• Title/Summary/Keyword: Interactive Method

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A Study on an Effective Process Strategy Model of Interactive Advertising in Smart Media

  • Ahn, Jong Bae
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.45-54
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    • 2020
  • One of the typical characteristics of smart media is that it is interactive, which shows a different form and property from the existing mass media, and also changes the way users use it. This change requires a different system from the existing method in the advertising process strategic model for effective interactive advertising in smart media. We attempted to derive an effective smart media interactive advertising process strategic model by understanding the interactive advertising processin smart media that is expected to continue to grow asthe main market of the advertising market and identifying the constituent factors. To this end, We analyzed the preminiary research results of interactive advertising and organized expert panels for the Delphi method and reflected their opinions and evaluations. The components and factors of interactive advertising were found and the effective interactive advertising process strategy model in smart media was derived from this study.

수용자의 상호작용성과 제품관여도에 따른 양방향 TV광고 효과

  • Yang, Yeong-Jong
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2008.10b
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    • pp.235-245
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    • 2008
  • The interactive advertisement is already on satellite and cable broadcasting hereafter the introduction of this system is concerned on terrestrial programs. This study is to research the effectiveness of interactive TV advertising focusing on factors of involvement and interaction. Study started for the effect measurement of interactive television advertisement. Interactive television advertisement has different concept than existing television advertisement. Thus, the effect also needs to examine in other methods. Study is mainly focusing on the characteristics of interactive and the experiments, which was based on existing data, for measurement of effect. In the experiments, the characteristics were categorized in a search time, a number of searched pages about interactive television advertisement. The research finds that the involvement of the audience increases when the interaction of advertising attitude, brand attitude, and purchase intentions also increases. And so, a successful interactive TV advertisement results in longer searching hours and greater it visits by the audience when the interaction factors are considered and increased. By study of consumer's characteristics and behavior, a new method of the effect measurement for interactive television advertisement is provided. The new method includes not only existing measurement elements of television advertisement which are attitude on advertising and brand, and customers' purpose, but also the features of interactive television advertisement, which are search time, a number of searched pages. Recently added features provides data of the effect on high/low groups and it contributes to the process of interactive television advertisement. Study on interactive television advertisement will be helpful to plan an effective strategy by suggesting the theoretical evidence of its effect.

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Finding a method of narrative storytelling in interactive cinema (인터랙티브 영화에서의 서술적인 이야기 전개의 구조에 관한 방법론에 관하여)

  • Cho, Jae-Joon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1279-1286
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    • 2009
  • "Interactivity refers to the possibility of an audience actively participating in the control of an artwork or representation." Andy Cameron, Dissimulations Interaction can be described as a way or function that improves the participation of audiences/viewers to being immersed into the medium itself. Until now, however, in terms of interactive cinema, interaction has not shown a sufficient participation for audiences. Specifically, audiences/viewers described that the structure of storytelling has failed to satisfy their requirements, in order to participate in the structure of storytelling. The aim of the research itself, therefore, began to ask and wonder why audiences/viewers criticised the participation which audiences/viewers are able to control storytelling, in interactive cinema, could not satisfied them in order to control and follow a storyline of interaction. In general idea, in interactive cinema, the function which allows audiences/viewers to be immersed into the storylines, must allow the immediacies of interaction. Audiences/viewers must therefore be able to satisfy the general idea of interactive cinema through controlling the directions of every choice offered. They must also be able to be immersed in the interactive storylines. Which of the prime causes can be improved or re-considered, to satisfy the participation requirements of audiences/viewers? The intention of this research also began to investigate a suitable method of storytelling within a narrative structure of interactive medium (interactive cinema). Through questioning the matter (it will be described in a later chapter), this research will be focused on the relationship between narrative structured interaction and audiences/viewers, which is of prime importance in relation to interaction. To further the research, Pilot study (experiment with the basic interactive narrative structure) was offered in order to understand and maintain a suitable method of storytelling within a narrative structure of interactive cinema and it also was explored to understand how the aim of the research would be maintained for further qualitative research.

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A method for image-based shadow interaction with virtual objects

  • Ha, Hyunwoo;Ko, Kwanghee
    • Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.26-37
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    • 2015
  • A lot of researchers have been investigating interactive portable projection systems such as a mini-projector. In addition, in exhibition halls and museums, there is a trend toward using interactive projection systems to make viewing more exciting and impressive. They can also be applied in the field of art, for example, in creating shadow plays. The key idea of the interactive portable projection systems is to recognize the user's gesture in real-time. In this paper, a vision-based shadow gesture recognition method is proposed for interactive projection systems. The gesture recognition method is based on the screen image obtained by a single web camera. The method separates only the shadow area by combining the binary image with an input image using a learning algorithm that isolates the background from the input image. The region of interest is recognized with labeling the shadow of separated regions, and then hand shadows are isolated using the defect, convex hull, and moment of each region. To distinguish hand gestures, Hu's invariant moment method is used. An optical flow algorithm is used for tracking the fingertip. Using this method, a few interactive applications are developed, which are presented in this paper.

A convergence Control Method in the Interactive Multiple Objective Linear Programming(MOLP) Procedure (상호작용식 다목적 선형계획과정에서의 수렴 통제 방법)

  • Park, Young Woong
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.20 no.43
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    • pp.299-319
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    • 1997
  • Since a convergence strategy in interactive procedure is the origin of a lot of the restrictions and inconvenience of many methods, a new flexible convergence strategy is necessary for developing that is applicable for interactive MOLP as well as interactive multiple objective integer programming(MOIP). A method for computing the volume of the interval defined subsets of weighting vector space is developed using Sobol's LP$_{i}$, Generator. Since the interactive procedure requires a number of iterations, with a fixed number of solutions presented per iteration, a convergence strategy is needed to control the rate at which the interactive procedure converges to a final solution. Thus, in this paper, a new convergency strategy is developed.

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A Study on the Interactive Television Advertisement's Effect through the Involvement of and Interaction with Audience (수용자의 상호작용성과 제품관여도에 따른 양방향 TV광고 효과)

  • Yang, Young-Jong
    • Journal of Digital Convergence
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    • v.6 no.4
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    • pp.63-71
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    • 2008
  • This study researches the effectiveness of interactive TV advertising focusing on the factors of audience involvement and interaction. The study began with the effective measurement of interactive television advertisements. Interactive television advertisements have different concepts than existing television advertisements. This study mainly focuses on the characteristics of audience interaction and experiments based on the data of 78 persons for measurement. In the experiments, the characteristics were categorized according to search time, specifically the number of searched pages about interactive television advertisement. Hypothesis 1 reveals that the interaction of the audience increases when the advertising attitude, brand attitude, and purchase intentions also increase. Hypothesis 2 finds that the involvement of the audience increases when the advertising attitude, brand attitude, and purchase intentions also increase. By studying these consumer characteristics and behavior, a new method of effective measurement for interactive television advertisement is uncovered. The new method includes not only existing measurement elements of television advertisement which include attitude about advertising and brand, and customer purpose, but also the features of interactive television advertisement like customer search time. According to this research on interactive television advertisement, the interaction with and involvement of the audience are highly influential variables.

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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.

Interactive Fuzzy Multiobjective Decision-Making using $\alpha$-Cut ($\alpha$-절단을 이용한 대화형 퍼지 다목적 의사결정)

  • 홍성일;이상완
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.15 no.26
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    • pp.13-19
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    • 1992
  • MODM(multiobjective decision-making)problem is very complex system for the analysist and decision maker. Therefore, it requires suitable MODM method to solve multiobjective decision-making problem. This paper presents an interactive fuzzy decision making method for solving multiobjective nonlinear programming problems with fuzzy goals and $\alpha$-cut set of fuzzy numbers. In our interactive method, if the decision maker specifies the degree $\alpha$of the objective value and the imprecise goals, λ-mux problem is solved. To examplify the proposed method, an interactive computer programming written in FORTRAN and an illustrate numerical example along with computer outputs are presented.

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Research on the Impact of interactive Digital Signage Advertising on Consumption Tendency (Interactive Digital Signage에 광고의 마케팅이 소비 경향에 대한 연구)

  • Yang, Bo
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.411-417
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    • 2020
  • In this study, the Interactive advertising in the Outdoor Interactive Digital Signage is taken as the research object, and the effect of the advertising in the Outdoor Interactive Digital Signage compared to the traditional advertising on consumer propensity is studied. Based on the research methods of literature data and case analysis, we first researched and analyzed the impact of the development of the Internet and artificial intelligence on Interactive Digital Signage advertising, combined with consumer trends and habits, according to the characteristics of Interactive Digital Signage advertising, and '199IT-Internet data Based on the data in the Resource Library, and using an example analysis method, three reasons for the impact of Interactive digital signage advertisements on consumer spending tendencies are proposed. The purpose is to provide reference for future companies to use Interactive digital signage for ad placement and help companies. Increase product sales to increase product value and customer trust in the brand.

Annotation Method based on Face Area for Efficient Interactive Video Authoring (효과적인 인터랙티브 비디오 저작을 위한 얼굴영역 기반의 어노테이션 방법)

  • Yoon, Ui Nyoung;Ga, Myeong Hyeon;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.21 no.1
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    • pp.83-98
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    • 2015
  • Many TV viewers use mainly portal sites in order to retrieve information related to broadcast while watching TV. However retrieving information that people wanted needs a lot of time to retrieve the information because current internet presents too much information which is not required. Consequentially, this process can't satisfy users who want to consume information immediately. Interactive video is being actively investigated to solve this problem. An interactive video provides clickable objects, areas or hotspots to interact with users. When users click object on the interactive video, they can see additional information, related to video, instantly. The following shows the three basic procedures to make an interactive video using interactive video authoring tool: (1) Create an augmented object; (2) Set an object's area and time to be displayed on the video; (3) Set an interactive action which is related to pages or hyperlink; However users who use existing authoring tools such as Popcorn Maker and Zentrick spend a lot of time in step (2). If users use wireWAX then they can save sufficient time to set object's location and time to be displayed because wireWAX uses vision based annotation method. But they need to wait for time to detect and track object. Therefore, it is required to reduce the process time in step (2) using benefits of manual annotation method and vision-based annotation method effectively. This paper proposes a novel annotation method allows annotator to easily annotate based on face area. For proposing new annotation method, this paper presents two steps: pre-processing step and annotation step. The pre-processing is necessary because system detects shots for users who want to find contents of video easily. Pre-processing step is as follow: 1) Extract shots using color histogram based shot boundary detection method from frames of video; 2) Make shot clusters using similarities of shots and aligns as shot sequences; and 3) Detect and track faces from all shots of shot sequence metadata and save into the shot sequence metadata with each shot. After pre-processing, user can annotates object as follow: 1) Annotator selects a shot sequence, and then selects keyframe of shot in the shot sequence; 2) Annotator annotates objects on the relative position of the actor's face on the selected keyframe. Then same objects will be annotated automatically until the end of shot sequence which has detected face area; and 3) User assigns additional information to the annotated object. In addition, this paper designs the feedback model in order to compensate the defects which are wrong aligned shots, wrong detected faces problem and inaccurate location problem might occur after object annotation. Furthermore, users can use interpolation method to interpolate position of objects which is deleted by feedback. After feedback user can save annotated object data to the interactive object metadata. Finally, this paper shows interactive video authoring system implemented for verifying performance of proposed annotation method which uses presented models. In the experiment presents analysis of object annotation time, and user evaluation. First, result of object annotation average time shows our proposed tool is 2 times faster than existing authoring tools for object annotation. Sometimes, annotation time of proposed tool took longer than existing authoring tools, because wrong shots are detected in the pre-processing. The usefulness and convenience of the system were measured through the user evaluation which was aimed at users who have experienced in interactive video authoring system. Recruited 19 experts evaluates of 11 questions which is out of CSUQ(Computer System Usability Questionnaire). CSUQ is designed by IBM for evaluating system. Through the user evaluation, showed that proposed tool is useful for authoring interactive video than about 10% of the other interactive video authoring systems.