• 제목/요약/키워드: Interactive Method

검색결과 1,101건 처리시간 0.025초

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

  • Ahn, Jong Bae
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제12권1호
    • /
    • pp.45-54
    • /
    • 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

  • 양영종
    • 한국산업정보학회:학술대회논문집
    • /
    • 한국산업정보학회 2008년도 추계 공동 국제학술대회
    • /
    • pp.235-245
    • /
    • 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.

  • PDF

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

  • 조재준
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2009년도 학술대회
    • /
    • pp.1279-1286
    • /
    • 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.

  • PDF

A method for image-based shadow interaction with virtual objects

  • Ha, Hyunwoo;Ko, Kwanghee
    • Journal of Computational Design and Engineering
    • /
    • 제2권1호
    • /
    • pp.26-37
    • /
    • 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.

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

  • Park, Young Woong
    • 산업경영시스템학회지
    • /
    • 제20권43호
    • /
    • pp.299-319
    • /
    • 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.

  • PDF

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

  • 양영종
    • 디지털융복합연구
    • /
    • 제6권4호
    • /
    • pp.63-71
    • /
    • 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.

  • PDF

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

  • Song, Mi-Young
    • 한국컴퓨터정보학회논문지
    • /
    • 제23권4호
    • /
    • pp.71-80
    • /
    • 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.

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

  • 홍성일;이상완
    • 산업경영시스템학회지
    • /
    • 제15권26호
    • /
    • pp.13-19
    • /
    • 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.

  • PDF

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

  • 양파
    • 디지털융복합연구
    • /
    • 제18권4호
    • /
    • pp.411-417
    • /
    • 2020
  • 본 연구는 옥외 Interactive Digital Signage 의 Interactive 광고를 연구 대상으로 하고, 옥외 Interactive Digital Signage 의 광고를 전통적인 형태의 광고와 비교하여 소비하는 경향에 미치는 영향을 연구한다. 문헌 자료와 실 사례 분석의 연구방법으로 선행 연구는 아울러 인터넷 및 인공지능의 발전이 Interactive Digital Signage 광고 생산에 미치는 영향을 분석하였다. 소비 추세와 습관을 결합하여 Interactive Digital Signage 광고의 특징과 199IT Interactive Digital Signage 인터넷 자원 데이터 창고의 데이터를 근거로 하여 실례 분석 방법으로 Interactive의 광고에 소비자의 소비 경향 영향의 3가지 요인이 있다는 것을 제출한다. 목적은 이후 기업이 Interactive Digital Signage를 사용하여 광고 투자에 대한 참고를 진행한다. 기업을 도와 생산품의 판매량을 높이고, 상품 가치와 거래처에게 브랜드에 대한 신뢰도를 높인다.

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

  • 윤의녕;가명현;조근식
    • 지능정보연구
    • /
    • 제21권1호
    • /
    • pp.83-98
    • /
    • 2015
  • TV를 보면서 방송에 관련된 정보를 검색하려는 많은 시청자들은 정보 검색을 위해 주로 포털 사이트를 이용하고 있으며, 무분별한 정보 속에서 원하는 정보를 찾기 위해 많은 시간을 소비하고 있다. 이와 같은 문제를 해결하기 위한 연구로써, 인터랙티브 비디오에 대한 연구가 활발하게 진행되고 있다. 인터랙티브 비디오는 일반적인 비디오에 추가 정보를 갖는 클릭 가능한 객체, 영역, 또는 핫스팟을 동시에 제공하여 사용자와 상호작용이 가능한 비디오를 말한다. 클릭 가능한 객체를 제공하는 인터랙티브 비디오를 저작하기 위해서는 첫째, 증강 객체를 생성하고, 둘째, 어노테이터가 비디오 위에 클릭 가능한 객체의 영역과 객체가 등장할 시간을 지정하고, 셋째, 객체를 클릭할 때 사용자에게 제공할 추가 정보를 지정하는 과정을 인터랙티브 비디오 저작 도구를 이용하여 수행한다. 그러나 기존의 저작 도구를 이용하여 인터랙티브 비디오를 저작할 때, 객체의 영역과 등장할 시간을 지정하는데 많은 시간을 소비하고 있다. 본 논문에서는 이와 같은 문제를 해결하기 위해 유사한 샷들의 모임인 샷 시퀀스의 모든 샷에서 얼굴 영역을 검출한 샷 시퀀스 메타데이터 모델과 객체의 어노테이션 결과를 저장할 인터랙티브 오브젝트 메타데이터 모델, 그리고 어노테이션 후 발생될 수 있는 부정확한 객체의 위치 문제를 보완할 사용자 피드백 모델을 적용한 얼굴영역을 기반으로 하는 새로운 형태의 어노테이션 방법을 제안한다. 마지막으로 제안한 어노테이션 방법의 성능을 검증하기 위해서 인터랙티브 비디오 저작 시스템을 구현하여 기존의 저작도구들과 저작 시간을 비교하였고, 사용자 평가를 진행 하였다. 비교 분석 결과 평균 저작 시간이 다른 저작 도구에 비해 2배 감소하였고, 사용자 평가 결과 약 10% 더 유용한다고 평가 되었다.