• Title/Summary/Keyword: digital stories

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Digital Storytelling and Interaction based on Book - Application Scenario for Digilog Book (책을 기반으로 한 디지털 스토리텔링 및 상호작용 체험 - 디지로그 북 응용 시나리오를 중심으로)

  • Kim, Hae-Sun;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.552-557
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    • 2008
  • 'Digilog Book' dealing with the combination of each advantage of analog sensibility on texts and digital sensation on virtual reality is one of the noble applications of U-book. Based on contents from books, enhancing 3D immersive display enable readers to enjoy various experiences with multisensory feedback provided. Also, 'Digilog Book' provides digitally created stories that would project different experiences and environments interacting users' choices on the interface of the book. This study focuses on developing users friendly implementation tools providing more interaction between digitally generated stories and digitally generated interface so that interaction between virtual reality and actual realty is expanded through simulating contexts and extents. From the application scenario 'Digilog Book' would perform as a storytelling tool with developing subordinated elements such as context structure, screen structure, definition of writing function, writing interface, writing system structure, etc. Therefore, this study would become a significance to direct and indicate the development of writing techniques on virtual reality back to life through digitally augmented reality.

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A Study on the Emotional Expression of High Concept-Reflected Fashion (하이컨셉(High Concept)을 통해 본 패션의 감성적 표현에 관한 연구)

  • Baek, Jeong-Hyun;Bae, Soo-Jeong
    • Journal of the Korean Society of Costume
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    • v.60 no.9
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    • pp.120-135
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    • 2010
  • Since emotion, creativity, and imagination has become the source of creating added value, the purpose of this study is to grasp the concept of high concept which has appeared as a major key word of modern culture and analyze the types of emotional expression found in modern fashion. Study methods were focused on literature review and case study. The literature review was conducted by news stories at home and abroad. The examples of case study were collected in fashion collection journals and related Internet web sites with their focus on from 2000 S/S to 2009 F/W to analyze emotional expression found in high concept-reflected fashion. The concept of 'high concept' suggested by Pink, Daniel H. lays on stress on ability to creative emotional value or cultural artistic value hidden behind the functional value, to make stories, and to combine ideas which do not seem to be connected with existing things. As a result of study, The forms of emotional expression found in high concept-reflected fashion included: art collaboration and art inspiration which were expressed through cross-category of culture and art; multi-culture design which expresses a mixture between western fashion and oriental costumes; funology design which expresses efficient value by high technology and fun value through humorous elements; and emotional digital design which can be transformed in function, shape and the use of materials representing light which is effectively used for fashion to represent fantasy or illusion connected with digital technology.

A Systematic Study of the Intervention Effect of Social Stories in Children with Sleep Disorders (수면장애 아동을 위한 사회적 이야기 중재 효과: 체계적 고찰)

  • Kim, Ji-Ho;Yoo, Eun-Young
    • The Journal of Korean Academy of Sensory Integration
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    • v.21 no.2
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    • pp.69-83
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    • 2023
  • Objective : This study sought to systematically examine the intervention effect of social stories when applied in relation to children with sleep disorders. Methods : Studies available in the SCOPUS, ScienceDirect, PsycArticles, and PubMed databases that were published from 2001 to 2022 were searched. The keywords used for the search were as follows: ("social story" OR "social stories") AND ("sleep" OR "sleep disorders" OR "sleep wake disorder bedtimes" OR "sleep initiation and maintenance disorders" OR "sleep wake disorder" OR "sleep arousal disorders"). Based on the selection criteria, six experimental studies were selected and analyzed. Results : The selected studies were two randomized controlled trials, three individual trials, and one case study. The subjects were mostly children diagnosed with autism spectrum disorder who were school-aged or adolescent. The intervention types were often complex interventions, including social stories and other interventions, while the durations of the interventions varied from one day to more than 40 days. The interventions had a positive effect on the subjects' sleep quality, with night wakings, sleep onset delay, and sleep anxiety all being improved. As standardized assessment tools to evaluate the effectiveness of social stories, the Child Sleep Habits Questionnaire and the Child Behavior Checklist were used in two papers each, and were the most commonly used. As non-standardized assessment tools, each of the four papers used turbulence and sleep diaries as assessment tools. Conclusion : The effect of social story mediation can be divided into sleep quality and sleep-related behavior. In terms of sleep quality, studies showing improvements in night wakings, sleep onset delay, and sleep anxiety accounted for a large proportion of the sample. The detailed effect area of sleep quality showed a significant improvement after the interventions in most studies, and in all six studies analyzed in the present study, the continuation of the effect after the intervention was confirmed via follow-up tests. Thus, the findings of this study are expected to be helpful when applying social stories in children with sleep disorders in clinical practice due to presenting the intervention effects, outcome evaluation tools, and intervention periods in children with sleep disorders in prior investigations involving social stories.

A Study on Analysis of an Urban Spatial structure, based on the GIS Technique (지리정보[GIS]기술을 기반으로 한 도시공간구조분석에 관한 연구)

  • Kwon, Chang-Hee;Cho, Jae-Wan
    • Journal of Digital Convergence
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    • v.4 no.2
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    • pp.67-73
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    • 2006
  • This paper is an analysis of the Category Individual Residence urban spatial structure along the National Route BO (Koushu-Kaido), one of the major roads in Japan, and the degree of differences between locations and its changes between the points of time. The analysis was based on the GIS technique. Whilst, previous studies were based on municipal boundaries or mesh units as sources of data, GIS allowed the use of variable geographical units, Roadside zone, Inner zone, North zone, South zone, Blocks. As an example to apply the technology of GIS, 1986's and 1991's building polygon data of the Urban Planning Bureau of Tokyo Metropolitan Government are used. The layers referred to the analyses is the building polygons with the amount of stories, building area, floor area and the material of the building. Two statistical analysis are executed; one is the test of the regional equality about the number of story of building, building area, floor area and fireproof building ratio.

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Interactive Advertisement that Feels and Experiences

  • Kim, Yuji;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.13-19
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    • 2019
  • In this paper, we propose and implement VVVV base interactive advertisement. It has now expanded from the traditional marketing methods of television, radio, newspapers and magazines to become a digital marketing era. However, it is still in the form of infusion-type advertising, similar to traditional marketing techniques. For more innovative we put story and design elements into digital technology. Consumers will feel fresh excitement as they experience advertising. Emotional stories and image will also provide an element for customers to talk to each other. The propose advertisement is design to recognize the movement of people in the corridor by using Arduino and ultrasonic sensor installed in the passageway where many people pass. Arduino and VVVV takes people's movements for a values. This values change the advertising image. In this case, we applied the mask in VVVV so that the image to be reproduced and the image of the background role are displayed when the person passes the sensor. By realizing this interactive advertisement, the objective is to increase the buyer's purchasing power by approaching the buyer more effectively than the existing advertisement.

Implementation of High-definition Digital Signage Reality Image Using Chroma Key Technique (크로마키 기법을 이용한 고해상도 디지털 사이니지 실감 영상 구현)

  • Moon, Dae-Hyuk
    • Journal of Industrial Convergence
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    • v.19 no.6
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    • pp.49-57
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    • 2021
  • Digital Signage and multi-view image system are used as the 4th media to deliver stories and information due to their strong immersion. A content image displayed on large Digital Signage is produced with the use of computer graphics, rather than reality image. That is because the images shot for content making have an extremely limited range of production and their limitation to high resolution, and thereby have difficulty being displayed in a large and wide Digital Signage screen. In case of Screen X and Escape that employ the left and right walls of in the center a movie theater as a screen, images are shot with three cameras for Digital Cinema, and are screened in a cinema with multi-view image system after stitching work is applied. Such realistic images help viewers experience real-life content. This research will be able to display high-resolution images on Digital Signage without quality degradation by using the multi-view image making technique of Screen X and Chroma key technique are showed the high-resolution Digital Signage content making method.

A Study about TV viewing behavior through Multiple Media under Nscreen circumstances (N스크린 환경에서 다중미디어를 활용한 TV프로그램 이용행태 연구)

  • Kim, Jongha Bell
    • Cartoon and Animation Studies
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    • s.31
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    • pp.177-208
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    • 2013
  • This research analyzes the media which is simultaneously used with TV viewing, the behaviour of multiple media users, and the characteristics of TV programs under Nscreen circumstances. According to the results, TV provides stories and positions it as the main screen (84.5%, n=566), under the Nscreen circumstances. Personal media reproduces stories from TV by utilizing aspects of social media functions such as participation, open communication, community, connectivity, etc. The content is classified under three categories: 1) elicit emotion(point feeling), 2) information production, 3) participation, which is further divided into three subcategories; watch, wish, and result guarantee based on the level of interactivity. This inquiry is based upon diary survey and focus group interviews emphasized the role change of TV, specifically that TV takes a key role in generating original stories with the expansion of screen and social media. Even though users were able to watch the same TV programs at the same time and same place, the different methods of viewing: smartphone, tablet PC, web based mp3 and etc., it reproduced different stories and elicited different characteristics from its TV viewers.

A Study on humanistic Imagination of Games using Oral Literature (구비문학을 활용한 게임의 인문학적 상상력에 관한 고찰)

  • Lee, Jae-Hong
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.279-286
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    • 2012
  • Game contents are the driving force of the digital media era. As the gaming industry grows bigger, contents technologies are also rapidly developing in both their quality and quantity, while the story sources of the contents are depleting. Accordingly, digging out new stories that can support development of the cultural contents industry is emerging as an urgent issue. Since games took roots as a form of contents in our society, negative images have outweighed positive aspects. This study aims at finding cures for the side effects from storytelling. Important factors here are how to converge the technical nature of engineering imagination and the epic nature of humanities imagination. Recently, The excavations of the story is very important. This article demonstrates cases where the oral literature, an archetypical cultural genre, provides the sources of game storytelling.

A Study of the Competitive Factors of ICT Venture and SMEs in the Global Digital Ecosystem (벤처·중소 ICT 기업의 디지털 생태계에서의 글로벌 경쟁력 요인 연구)

  • Lee, Kae Soo;Yoon, Heon-Deok
    • Journal of Information Technology Services
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    • v.15 no.1
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    • pp.1-18
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    • 2016
  • Recently, in the bio-field success stories of ventures through a biosimilar technology is being excavated. but the growth of ICT industry has been stagnant since reaching a boom in the dissemination of early high-speed internet in 2000s. The purpose of this study is to explore the factors of change of business model and business strategy of ICT ventures and SMEs with the evolution of the digital ecosystem, and to drive the factors to be competitive on the global value chain. The researcher selected an entreprenuership, market-innovation orientation, technology-innovation orientation, and Administration-innovation orientation as internal factors influencing the global competence and healthiness of the ecosystem as external factors. The researcher applied samples of 94 ICT Venture and SMEs to a research model, and adopted 5 hypotheses. The researcher believes that only a few hypotheses were adopted because it takes time for overall innovation orientation of ICT Venture and SMEs to result in the real global competence as the their innovation orientation is still on the level of domestic market. And the researcher also thinks that only healthiness of the ecosystem affected management performances because the companies' performances of the last 3 years were so weak that the correlation between innovation orientation of each company and the performances were not big enough.

An Analysis of Search Log from a Story Database Service and a New Story Search Method based on Story Map (스토리 검색 서비스의 사용자 기록 분석 및 스토리맵에 의한 새로운 스토리 검색 방법)

  • Kim, Myoung-Jun
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.795-803
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    • 2015
  • is a service providing story synopsis that matches user's query. This paper analyzes the user log of and shows the tendency distribution of user creation in comparison to stories in database. We also investigate the log to see possible improvements on search method. This paper proposes a concept of Story Map, in which the query-answer information is projected into spatial coordinates, and a new story search UI based on it. Using the Story Map, users are able to see entire spatial distribution of story database so that they can quickly and intuitively find a story on the map.