• Title/Summary/Keyword: Interactive Communication

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Analysis of Usage Types of K-pop Idol Avatar and Fandom Perception (케이팝 아이돌의 아바타 활용 유형 및 팬덤의 인식분석)

  • Bang, Eunjung;Wu, Sindy;Kim, Soyeon
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1601-1612
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    • 2022
  • As human brands, Idols, the central members of K-pop, are actively engaging in various industries based on the support of their fandoms, greatly impacting the national economy. In particular, due to the development of digital devices and technologies, they are active both online and offline, and idol avatars are a significant part of their activities across diverse contexts. Therefore, this study aims to categorize avatars used in various contexts and explore fandoms' perceptions according to each type. Based on case studies and literature review, idol avatar usage was categorized into products, supplier-led content, and interactive content, and accordingly, surveys and in-depth interviews were conducted. As a result, regardless of category, fandom showed a negative perception of idol avatar usage, as shown in the order of interactive content, supplier-led content, and products. Regarding human brand characteristics of idol avatars, attractiveness was evaluated higher than intimacy and likeability. However, the attachment to real-life idols showed a higher correlation with the characteristics of intimacy and likeability than attractiveness. This study is significant as it looked at the future directions of idol avatar usage by analyzing the fandoms' perception of avatar usage in the K-pop industry from a human brand perspective.

The Issue-network: A Study of New User Research Method in the Context of a Car Navigation Design (이슈 네트워크를 활용한 사용자 조사 방법론: 자동차 내비게이션 디자인을 중심으로)

  • Kim, Dongwhan;Lee, Dongmin;Ha, Seyong;Lee, Joonhwan
    • Journal of Korea Multimedia Society
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    • v.22 no.4
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    • pp.502-514
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    • 2019
  • Existing user research methods are subject to a variety of research conditions such as the amount and variety of data collected and the expertise of the facilitator of a group research session. In this study, we propose a new user research methodology using an 'Issue-Network' system, which is developed based on the theory and methods of social network analysis. The Issue-Network is designed to define problem spaces from the issues raised by users in a group research session in a form of an interactive network graph. The system helps to break out of ordinary perspectives of looking into problem spaces by enabling an alternative and more creative way to connect issues in the network. In this study, we took a case study of generating the Issue-Network on behalf of the problems raised by users in various driving-related situations. We were able to draw three navigation usage scenarios that cover relatively important problem spaces: safety and being ready for the unexpected, smart navigation and notifications, making use of the spare time. In the future, the Issue-Network system is expected to be used as a tool to identify problems and derive solutions in group research sessions involving a large number of users.

Implementation and application of interactive Web3D Contents (상호대화식 Web3D 컨텐츠의 구현 및 응용)

  • Kim Hyeock-Jin
    • Journal of the Korea Computer Industry Society
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    • v.6 no.2
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    • pp.317-324
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    • 2005
  • The web technology related with internet at present is changed into the 3D interactive environment form one sided communication of simple contents. In this paper, a high quality interactive Web3D Contents was realized by using the TurnTool, a authoring tool. This paper suggests the method that can easily and quickly realize the Web3D manual which is more realistic md capable of interaction with user. This method makes up for the weak points in the existing Web3D tool system. Therefore we can realize the contents that able to easily interact through minimizing file size md omitting procedure of additional EAI(External Authoring Interface) by using the Java Script.

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Identifying Key Factors Affecting Mobile Market-Platform Attractiveness

  • Lee, Jeonghoon;Kim, Sookyung
    • Journal of Information Technology Applications and Management
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    • v.21 no.1
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    • pp.137-150
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    • 2014
  • The following study specially aims to market platform in the mobile circumstance. The characteristics of customers and infrastructure are handled by market platform under the new media. These characteristics will be revealed based on the unification of organizational structure and interaction of information structure in the relationship marketing. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on Perceived integratedness and Interactive Accessibility of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized on the base of the market communication. Perceived integratedness and Interactive Accessibility, 2 properties of new media increase the co-creation experience and perceived convenience in the market platform of their customers. Therefore, the structure of market platform that enhance the co-creation experience and perceived convenience has higher attractiveness. They create beneficial experience to the customers and productive values to the producers as well.

Proposal for new type of poster, interactive motion poster (새로운 형식의 포스터, 인터랙티브 모션포스터에 대한 제안)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1679-1688
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    • 2018
  • The development of digital technology has not only led to the development of expressive technology, but also to change in the process of production, expression media, production formats and methods, and communication with the audience. In one form, motion poster using LCD display instead of paper poster was introduced. This not only suggests the generation of posters with sound and movement on the ground, but also the possibility of expansion using the features of a platform called LCD displays. As part of this extension, this paper focuses on the "interactions" element and suggests a new interactive motion poster.

Understanding Interactive and Explainable Feedback for Supporting Non-Experts with Data Preparation for Building a Deep Learning Model

  • Kim, Yeonji;Lee, Kyungyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.90-104
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    • 2020
  • It is difficult for non-experts to build machine learning (ML) models at the level that satisfies their needs. Deep learning models are even more challenging because it is unclear how to improve the model, and a trial-and-error approach is not feasible since training these models are time-consuming. To assist these novice users, we examined how interactive and explainable feedback while training a deep learning network can contribute to model performance and users' satisfaction, focusing on the data preparation process. We conducted a user study with 31 participants without expertise, where they were asked to improve the accuracy of a deep learning model, varying feedback conditions. While no significant performance gain was observed, we identified potential barriers during the process and found that interactive and explainable feedback provide complementary benefits for improving users' understanding of ML. We conclude with implications for designing an interface for building ML models for novice users.

2019 Reform of Japan Commercial Arbitration Association (JCAA) Arbitration Rules (2019년 일본상사중재협회(JCAA) 중재제도의 개혁동향)

  • Kim, Young-Ju
    • Journal of Arbitration Studies
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    • v.29 no.2
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    • pp.133-159
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    • 2019
  • This paper reviews 2019 new arbitration rules of Japan Commercial Arbitration Association (JCAA). JCAA has amended its Commercial Arbitration Rules, and its Administrative Rules for UNCITRAL Arbitration. Also, it has introduced a new Interactive Arbitrations Rules. These new rules take effect from 1 January 2019. First, principal amendments of JCAA Commercial Arbitration Rules are such as arbitrator impartiality, tribunal secretaries, no dissenting opinions, expedited proceedings, arbitrator fees, administrative fees. Second, JCAA's new Interactive Arbitration Rules compel communication from the arbitral tribunal to the Parties and introduce a system of fixed compensation for arbitrators. Third, JCAA's Administrative Rules for UNCITRAL Arbitration are designed to provide the minimum essentials to allow the UNCITRAL Rules to be overseen by an institution. The only significant updates focus on arbitrator remuneration. This paper presents the intent and some implications of JACC's 2019 new rules for Korean Commercial Arbitration Board (KCAB) arbitration rules. Also, it seeks to provide a meaningful discussion and improvement on the facilitating of arbitration system in Korea.

Two-way Interactive Algorithms Based on Speech and Motion Recognition with Generative AI Technology (생성형 AI 기술을 적용한 음성 및 모션 인식 기반 양방향 대화형 알고리즘)

  • Dae-Sung Jang;Jong-Chan Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.2
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    • pp.397-402
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    • 2024
  • Speech recognition and motion recognition technologies are applied and used in various smart devices, but they are composed of simple command recognition forms and are used as simple functions. Apart from simple functions for recognition data, professional command execution capabilities are required based on data learned in various fields. Research is being conducted on a system platform that provides optimal data to users using Generative AI, which is currently competing around the world, and can interact through voice recognition and motion recognition. The main technical processes designed for this study were designed using technologies such as voice and motion recognition functions, application of AI technology, and two-way communication. In this paper, two-way communication between a device and a user can be achieved by various input methods through voice recognition and motion recognition technology applied with AI technology.

Human Sense-Based Simulation-Experience Model for Interactive Art Production (인터랙티브 아트 제작을 위한 인간의 감각 기반 시뮬레이션-체험 결합 모델)

  • Liu, Ting-Ting;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.169-184
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    • 2021
  • Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.

Analysis of Group Process with Instant Messaging Technology

  • Park Sanghyuk;Cho Namjae
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2003.11a
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    • pp.41-54
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    • 2003
  • This study examines group process patterns when Instant Messaging is used for decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of a group, when appropriately organized, can enhance creative production of outcomes. A qualitative analysis is conducted on communication patterns based on text-based conversation protocols. Specifically, this research tries to extend existing studies on group-work by focusing on the interactive communication process among participants. Study results include that the production of creative outcome depends on the temporal sequence of discussion pattern among group members. (1) Appropriate control of the discussion process is essential to obtain a high level of performance. (2) It is also important to set up discussion rules and rules for the use of communication medium in the early stages of the discussion . (3) Active participants use various protocol types while less-active members rely mainly on 'cognitive' protocols.

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