• Title/Summary/Keyword: Interactive Contents

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Implementation of Android-based Interactive Edutainment Contents Using Authoring Tool Developed for Interactive Animation

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.71-80
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    • 2018
  • In this paper, we developed an interactive animation authoring tool and developed the Android based interactive edutainment contents. The authoring tool for creating interactive animations developed in this paper is based on a graphical user interface, so users can easily create interactive animations. Interactive animation contents created by this authoring tool can be created as images and xml files so that they can be used directly on mobile devices. In order to increase learning efficiency for children, Android-based interactive edutainment electronic storybooks, which is implemented using this authoring tool, provided a recording function to listen to the parents' voice as well as an interactive action in which the characters move in accordance with the story line. We also provided a STEAM game that combines creativity and imagination with creative science and technology. Therefore, by creating the edutainment contents through the proposed authoring tool for interactive animation, various interactive animation contents could be produced more easily than the code implementation method. Through this study, I hope that it will be helpful for the development of various interactive edutainment contents to provide educational contents considering the quantity and quality to infants.

Design and Implementation of Learning Contents Using Interactive Genetic Algorithms with Modified Mutation (변형된 돌연변이를 가진 대화형 유전자 알고리즘을 이용한 학습 콘텐츠의 설계 및 구현)

  • Kim Jung-Sook
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.6 s.38
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    • pp.85-92
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    • 2005
  • In this Paper, we develope an effective web-based learning contents using interactive genetic algorithms with modified mutation operation. In the interactive genetic algorithm, reciprocal exchange mutation is used. But. we modify the mutation operator to improve the learning effects. The new web-based learning contents using interactive genetic algorithm provide the dynamic learning contents providing and real-time test system. Especially, learners can execute the interactive genetic algorithm according to the learners' characters and interests to select the efficient learning environments and contents sequences.

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A Study on the Diversified Aspect and Characteristics of Narrative Structure of Neflix Interactive Contents: Focusing on and (인터랙티브 콘텐츠의 서사 구조의 다변화 양상과 특성에 대한 연구 : <언브레이커블 키미슈미트:키미 대 교주>와 <언더테이커의 저주받은 저택>을 중심으로)

  • Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.765-774
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    • 2022
  • Neflix, a Global Over The Top(OTT) has produced various 'interactive contents' since 2015. The interactive contents mean the works in which the video users directly make choices suitable for circumstances on behalf of characters, and the conclusion of story is changed according to those choices. This thesis researches the works that attempted many narrative variations such as in 2020 and released in 2021. Compared to the previous interactive contents, these works had more diverse subjects and choices while the conflict factors and main messages of works were changed. Through this, this study examines and analyzes the diversified aspect and characteristics of narrative structure of the interactive contents in OTT.

A Study on the Interactive Web 3D (인터랙티브(Interactive) 웹 3D 연구)

  • 오병근
    • Archives of design research
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    • v.14 no.3
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    • pp.117-125
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    • 2001
  • The 2D based-web contents are limited to implement interactive elements for the users even though the contents are offered in various styles. Using the mouse and keyboards users chose any web contents for themselves beyond the limitation of time and space. They want more interactive style as they become familiar with convenience of web contents. The 3 dimensional web contents integrated with interactive technologies are one of the ways for them There are many researches and commercialization of the interactive web 30 for the past years because it has a lot of user benefits in terms of immersion, realistic expression, and interactivity. It has two types of implementation; one is for 3D polygon based objects, the other is for virtual worlds. This research is focus of on the concept of web interactive 3D, the technical aspects, design elements, and the proposal of navigation methods for the purpose of creating new type of web interactive contents.

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Development of BIFS Contents Authoring System for T-DMB Interactive Data Service (지상파 DMB 대화형 서비스를 위한 BIFS 콘텐츠 저작 시스템 구현)

  • Ah Sang-Woo;Cha Ji-Hun;Moon Kyung-Ae;Cheong Won-Sik
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.263-275
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    • 2006
  • This paper introduces an interactive contents authoring system which can easily and conveniently produce interactive contents for the Terrestrial Digital Multimedia Broadcasting (T-DMB). For interactive broadcasting service, T-DMB adopted MPEG-4 BIFS technology. In order to the interactive service becomes flourishing on the market, various types of interactive contents should be well provided prior to the service. In MPEG-4 BIFS, broadcasting contents are described by the combination of a large number of nodes, routes and descriptors. In order to provide interactive data services through the T-DMB network, it is essential to have an interactive contents authoring system which allows contents authors to compose interactive contents easily and conveniently even if they lack any background on MPEG-4 BIFS technology. The introduced authoring system provides powerful graphical user Interface and produces interactive broadcasting contents in the forms of binary and textual format. Therefore, the BIFS contents authoring system presented in this paper would vastly contribute to the flourishing interactive service.

A Study on Interactive Multimedia Contents Service System (인터랙티브 멀티미디어 콘텐츠 서비스 시스템)

  • 이준희;이재영;류승렬;조용환
    • The Journal of the Korea Contents Association
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    • v.2 no.3
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    • pp.31-40
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    • 2002
  • In this thesis, the interactive multimedia contents service system is proposed. The interactive multimedia contents service system which added the on-line merit on the off-line merit of CD-ROM title can transfer messages among users and update contents immediately. The Interactive multimedia contents service system which Integrated the CD-ROM title and Internet sonics is possible to use in on-line / off-line. The proposed system more improved the fault of CD-ROM title in the conventional main media, the search environment by using mutual correlation of the utilization and method of the Internet CD-ROM title.

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A Proposal of Interactive Contents for Prevention of Smartphone Overdependence

  • Kim, Jae Sun;Lim, Chan
    • International Journal of Advanced Culture Technology
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    • v.7 no.1
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    • pp.70-76
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    • 2019
  • IoT technology application has been part of modern people's everyday life. This technology makes people to depend on smart devices. 'Smartphone' is the most typical example. Despite the advantages given by this device, the bad side effects are also notable. This paper presents interactive content on the dependence of smartphone device. The research objective is to make individuals to reduce the use of smartphones by realizing their own problems of smartphone dependency. Research was progressed by analyzing aspects obtained from users participating in the self-developed interactive game contents. As a result of the analysis, approximately 68% of people were aware of the problem through this content. This indicates the potential of using convergence research in interactive contents with other fields furthermore.

Interactive MR Contents for Alternative Suggestions for Smartphone

  • Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.276-282
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    • 2023
  • IoT technology application has been part of modern people's everyday life. This technology makes people to depend on smart devices. 'Smartphone' is the most typical example. Despite the advantages given by this device, the bad side effects are also notable. This paper presents interactive content on the dependence of smartphone device. The research objective is to make individuals to reduce the use of smartphones by realizing their own problems of smartphone dependency. Research was progressed by analyzing aspects obtained from users participating in the self-developed interactive game contents. As a result of the analysis, approximately 68% of people were aware of the problem through this content. This indicates the potential of using convergence research in interactive contents with other fields furthermore.

A Study on the Limitation of Nintendo Wii using Physical Interactive Interface (체감형 인터페이스를 사용하는 닌텐도 위(Wii)의 한계에 대한 연구)

  • Lee, Jang-Won;Yoon, Joon-Sung
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.93-104
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    • 2011
  • For development of physical interactive game recognized as next generation game, this study examines the present situation of physical interactive games and analyzes the problem that game contents lack development compared to the hardware. This paper firstly divides the problem of physical interactive game contents into three parts: demand of the contents and biased game genre, low level of game difficulty, and limited use and/or misuse of the motion controller. Then, the possible solutions for each part are suggested afterward. As the discussion on the development methods in physical interactive game will also develop and therefore, as the next generation game, physical interactive game will play a positive role in th growth of game industry as well as game culture.

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.