• Title/Summary/Keyword: Interactive Communication

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Modding Culture: A Study on Gamer's Cultural Practices (모드하기의 문화적 실천에 대한 연구: <엘더스크롤 IV: 오블리비언>의 커뮤니티를 중심으로)

  • Park, Keun-Seo
    • Korean journal of communication and information
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    • v.55
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    • pp.100-118
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    • 2011
  • The purpose of this study is to investigate the meaning of cultural practices of videogame audience with 'mod'. Videogame audience members are recognized as very active and interactive beings compared with other interpretive media audience members. Especially mod is one of the most dramatic cultural situation of videogame. It's very prominent properties are 'activity' and 'interactivity'. Videogame audience members, so called 'gamers' modify videogame software as their own sake and use it as their own intention. Modifying and playing with videogame, or 'modding' is very strong cultural program of gamer. Mod is one of avant-garde technology but its practice is not always radical. I observed practices of the members of Naver cafe 'Elderscroll' playing . They used mods of for their phallocentric desire. And they construct a hierarchical and top-dowon membership. So advanced technology and cultural media and text from it does not assure the same advanced contents.

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A Study on News Graphic Design in Social Media (온라인 인포그래픽 뉴스의 커뮤니케이션에 관한 연구)

  • Won, Jongyoun
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.57-67
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    • 2019
  • The way people read news is changing, from print to screen. In this study, we aimed to understand the impact of the use of infographics in news on readers. According to a study conducted by Reuters Research Institute at the University of Oxford in 2017, the proportion of online consumers of news is steadily increasing, with over 51 per cent of Americans receiving news via social media. Additionally, newspaper subscription rates are rapidly declining. According to previous studies, the understanding of text information is higher in print media than on screen. Therefore, to compensate for the weaknesses in the understanding of online news, online news media are providing infographic news services to deliver good news. Therefore, this study attempted to understand the impact of using infographics in the news. To this end, three experiments were conducted. The findings from the study indicate that the use of infographics in news has a positive effect on users in terms of the variables measured, including cognitive effect and acceptance of news. As compared with print news, on-screen news was not as effective in terms of comprehension. However, we propose interactive infographics to enhance communication effect along with improved design.

Interactive Broadcasting Service Using Mobile Messenger (모바일 메신저를 이용한 양방향 방송서비스)

  • KIM, Joon-Won;Lee, Jung-Gyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.157-163
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    • 2013
  • The development of the latest media technology has changed the traditional broadcasting system. The traditional broadcasting system, which was operated by the mass media and the terrestrial broadcasters, is now transformed to the viewer-centered and bidirectional media through the convergence of internet and mobile. In terms of broadcasting environment, the function of the traditional TVs has been changed to the Smart TVs combined with an open platform which not only deliver visual contents, but also supply various applications and additional information linking the content providers and viewers. This ongoing broadcasting environmental change has made it possible for viewers to participate in the programs such as reality shows or sports events through SNS, texting or phone calls. Therefore, the purpose of this experiment is to present the ways to promote easier and more convenient viewer-participation in the programs by applying mobile messenger to existing broadcasting system in order to enhance the involvement of broadcasters and viewers of the programs and to diversify the roles of content providers and viewers in broadcasting.

A Study on Colour Recognition Based on Aspect Ratio (형태의 비율에 따른 색채 지각 관련 연구)

  • Hong, Ji-Young;Shin, Jin-Seob
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.123-128
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    • 2020
  • Technology in digital video has changed the functions of the digital video field based on various platforms, including streaming, on-demand, interactive, and data-based services. The displays that provide the visual representations of these digital video contents have also been improving with various changes. There is a variety of display screen ratios currently available, with the ratio of the display screen being based on the intended purpose. This study conducted a psychophysics experiment to examine the correlation between colour properties and shape ratio based on the display screen ratio, and then analysed the results. The colours used in the experiment were visual perception-based Munsell colours, and the hue, brightness, and chroma attributes were analysed according to the shape ratio to examine colour properties. The analysis of the results of this study defined the significance of the study as basic data for future studies on colour property changes based on shape ratio, and suggested directions for future studies.

A Study on the Characteristics of Children's Experience Exhibition Based on Tangible User Interface (TUI(Tangible User Interface)기반의 어린이 체험전시 특성 분석 연구)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.341-348
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    • 2020
  • This study is a basic research towards diffusion of discourse regarding TUI-based experience exhibition. In that purpose this study tries to find out the development type of children's experience exhibition using TUI by analyzing children's experience exhibition phenomena that are changing in digital environment. For the sake of this research, cases of experience exhibitions were analyzed and characteristics were derived based on TUI(Tangible User Interface) and on the types of tangibles. As results of this study, TUI elements were found in the order of interactive planes, connection of bits and atoms, and environmental media and Tangibles were ranked in the order of stuff, planes, devices, and space types. This fact shows that TUI is actively used in experience exhibitions where children's active participation and extended experience is necessary.

A study on the emotional representation of the digital technology shown in the contemporary fashion (현대 패션에 나타난 디지털 테크놀로지의 감성적 구현에 관한 연구)

  • Han, Sanggyung;Kim, Yonson
    • The Research Journal of the Costume Culture
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    • v.23 no.2
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    • pp.254-269
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    • 2015
  • The digital technology that has brought about the information revolution acts as the causes of multi-faceted socio-cultural phenomena. The spread of the digital environment and the popularity of the digital devices accelerate the phenomenon or the fusion of culture and technology, and such a phenomenon is no exception in the fashion design. Namely, the combination of fashion design and digital-based technology draws more and more attention; Not only the technology is simply applied to the fashion design, but also it is used as an emotional tool to enhance consumers' satisfaction, while some designs and marketing cases stimulating consumers' emotion are highlighted importantly. This study was aimed at surveying and analyzing the contemporary fashion using the digital technology and thereupon, assessing the characteristics of the emotional representations of technology as well as their aesthetic values. To this end, the theory of 'science of emotion and sensibility' was applied to divide the characteristics of emotional technological expressions in the contemporary fashion into immateriality, non-boundary, multi-media and interaction, while the aesthetic values of the emotional technology immanent in the contemporary fashion were categorized into communication & participation, conceptual configuration, physical expansion and variable movement. This study analyzed uses of technology for human emotion and sensibility shown in not only collections but also communication media and exhibition spaces and thereby, suggested the direction for our fashion industry to fulfill consumers' changing needs and advance further.

A Study on the Tele-medicine Robot System with Face to Face Interaction

  • Shin, Dae Seob
    • Journal of IKEEE
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    • v.24 no.1
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    • pp.293-301
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    • 2020
  • Consultation with the patient and doctor is very important in the examination. However, if the consultation cannot be done directly, such as corona virus, it is difficult for the doctor to determine the patient's condition more accurately. Recently, an image counseling system has been developed based on the Internet, but in the case of heart disease, remote medical counseling cannot be performed because it is not possible to stethoscope the heart sounds remotely. In order to solve this problem, it is necessary to develop an interactive mobile robot capable of remote medical consultation, and a doctor and a patient should be able to set a planting sound during consultation and transmit it in real time. In this paper, we developed a robot that can remotely control a medical counseling robot to move to a hospital room where patients are hospitalized, and to consult a patient in the room remotely from a doctor's office. A remote medical imaging stethoscope system for real-time heart sound transmission is presented. The proposed system is a kind of P2P communication that transmits video information, audio information, and control signal independently through webRTC platform, so that there is no data loss. Consults and sees doctors in real time and finds it more effective than traditional methods for patient security. The system implemented in this paper will be able to perform remote medical care in the place where the spread of diseases between humans like the recent corona 19 as well as the remote medical care of heart disease patients in the future.

Preference of Cohousing according to Sense of Community in Housing Life (주생활 공동체 의식에 따른 코하우징 선호도)

  • Kwak, Yu-Mi;Choi, Jung-Sin;Kwak, In-Sook
    • Journal of the Korean housing association
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    • v.18 no.4
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    • pp.37-48
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    • 2007
  • Purpose of this study is to investigate influence on preference of cohousing (eg. intention to spread and intention to move in cohousing) according to sense of community, especially in housing life by married people residing in Seoul and its outskirts. Research method used for this study was a social survey. Respondents were 214 people by accidential sampling. The collected data were analyzed by SPSS 12.0 program using frequency, mean, average, T-test, one-way Anova, Duncan's Multiple Range test and Chi-square test. Findings of this study were as follows. Most respondents took part in interactive activities with colleagues from the same occupation. They Focused on the issues about health, leisure and hobby. The respondents mainly wanted to have interaction for changing recycling materials and education programs for children and juveniles. Degree of ideal relationships with neighbors, they think, were greeting and chatting as well as communication about issues on child-care, education for children, offense-prevention and safety. Although respondents were interested in community life and in interaction with their neighbors, they did not build up communal society due to lack of a sense of belonging in their living areas. While respondents showed positive response about preference of cohousing, there were difference between intention to spread of cohousing and intention to move in cohousing. As a result of this study, the stronger sense of community in housing life meant the more interests in thoughts to spread and to move in cohousing. Therefore, in order to increase sense of community in cohousing, the plan of various communication programs that enables frequent interaction among neighbors is needed. Also, in order to spread cohousing in Korea, promotion of cohousing community and cognitions about it are the most needed.

Synchronized One-to-many Media Streaming employing Server-Client Coordinated Adaptive Playout Control (적응형 재생제어를 이용한 동기화된 일대다 미디어 스트리밍)

  • Jo, Jin-Yong;Kim, Jong-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.5C
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    • pp.493-505
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    • 2003
  • A new inter-client synchronization framework for multicast media streaming is proposed employing a server-client coordinated adaptive playout control. The proposed adaptive player controls the playback speed of audio and video by adopting the time-scale modification of audio. Based on the overall synchronization status as well as the buffer occupancy level, the playout speed of each client is manipulated within a perceptually tolerable range. Additionally, the server implicitly helps increasing the time available for retransmission while the clients perform an interactive error recovery mechanism with the assistance of playout control. The network-simulator based simulations show that the proposed framework can reduce the playout discontinuity without degrading the media quality, and thus mitigate the client heterogeneity.

SNS planning through analysis of office workers SNS use (직장인의 SNS 사용 분석을 통한 SNS 기획)

  • Kim, Eun-Ju;Hong, Soon-Geun;Hwang, Chan-Gyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.9
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    • pp.1359-1364
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    • 2013
  • After platform changed from PC-based internet to mobile, SNS became new interactive media which relaces face-to-face interaction. the SNS users have already begun to recognize SNS as daily necessity. SNS market has been subdivided. In other words, SNS has entered into a period of vertical SNS that focus on contents and specific target. Therefore, It is necessary to analyze users for SNS planners. For this reason, analyzing why office workers who have the most powerful purchasing power use SNS is meaningful for SNS planners. Therefore, in this study, we analyzed the reasons for using SNS of office workers by studying relationship among office workers' stress, social support, self-expression and the use of SNS. As a result, the use of SNS has a significantly positive correlation with social support and self-expression. The self-expression in the SNS is not associated with stress, but rather it is the characteristics of the office workers. However the social support in the SNS affects to stress.