• Title/Summary/Keyword: Interactive Communication

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A Study on the Characteristics of Active Information and Opinion Giver in the Interactive-Public Communication Space of Internet: Focused on the Characteristics of Opinion Leader (인터넷의 양방향.공개 커뮤니케이션 장을 창출한 적극적 발신행위자의 속성에 관한 연구: 오피니언 리더의 속성을 중심으로)

  • Kim, Kwan-Kyu
    • Korean journal of communication and information
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    • v.31
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    • pp.51-84
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    • 2005
  • The purpose of this paper is to investigate characteristics of active information and opinion giver in the interactive-public communication space of internet. More specifically, this study explores that the active information and opinion giver have the same traits with opinion leader, which are personal attributes (topic involvement and individuation), social activity, source of information and influentials, and socio-demographic attributes. The research consisted of a questionnaire, which was administered using e-mail, and 175 replies were returned. The results show that higher activity of sending information and opinion is associated with characteristics of opinion leader. First, It was found that higher activity group in sending information and opinion have higher degree of topic involvement and individuation than lower group. Second, the former is more active behavior than the latter in social activity. Third, it was examined that behaviors of sending and giving information and opinion with interpersonal communication channel was connected with those of the interactive-public communication space in internet. Also, the result of analysis with mass communication channel was found the distinction in three different kinds of magazines which is related with specific media. Finally, characteristics of socio-demography were not different between two group, with the exception of gender.

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A Study for Visual Perception of for Interactive Media Interface to Realize the Contents of Child Participation Type (아동 참여형 콘텐츠 구현을 위한 인터렉티브 미디어 인터페이스의 시지각 연구)

  • Oh, Moonseok;Won, Jongwook;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.101-112
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    • 2015
  • New media which appeared in accordance with the development of IT technology includes elements of the interaction to be developed as an interactive media. In the field of interactive media which can be most actively applied, there is the filed of experience exhibition based on the active participation of people who experienced. Interactive media applied to the experience exhibition area, in order to have an effective communication that is based on a high degree of immersion, has been utilized as a platform for educational contents. This study is intended to explore the elements of visual perception for developing an optimized interface in the perspective of children who are the main subject of educational contents to present the criteria for the development of an interface for children. Thus, this paper derives the elements by the analysis of the visual perception elements of children and the experiment for the immersion environment. By analyzing the results, this study is to present the criteria of the visual perception elements for the development of interactive media contents for children.

DEVS Modeling for Interactive Motion-based Mobile Contents Authoring Tool (모바일 기기 환경의 인터렉티브 모션 기반 콘텐츠 개발 도구와 DEVS 모델링)

  • Ju, Seunghwan;Choi, Yohan;Lim, Yongsoo;Seo, Heesuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.121-129
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    • 2015
  • Interactive media is a method of communication in which the output from the media comes from the input of the users. The interactive media lets the user go back with the media. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds the interaction and brings interesting features to the system for a better enjoyment. We need a digital content using a dynamic motion and gesture of the mobile device. We made an authoring tool for content producers to easily create interactive content. We have tried to take advantage of the interaction by using a touch screen and a gravity sensor of the mobile device. This interaction may lead to allow the user to participate in the content, it can be used as a key device to assist in engagement. Furthermore, our authoring tool can be applied to various fields of publishing content.

Study on Application of Interactive Contents for Effective Smart Education (효과적인 스마트 교육을 위한 인터랙티브 콘텐츠 적용에 관한 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.207-221
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    • 2014
  • Education environment of modern society is rapidly changing along the usage of various device and development of contents. Learners of diverse age groups and genders are exposed in smart education environment. Thus in order to investigate effective smart education contents production, this study classified interactive types that affect learning satisfaction into CAI (Computer Assisted Instruction) based , NCS (Network Communication System) based , and NTS (New Technology System) based . Then we investigated how each interactive types affect immersion, utility, self-efficacy, practicality, and stimulation. The effects were measured according to the learner's gender and age. As the result, interactive types do affect smart education, where male had higher learning satisfaction for CAI based, game type, and wiki type while female had higher satisfaction for relationship establishment type and experience type. Also, for age group, the 10s preferred NTS based, 20~30s NCS based, and 40s and over CAI based interactive type. Thus, if satisfaction levels according to gender and age are considered when producing smart education contents, it may be possible to create educative contents that meet the dispositions of the learners.

The Archi-Semiotic Characteristics of Spatial Modality in Interactive Space - Focus on Gilbert Simondon's Information of Technology - (상호작용 공간 모달리티의 건축기호적 특징 - 질베르 시몽동의 기술의 정보·형태화 관점 -)

  • Suh, Juneho
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.75-84
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    • 2013
  • This study focuses on Gilbert Simondon's individuation theory, a core concept of his technological philosophy, and spatial modality in interactive space as the schema of interactive operation. The study examines spatial modality as the technology of an interaction-enabler that has archi-semiotic characteristics in the designed space by aspects of examples. They are based on ideas and properties of a combined environment and the concept of information, which form Simondon's individuation theory. In the process of technological individuation, spatial modality has the characteristics of archi-semiotics from a combined environment and information. The first of the three properties is representation through semiosis and the information surface. Second is the context by relation works and perception, and third are the symbolic aspects, which could create Placeness by meaning. Combining meaningful constructive and deconstructive spaces could result in space for interactive communication. Spatial modality makes it possible to interact with users and spaces. In fact, it could have a particular semiotic mode of address and become a semiotic and contextual base. As a basic investigation of spatial modality, this study will contribute to interactive space design research.

The Application of Interactive Journal to Elementary Science Classes at School Level (초등학교 자연과 상호작용 강화 학습일지의 학교 수준 적용 방안)

  • 김찬종;오영선
    • Journal of Korean Elementary Science Education
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    • v.20 no.2
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    • pp.187-196
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    • 2001
  • Students' journals in science class are supposed to contribute to students' science teaming and to provide plentiful information on students' learning and progress. If interaction could be reinforced in the process of writing journals, the positive effects of the journals are expected to be increased. New approaches in teaching should be supported by school and community. Otherwise, teachers are frequently frustrated and failed to introduce new ways of instruction into science classes. The purposes of the study are to develop interactive journals, and approaches to introduce interactive journals at school level. The status and situation of the school were investigated by survey. Interactive journals were developed by teachers who experienced workshops on developing journals. A model journal was provided as a guidance to teachers. To establish environments for introducing journals in the school, an invited lecture was provided to increase parents' perceptions on journals. A communication system among students, parents, and teachers was established, and educational materials, such as encyclopedia, books, computers, and so on were prepared. For efficient administration of journals, various prizes and events were established. As a result of the study, teachers participated experienced professional development in terms of journals, interactive journals for science class were developed, the environments for the introduction of interactive journals at school level were established, and most students successfully completed science journals.

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A study of Metadata design for Digital Content Marketplace based on Interactive Media (양방향매체 기반에 디지털콘텐츠 마켓플레이스를 위한 메타데이터 설계에 관한 연구)

  • Kwon, Byung-Il;Moon, Nam-Mee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.155-164
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    • 2009
  • Digital Content Marketplace based on Interactive Media is defmed as the marketplace for content service between contents supplier and consumer through iDTV environment. This Marketplace is increasing interest to u-Life service with Digital Environment. To Interactive Media, it can contribute to enhance its effectiveness by developing various contents and service model in the initial phase of broadcasting-communication convergence. This study designed metadata using Digital Content marketplace based on Interactive Media. Specially the matadata designing include recommendation-tag for supply supplementary content. It can support self-directed action. Through basic metadata with weight value, it is designed to support supplementary content customer to want on the marketplace. Recommendation-System can be built by many method and to recommend the service content including explicit properties using collaborative filtering method can solve limitations in existing content recommendation.

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Face-to-face Communication in Cyberspace using Analysis and Synthesis of Facial Expression

  • Shigeo Morishima
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.111-118
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    • 1999
  • Recently computer can make cyberspace to walk through by an interactive virtual reality technique. An a avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, an avatar is realized which has a real face in cyberspace and a multiuser communication system is constructed by voice transmitted through network. Voice from microphone is transmitted and analyzed, then mouth shape and facial expression of avatar are synchronously estimated and synthesized on real time. And also an entertainment application of a real-time voice driven synthetic face is introduced and this is an example of interactive movie. Finally, face motion capture system using physics based face model is introduced.

Design and Implementation of Reserved Interactive Transaction System for Electronic Commerce (전자상거래를 위한 예약형 면담 시스템 설계 및 구현)

  • Sim, Eung-Su;Im, Han-Gyu
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.5S
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    • pp.1638-1648
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    • 2000
  • Electronic commerce using internet is rapidly increasing a method to introduce and sell goods. persons who buy products in electronic commerce prefer to make interactive communications by multi users about products rather than show product informations. Reserved interactive transaction system for electronic commerce is electronic commerce system that is able to make a real communication buyers and customers. In this paper, e intend to design and implement reserved interactive transaction system for electronic commerce. it is efficiently used in middle and samll transaction system and able to make similar applications to sell and negotiate products for commercial transaction.

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Interactive Advertisement that Feels and Experiences

  • Kim, Yuji;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.13-19
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    • 2019
  • In this paper, we propose and implement VVVV base interactive advertisement. It has now expanded from the traditional marketing methods of television, radio, newspapers and magazines to become a digital marketing era. However, it is still in the form of infusion-type advertising, similar to traditional marketing techniques. For more innovative we put story and design elements into digital technology. Consumers will feel fresh excitement as they experience advertising. Emotional stories and image will also provide an element for customers to talk to each other. The propose advertisement is design to recognize the movement of people in the corridor by using Arduino and ultrasonic sensor installed in the passageway where many people pass. Arduino and VVVV takes people's movements for a values. This values change the advertising image. In this case, we applied the mask in VVVV so that the image to be reproduced and the image of the background role are displayed when the person passes the sensor. By realizing this interactive advertisement, the objective is to increase the buyer's purchasing power by approaching the buyer more effectively than the existing advertisement.