• 제목/요약/키워드: people-people interaction

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

  • 채진미
    • 대한가정학회지
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    • 제50권2호
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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.

감성 인터랙션 공간디자인의 개념적 접근연구 (Conceptual Approach For Understanding Emotional Interaction Space Design)

  • 정은주;이연숙
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2005년도 추계학술발표대회 논문집
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    • pp.76-80
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    • 2005
  • Digital technology makes changes of people's behavior style and characteristic of space in which people live. Therefore, we need to adjust conceptual meaning related to digital technology properly. For deriving emotional interactive space design, we need to understand following meanings: the meaning of interaction and interaction design, the meaning of emotion and emotional design, the meaning of space, emotional design, and interaction design in digital society. Consequently emotional interactive space design makes people satisfied with their five senses, communication with people increase and enable people to experience something new that they haven't experienced before transcending time and space.

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인터렉티브 스토리텔링의 구조적 디자인 (Structural Design of Interactive Storytelling)

  • 이준희
    • 디자인학연구
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    • 제16권4호
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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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Identifying Influential People Based on Interaction Strength

  • Zia, Muhammad Azam;Zhang, Zhongbao;Chen, Liutong;Ahmad, Haseeb;Su, Sen
    • Journal of Information Processing Systems
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    • 제13권4호
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    • pp.987-999
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    • 2017
  • Extraction of influential people from their respective domains has attained the attention of scholastic community during current epoch. This study introduces an innovative interaction strength metric for retrieval of the most influential users in the online social network. The interactive strength is measured by three factors, namely re-tweet strength, commencing intensity and mentioning density. In this article, we design a novel algorithm called IPRank that considers the communications from perspectives of followers and followees in order to mine and rank the most influential people based on proposed interaction strength metric. We conducted extensive experiments to evaluate the strength and rank of each user in the micro-blog network. The comparative analysis validates that IPRank discovered high ranked people in terms of interaction strength. While the prior algorithm placed some low influenced people at high rank. The proposed model uncovers influential people due to inclusion of a novel interaction strength metric that improves results significantly in contrast with prior algorithm.

Effects of Intervention Using PARO on the Cognition, Emotion, Problem Behavior, and Social Interaction of Elderly People with Dementia

  • Koh, In Soon;Kang, Hee Sun
    • 지역사회간호학회지
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    • 제29권3호
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    • pp.300-309
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    • 2018
  • Purpose: This study aims to investigate the effects of intervention using the therapeutic robot, PARO, on the cognition, emotion, problem behavior, and social interaction of elderly people with dementia. Methods: A nonequivalent control group pretest-posttest design was used. A total of 33 elderly people with dementia living in a nursing home facility participated in the study, with 17 in the experimental group and 16 in the control group. The intervention program with PARO was administered twice a week for 6 weeks, for a total of 12 sessions. Data were collected before and after intervention, using a questionnaire, direct observation, and video recording. Results: There were statistically significant differences in positive emotions and problem behaviors between the groups. The experimental group demonstrated a significant improvement in social interaction. Conclusion: PARO intervention can be utilized as an effective nursing intervention to increase positive emotions and social interaction, as well as decrease problem behaviors, in elderly people with dementia living in nursing home facilities.

지역 공연문화시설 활성화를 위한 인터랙션디자인 개념 적용 연구 (A Study on Applying the Concepts of the Interaction Design Concept on Local Performance-art Space)

  • 홍성우;강혜경;손광호
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 추계학술발표대회 논문집
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    • pp.146-150
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    • 2006
  • The purposed of this study is to analyze the performance-art facilities. Research methods were reference study (interaction, local performance-art facilities) and research on the actual condition (on 4 local performance-art facilities for field investigation). Consequently emotional interractive space design makes people satisfied with their five senses, communication with people increase and enable people to experience something new that they haven't experienced before transcending time and space. Interaction design is designing experience of user through the interaction for human, thing, system, and space. The result of this research is to found out the possibility of emotional interaction design concept applied in public service area as a plan to revitalize the performance-art facilities.

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PERSONAL SPACE-BASED MODELING OF RELATIONSHIPS BETWEEN PEOPLE FOR NEW HUMAN-COMPUTER INTERACTION

  • Amaoka, Toshitaka;Laga, Hamid;Saito, Suguru;Nakajima, Masayuki
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.746-750
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    • 2009
  • In this paper we focus on the Personal Space (PS) as a nonverbal communication concept to build a new Human Computer Interaction. The analysis of people positions with respect to their PS gives an idea on the nature of their relationship. We propose to analyze and model the PS using Computer Vision (CV), and visualize it using Computer Graphics. For this purpose, we define the PS based on four parameters: distance between people, their face orientations, age, and gender. We automatically estimate the first two parameters from image sequences using CV technology, while the two other parameters are set manually. Finally, we calculate the two-dimensional relationship of multiple persons and visualize it as 3D contours in real-time. Our method can sense and visualize invisible and unconscious PS distributions and convey the spatial relationship of users by an intuitive visual representation. The results of this paper can be used to Human Computer Interaction in public spaces.

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Human Robot Interaction via Intelligent Space

  • Hideki Hashimoto;Lee, Joo-Ho;Kazuyuki Morioka
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2002년도 ICCAS
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    • pp.49.1-49
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    • 2002
  • $\textbullet$ Intelligent Space 1. Optimal Camera Arrangement 2. People Tracking 3. Physical Robot 4. Robot Control 5. People Following Robot $\textbullet$ Initial stage for making high-level human robot interaction. http://dfs.iis.u-tokyo.ac.jp/∼leejooho/ispace/.

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Smart Deaf Emergency Application Based on Human-Computer Interaction Principles

  • Ahmed, Thowiba E;Almadan, Naba Abdulraouf;Elsadek, Alma Nabil;Albishi, Haya Zayed;Al-Qahtani, Norah Eid;Alghamdi, arah Khaled
    • International Journal of Computer Science & Network Security
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    • 제21권4호
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    • pp.284-288
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    • 2021
  • Human-computer interaction is a discipline concerned with the design, evaluation, and implementation of interactive systems for human use. In this paper we suggest designing a smart deaf emergency application based on Human-Computer Interaction (HCI) principles whereas nowadays everything around us is becoming smart, People already have smartphones, smartwatches, smart cars, smart houses, and many other technologies that offer a wide range of useful options. So, a smart mobile application using Text Telephone or TeleTYpe technology (TTY) has been proposed to help people with deafness or impaired hearing to communicate and seek help in emergencies. Deaf people find it difficult to communicate with people, especially in emergency status. It is stipulated that deaf people In all societies must have equal rights to use emergency services as other people. With the proposed application the deafness or impaired hearing can request help with one touch, and the location will be determined, also the user status will be sent to the emergency services through the application, making it easier to reach them and provide them with assistance. The application contains several classifications and emergency status (traffic, police, road safety, ambulance, fire fighting). The expected results from this design are interactive, experiential, efficient, and comprehensive features of human-computer interactive technology which may achieve user satisfaction.

시각장애인의 미술 작품 감상 접근성을 높이는 다중감각 인터랙션의 설계 및 평가 (Design and Evaluation of Multisensory Interactions to Improve Artwork Appreciation Accessibility for the Visually Impaired People)

  • 박경빈;조성기;정찬호;최효진;홍태림;정재호;양창준;왕처우;조준동;이상원
    • 감성과학
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    • 제23권1호
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    • pp.41-56
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    • 2020
  • 본 연구에서는 시각장애인이 시각 외의 잔존감각인 촉각, 청각, 후각을 활용하여 미술 작품을 감상하고 이해할 수 있도록 도울 수 있는 다중감각 인터랙션 기술을 제안한다. 나아가, 다중감각 인터랙션의 설계 적합성을 평가하기 위해 실제 시각장애인을 대상으로 다중감각 인터랙션 기술이 적용된 시스템을 통해 미술 작품을 감상한 경험에 대한 질적 인터뷰 기반의 사용자 테스트를 수행하였다. 사용자 테스트 결과, 미술 작품에 적용한 다중감각 인터랙션 요소들은 전반적으로 시각장애인으로 하여금 미술 작품 감상 및 이해를 도왔으며, 나아가 다중감각 인터랙션을 통해 미술 작품을 감상한 경험이 만족스러웠다는 긍정적인 평가 결과가 나타났다. 반면, 일부 다중감각 인터랙션 요소는 미술 작품을 감상하는 동안 전혀 인지하지 못하였거나 오히려 미술 작품 감상에 있어서 혼란을 야기했다는 부정적인 평가 결과도 나타났다. 본 연구는 시각장애인의 문화예술 작품 감상의 접근성을 증진할 수 있는 기술적 대안으로서 비시각 다중감각 인터랙션의 구체적인 개발 방향성 및 가이드라인을 제공하는 데 기여하였다. 나아가, 시각장애인뿐만 아니라 아동이나 노인과 같은 비시각장애인도 유니버설 인터랙션 기술을 통해 기존의 시각 위주의 단편적 경험을 넘어선 종합적인 감각적 경험을 할 수 있는 기술 기반을 구축하는데 기여할 수 있을 것으로 기대된다.