• Title/Summary/Keyword: interactive analysis

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Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.3
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

Research on the Impact of interactive Digital Signage Advertising on Consumption Tendency (Interactive Digital Signage에 광고의 마케팅이 소비 경향에 대한 연구)

  • Yang, Bo
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.411-417
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    • 2020
  • In this study, the Interactive advertising in the Outdoor Interactive Digital Signage is taken as the research object, and the effect of the advertising in the Outdoor Interactive Digital Signage compared to the traditional advertising on consumer propensity is studied. Based on the research methods of literature data and case analysis, we first researched and analyzed the impact of the development of the Internet and artificial intelligence on Interactive Digital Signage advertising, combined with consumer trends and habits, according to the characteristics of Interactive Digital Signage advertising, and '199IT-Internet data Based on the data in the Resource Library, and using an example analysis method, three reasons for the impact of Interactive digital signage advertisements on consumer spending tendencies are proposed. The purpose is to provide reference for future companies to use Interactive digital signage for ad placement and help companies. Increase product sales to increase product value and customer trust in the brand.

A Study about the analysis of Interactive art in the Oriental philosophy (동양철학적 관점에서 바라본 인터렉티브 아트의 해석에 관한 연구)

  • Kim, Jae-Young;Yu, Hui-Beom;Kim, Seon-Ju;Kim, You-Suk;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.121-125
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    • 2008
  • Media art is developing the art of 'interaction' that get meaning through communicating an audience. Now, media art got the title named interactive media art, but its concept is not clear In this study we divided into two classes - passive and active interactive art. Passive interactive art had the interaction 'participation of communication' and had flat and limited features. Active interactive art meant that an audience played with works actively and found significances between artworks and themselves. Through analysis of case study, we verified a propriety about own interactive art's division. Especially, the active interactive art was very important. The western classical metaphysics seemed to be not perfect in analysis of active interactive art. We tried to analyze active interactive art more perfectly by using the oriental philosophy.

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Analyzing OTT Interactive Content Using Text Mining Method (텍스트 마이닝으로 OTT 인터랙티브 콘텐츠 다시보기)

  • Sukchang Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.859-865
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    • 2023
  • In a situation where service providers are increasingly focusing on content development due to the intense competition in the OTT market, interactive content that encourages active participation from viewers is garnering significant attention. In response to this trend, research on interactive content is being conducted more actively. This study aims to analyze interactive content through text mining techniques, with a specific focus on online unstructured data. The analysis includes deriving the characteristics of keywords according to their weight, examining the relationship between OTT platforms and interactive content, and tracking changes in the trends of interactive content based on objective data. To conduct this analysis, detailed techniques such as 'Word Cloud', 'Relationship Analysis', and 'Keyword Trend' are used, and the study also aims to derive meaningful implications from these analyses.

Development of Three-dimensional Interactive Analysis for Superstructure-piled raft foundation (구조물-말뚝지지 전면기초의 3차원 상호작용 해석기법 개발)

  • Cho, Jae-Yeon;Jeong, Sang-Seom;Lee, Jun-Hwan
    • Journal of the Korean Geotechnical Society
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    • v.29 no.6
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    • pp.19-31
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    • 2013
  • In engineering practices, the superstructure was analyzed under a fixed boundary condition and the foundation was designed by considering the loading condition of superstructure. It may result in overestimation of forces, the bending moment, settlement of superstructure and foundation. In this study, an interactive analytical method is proposed for the interaction between the superstructure and the piled raft. The overall objective of this study is focused on the application of interactive analysis method for predicting behavior of entire structures. And a series of numerical analyses are performed to verify the interactive analysis routine in comparison to the unified analysis method. Through the comparative studies, it is found that the iterative and interactive analysis gave similar results of settlement and raft bending moment compared with those of finite element analysis. And it is also found that the proposed design method considering interaction between superstructure and foundation is capable of predicting reasonably well the behavior of entire structures. It can be effectively used to the design of a superstructure-piled raft foundation system.

Interactive Media Art Approaching Communication through the Nonverbal Communication (비언어 커뮤니케이션 관점에서 바라본 인터랙티브 미디어아트에 대한 접근 및 분석)

  • Mok, Seonah;Paik, Joonki
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.585-594
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    • 2013
  • In this study, we studied methods of communication among audiences, artwork and artist and analyzed interactive media art using the nonverbal communication methods. We analyzed the 4 types of nonverbal communication based on sign and meaning[1] and reclassified suitably for analysis of interactive media art. According to the analysis result, we draw typical characters by analyzing interactive media artwork which were corresponding to the each types. Also we analyzed overlap area and classify. Through these processes, we found communication methods in interactive media artwork connect audiences and artwork by organic combination of several nonverbal communication. In this paper, we suggest a new approach about the communication among audiences, artwork and artist through analyzing interactive media art using nonverbal communication.

A Study on the Application of Interactive Visualization Techniques to the Collections of the National Archives of Korea (기록물의 인터랙티브 시각화 적용에 관한 연구 - 국가기록원 기록물을 중심으로 -)

  • Yoo, Jiyoon;Kim, Jihyun
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.3
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    • pp.31-67
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    • 2016
  • As the amount of digital collections has been increasing, a new approach is needed to improve access to records. Interactive visualization allows users to more easily browse and navigate across large collections. Cultural heritage institutions in the United States, United Kingdom, and Australia introduced interactive visualization techniques to diversify ways by which to access archival records. This study aims to propose a method for applying interactive visualization to archival collections. It began with an analysis of interactive visualization cases in overseas cultural heritage institutions. Based on the analysis, a visualization of the collections held by the National Archives of Korea using various interactive visualization techniques was suggested.

The type analysis of interactive web pages - Centering around a layout (인터렉티브한(Interactive) 웹 페이지(Web Page)의 유형분석-레이아웃(Layout)을 중심으로)

  • 최선주
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.566-574
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    • 2004
  • Recently, common users are familiar with the various dynamic displays and interfaces owing to the developments of web browser and Flash. As Flash also has become popular, it has attracted more application of many users, which nowadays makes them focus on the unique characteristics of web - the interactive and dynamic design. Therefore, this dissertation performs the type-analysis of the layouts and the understanding of the actual condition for the existing interactive-sites, followed by the considering of the design-related methodology and the utility of Flash program.

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A Study on Ecological characteristic in Interactive architecture (상호작용하는 건축공간에서 나타나는 생태학적 특성에 관한 연구)

  • Koh, Gwi-Han
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.121-128
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    • 2012
  • Interactive space became one of the modern contemporary society design paradigms. For elevating the interactive effect, we need Interactive design development which uses the influential factors on the interactivity. Digital technology is resulted in a change to a society as well as to the life of human and its way of communication. This study is inquiry into the relations and the common characteristics between ecological architecture space and eco-centric environmental philosophy by making a comparative research. This aims to examine type of spatial contexts for performed through literature research for theory by interactive space and case studies for ecological construction elements to design. And the range of case study is limited to interaction space in addition of interactive elements and user interface. And analysis conclusion is show the many type. Five principles that draw at ecological design conceptualization process, whole unity, variety of organic at ecological design conceptualization process, circularity, homeostasis, allness, biological evolution, diversity have involved with concept that presents in ecological esthetics and organic property of ecology-system.

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Development of an Interactive Computer Graphic Software for the Education & Training of Power System Fault Analysis (전력계통 고장해석 교육 및 훈련을 위한 대화식 컴퓨터 그래픽 소프트웨어 개발)

  • 신중린;이욱화
    • The Transactions of the Korean Institute of Power Electronics
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    • v.4 no.1
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    • pp.35-42
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    • 1999
  • This paper describes the development of an interactive computer graphic software for the education and training of the power system fault analysis. The developed software is designed to increase the understanding of the fault analysis with ease and it is composed of the windows, graphic icons, and graphic representations for user-friendly environments. Specially an interactive scheme is given for user to simulate the fault analysis under the variety conditions. With this function, user can acquire the basic concepts of the power system fault study as well as the understanding of the impacts on the system by some faults. The proposed software is tested on a 16-bus sample system. The software will be useful for the education and training and training of the power system fault analysis.

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