• Title/Summary/Keyword: interactive analysis

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Analysis of the Emergence of Interactive Art in Art and Artificial Life (인터랙티브 아트의 창발성에 관한 분석 -인공생명 예술을 중심으로-)

  • Kim, Hee-Young
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.131-137
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    • 2008
  • The salient features of interactive art development through the participation of spectators in the late 20th century could be creativity and possibility of future growth by biological factors. With the development of artificial life studies, Interactive art holds a position in the biological developmental stage, but relevant studies have not been active. This study analyzes three representative case studies located in the emergent stages of development and examines the traits closely so that the foundation of developmental direction of emergent property would be clarified.

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A Study on Intelligent Interactive System Considering Audience's Response for Providing Personalized Exhibition Service (개인화된 전시 서비스 제공을 위한 관객 반응을 고려한 지능형 인터랙티브 시스템)

  • Park, Won-Kuk;Choi, Il-Young;Ahn, Hyun-Chul;Kim, Jae-Kyeong
    • Journal of Information Technology Services
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    • v.11 no.2
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    • pp.229-242
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    • 2012
  • The MICE(Meeting, Incentive travel, Convention, and Exhibition) industry grows steadily. Especially, exhibition industry plays an important role as the effective sales and marketing tools. However, lots of studies have focused on the flow analysis of audience traffic, booth recommendation or formulaic interactions between audiences and contents in the exhibition hall. In this study, we proposed an intelligent Interactive system considering audience's response for providing personalized exhibition service. First, we extracted components of the system architecture through the previous studies. Second, we suggested the system architecture and scenarios for intelligent interactions between audiences and contents. We hope that the proposed system will strengthen the basis for implementing interactive system in the exhibition industry.

Analysis of Output Characteristics and Design of LC Filter for Line-Interactive 3-Phase APF (3상 라인인터액티브형 능동전력필터 시스템을 위한 LC필터 출력특성 해석 및 설계)

  • 김응진
    • Proceedings of the KIPE Conference
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    • 2000.07a
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    • pp.127-132
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    • 2000
  • This paper describes a 3-phase Line-Interactive APF system and analyzes its operating characteristics considering LC Filter output characteristics. Topology of APF is similar to that of Off-Line UPS in the point of parallelly operating inverter system. So it is possible to be multi-functioned active compensating system according to power condition. Likewise this actively operating system from APF to UPS and vice versa is often to be called Line-Interactive system. And more than that Line-Interactive system needs precise design of LC filter on converter output side to make this system fully operate in both APF and UPS modes. The problem in this point is how to design LC Filter to be contented with two different system characteristics so this paper analyzes this problem and proposes its design procedures. Then suggested filter design is verified to be contented by the simulations and experimental results

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Interactive Effects of Situation and Personal Characteristics on Perceived Risk, Importance of Store Attributes and Store-Type Choice (상황과 소비자 특성의 지각된 위험, 상점속성의 중요도 및 상점선택행동에 대한 영향)

  • 홍희숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.20 no.5
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    • pp.877-892
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    • 1996
  • The purpose of this was to test the interactive effects of usage situation and personal characteristics on perceived risk, importance of store attributes and store-type choice. The data were collected via a questionnaire from 601 housewives of ages 20's∼ 50's living in Seoul, Korea, and analyzed by factor analysis and repeated measure two-way ANOVA. The results of this study were as follows: First, the interactive effect of age and situation on economic risk was significant. Second, the significant infraction of age and situation on importance of product price/variety was found, and there were significant intractions of education and situation on importance of service/convenience, discount policy and product information sources/promotion. Third, the interactive effects of situation and personal characteristics (age, income, education or job) on store-type choice (brand chain store, discount store, department store, designer boutique, local store or a wholesale market) were significant.

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A Unified Framework of Information Needs and Perceived Barriers in Interactive Video Retrieval

  • Albertson, Dan
    • Journal of Information Science Theory and Practice
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    • v.4 no.4
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    • pp.4-15
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    • 2016
  • Information needs of users have been examined both generally and as they pertain to particular types and formats of information. Barriers to information have also been investigated, including those which are situational and also across certain domains and socioeconomic contexts. Unified studies concerning both information needs and barriers are needed. Both are likely always present in any given interactive search situation; further, users' attempts to satisfy their own individualized information needs will likely encounter barriers of some sort. The present study employed a survey method to collect users' perceptions of video information needs and barriers as part of recent video search situations. Findings from this analysis establish a unified framework, based on the themes emerging directly from the responses of users, and present the suitability and benefit for informing future designs and evaluations of user-centered interactive retrieval tools.

An Implementation of Story Path Recommendation System of Interactive Drama Using PCA and NMF (PCA와 NMF를 이용한 대화식 드라마의 스토리 경로 추천 시스템 구현)

  • Lee, Yeon-Chang;Jang, Jae-Hee;Kim, Myung-Gwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.95-102
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    • 2012
  • Interactive drama is a story which requires user's free choice and participation. In this study, we grasp user's preference by making training data that utilize characters of interactive drama. Furthermore, we describe process of implementing systems which recommend new users path of stories that correspond with their preference. We used PCA and NMF to extract characteristic of preference. The success rate of recommending was 75% with PCA, while 62.5% with NMF.

Differences of Interactive Peer Play According to the Problem Behaviors Types (아동의 문제행동 유형에 따른 또래 놀이행동)

  • Shin, Hae-Young;Choi, Hye-Yeong
    • Journal of Families and Better Life
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    • v.29 no.4
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    • pp.175-186
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    • 2011
  • The purpose of this study was to explore the differences in interactive peer play according to the type of problem behavior. The subjects were 112(67 boys, 45 girls) S-year-old children at 25 daycare centers in Seoul, Gyeonggi, and Gyeongsang areas. Instruments included the Preschool Behavior Questionnaire(PBQ; Behar & Stringfield, 1974) and the Penn Interactive Peer Play Scale(PIPPS) in both the teacher version(Choi & Shin, 2008) and the parent version(Fantuzzo, Mendez, & Tighe, 1998). The data were analyzed with descriptive statistics, cluster analysis, t-test, and one-way ANOVA using the SPSS 18.0 software program. The results showed that the clusters of problem behaviors on the PBQ could be grouped into four categories; 'hostility-aggressiveness', 'hyperactivity- distractibility', 'anxiety-fear', and 'combined'. In addition, group differences among the problem behaviors were significantly found in 'play disruption' and 'play disconnection' but not in 'play interaction' of the PIPPS on teachers' and parents' ratings. Specifically, group differences were not found in the parental reports, while significant group differences were noted in the 'play disconnection on PIPPS component of the teachers' reports.

Gender Differences in Psychosocial Working Conditions and Psychological Well-being among Korean Interactive Service Workers (대인서비스 종사자의 심리사회적 작업조건과 심리적 건강수준에 관한 성별 비교)

  • Lee, Bokim
    • Korean Journal of Occupational Health Nursing
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    • v.24 no.2
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    • pp.132-141
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    • 2015
  • Purpose: The purpose of this study was to investigate the relationships between psychosocial working conditions and psychological well-being depending on the gender among Korean interactive service workers. Methods: This study was a secondary analysis of the data extracted from the 2011 Korean Working Conditions Survey. For the present analysis, 15,669 workers who interact with others at work were selected. Based on the existing literature, a set of variables was chosen from the KWCS. Psychological well-being was measured using the WHO-5 well-being index. Results: The prevalence of poor psychological well-being was significantly higher among men (43.1%) than women (39.6%). Women were more likely to be exposed to demands for hiding emotions, bullying, and discrimination, whereas men were more likely to be exposed to psychological job demands, cognitive demands, demands for responsibility, role conflict and long working hours. Most factors were associated with poor well-being among women and men except demands for hiding emotions, skill discretion and development, physical violence, and sexual harassment. Conclusion: Based on these results, some practical suggestions are offered to help interactive service workers adjust to their duties.

Qualitative Study on Group Decision Making with Synchronous Text Communication Medium (동시적 텍스트 기반 매체를 이용한 집단의사결정에 관한 질적 연구)

  • Park Sanghyuk;Cho Namjae
    • Journal of Information Technology Applications and Management
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    • v.11 no.4
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    • pp.1-23
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    • 2004
  • This study identifies communication patterns of groups using synchronous text communication medium for their group decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of groups, when appropriately organized, can be of help in enhancing creative production of outcomes. A qualitative study was conducted on communication patterns based on an analysis of text-based electronic conversation protocols. Specifically this research tried to overcome existing studies on electronic groups by focusing on interactive process of communication among participants. The major study conclusion; are: (1) The production of creative outcome may depend on the process or sequence of discussion among group members with synchronous text communication medium. That is, proper interactive responses and appropriate control of the discussion process are essential to obtain a high level of performance. (2) It is importantto make discuss rules based on meta-cognitive and interactive protocols in the early stage. Explicit rules relating to internal group processes as well as communication medium use are even more important to groups with electronic communication medium than face-to-face groups.

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An Analysis of the Preference for Physical Interactive Game Console by Domestic Game Users_focus on Nintendo Wii (체감형 콘솔에 대한 국내 게임유저들의 선호도 분석_닌텐도 위(Wii)를 중심으로)

  • Chang, Hee
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.21-27
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    • 2010
  • This paper is an analysis of the domestic game users preference for physical interactive game consol-Nintendo Wii. The on-line game is the biggest share in korean game market and the 20's is the laregest generation in domestic game users. We conducted the surveys and group discussion to find out how the 20's game users prefer the new console and new type games. I hope the result of survey will assist the development of new game console and new game type.