• Title/Summary/Keyword: Media Interaction Design

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Aspects of Emotional Customs by the N-po Generation (N포세대의 감정 풍속도)

  • Seo, Yeon-Ju
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.55-85
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    • 2019
  • In this article, we examine the real meaning behind the stories in which the N-po Generation (Millennial Generation) is depicted, through the observation of entertainment programs, TV series, and movies. This could be an opportunity to investigate the aspects of emotional customs of our era, which have been described by television media as portraying the complex and multifaceted reality in the most mundane and popular manner while influencing the public. Problems with youth unemployment, the polarization of life, and instability are not only global issues but situations that specifically occur in South Korea. It is thus vital to pay attention to the inner side of the N-po Generation who enjoy Sohwakhaeng (small but certain happiness) by eating alone as the placebo effect of this tough reality. This is an agenda that should be viewed as a problem in the fundamental design of South Korean society. The consciousness of the problem shown in the TV series has been drawing attention. The TV series Because depicts a love narrative that concentrates on emotions in a relationship that started between housemates due to poverty and housing problems, leading to marriage. Thus, the TV series persuasively dramatized 'confluent love' in the N-po Generation. In the movie , Miso can be regarded as a symbol that represents the emergence of a new generation of cultural sensitivity. There is a suggestion in the sequence of that identifies the pursuit of taste with the discovery of identity. The TV series is a growth narrative that deals heavily with youth unemployment, temporary workers, fragmented families, and dating violence. The housemates in find emotional stability through interaction with each other, and courageously approach their individual problems. In the process, images of women, who are empathetic towards others and are willing to jointly solve their problems, are calmly depicted to reveal a story of growth revolving around a ground emotional community. The current problem that South Korean society should contemplate is how to be fully human beyond mere survival, and how to further seek the conditions of human existence. In that sense, what we should pursue is a notion of 'publicness', which can put several generations together. Because of the reality that confliction between generations must be triggered, in order to make a passage of sympathizing, mass media's sensitivity training becomes more important. This may be the duty of mass media.

Collaborative Learning System based on Augmented Reality for Enhancing Collaboration (협업성 강화를 위한 증강현실 기반의 협업적 교육 시스템)

  • Park, Byung-June;Baek, Yeong-Tae;Park, Seung-Bo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.101-109
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    • 2014
  • This paper aims to design and implement a collaborative learning system based on the augmented reality. The existing augment reality-based learning systems have just focused on interactivity between a system and learners without consideration of cooperability, thereby leading to an ineffective approach to encouraging an learning system to be more supportive and conducive of and to cooperation among learners. The collaborative learning system is a learning method, with which learners achieve a common objective through critical thinking and cooperative teamwork so as to seek solutions to such fulfillment. This requires positive interdependence, proactive interactions, a sense of responsibility shared by individuals as well as the group, and development of teamwork among learners. Educators and systems assume a critical role in helping the collaborative education be effective. An educator is responsible for defining a project at the outset of learning activities, organizing groups for learners, and providing evaluation criteria applied to a group's project activities. Meanwhile, a system shall support interactions to take place while facilitating learning activities. Furthermore, an educator shall provide a system for managing and evaluating activities involving interactions among learners. This paper suggests and embodies a collaborative learning system based on the augmented reality with consideration of the aforementioned collaborative education.

Assessment of Performances of Low Impact Development (LID) Facilities with Vegetation (식생이 조성된 LID 시설의 효율 평가)

  • Hong, Jung Sun;Kim, Lee-Hyung
    • Ecology and Resilient Infrastructure
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    • v.3 no.2
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    • pp.100-109
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    • 2016
  • Low impact development (LID) facilities are established for the purpose of restoring the natural hydrologic cycle as well as the removal of pollutants from stormwater runoff. Improved efficiency of LID facilities can be obtained through the optimized interaction of their major components (i.e., plant, soil, filter media, microorganisms, etc.). Therefore, this study was performed to evaluate the performances of LID facilities in terms of runoff and pollutant reduction and also to provide an optimal maintenance method. The monitoring was conducted on four LID technologies (e.g., bioretention, small wetlands, rain garden and tree box filter). The optimal SA/CA (facility surface area / catchment area) ratio for runoff reduction greater than 40% is determined to be 1 - 5%. Since runoff reduction affects the pollutant removal efficiency in LID facilities, SA/CA ratio is derived as an important factor in designing LID facilities. The LID facilities that are found to be effective in reducing stormwater runoff are in the following order: rain garden > tree box filter > bioretention> small wetland. Meanwhile, in terms of removal of particulate matter (TSS), the effectiveness of the facilities are in the following order: rain garden > tree box filter > small wetland > bioretention; rain gardens > tree box filter > bioretention > small wetland were determined for the removal of organic matter (COD, TOC), nutrients (TN, TP) and heavy metals (Cu, Pb, Cd, Zn). These results can be used as an important material for the design of LID facilities in runoff volume and pollutant reduction.

Cell Growth and Antioxidant Activity on Onion Juice Fermentation by Using Lactobacillus plantarum as Animal Probiotics (가축용 생균제 Lactobacillus plantarum을 이용한 양파즙 발효의 균체성장과 항산화 활성)

  • Chang, Woo-Kyung;Cho, Sang-Buem;Kim, Dong-Woon;Lee, Sang-Suk;Kim, Soo-Ki
    • Journal of Life Science
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    • v.20 no.11
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    • pp.1729-1737
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    • 2010
  • This study was conducted to establish the optimal medium condition for the animal probiotic Lactobacillus plantarum by using onion juice. Cell yield and antioxidant activity increased in proportion to high additive levels of onion juice in medium. Onion juice, sucrose and yeast extract were selected as media ingredient factors and the effects of their mixed ratio in medium were evaluated. The full factorial design consisted of 24 experimental runs and was employed to estimate the main effects of the factors and their interactions. Significant positive effects on cell yield and antioxidant activity was shown with yeast extract and onion juice, respectively. Significant interaction was found only between sucrose and yeast extract in antioxidant activity. Finally, we selected an optimal medium that was composed of (g/l) onion juice, 600; sucrose, 15; yeast extract, 5. The efficiency of this optimum medium was estimated by using a 5 l jar fermenter. As a result, the maximum cell yield was $9.7\;{\log}_{10}$ (CFU/ml) at 12 hr. Cell yield at the end of incubation (20 hr) was $8.9\;{\log}_{10}$ (CFU/ml) and it was very similar with the predicted value, $9.0\;{\log}_{10}$ (CFU/ml). Antioxidant activity of culture was maintained at about 60~65% during all incubation time, resulting in a higher-than-predicted activity of 47.1%.

Regional Broadcasting Program Factors Influence Public Relations for The Traditional Market Unity: Focused on (전통시장 융합을 위한 지역 방송 프로그램 요인이 공중관계성에 미치는 영향: 광주방송<시장이 좋다>를 중심으로)

  • Shin, Il-Gi;Choi, Yun-Seul;Shin, Hyun-Sin
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.1-8
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    • 2015
  • To identify the satisfaction level towards Gwangju regional TV broadcasting company's program, "I Like the Market" and the effect of market vitalization on the market merchants' public relationships, this study carried out survey targeting 256 merchants who are residing at the region. The research results demonstrated that the satisfaction level towards the program and market vitalization via the program exert significant effect on the public relationships. Specifically, satisfaction level towards the program for the vitalization of regional broadcast exert effect in the following order; devotion, relationship and reliability. Meanwhile, market vitalization exert positive effect on the relationship, reliability and devotion, in the order mentioned. This implies that the development of quality program for the regional residents plays an important role in the convergence of regional broadcast and in increasing broadcasting company's brand image. Accordingly, positive interaction via regional vitalization when it comes to the formation of regional broadcast program going forth may be needed for regional broadcast policies.

Discoloration of various CAD/CAM blocks after immersion in coffee

  • Lauvahutanon, Sasipin;Shiozawa, Maho;Takahashi, Hidekazu;Iwasaki, Naohiko;Oki, Meiko;Finger, Werner J.;Arksornnukit, Mansuang
    • Restorative Dentistry and Endodontics
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    • v.42 no.1
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    • pp.9-18
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    • 2017
  • Objectives: This study evaluated color differences (${\Delta}Es$) and translucency parameter changes (${\Delta}TPs$) of various computer-aided design/computer-aided manufacturing (CAD/CAM) blocks after immersion in coffee. Materials and Methods: Eight CAD/CAM blocks and four restorative composite resins were evaluated. The CIE $L^{\ast}a^{\ast}b^{\ast}$ values of 2.0 mm thick disk-shaped specimens were measured using the spectrophotometer on white and black backgrounds (n = 6). The ${\Delta}Es$ and ${\Delta}TPs$ of one day, one week, and one month immersion in coffee or water were calculated. The values of each material were analyzed by two-way ANOVA and Tukey's multiple comparisons (${\alpha}=0.05$). The ${\Delta}Es$ after prophylaxis paste polishing of 1 month coffee immersion specimens, water sorption and solubility were also evaluated. Results: After one month in coffee, ${\Delta}Es$ of CAD/CAM composite resin blocks and restorative composites ranged from 1.6 to 3.7 and from 2.1 to 7.9, respectively, and ${\Delta}TPs$ decreased. The ANOVA of ${\Delta}Es$ and ${\Delta}TPs$ revealed significant differences in two main factors, immersion periods and media, and their interaction except for ${\Delta}Es$ of TEL (Telio CAD, Ivoclar Vivadent). The ${\Delta}Es$ significantly decreased after prophylaxis polishing except GRA (Gradia Block, GC). There was no significant correlation between ${\Delta}Es$ and water sorption or solubility in water. Conclusions: The ${\Delta}Es$ of CAD/CAM blocks after immersion in coffee varied among products and were comparable to those of restorative composite resins. The discoloration of CAD/CAM composite resin blocks could be effectively removed with prophylaxis paste polishing, while that of some restorative composites could not be removed.

Effects of Crisis History & Crisis Information Disclosure on Corporate Trust among Chinese Consumers: Focus on Corporate Ability Crisis & CSR Crisis (위기 이력과 위기공개 타이밍이 중국 소비자의 기업 신뢰에 미치는 영향: 기업 능력 위기와 CSR 위기 중심으로)

  • Zhao, Yelin;Choi, Youjin
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.575-585
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    • 2022
  • Negative perceptions about corporate social responsibility (CSR) crises and repeated crises are increasing. It is necessary to examine the effects of a proactive strategy of disclosing crisis information against the negative perceptions. The research is intended to analyze ability-based trust, and benevolence-based trust by crisis type, crisis history, and timing of crisis disclosure. In this regard, a 2 (crisis history: present vs. absent) x 2 (crisis type: corporate ability crisis vs CSR crisis) x 2 (timing of crisis disclosure: stealing thunder vs thunder) between-groups design experiment was conducted. Research results show crisis type and crisis history have significant interaction effects on ability-based trust. In the CSR crisis, the case with crisis history shows lower ability-based trust than the case without crisis history. Timing of crisis disclosure showed significant interactions with crisis history and crisis type. The stealing thunder strategy heigntened ability-based trust and benevolence-based trust against the CSR crises and the cases without crisis history more than the corporate ability crises and the cases with crisis history. Considering that the stealing thunder strategy is more effective with the CSR crises than the corporate ability crises, the research results suggest that future CSR crisis responses should prepare active disclosure of crisis information before news media disclosure of such information.

An Analytic Study on Latin Rhythm of K-POP (K-POP의 라틴 리듬 차용 분석 연구)

  • Lee, Yoon-Sang;Chung, Jae-Youn
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.45-52
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    • 2019
  • This study focuses on analyzing rhythms revealed in music songs of Korean third-generation idol girl groups. The development of genre and development of rhythm continues and the rhythm of Third World music is strong worldwide. The development of genres and rhythms continues and the rhythms of the Third World music are winning big popularity world wide. In the past, Third World rhythms were used only in countries where rhythm originated and neighboring countries, and the rhythms between countries were combined to occur in various conersence composite forms. In the past, the Third World rhythms were used only in rhythm-oriented countries and neighboring countries, and the rhythms between countries were combined in various and composite forms The changes in the global music market and the structure of the Korean pop music market show the same pattern in the local pop music genre. This study analyzes the phenomenon in which the Dembow rhythm and the tresillo rhythm, one of the rhythms of the Third World music, are concentrated in third-generation idol music, and notes that a certain number of combinations appear in rhythms and melodies. Moreover, this study identifies and compares the origin, the structure and the application cases of the Dembow rhythm and the tresillo rhythm by analyzing 12 songs of Korean third-generation idol girl groups. A game, as a sort of media like a movie, may be subjected to an ambivalent evaluation in accordance with the quality of each content. In this regard, it is necessary to have an active discussion about which game has desirable contents. Emotion which is an influential factor on interaction among players in game design needs to be approached from a social perspective. Also, based on social emotions associated with players, a significant relationship between emotional vocabularies and game emotions should be understood in comparison with social emotions within the game. based on social emotions regarding players As a result, social emotions within the game exhibited differences from the meaning of the terms. It is supposed that this result was caused by the ethical standards and differences in the real world. Accordingly, for qualitative enhancement of games, it is required to utilize the contents of this study, since emotions within the game are based on social emotions regarding players.

Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions (Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로)

  • Kim, Hyung-Jin;Song, Se-Min;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.