• 제목/요약/키워드: Real-Time Interactivity

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Influences of Motivations on Interactivity in the Live Streaming Commerce

  • KIM, Juran
    • 산경연구논집
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    • 제12권10호
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    • pp.43-57
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    • 2021
  • Purpose: This study focuses how motivations influence interactivity in the live streaming commerce context. Live streaming commerce involves the provision of e-commerce activities and transactions via a live streaming platform that offers real-time interaction, entertainment, social activities, and commerce. The purpose of study is to examine effects of motivations on perceived interactivity and the effects of perceived interactivity on attitude and intention to use the live streaming commerce. Research design, data and methodology: The study investigates key questions about consumers' motivation to use live streaming commerce and perceived interactivity by surveying 300 users of live commerce. Participants were asked whether they were live streaming commerce users who had experienced live streaming commerce before participating in the survey. The full survey required live streaming commerce users to respond to all the questions. Results: The study uncovered motivations for using live streaming commerce by finding information, entertainment, pass time, fashion/status and real time and perceived interactivity in the live streaming commerce. The results indicated motivation to use live streaming commerce positively influenced perceived interactivity. Perceived interactivity had positive effects on attitude toward brand. Attitude toward brand had positive effects on intention to use. Conclusions: Live streaming commerce is getting increasing attention from marketers because live streaming commerce has seamlessly integrated commerce, social activities, and hedonic factors. This study clarifies motivations and perceived interactivity in the live streaming commerce context. The study uncovers the relationships between motivations, perceived interactivity, attitude, and intention to use that contributes to the theoretical foundation and practical implications for marketing and management in the live streaming commerce context. Specifically, the study develops the theoretical contributions to perceived interactivity in the in the live streaming commerce context. The results also contribute to the practical implications for new marketing strategies that provides dynamic real-time interaction, exact information, and social and hedonic factors to attract consumers to indulge in the consumption processes. Marketing practitioners will obtain insights that can help them develop and manage brand strategies by understanding the influence of motivation and perceived interactivity in the live commerce context, which offers opportunities for contactless marketing and management.

RECEMT DEVELOPMENTS IN REAL-TIME MRI

  • Riederer, Stephen J.
    • 대한자기공명의과학회:학술대회논문집
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    • 대한자기공명의과학회 2002년도 제7차 학술대회 초록집
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    • pp.67-72
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    • 2002
  • Real-time techniques are motivated by a number of factors including the potential for direct acquisition of diagnostic quality images, facilitation of patient-specific imaging parameters, and reduced examination time. Real-time MRI includes not only a rapid pulse sequence but also high speed image reconstruction and easy interactivity. The frame rate of the real-time technique used should be matched to the physiological timeframes under study. Principal applications thusfar have been in localization, fluoroscopic triggering, guidance of other processes, and potentially in the generation of diagnostic images of moving structures.

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인터넷 의류 쇼핑몰의 상호작용성, 원격실재감, 플로우가 미래행동의도에 미치는 영향 (Effect of Interactivity, Telepresence, and Flow toward Future Behavior Intention on Internet Shopping Malls)

  • 장세윤;양희순;이유리
    • 한국의류학회지
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    • 제33권9호
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    • pp.1409-1418
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    • 2009
  • This study investigates the relationship among interactivity, telepresence, flow, and future behavior intention in internet shopping. Respondents were female consumers age 20 to 30. These consumers are regarded to have experience in internet shopping. 500 samples were used in this research. For data analysis, descriptive statistics, factor analysis, ANOVA, and multiple regression analysis were used for this study. As the result, interactivity, telepresence, and flow affect future behavior intention. Flow is the most influential variable affecting the future behavior intention. It implies that hedonic shopping experience (aroused by flow) can increase the future behavior intention of consumers. Consumers can operate and change the product image with convenience by encouraging interactivity between the internet fashion shopping mall and consumers. Through the technology, the experience 'flow' of consumers can provide a sense of telepresence as if they were shopping in a real store. Consumers may feel unconscious of the passage of time and feel fun, free, and original. Therefore, the internet shopping mall should pay attention to what customers demand and reflect it through e-mail, real time chatting, and text messages. In addition, rich product information such as detailed images should be supplied to help customers visualize looks.

An MPEG-4 Compliant Interactive Multimedia Streaming Platform Using Overlay Networks

  • Kim, Hyun-Cheol;Patrikakis, Charalampos Z.;Minogiannis, Nikos;Karamolegkos, Pantelis N.;Lambiris, Alex;Kim, Kyu-Heon
    • ETRI Journal
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    • 제28권4호
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    • pp.411-424
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    • 2006
  • This paper presents a multimedia streaming platform for efficiently transmitting MPEG-4 content over IP networks. The platform includes an MPEG-4 compliant streaming server and client, supporting object-based representation of multimedia scenes, interactivity, and advanced encoding profiles defined by the ISO standard. For scalability purposes, we employ an application-layer multicast scheme for media transmission using overlay networks. The overlay network, governed by the central entity of the network distribution manager, is dynamically deployed according to a set of pre-defined criteria. The overlay network supports both broadcast delivery and video-on-demand content. The multimedia streaming platform is standards-compliant and utilizes widespread multimedia protocols such as MPEG-4, real-time transport protocol, real-time transport control protocol, and real-time streaming protocol. The design of the overlay network was architected with the goal of transparency to both the streaming server and the client. As a result, many commercial implementations that use industry-standard protocols can be plugged into the architecture relatively painlessly and can enjoy the benefits of the platform.

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MMORPG 이용자 충성도에 대한 영향요인간 구조적 관계 (The Structural Relationship of Factors Impacting on e-Loyalty to MMORPG)

  • 김정호;김유정;강소라
    • 한국콘텐츠학회논문지
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    • 제10권12호
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    • pp.274-289
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    • 2010
  • MMORPG은 국내 게임시장의 25.9%를 차지하는 게임 장르로 최근에 다양한 게임이 출시되어 업체 간 경쟁이 치열해 지고 있는 산업이다. 이에 따라 게임업체에서는 충성도 높은 게임이용자 확보를 위해 다각도로 노력을 하고 있다. 따라서 본 연구의 목적은 MMORPG 게임 장르의 특성과 부합되는 MMORPG에 대한 이용자 충성도의 결정요인을 도출하고, 이러한 결정요인 간 구조적 관계가 이용자 충성도에 미치는 영향을 규명하는 것이다. 본 연구의 목적을 달성하기 위해 온라인 게임 및 인터넷 서비스 이용에 관한 선행연구를 검토하여 상호작용성, 공동체의식, 보상, 재미를 이용자 충성도의 결정요인으로 도출하였으며, 이들 연구변수 간 구조적 관계를 실증연구를 통해 검증하였다. 연구결과, 상호작용성, 공동체의식 및 보상이 재미에 유의미한 수준에서 긍정적인 영향을 미쳤으며, 재미는 이용자 충성도와 매우 강한 관계가 있는 것으로 나타났다. 또한 상호작용성과 보상은 공동체의식에 영향을 주었으며, 공동체의식을 매개로 재미에도 영향을 미치는 것으로 나타났다.

언택트 시대 라이브 커머스 이용 활성화 영향요인 고찰: 다차원적 상호작용성, 현장감, 리뷰 신뢰도를 중심으로 (Investigating the Factors Influencing the Use of Live Commerce in the Un-tact Era: Focusing on Multidimensional Interactivity, Presence, and Review Credibility)

  • 이애리
    • 지식경영연구
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    • 제22권1호
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    • pp.269-286
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    • 2021
  • 최근 코로나19 여파로 언택트 및 온택트 소비 문화가 확산되면서, 커머스 및 유통 산업에서는 실시간 스트리밍 방송 형태로 고객들과 소통하며 쇼핑이 이뤄지는 '라이브 커머스'가 부상하고 있다. 라이브 커머스는 온라인 쇼핑의 편의성을 누리는 동시에 마치 오프라인 매장에서 직접 구매하듯이 방송진행자와 실시간 소통하며 언택트 쇼핑을 보다 현실감 있게 즐길 수 있는 환경을 제공하여 앞으로 그 이용이 더욱 확대될 것으로 예상된다. 본 연구에서는 라이브 커머스의 특징을 기반으로 라이브 커머스를 통한 구매의도 증가에 영향을 미치는 주요 요인을 도출하고 그 영향력을 검증하였다. 특히 본 연구에서는 라이브 커머스의 특징으로 강력한 상호작용성, 리얼한 현장감, 상품에 대한 신뢰도 높은 상세한 리뷰 제공에 초점을 두고 이들 요인들을 다차원적으로 고찰하였다. 본 연구는 라이브 커머스 실 사용자를 대상으로 데이터를 수집하여 라이브 커머스의 이용 활성화 요인을 실증적으로 분석함으로써, 언택트 시대 새롭게 변화된 커머스 환경에서의 지식경영을 위한 시사점을 제공할 수 있을 것이다.

FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구 (A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor)

  • 김종현;전한종;김석태
    • 한국실내디자인학회논문집
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    • 제15권5호
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

패션 미디어에 나타난 상호작용 사례 연구: 쇼스튜디오(Showstudio)의 패션프로젝트를 중심으로 (Interactive Case Study on Fashion Media: Focused on Showstudio's Fashion Projects)

  • 김지영
    • 패션비즈니스
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    • 제17권5호
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    • pp.101-119
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    • 2013
  • The purpose of this study is to consider the interactivity which appeared on the fashion media that focus on Showstudio's fashion projects. Showstudio is a famous fashion site that was founded by the famous photographer, Nick Knight, which has displayed interactive projects with fashion designers and artists. The methods of this study are undertaken by theoretical studies and project analysis. The 38 projects under the 'interactive' category are being chosen among archive data and the project explanations, photos and videos provided from the site are studied. Interactivity of fashion projects in Showstudio is considered by main factors such as two-way communication, participation, user control, and responsiveness. Two-way communication appears as transactional communication in the creation process and feedbacks from contents of users. The characteristic of participation appears as participation in the creation process and the practical use of contents. User control appears as control of contents, user interface and streaming media systems. The characteristic of responsiveness appears as real time and synesthesia responsiveness between the user and contents. Showstudio show free communication through digital information transmit system and also indicate the opportunity of innovative interactions among users, media, and contents.

Light-weight 소프트웨어 CODEC을 이용한 2K 영상의 실시간 네트워크 전송에 관한 연구 (Real-time Networked 2K Video Transfer with Light-weight Software CODEC)

  • 조진용;박종철;문정훈;곽재승;김종원
    • 한국통신학회논문지
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    • 제33권10B호
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    • pp.919-927
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    • 2008
  • 실시간 및 고품질 특성에 대한 멀티미디어 요구 증대는 응용의 광대역화를 촉진시키며 네트워크 및 시스템 측면의 요구 사항을 증대시킨다. 본 논문은 고화질 HD(high definition) 영상을 소프트웨어 기반으로 실시간 압축하는 DXT 부호화와 초고속 네트워크 전송을 효과적으로 결합하는 프로토타입 시스템의 구현을 다룬다. 특히 구현된 프로토타입 시스템을 통해 광대역 응용에 요구되는 미디어 압축과 전송을 위한 네트워크 및 시스템 특성을 살펴본다. 개발 구축된 시스템의 성능 검증을 위해 과학기술연구망에 테스트베드를 구축하고 종단 간 전송 실험을 통해 효용성을 입증한다.

ER 유체를 이용한 햅틱 마스터와 가상 MIS 환경의 연동제어 (Force-Feedback Control of an Electrorheological Haptic Device in MIS Virtual Environment)

  • 강필순;한영민;최승복
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2006년도 추계학술대회논문집
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    • pp.422-427
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    • 2006
  • This paper presents force-feedback control performance of a haptic device in virtual environment of minimally invasive surgery(MIS). As a first step, based on an electrorheological(ER) fluid and spherical geometry, a new type of master device is developed and integrated with a virtual environment of MIS such as a surgical tool and human organ. The virtual object is then mathematically formulated by adopting the shape retaining chain linked(S-Chain) model. After evaluating reflection force, computational time, and compatibility with real time control, the virtual environment of MIS is formulated by interactivity with the ER haptic device in real space. Tracking control performances for virtual force trajectory are presented in time domain, and theirtrackingerrorsareevaluated.

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