• Title/Summary/Keyword: Interaction with contents

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Improvement of Retrieval Feedback Using Dynamic Interaction Function (동적 상호작용 함수를 애용한 검색 피드백의 개선)

  • Han, Jung-Soo
    • The Journal of the Korea Contents Association
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    • v.6 no.2
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    • pp.93-98
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    • 2006
  • The paper describes a method o( user feedback in order to enhance the retrieval system effectiveness. The existing fuzzification function adapting fuzzy technique has difficulty that 4 type graph is made each time user select components. In this paper, to overcome this weak point of feedback, we proposed the interaction function using gaussian function that gives different learning rate according to choice of components with same function. We suggest the most efficient dynamic interaction function based on comparison of retrieval performance according to parameter of function. And then, we will construct the efficient retrieval system.

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Effects of Modality and Smart Device on Learner's Interaction Experience in Online Learning (스마트 기기를 활용한 온라인 토론학습에서 모달리티가 학습자의 상호작용경험에 미치는 영향)

  • Park, Seyoung;Shin, Dong-Hee;Kim, Tae-Yang;Shin, Jae-Eun
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.507-519
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    • 2015
  • Along with the rapid diffusion of smart devices, smart learning has been taking place as a main pedagogy in education. Under these drastic changing circumstances, social presence and interaction between learners have been highlighted as key factors in educational research. In this light of rising importance, this study examined the effects of modality and smart device on users' perceived social presence and interaction experience in a smart learning environment. It conducted 2(text based interface vs. audio/video based interface) by 2(smartphone vs. tablet PC) between-subjects experiment. 80 participants were systematically recruited and randomly assigned to four conditions. The findings showed that social presence was higher in audio/video based interface condition than in text based interface condition. Modality also had a positive effect on learner's interaction experience. On the other hand, the effect of smart device is found to be statistically insignificant. Instead, interaction effect existed between modality and device on social presence. The result of this study suggests that the modality and characteristics of device should be considered seriously when designing interface of smart learning contents. The findings in this study provide future studies with heuristic implications by highlighting users' perceived cognition and experience.

A Study on Factors Influencing Attachment of Gamers to MMORPG On-line Games (MMORPG 온라인 게이머의 애착감 영향요인 연구)

  • Park, Seong-Taek;Lee, Han-Chul;Kim, Tae-Ung;Choi, Soo-Myung
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.109-119
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    • 2012
  • MMORPG online game business has emerged as the most lucrative entertainment industry, with over 10 million gamers in South Korea. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' attachment or affection, game contents-related and social interaction-related construct. We assume that game contents-related construct consists of storytelling, game-play method, contents-diversity and the sense of identification, and that social interaction-related construct includes information-sharing, gamers' empowerment and the word-of-mouth. Based on data collected from online questionnaire survey, the validity of the research model has been tested. The results show that contents-related construct influences the players' attachment, and that social interaction-related construct has no direct impact on the attachment. But social interaction-related construct has been shown to influence contents-related construct, implying the indirect impact on the players' attachment.

The Interface Design and Development of Learning Management System and Contents for Self-Directed Learning based on Interaction and Usability (상호작용성과 사용편이성에 기초한 자기주도 학습운영시스템과 학습컨텐츠의 인터페이스 설계 및 구현)

  • Baek, Soo-Hee
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.149-160
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    • 2005
  • The Purpose of this study is to embody self-directed learning management system and contents which are considered of learner's interactivity and usability in e-learning environment; It is based on self directed teaching and learning strategies. It divides type of interaction centering on the learners into four categories: (1) learner and instructor (2) learner and learner (3) learner and contents (4) learner and learning management system. The specific elements of learning management system is set up and embodied to present the interaction strategies according to the above-mentioned patterns, to improve the self-directed learning ability and to facilitate an online communication. The learning contents based on the self directed learning strategies, design the interface in due consideration of the learners' usability based on six strategies such as simple navigation, consistency, intuitive interface, linkage, user supports and immediate feedback. This research makes up for the weak points in the self-directed functions of learning management system and links up with learning contents, therefore it has a value to improve learner's interactivity and usability. It is expected that the research results can be helpful in quality improvement of e-learning environment.

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Analysis on Children Robot Interaction with Dramatic Playes for Better Augmented Reality (어린이 극놀이 증강현실감을 위한 아동로봇상호작용 분석)

  • Han, Jeong-Hye
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.531-536
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    • 2016
  • This study highlights the effectiveness of analyzing the feelings children have when interacting with robots in a dramatic play setting using augmented reality in Human Robot Interaction (HRI). Existing dramatic play activities using robots by QR-markers were edited, and their weaknesses have been corrected so that children could interact more effectively with robots. Additionally, children's levels of interest and engagement in dramatic play activities, the accuracy of robotic props, and the smartness of robots were analyzed throughout children's interactions during such activities using augmented reality. Younger participants were more likely to find robots interesting and intelligent, and participants with no previous experience with robots had relatively higher levels of interest in robots and tended to notice changes in robots' costumes.

Comparative Study on the Characteristics of Interaction Design in the Design Hotel (디자인 호텔의 인터랙션디자인 속성 비교 연구)

  • Lee, Mi-Kyung
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.208-216
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    • 2010
  • The design hotel where new life styles of users were created and the exchange of one's identity and the culture was executed was employed the interaction design which considered the attendance and experience of users as the important motives. This study is to discuss on the relationship between the design hotel and interaction design, and to compare and analyze the differences in the expression methods of them. It was concluded that the design hotel had a close relation with the properties of information supply, amusements, narrative, personalization, and social exchange in the interaction design, and it mainly used the digital media of non-material, the juxtaposition of strangeness, the change of structure, substitution of values, appropriation of hybrid as a means of its expression. In addition, it was revealed that the properties above did not simply apply to an open space but were connected as a dominant-subordinate relationship into one subject. It is expected that the field of interaction design in the design hotel will be expanded due to the spread of digital technology and its role and importance will be increased. Therefore, it is thought that the study to provide the development of a variety of contents of design hotel should be kept through the study of organic relation between different subjects, avoiding the indiscriminate use of the contents.

Exhibition Space Characteristics that Reflect the Expression Type of Interaction Design - Centered in Digital Media Exhibition Space of Seoul City - (인터랙션 디자인 표현유형을 반영한 전시공간 특성 - 서울지역 디지털미디어 전시공간을 중심으로 -)

  • Kim, Kyoung-Tae;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.25 no.5
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    • pp.55-62
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    • 2016
  • This study was to research and study whether the types of interaction design perform the effective functions and roles as the exhibition space that audiences want centered in the digital media exhibition space. It was to suggest effective space characteristics through analyzing how the interaction design was expressed at the exhibition space and its application. For the analysis, it completes theoretical inquiry on the classification of the space characteristics according to the concept type of interaction and design characteristics. Based on it, it directly visited the exhibition space that reflected the interaction design centered in Seoul City, experienced the given experience, and designed the analyzing frame by composing a checklist after the observation research. Through the designed analysis, it performed a site questionnaire to audiences. It induced the conclusion as follows after analyzing the case space that reflected the interaction design type. First, the program analysis of the space that has the variability is necessary through a variety of digital analysis as there is a limitation that the characteristic of digital media has. Second, in the concept type of the interaction design, it needs the interaction stage among people that can communicate with audiences and stimulate their senses through vidual factors. Third, in the characteristic of the interaction design, it should try to use effective contents to get over the limitation of the space through the interaction in the designated space in case of exhibition. In the following research, it needs to study on the variety of stage plans in detail by supplying contents to audiences and grafting to the exhibition space continuously through using the interaction design that uses digital media at there.

Human-Computer Interaction Survey for Intelligent Robot (지능형 로봇을 위한 인간-컴퓨터 상호작용(HCI) 연구동향)

  • Hong, Seok-Ju;Lee, Chil-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.507-511
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    • 2006
  • Intelligent robot is defined as a system that it judges autonomously based on sensory organ of sight, hearing etc.. analogously with human. Human communicates using nonverbal means such as gesture in addition to language. If robot understands such nonverbal communication means, robot may become familiar with human . HCI (Human Computer Interaction) technologies are studied vigorously including face recognition and gesture recognition, but they are many problems that must be solved in real conditions. In this paper, we introduce the importance of contents and give application example of technology stressed on the recent research result about gesture recognition technology as one of most natural communication method with human.

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Design and Development a Smart-phone Application for Class Interactions (클래스 상호작용을 위한 스마트폰 응용의 설계 및 구현)

  • Kim, Il-Min
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.721-727
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    • 2014
  • With the advent of smart phones in 2007, smart phones have been used as not only communication device but also important education tools. In this paper, we have developed a smart phone application and its management system for the interaction in the class. The interaction between a teacher and students are important in some large classes. The smart phone application we developed removed the restrictions of interactions in a large class and reduced time need for the interactions. We found that education effects were enhanced, and the time needed for the interaction was reduced.

The effect of Fear of Negative Evaluation on Social Interaction Anxiety -Mediating Effects of Self-Encouragement and Self-Discouragement- (부정적 평가에 대한 두려움이 사회적 상호작용 불안에 미치는 영향 -자기낙담과 자기격려의 매개효과-)

  • Kim, Hyun-Sug
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.475-486
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    • 2020
  • This study aims to discover the mediating effect of Self-Encouragement and Self-Discouragement on the Relationships between Fear of Negative Evaluation and Social Interaction Anxiety. A questionnaire was conducted on 319 university students and the data was analyzed with Pearson's correlation and regression. As a result, there was a positive correlation between Fear of Negative Evaluation and Social Interaction Anxiety. Also, Fear of Negative Evaluation and Social Interaction Anxiety were positively correlated with Self-Discouragement and negatively correlated with Self-Encouragement. Next, multiple regression showed that Self-Discouragement has a perfect mediating effect and Self-Encouragement has a partial mediating effect on the Relationship between Fear of Negative Evaluation and Social Interaction Anxiety. These results imply that counselee with Social Interaction Anxiety can be treated effectively by promoting self-encouragement.