.