• 제목/요약/키워드: interactive analysis

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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고객 인터렉티브 강화를 위한 지니뮤직의 전략 도입과 현황분석 : SWOT과 TOWS 분석을 중심으로 (Analysis of Genie Music's Strategy for Strengthening Customer Interactive : Focus on SWOT and TOWS Analysis)

  • 권보아;박상현
    • 벤처혁신연구
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    • 제4권1호
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    • pp.87-99
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    • 2021
  • 코로나 19와 AI, 빅데이터, IT기술 발달 등과 같은 여파로 최근 '개인화 기술' 중요성이 부각되어지고 있으며, 이는 곧 개인화를 넘어 '초개인화 시대'에 도래하고 있다. 따라서 음원 스트리밍 서비스 시장측면에서는 개인 취향이 존중되는 서비스 공급 트랜드를 형성해 오고 있다. 이에 따라 기업들은 외부 시장 환경을 고려, 냉철한 분석을 토대로 발전방향을 수립하고자 하고 있다. 이러한 관점에 본 논문은 지니뮤직 고객 인터렉티브 전략에 기초하여 장·단점을 분석하고 기업 발전방향을 제시하고자 한다. 특히 고객과 함께 움직이는 '라이브음악서비스플랫폼'을 기반으로 고객 인터렉티브 전략 장·단점을 분석하고 이후 발전 방향을 제시하고자 하였다. 분석방법으로는 SWOT 분석 기법을 적용하여 강점과 약점, 기회와 위협 요건을 살펴보았다. 이후 TOWS 분석을 통해 구체적인 기업 발전전략을 제시하고자 하였다.

온라인 게임에서의 체감시스템 적용 사례분석 (A Case Study on Applications of Physical Interactive Systems in On-Line Games)

  • 최삼하;김경식;윤성준
    • 한국게임학회 논문지
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    • 제4권2호
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    • pp.21-28
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    • 2004
  • 인간의 경험은 시각적 청각적 자극과 함께 물리적인 상호작용, 즉 직접적인 신체감각의 접촉을 통해 다차원적으로 정보를 인식할 때 보다 효율적이다. 특히 게임분야에서 게임을 즐김으로써 얻을 수 있는 만족감 내지는 몰입감은 사용자에게 전달되는 다양한 신체감각에 대한 피드백이 복합적으로 이루어졌을 때 효과적이다. 이에 본 연구에서는 시각과 청각의 전달에 의존하고 있는 기존의 온라인게임 분야에서 사용자들의 다양한 요구를 충족시킬 수 있는 체감형 시스템에 대해 분석하였으며 적용방법에 대해 연구하였다.

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A PROCESSOR SHARING MODEL FOR COMMUNICATION SYSTEMS

  • Lim, Jong Seul;Park, Chul Guen;Ahn, Seong Joon;Lee, Seoyoung
    • Journal of applied mathematics & informatics
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    • 제15권1_2호
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    • pp.511-525
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    • 2004
  • we model communication and computer systems that process interactive and several and several types of background jobs. The scheduling policy in use is to share the processor among all interactive jobs and, at most, one background job of each type at a time according to the process sharing discipline. Background jobs of each type are served on a first-come-first-served basis. Such scheduling policy is called Processor Sharing with Background jobs (PSBJ). In fact, the PSBJ policy is commonly used on many communication and computer systems that allow interactive usage of the systems and process certain jobs in a background mode. In this paper, the stability conditions for the PSBJ policy are given and proved. Since an exact analysis of the policy seems to be very difficult, an approximate analytic model is proposed to obtain the average job sojourn times. The model requires the solution of a set of nonlinear equations, for which an iterative algorithm is given and its convergence is proved. Our results reveal that the model provides excellent estimates of average sojourn times for both interactive and background jobs with a few percent of errors in most of the cases considered.

프로모션 사이트의 인터랙티브 스토리텔링 사례 분석 (Interactive Storytelling Example Analysis of Promotion Site)

  • 안성혜
    • 한국콘텐츠학회논문지
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    • 제8권8호
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    • pp.65-73
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    • 2008
  • 기업의 웹 프로모션 사이트는 전 세계를 대상으로 마케팅을 펼칠 수 있으며, 브랜드 이미지를 다양한 표현방법으로 알릴 수 있고, 제품에 대한 정보를 다양한 각도로 흥미롭게 전달할 수 있는 장점을 가지고 있다. 이러한 기업 프로모션 사이트에서 효과적으로 정보를 전달하기 위해서는 소비자와의 인터랙션이 중요한 요인이며, 이를 위해 인터랙티브 스토리텔링의 이해가 필수적이다. 본 논문은 기업의 프로모션 사이트를 제작함에 있어 소비자의 효과적인 인터렉션을 유도할 수 있는 인터랙티브 스토리텔링에 대해 연구하고자 하는 목적을 가진다. 그 결과 인터넷 마케팅 프로모션의 단계인 방문유도, 흥미유발 및 참여유도, 고객정보획득, 고객의 니즈파악, 고객별 가치제공을 기준으로 웹 프로모션사이트의 인터랙티브 스토리텔링 사례를 분석하였다.

가상 인터렉티브 인플루언서의 현황과 발전 방안 (Interactive Influencer Status and Development Plan)

  • 박성원
    • Journal of Information Technology Applications and Management
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    • 제29권1호
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    • pp.59-70
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    • 2022
  • Recently, in platforms such as YouTube and Instagram, virtual characters resembling human life become the main characters, produce various contents, breathe with the public, and create the era of virtual humans. For example, existing game characters appear as virtual characters with unique AUs, or AI characters created by reflecting the public's preferences are actively communicating with the public through advertisements and SNS activities. As the consumption of video content through smart devices increases significantly in the post-corona era, virtual influencers are being used as all-round entertainers because there is little risk of personality controversy or production cost. there is a trend In this study, we investigated the characteristics of the case of being active as an influencer among the activities of a virtual character, and how the interactive aspect of the influencer appears by identifying the current situation through major cases. Combining this, based on the analysis of the influence of virtual influencers, the parts that producers should recognize are derived, and the differentiated characteristics of interactive virtual influencers are summarized. In addition, the difficulties of virtual influencers were investigated and problems were identified, and for the development of the content industry, a more favorable method for interaction was presented and suggestions were made to secure inner sincerity.

Development of a Numerical Methodology for Analysis and Design of Weldments

  • Sur, Ukhwan
    • Journal of Mechanical Science and Technology
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    • 제15권4호
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    • pp.422-432
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    • 2001
  • There are many analysis formulas for determining the resultant shear force in welds. However, there is no general procedure which is applicable to a joint with all six possible loadings exerted simultaneously. A numerical methodology and computer program for such a problem were developed, and they are capable of analyzing a weld of any shape composed of straight or circular line segments. The computer program developed in this study can also display the design procedures and results using computer graphics. The development of such a design procedure and an interactive computer program for weldments analysis will lead to lower cost.

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Interactive 시뮬레이션을 위한 실내공간인지 분석의 지표구성 (The Constitution with Analysis of cognitive Indicators in Interior Space for Interactive Simulation)

  • 김태환;이사호
    • 한국실내디자인학회논문집
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    • 제27호
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    • pp.162-167
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    • 2001
  • The true space is the physical world affected a gravity but the cyber space is the world that rise above physical status and show developed space. This study shows that the factors of objective valuation and the indicators for the behavior analysis. It is established that the structural design indicators using the simulation have 4 steps; The indicator of complex space, the diagram of cognitive image, is the analysis of emotion and stimulation, and the dependent variables. Moreover the indicator of complex space is illustrated the connection degree, the symmetry, the axis of sight, and the degree of space division. For the effective analysis, the simulation is to be made matched with the true environment. Thus the simulation has the capability of the objective and correct more than those of true architectural environment. And it could establish immediately the experimental data and response.

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복합재 구조물의 동시공학 설계최적화 (Concurrent Engineering Design Optimization of Composite Structures)

  • 김건인;이희각
    • 한국전산구조공학회:학술대회논문집
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    • 한국전산구조공학회 1996년도 가을 학술발표회 논문집
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    • pp.304-312
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    • 1996
  • Concepts, methods and tools for interactive CAD-based concurrent engineering design optimization of mechanical/structural systems and components which are critical in terms of cost development time, functionality and quality, are presented. The emphasis is on implementation of methods and capabilities for the optimization of composite structural system, and the integration of design process and manufacturing process of composite structures into standard CAD-based concurrent engineering environment The optimization of composite fuselage structures are performed under concurrent engineering environment for the example.

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다양한 함수를 이용한 확장성 있는 데이터 가시화 (Scalable Data Visualization with Various Functional Representations)

  • 장윤
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2012년도 한국컴퓨터종합학술대회논문집 Vol.39 No.1(C)
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    • pp.413-414
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    • 2012
  • Currently the amount and variety of data being generated is unprecedented and dramatically changes the way individuals, groups, and societies act and make decisions. Visualization is one of the most important commonly used methods of analyzing and interpreting digital assets and the interactive environments are necessary to enable effective discovery and decision making. In this paper we present several examples and approaches to scalable functional representations and interactive visualization and analysis. The functional representations provide us unified, compact, continuous, multi-scale, and compressed representations in the data domain.