• 제목/요약/키워드: Interactive Communication

검색결과 738건 처리시간 0.035초

Designing Health Games for Anti-Smoking Advertising Targeting College Students: The Impact of Message Types and Voice-Over

  • Yoo, Seung-Chul;Eastin, Matthew S.
    • International Journal of Contents
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    • 제13권3호
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    • pp.17-24
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    • 2017
  • Video games are an alternative channel for public health authorities constantly striving to reach target audiences and make positive changes. The objective of this research is to address effectiveness of health games as a health promotion technology for anti-smoking communication. This study tested the impact of advertising message types and voice-over relative to anti-smoking persuasion. By using commercial-level custom-made first person shooter (FPS) games, two experimental studies demonstrated usefulness of applying health games to change a player's attitude towards smoking. In particular, an interactive in-game message with a persuasive voice over was the most effective method to change targets' attitude towards smoking. Findings of our research offer meaningful insight on health promotion research and provide possible directions for future anti-smoking communication using health games.

A Web Design Modeling System to Improve Communication between Web Designers and Programmers

  • Lee, Ji-Hyun;Lu, Kuo-Hui
    • 디자인학연구
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    • 제20권2호
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    • pp.53-64
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    • 2007
  • Web development has multidisciplinary features involving diverse team members. Owing to the diverse backgrounds, however, there may be communication problems among web team members, especially between designers and programmers. Programmers often use a graphical modeling notation to communicate their designs. The graphical modeling concepts can also be helpful to designers, but most designers generally find graphical modeling notations hard to understand. We, therefore, propose an interactive computer-aided collaborative web design system including revised web graphical model notations to improve communication between web designers and programmers. We have designed and implemented a computational prototype to validate the approach and illustrate how the prototype works using concrete examples.

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Comparative Navigation system for Experiencing 3D Digital Archives of Cultural Heritage

  • Oh, S.Y.;Yeo, W.H.
    • 한국CDE학회논문집
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    • 제12권1호
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    • pp.15-26
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    • 2007
  • We have developed a method that enables a user to better understand and enjoy the contents of 3D digital archives, thereby enhancing the user's experience. The system's interactive interface, built using virtual reality technology, enables the user to "walk through" the archives, comparing two or the same content at different points in time. For example, a user can compare the proposed design for a building with the actual building and can compare the states of restoration of a cultural heritage site over time. This ability to perform multilateral comparisons enables the user to clarify the relationship between contents, the influence of one content on another, and the causal relationship between contents. Testing of a prototype system for a 3D digital archive of cultural heritage sites showed that it worked smoothly and that the users could easily operate the navigation system.

The Interactive Use of Microcomputer for Distance Learning

  • 홍성룡
    • 디지털콘텐츠학회 논문지
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    • 제8권2호
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    • pp.121-127
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    • 2007
  • For human beings, language is the most important means of communication. Bloom and Lahey see successful language development as an interaction between form, content, and use. Language knowledge is a social phenomenon produced in a socio-cultural environment through interaction. Teachers have traditionally concentrated on the structure of their student's writing rather than on the message. If writing is to be seen as an interactive social process between humans, it is the content which is responded to. Language acquisition could be a major problem for hearing-impaired children and their acquisition of written language is characteristically problematic. This study is to search the use of microcomputers in written conversational methods, which enable the hearing-impaired student to hear their conversations in a visual form and which usefully extend their written language learning opportunities.

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A Hybrid Software Defined Networking Architecture for Next-Generation IoTs

  • Lee, Ahyoung;Wang, Xuan;Nguyen, Hieu;Ra, Ilkyeun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권2호
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    • pp.932-945
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    • 2018
  • Everything in the world is becoming connected and interactive due to the Internet. The future of interactive smart environments such as smart cities, smart industries, or smart farms demand high network bandwidth, high network flexibility, and self-organization systems without costly hardware upgrades, and they provide a sustainable, scalable, and replicable smart environment backbone infrastructure. This paper presents a new Hybrid Software-Defined architecture for integrating Internet-of-Things technologies that are essential technologies for smart environments. It combines a software-defined networking infrastructure and a real-time distributed network framework with an advanced optimization to enable self-configuration, self-management, and self-adaption for providing seamless communication and efficiently managing a vast number of smart heterogeneous devices.

호텔 종사원의 조직몰입과 서비스품질의 관계 및 성의 조절효과 (The relationship between organizational commitment and service quality, and the moderating effect of gender in hotel)

  • 안관영
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2006년도 춘계공동학술대회
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    • pp.147-156
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    • 2006
  • Since IMF system was introduced once, downsizing has been usual phenomenon in business sphere. Downsizing influences the unemployed, and also the survivors such as in job stress, communication bias, lower organizational commitment and so on. This paper reviewed the relationship between organizational commitment and service quality, and the moderating effect of sex in hotel. Based on the responses from 494 hotel employees, the results of multiple regressional analysis showed that affective OC and normative OC have affirmative effects on service quality. The results of moderating analysis showed that continuance OC has an affirmative interactive-effect on responsiveness, assurance, and empathy with gender, and affective OC an negative interactive-effect on assurance.

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Hybrid 검출방식을 적용한 삼상 선로 응동형 DVR(Dynamic Voltage Restorer) (Development of Three-Phase Line-Interactive Dynamic Voltage Restorer with Hybrid Detection Method)

  • 정종규;한병문
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2009년도 제40회 하계학술대회
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    • pp.901_902
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    • 2009
  • This paper describes the development of a three-phase Line-Interactive DVR(Dynamic Voltage Restorer), which is applied to Hybrid detection method and super-capacitor. The operational feasibility was verified through computer simulations with PSCAD/EMTDC software, and experimental will be work with 3kVA prototype. The developed system can compensates the input voltage sag and interruption within 2ms, in which the maximum allowable sensitive load, such as computer, communication equipment, automation equipment, and medical equipment. The developed system has a simple structure to be easily implemented with commercially available components and to be highly reliable in operation.

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감정 경계를 이용한 로봇의 생동감 있는 얼굴 표정 구현 (Life-like Facial Expression of Mascot-Type Robot Based on Emotional Boundaries)

  • 박정우;김우현;이원형;정명진
    • 로봇학회논문지
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    • 제4권4호
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    • pp.281-288
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    • 2009
  • Nowadays, many robots have evolved to imitate human social skills such that sociable interaction with humans is possible. Socially interactive robots require abilities different from that of conventional robots. For instance, human-robot interactions are accompanied by emotion similar to human-human interactions. Robot emotional expression is thus very important for humans. This is particularly true for facial expressions, which play an important role in communication amongst other non-verbal forms. In this paper, we introduce a method of creating lifelike facial expressions in robots using variation of affect values which consist of the robot's emotions based on emotional boundaries. The proposed method was examined by experiments of two facial robot simulators.

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DEVELOPMENT OF DESKTOP SEVERE ACCIDENT TRAINING SIMULATOR

  • Kim, Ko-Ryuh;Park, Soo-Yong;Song, Yong-Mann;Ahn, Kwang-Il
    • Nuclear Engineering and Technology
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    • 제42권2호
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    • pp.151-162
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    • 2010
  • A severe accident training simulator that can simulate important severe accident phenomena and nuclear plant behaviors is developed. The simulator also provides several interactive control devices, which are helpful to assess results of a particular accident management behavior. A simple and direct dynamic linked library (DLL) data communication method is used for the development of the simulator. Using the DLL method, various control devices were implemented to provide an interactive control function during simulation. Finally, a training model is suggested for accident mitigation training and its performance is verified through application runs.

Interacting or Just Acting? -A Case Study of European, Korean, and American Politicians' Interactions with the Public on Twitter

  • Otterbacher, Jahna;Shapiro, Matthew A.;Hemphill, Libby
    • Journal of Contemporary Eastern Asia
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    • 제12권1호
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    • pp.5-20
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    • 2013
  • Social media holds the potential to facilitate vertical political communication by giving citizens the opportunity to interact directly with their representatives. However, skeptics claim that even when politicians use "interactive media," they avoid direct engagement with constituents, using technology to present a façade of interactivity instead of a genuine dialogue. This study explores how elected officials in three regions of the world are using Twitter to interact with the public. Using the Twitter activity of 15 officials over a period of six months, we show that in addition to the structural features of Twitter that are designed to promote interaction, officials rely on language to foster or to avoid engagement. We also provide evidence that the existence of interactive features does not guarantee interactivity.