• Title/Summary/Keyword: Media Control

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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The Effects of Information Service Program by Media on Anxiety and Educational Satisfaction in Patients with Cataract Surgery (시청각매체를 이용한 정보제공 프로그램이 백내장 수술 환자의 불안과 교육만족도에 미치는 효과)

  • Oh, Yun Hee;Choi, Eun Joung
    • Journal of Korean Clinical Nursing Research
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    • v.22 no.3
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    • pp.305-313
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    • 2016
  • Purpose: The purpose of this research was to identify the effects of providing an information service program by media on preoperative anxiety and postoperative educational satisfaction in patients with cataract surgery. Methods: For this study 52 patients who visited the ophthalmology clinic at P Hospital in B metropolitan city and who were scheduled to undergo one-day cataract surgery under local anesthesia were recruited. The 52 patients were assigned to the experimental group (25) or the control group (27). This study was conducted from August 27, 2015 to May 29, 2016. Results: Following the provision of cataract surgery related information service by media, the experimental group had a lower mean score for anxiety and higher mean score for educational satisfaction compared to the control group of patients. Conclusion: Results indicate that information service program by media "Goodbye Cataract" is useful educational materials for cataract patients in outpatient department and outpatient operating rooms.

Streaming Media QoS Evaluation based on 2-Layer mapping in Wireless Multimedia Sensor Networks (무선 멀티미디어 센서네트워크에서 2-layer 사상을 이용한 스트리밍 미디어 QoS 평가)

  • Lee, Chongdeuk
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.313-318
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    • 2013
  • QoS in wireless multimedia sensor networks is an important issue to enhance streaming media service. This paper proposes a new 2-layer based QoS evaluation scheme for enhancing the streaming media QoS of wireless multimedia sensor networks. The proposed scheme performs the fuzzy relevance to control the streaming between application layer and network layer, and it performs 2-layer mapping process to enhance the transmission reliability and throughput. The simulation results show that the proposed scheme achieves improved performance in packet control ratio, transmission reliability, and delay overhead ratio compared with those of other existing schemes.

Implementation of interactive social content user interface for smart ageing (스마트 에이징을 위한 인터렉티브 소셜 콘텐츠 사용자 인터페이스 구현)

  • Park, Meeree;Susilo, Fanny Febriani;Syeda, Masooma Zehra;Kwon, Yong-Moo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.06a
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    • pp.201-204
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    • 2017
  • 최근의 웹을 기반으로 한 소셜 네트워크 서비스의 발전은 사회관계 형성 서비스를 넘어 광고 마케팅 및 SNS 오픈마켓 등의 상업적 이용으로까지 사용되고 있으며 Facebook Live와 같은 개인방송의 영역까지 확장되고 있다. 인터넷을 통한 온라인상의 사회관계는 노화와 질환으로 외출이 어려운 노년층에게 지역사회 및 친구들과의 의사소통을 가능하게 할 뿐만 아니라 인터넷을 통한 정보 활용으로 생활의 질을 향상시키고, 노후를 즐길 수 있는 방법을 찾는 데 도움을 줄 수 있다고 알려져 있다. 하지만 대부분의 웹서비스는 복잡한 사용자 인터페이스를 제공하고 있으며 익숙하지 않은 기기를 사용하는 것은 노년층에게 쉽지 않기 때문에 노년층은 제한된 콘텐츠만을 제공받게 되어 정보화 사회에서 소외될 가능성이 있다. 이에 본 논문에서는 웹 접근성을 향상시킨 소셜 콘텐츠 서비스 Photo Alive! Demo EasyFace를 소개한다. 또한 노년층이 다루기 어려웠던 키보드와 마우스를 벗어나 새로운 조작 기기들로 웹 서비스를 이용할 수 있도록 구현하였다. MINIX Remote Control, Mirroring, EasyFace Control Application 세 가지의 조작기기 작동 방법을 구현하여 노년층에 맞춤화 된 새로운 사용자 인터페이스를 제안하고자 한다.

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Relay Transmission Protocol for QoS Enhancement in WiMedia Distributed MAC/WUSB Systems (WiMedia Distributed MAC 통신 시스템에서 QoS 성능 향상을 위한 릴레이 통신 프로토콜)

  • Hur, Kyeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.4
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    • pp.692-700
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    • 2012
  • The WiMedia Alliance has specified a Distributed Medium Access Control (D-MAC) protocol based on UWB for high speed wireless home networks and Wireless USB. In this paper, firstly, the fair SoQ-based Distributed Reservation Protocol (DRP) for D-MAC is analyzed. And a novel SoQ-based relay transmission protocol is proposed to overcome DRP conflicts fast. In the proposed protocol, each device executes the Satisfaction of QoS (SoQ) time slot allocation algorithm independently. And, in order to give the loser device due to DRP conflicts another chance to maintain QoS resources, the proposed relay transmission protocol helps the device reserve another indirect link maintaining the required QoS resources via a relay node.

Mouse Embryo Culture as Quality Control for Human IVF:Culture Media and Supplements (인간 난자의 체외수정을 위한 정도관리로서 생쥐 착상전 배아의 배양에 관한 연구)

  • Lee, Gy-Soog;Park, Jong-Duk;Lee, Choon-Khoon;Kim, Jong-Duk
    • Clinical and Experimental Reproductive Medicine
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    • v.16 no.2
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    • pp.161-171
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    • 1989
  • The development of 2-cell mouse embryos to the blastocyst stage in vitro has been used as quality control for the culture media and supplements employed for human in vitro fertilization and embryo transfer(IVF-ET). 2-cell mouse embryos were cultured to the blastocyst stage in SECM, Medium 199-Earle's, Ham's F-10 I , Ham's F-10 II , Hoppe & Pitts, MEM and $HT_6$. The protein supplements contained in media were bovine serum albumine, fetal bovine serum and human fetal cord serum. The results were as follows; 1. The successful development was 81.3% in Medium 199-Earle’s, 91.9% in Ham’s F-10 I and 97.1% in $HT_6$. 2. 2-cell mouse embryos developed properly in all supplements but the best development was particularly noted in $HT_6$ media when HFCS was supplied as protein supplement.

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Adaptive Transformation Engine for Remote Home Control Service using Smart Devices (스마트 단말 이용 원격 홈 제어 서비스를 위한 적응형 변환 엔진)

  • Bae, Yuseok;Park, Jongyoul
    • KIISE Transactions on Computing Practices
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    • v.20 no.11
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    • pp.592-597
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    • 2014
  • In this paper, we propose an adaptive transformation engine that provides smart devices with optimal user interfaces and media contents to their characteristics so as to conveniently control home networks remotely using smart devices in the wired and wireless home networks which various kinds of smart devices and home network devices are connected. The proposed engine dynamically transforms UI contents and transfers them using device profiles and UI transformation policies to make it suitable for smart devices. Moreover, the proposed engine offers suitable media contents for smart devices through capabilities of real-time media transcoding and streaming considering device and media profiles.

Study on the Usability Evaluation of Mobile Anger Control Training Applications (모바일 분노조절훈련 애플리케이션의 사용성 평가 연구)

  • You, Kyung Han;Kang, Ji-An;Choi, Ji-Eun;Cho, Jaehee
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1621-1633
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    • 2022
  • The present study aims to design an application for anger control training of individuals and test its practical usability with the goal of encouraging preventive training in daily life. This study also investigates, through usability evaluation, whether users can use the application to carry out the actual anger management training program, whether it is useful and convenient, and whether it produces adequate learning effects. In order to conduct usability evaluation, a usability evaluation scale comprised of six factors-utility, reuse intention, learning, error, and reflectivity-was derived, and survey items tailored to each factor were produced. The association between usability evaluation elements, user demographic parameters, mobile usage behavior, and state anger was also examined. The result demonstrated that additional menus and features are necessary to increase the usability of the application for anger management. The result also revealed that it is vital to build an intuitive application interface that users unfamiliar with mobile app functionality can easily navigate, as well as to add entertaining components in the content, as users may be somewhat bored. On the basis of the findings, ideas of modifying and creating anger management training programs were discussed.

Authority of Image in Internet Space

  • Jang, Seo-Youn;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.153-158
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    • 2019
  • Language and letter are represented by a combination of its signifier and signified. All symblos are commonly calling direct attention to people who are living in the physical world. However, in cyberspace, the image takes control once inhabited by the language. Cyberspace with anonymity and deoent physical nature has something with physical laws. In this space the statue transcends the imaginary realm. Ideology gives a greater connotation by giving a series of regulation to images floating in cyberspace. Even if various media have the same image, the meaning of the image changes depending on which ideology is used. The impact of this on the public is great. In this study, I discuss the ideology in cyberspace where is supposedly wide open to who visits and spreads all the thoughts without suppression and the human body. The main ideas would be who owns the ideology and what does it want to control and how the people would react to the ideology. This paper would eventually head the prototype that visualizes above ideas. Though the interactive media it will also show the subject in the real world is accept the images floating in the cyberspace without any doubts.

The Integration of Social Media to the Theory of Planned Behavior: A Case Study in Indonesia

  • SIHOMBING, Sabrina O.;PRAMONO, Rudy
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.5
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    • pp.445-454
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    • 2021
  • Leader and leadership are one of the important aspects in the life of a country. This study aims to predict the intention of young voters to vote for state leader elections by expanding the theory of planned behavior to the Indonesian context. Apart from the importance of the presidential election, research rarely uses the theory of planned behavior, and to the best of researchers' knowledge, there are no studies that have applied the theory of planned behavior to predict the intention to vote for the president. Therefore, this study is an attempt to fill that gap. Two hundred questionnaires were distributed using non-probability purposive sampling. Data analysis was carried out using the structural equation modeling (SEM) approach. The results showed that attitude and behavior control were positively related to voters' intention to elect presidential candidates. Furthermore, information from social media also has a positive relationship with the attitude of choosing presidential candidates. However, the results also show that subjective norms do not have a significant relationship with voters' intention. This study contributes knowledge to researchers, practitioners, and policymakers about the factors that influence youth intention to vote in Indonesia, namely, attitudes, perceived behavior control, and information from social media.