• Title/Summary/Keyword: Interaction with contents

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The Use of the Computer in Written Language

  • Hong, Sung-Ryong
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.607-613
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    • 2007
  • Current changes in the written language curriculum have lead to emphasis being placed on the process involved in writing rather than the product. Writing is being viewed as a means of exploration, with text being manipulated in revision until a clear message is conveyed. This study focuses on the use of the computer in written language, as a tool to facilitate learning, increase interaction and alter children's attitudes. Some children from a local primary school participated in a project which gave them access to a computer and guidance during the process of revision. Evaluation of this study showed a two-fold effect. Firstly the writing behaviors of the children developed with their increased involvement in the process. For example, the children began to read what they had written thereby independently evaluating the content. Secondly, arising from this, as a sense of control over their writing was gained the children's attitudes towards writing became more positive.

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A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

Introducing Depth Camera for Spatial Interaction in Augmented Reality (증강현실 기반의 공간 상호작용을 위한 깊이 카메라 적용)

  • Yun, Kyung-Dahm;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.62-67
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    • 2009
  • Many interaction methods for augmented reality has attempted to reduce difficulties in tracking of interaction subjects by either allowing a limited set of three dimensional input or relying on auxiliary devices such as data gloves and paddles with fiducial markers. We propose Spatial Interaction (SPINT), a noncontact passive method that observes an occupancy state of the spaces around target virtual objects for interpreting user input. A depth-sensing camera is introduced for constructing the virtual space sensors, and then manipulating the augmented space for interaction. The proposed method does not require any wearable device for tracking user input, and allow versatile interaction types. The depth perception anomaly caused by an incorrect occlusion between real and virtual objects is also minimized for more precise interaction. The exhibits of dynamic contents such as Miniature AR System (MINARS) could benefit from this fluid 3D user interface.

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Difference of GUI Efficiency based on 3D and 2D Graphic -Imaginary 3D IPTV Interface Development Using Virtual Reality Theory- (2D와 3D Graphic 기반으로 구성된 GUI의 효율성의 차이 -가상현실이론을 활용한 가상 3D IPTV 인터페이스 개발-)

  • Sung, Jung-Hwan;Lee, Dae-Young;Kim, Hyung-Koo
    • The Journal of the Korea Contents Association
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    • v.7 no.7
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    • pp.87-95
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    • 2007
  • On this study, we researched differences between 2D and 3D with principle of GUI with the estimate that the user interface will be changed to 3D and we figured out the special feature of 3d-GUI through 3 ways, Autonomy, Interaction and Presence. Based on this theory research, we also had a survey with difference of 3d and 2d GUI to forecast the possibility of 3d-GUI for the main user interface of the future media contents and finally found out its marketability as an ideal interface.

Impacts of Altruistic Disposition and Framing on Persuasion to Help Distant Others in Need: Including the Mediating Role of Perceived Relationship Closeness (이타적 성향과 긍·부정 프레이밍이 국제기아 돕기 캠페인의 효과에 미치는 영향: 친밀감의 매개 역할 검증과 함께)

  • Lee, Seungjo
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.332-343
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    • 2017
  • This study examined the impact of interaction between dispositional empathic concern (DEC) and message framing on effects of the international aid campaign. DEC refers to a trait with which people tend to sympathize with and be concerned about others in need. Message framing is differentiated by positive or negative type. The results supported the prediction that the interaction between DEC and framing would have an effect on responses to messages advocating international relief activities. The overall findings show that the interaction was mainly the result of positive framing eliciting more favorable responses (behavioral intention and perceived relationship closeness) from higher DEC individuals than lower ones. The interaction effect on behavioral interaction was mediated by perceived relationship closeness.

A study of the Concept of Analogue-Digital Interaction Trace and its Application in Media Art ('아날로그-디지털 인터랙션 흔적'에 관한 개념 연구와 미디어 아트에의 응용)

  • Choi, Min-A;Kwon, Doo-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.76-84
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    • 2011
  • This paper describes the development of the media art environment concept, in which the user's interaction becomes visual arts in both digital and analogue media. It describes AD-Trace, an experimental media art component that investigates the aesthetic and technological possibilities through the development of interactive media artworks that utilizes that the traces of the user's interaction. The AD-Trace consists of three design components: Analogue Trace, Digital Trace, and Interaction Metaphor to guide user interactions with user's understanding. Three artworks are proposed to demonstrate the real world applications of the concept: AD-PD(analogue digital picture diary), AD-Star (analogue digital star), and AD-Map (analogue digital map).

MPEG-U part 2 based Advanced User Interaction Interface System (MPEG-U part 2 기반 향상된 사용자 상호작용 인터페이스 시스템)

  • Han, Gukhee;Baek, A-Ram;Choi, Haechul
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.54-62
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    • 2012
  • AUI(Advanced User Interaction) interface aims to enhance interaction between various input/output devices and scene descriptions represented by video, audio, and graphic. Recently, MPEG-U part 2 standardization for the AUI interface is under development by MPEG(moving picture experts group). This paper introduces MPEG-U part 2 standard and presents MPEG-U part 2 AUI interface system. The AUI interface system consists of user interface in/output modules and MPEG-U XML generation/interpretation modules. The former and the latter are for UID data handling and XML data processing, respectively. This system MPEG-U standards-based input/output devices and to improve the interaction with the user can be used as a framework. By implementation of the proposed AUI interface system, MPEG-U usage scenario is introduced and it is verified that the AUI interface system conforms to MPEG-U standard.

HUD Interface and VR content interaction: VR+HUD (HUD Interface와 VR 콘텐츠 인터렉션: VR+HUD)

  • Park, Keonhee;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.925-932
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    • 2018
  • Virtual reality seems to be the center of the next generation platform, which is founded on various engines that can easily make device progress and content. However, the interaction between virtual reality contents and users is thought of as relatively requiring technological advances. In this paper, we propose a technique to improve the interaction technique based on the case of Virtual Figure Model Crafting (VFMC) to analyze the problem of interaction caused by virtual reality contents. We introduced the concept of Head-Up Display (HUD) to present a more natural interaction method. The HUD is the digital visual interface of the aircraft. The advantage of HUD visual interface is to minimizes the user's visual movement by displaying the information of the scattered view to the forward direction of the pilot. In other words, we can reduce unnecessary left and right movements that make it is possible to expect an effect of reducing fatigue and increasing immersion.

Collaborative Authoring based on Physics Simulation

  • Shahab, Qonita M.;Kwon, Yong-Moo;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.612-615
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    • 2007
  • This research studies the Virtual Reality simulation of Newton's physics law on rigid body type of objects for physics learning. With network support, collaborative interaction is enabled so that people from different places can interact with the same set of objects in Collaborative Virtual Environment. The taxonomy of the interaction in different levels of collaboration is described as: distinct objects and same object, in which there are same object - sequentially, same object - concurrently - same attribute, and same object - concurrently - distinct attributes. The case studies are the interaction of users in two cases: destroying and creating a set of arranged rigid bodies. We identify a specific type of application for contents authoring with modeling systems integrated with real-time physics and implemented in VR system. In our application called Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects.

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