• Title/Summary/Keyword: content-people interaction

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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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The Effect of Relationship Benefit on Consumer's Purchase Intention: Focusing on Mediating Role of Interaction (인터넷 쇼핑몰에서 제공하는 관계혜택이 소비자의 구매의도에 미치는 영향: 상호작용성의 매개효과를 중심으로)

  • Chae, Jin-Mie
    • Journal of the Korean Home Economics Association
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    • v.50 no.2
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    • pp.93-107
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    • 2012
  • The purpose of this study was to investigate the effect of relationship benefit on consumer's purchase intention by focusing on the mediating role of interaction in internet shopping malls. The survey research was limited to respondents over 20 years old living in Seoul and other metropolitan areas who had purchased fashion products thru internet shopping malls. 562 data were analyzed by descriptive statistics, factor analysis, reliability analysis, and multiple regression using SPSS program. The results indicated that each relationship benefit dimension had a significantly positive effect on consumer's purchase intention. The interaction between internet shopping malls and the consumer was categorized by two factors such as content-people interaction and people-people interaction. In addition, each interactive factor showed mediating effects between relationship benefits and consumer's purchase intention.

A Biosignal-Based Human Interface Controlling a Power-Wheelchair for People with Motor Disabilities

  • Kim, Ki-Hong;Kim, Hong-Kee;Kim, Jong-Sung;Son, Wook-Ho;Lee, Soo-Young
    • ETRI Journal
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    • v.28 no.1
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    • pp.111-114
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    • 2006
  • An alternative human interface enabling people with severe motor disabilities to control an assistive system is presented. Since this interface relies on the biosignals originating from the contraction of muscles on the face during particular movements, even individuals with a paralyzed limb can use it with ease. For real-world application, a dedicated hardware module employing a general-purpose digital signal processor was implemented and its validity tested on an electrically powered wheelchair. Furthermore, an additional attempt to reduce error rates to a minimum for stable operation was also made based on the entropy information inherent in the signals during the classification phase. In the experiments, most of the five participating subjects could control the target system at their own will, and thus it is found that the proposed interface can be considered a potential alternative for the interaction of the severely disabled with electronic systems.

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A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

Requirements Analysis and Design of an HTML5 Based e-book Viewer System Supporting User Interaction (사용자 인터랙션을 지원하는 HTML5 기반 e-book 뷰어 시스템의 요구사항 분석 및 설계)

  • Choi, Jong Myung;Park, Kyung Woo;Oh, Soo Lyul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.2
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    • pp.33-40
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    • 2013
  • E-books have been popular and common in everyday life during past a decade, and the market is expected to grow much more because of the popularity of tablet computing devices such as iPad. With the helps from the devices, people want to read or experience more interactive, fun, and informative e-book contents. In order to meet those needs, we introduce requirements of an e-book viewer system that supports user interaction, 3D modeling view, and augmented reality. We also introduce some design issues of the system and its concept proof prototype system. We determine to adopt HTML5 for e-book content format because it already supports content rendering, multimedia, and user interaction. Furthermore, it is easy to implement e-book viewer because there is already Webkit component for HTML5. We also discuss design issues for integrating an Augmented Reality viewer with Webkit-based e-book viewer. This paper will give e-book viewer developers and contents developers some guidelines for new e-book systems.

A study on the method of converting the contents dynamically according to the interaction between home devices (댁 내 홈 디바이스 간 상호작용에 따른 동적인 컨덴츠 변환 방법에 관한 연구)

  • Choi, Woo-Suk;Choi, Ji-Young;Kim, Eun-Ho
    • 한국정보통신설비학회:학술대회논문집
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    • 2009.08a
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    • pp.88-90
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    • 2009
  • This paper proposes the system and method for converting the contents based on DLNA. Digital Media Controller (DMC) compares the media format of content which Digital Media Server (DMS) provides with the media format which Digital Media Renderer (DMR) supports and then, the content is converted dynamically. The interaction between home devices can make a conversion of contents dynamically and it enables people to enjoy the multimedia contents they like to watch whenever/wherever they want.

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Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.

Content Types and Interactions Suitable for Digital Signage at Seoul Subway Stations as a Communication Platform for Citizens (시민들의 소통 플랫폼으로서 서울시 지하철 디지털 사이니지에 적합한 콘텐츠 및 인터랙션 연구)

  • Kang, Minjeong;Eune, Juhyun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.337-350
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    • 2017
  • As interactive digital signages with computer network have been increasingly popular in public space, the needs for studying content types and interactions suitable for the digital signages are emerging. In this study, we aim to find out what contents are preferred to share and how to interact in the digital signage installed in Seoul subway stations. We conduct a case study, a survey, and an in-depth interview. In the case study, we collect content types which have been communicated in public space. Among these content types, we conduct a survey to find out the preferred contents of Seoul citizens. We observe that the preferred contents differ by the age of the citizens. Specifically, 20's prefer the subjects about personal interests, 40's choose public interests and 30's prefer both types. In addition, we observe that the subjects about personal interest are relatively less preferred when people read, whereas the subjects are preferred when people write. Lastly, regarding interaction type, we find that Seoul citizens prefer touching the screen directly to using smart phone to express their empathy. The contents that people write and the number of likes will be archived as big data and analyzed so that Seoul city officers and citizens will know what people think based on age, location, and subjects.

General-Purpose Multi-Touch Inter action System for Multi-I/O Content Control (다중 입출력 컨텐츠 제어를 위한 범용 멀티 터치 인터렉션 시스템)

  • Bae, Ki-Tae;Kwon, Doo-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.4
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    • pp.1933-1939
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    • 2011
  • The former people who made musical instruments used touch devices for sound control. As the first multi-touch system appeared in 1982, the performance of the system has been improved rapidly by many researches. In spite of such performance improvement, the popularization of multi-touch interface was looked difficult. However, in 2007, multi-touch interfaces have become popular with Apple Iphone and people have been able to experience easily multi-touch interface using smart phones. In this paper we propose a general-purpose multi-touch interaction system for multi-touch content producer and market invigoration of multi-touch interface. We show by real field tests that the proposed method has benefits in the aspects of price and performance compared with other techniques.

Adaptive Event Clustering for Personalized Photo Browsing (사진 사용 이력을 이용한 이벤트 클러스터링 알고리즘)

  • Kim, Kee-Eung;Park, Tae-Suh;Park, Min-Kyu;Lee, Yong-Beom;Kim, Yeun-Bae;Kim, Sang-Ryong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.711-716
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    • 2006
  • Since the introduction of digital camera to the mass market, the number of digital photos owned by an individual is growing at an alarming rate. This phenomenon naturally leads to the issues of difficulties while searching and browsing in the personal digital photo archive. Traditional approach typically involves content-based image retrieval using computer vision algorithms. However, due to the performance limitations of these algorithms, at least on the casual digital photos taken by non-professional photographers, more recent approaches are centered on time-based clustering algorithms, analyzing the shot times of photos. These time-based clustering algorithms are based on the insight that when these photos are clustered according to the shot-time similarity, we have "event clusters" that will help the user browse through her photo archive. It is also reported that one of the remaining problems with the time-based approach is that people perceive events in different scales. In this paper, we present an adaptive time-based clustering algorithm that exploits the usage history of digital photos in order to infer the user's preference on the event granularity. Experiments show significant performance improvements in the clustering accuracy.

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