• Title/Summary/Keyword: Interactive Technology

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A Comparative Study on the Characteristics of Interactivity between Virtual Reality (VR) and Interactive Cinema

  • Jeong, Da-Hee
    • Journal of Multimedia Information System
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    • v.8 no.3
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    • pp.167-174
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    • 2021
  • This paper compares VR cinema with interactive cinema from an interactive perspective to examine cinemas as a new medium. Rather than revealing the difference through this, the focus is on presenting a methodology that understands the cinema in a new environment that is now standing at the starting point. The development of video technology is changing not only the external elements of content but also the internal storytelling method, but the lack of killer content has always been pointed out as a problem compared to the remarkable development of technology. Therefore, it is necessary to specify the characteristics and types of interactions represented by VR (virtual reality) and new media represented by interactive media and to present directions. Therefore, the types and characteristics of interactions were compared with VR film produced in line with the new phenomenon and interactive film . Through this, we would like to present the meaning and value of the new film format from a media perspective.

A study on the Interactive Expression of Human Emotions in Typography

  • Lim, Sooyeon
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.122-130
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    • 2022
  • In modern times, text has become an image, and typography is a style that is a combination of image and text that can be easily encountered in everyday life. It is developing not only for the purpose of conveying meaningful communication, but also to bring joy and beauty to our lives as a medium with aesthetic format. This study shows through case analysis that typography is a tool for expressing human emotions, and investigates its characteristics that change along with the media. In particular, interactive communication tools and methods used by interactive typography to express viewers' emotions are described in detail. We created interactive typography using the inputted text, the selected music by the viewer and the viewer's movement. As a result of applying it to the exhibition, we could confirm that interactive typography can function as an effective communication medium that shows the utility of both the iconography of letter signs and the cognitive function when combined with the audience's intentional motion.

Interactive Video Player for Supporting Learner Engagement in Video-Based Online Learning

  • YOON, Meehyun;ZHENG, Hua;JO, Il-Hyun
    • Educational Technology International
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    • v.23 no.2
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    • pp.129-155
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    • 2022
  • This study sought to design and develop an interactive video player (IVP) capable of promoting student engagement through the use of online video content. We designed features built upon interactive, constructive, active, passive (ICAP), and crowd learning frameworks. In the development stage of this study, we integrated numerous interactive features into the IVP intended to help learners shift from passive to interactive learning activities. We then explored the effectiveness and usability of the developed IVP by conducting an experiment in which we evaluated students' exam scores after using either our IVP or a conventional video player. There were 158 college students who participated in the study; 76 students in the treatment group used the IVP and 82 students in the control group used a conventional video player. Results indicate that the participants in the experiment group demonstrated better achievement than the participants in the control group. We further discuss the implications of this study based on an additional survey that was administered to disclose how usable the participants perceived the IVP to be.

A Study on the Digital robot utilization for implementation Augmented Reality of Interactive Advertisement (양방향 광고의 증강현실 구현을 위한 디지털로봇 활용 연구)

  • Choi, Chi Kwon;Um, Ki Joon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.159-168
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    • 2010
  • Developments and changes in digital environment based on computer technologies and internet networks enabled us interactive communication for planning and execution through the freedom of 'connection', 'sharing', and 'conversion'. The subject of this study, interactive commercial, might be the core of success based on creation which stems from communication design, revolution in design and technology, and conversion. Communication in modern economy is not optional, but essential. Furthermore, like evolution process up to Augmented Reality from developments of mobile communication technology, or concept in paradigm change, digital interactive commercial means the core of success, not a part of it. Therefore, in order to achieve success in the global competition structure, mobile communication design, revolution, and creation which produce added value shall be working as a base. In order to reach effective communication process performance of interactive commercial media, this study would like to propose building a media commercial system which is realized by human senses. Using this, standardized methods for interactive commercial which can be used together with augmented reality based on digital technology, and for using digital robot contents are available, along with methodology system of their use. In addition, the ultimate goal of this study aims to discover new factors through reorganization of precedent analysis and adaptation based on academic achievement and practical application. And thus, it wants to contribute to practical use of interactive commercial out of augmented reality-based communication in which technology, marketing, and design are integrated to be used in real sense.

An Empirical Study on The Pattern of Interactive Learning in Strategic Networks (전략네트워크에서 발생하는 학습패턴에 관한 실증연구)

  • Jeong, Jong-Sik;Kim, Hyun-Jee
    • International Commerce and Information Review
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    • v.9 no.4
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    • pp.3-19
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    • 2007
  • The purpose of this paper is to study the pattern of interactive learning in strategic networks. Interactive learning is defined as the exchange and sharing of knowledge resources conducive to innovation between an innovator firm, its suppliers, and/or its customers. The strength of internal knowledge resources can either hamper or facilitate levels of interactive learning. We assume that more complex innovative activities urge firms to co-ordinate and exchange information between users and producers, which implies a higher level of interactive learning. To test our theoretical claims, we estimated the level of interactive learning of firms in strategic networks with: (1) their customers, (2) their suppliers. Theses analyses allow a comparison of the antecedents of interactive learning of firms participating in strategic networks. Our findings suggest that interactive learning with customers is positively affected by company's capabilities and value-created activities, and with supplies is positively affected by value-created activities and technology innovation centers.

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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.

A Study on contemporary space in Ubiquitous society - Focusing on Interactive space - (유비쿼터스 사회에서 나타나는 현대 공간에 관한 연구 - 인터렉티브 공간을 중심으로 -)

  • Koh, Gwi-Han
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.50-57
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    • 2012
  • In Ubiquitous era. architecture is not the old building adapting ubiquitous technology. In order to take the role as new architectural paradigm in space, environment and technology, it has to develop technology continuously and experimental architecture at the same time. it must have co-evolution of architectural field and others through organic network. by that, the evolution of space will be in the way that combines space which is responded to human emotion and user-centric human-friendly. It will be the new paradigm of Ubiquitous digital space. Digital technology resulted in a change to a society as well as to the life of human and its way of thinking. Due to those changes, new terms or concepts come out and a new meaning is added to the conventional concepts. This aims to examine type of spatial contexts for interaction design experience. This study is performed through Literature research for theory by interactive space and case studies for construction elements to design. The range of case study is limited to interaction space in addition of interactive elements and user interface. And analysis conclusion is show the many type, First, Interactive space has special purpose for make a interaction by intelligent elements.(sensor, program, algorithm, New-technology) Second, Interactive space was cooperation with various professional for space purpose. Third. Interactive space is self-develop by algorithm, program, sensor network and that is harmonize with user. finally. Interaction space is show the temper elements about allness, metastatic, activeness, liquidity, relationship. That was written by ecological theory.

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A Study on Practical Use of Processing Program for Interactive Technology Education: Focusing on Library Usage and Practice Examples (인터랙티브 기술 교육을 위한 프로세싱 프로그램 활용 방안 연구: 라이브러리 사용빈도 및 실습예제 중심으로)

  • Lee, Jae Min;Lee, Byung Hoon
    • Journal of Korea Multimedia Society
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    • v.22 no.6
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    • pp.738-747
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    • 2019
  • Both within the country and internationally, discussions about core technologies that will be prominent in future society have been initiated, and software education for the rapidly changing industrial framework has been essential and implemented in earnest. Also, there is an increasing interest in interactive technology and software education where people and people, people and computers, and computers and objects communicate with each other in today's day-to-day life, connected through the digital world. Therefore, it is necessary to investigate the user's field of interest and the best technical education method for teaching how to operate the production tool for implementing the interactive technology. In this study, we utilize the Processing program which is widely used as interactive technology software training and creativity tool to improve the understanding of the interactive technology related to the 4th industrial revolution. This study aims to determine and propose the best method of using a Processing library that can be applied to each major field.

Structural Design of Interactive Storytelling (인터렉티브 스토리텔링의 구조적 디자인)

  • 이준희
    • Archives of design research
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    • v.16 no.4
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    • pp.375-384
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    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

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A Study on the Interactive space of Contemporary City - focused on interactive space of citize - (현대도시에서 나타나는 상호작용 공간에 대한 연구 - 시민과 상호작용하는 공간을 중심으로 -)

  • Koh, Gwi-Han;Kim, Jung-Gon
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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    • pp.57-64
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    • 2012
  • The ideologie of modern society as per something to phenomenology problem is to show various different looks. The community space is spring from Greek and Roman of community place by agora and forum is make a active communicate to interpersonally. Subject to centrically In the context, this paper is study on the Sustainable development for community space about interactive space. and focusing is Response to human of interact in each other intelligent space. And this paper suggestion is composition method of community space in technology advanced, Interactive interface form for human, sustainable to community space direction elements. First, I'll rearrange the distinctive features of modern society through references of various scholars. This is to understand how interactivity affects the whole society and what is the importance of this interactive wave. Second, I'll analyze several trends of modern community space and figure the change of methodology of design based on the advancement of design technology. This is to understand the interactive relation of the subjects. Third, I'll seek how community space design has changed in modern society and under which process design is made. This is to clarify the fact that the portion of interaction will increase in future design according to the intervention of equipment, which is one of the objects of interaction space.

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