• Title/Summary/Keyword: user culture

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Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

A Research for Methodology of Culture Semiotics for Smart Healing Contents (스마트 힐링콘텐츠의 문화기호학적 방법론 연구)

  • Baik, Seung-Kuk;Yoon, En-Ho
    • Journal of Information Technology and Architecture
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    • v.11 no.3
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    • pp.347-357
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    • 2014
  • This research aims to suggest the possibility of functional culture contents based on interdisciplinary methodologies, especially for people who have Autism Spectrum Conditions, or those who have disabilities on express and receive gamsung (emotions). Recently, the development of application technologies in smartphones and tablet computers needs of functional culture contents, which are connected with the gamsung system. Moreover, the potential of marketplace of functional culture contents is emerging, as can be seen from the success of Augmentative and Alternative Communications (AAC) applications. Therefore, with the development of more applications that prevent and resolve Gamsung Disabilities anticipatively, there will be a positive economic effect of reducing back on intervention expenses as well as the construction of new contents ecosystem. So, in this research, we will attempt to make an approach of using the cultural semiotics methodology in finding attributes and features of applications that help to keep mental stability and balance for people with gamsung Disabilities. Particularly, this research will suggest an interdisciplinary theory on healing contents making methodology, using contents analysis; user interface (UI) analysis; and user experience (UX) analysis on existing smart healing applications.

A Study on Improving the Operation of Reading Culture Programs for Elementary School Students in Public Libraries in Suwon City (수원시 공공도서관 초등학생 독서문화프로그램의 운영 개선을 위한 연구)

  • Kiy, In-Young;Kang, Soon-Ae
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.4
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    • pp.341-362
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    • 2013
  • With the cultural and educational functions of public libraries becoming revitalized according to social changes, there has been a development of reading cultural programs. This study researched the operating conditions of reading culture programs for elementary school students in public libraries in Suwon City for the past 5 years and presented the programs' drawbacks and improvement plans drawn from surveys on user satisfaction. An analysis of the survey results yielded the following suggestions for improvement: forming a consultative group with other managers of reading culture programs in Suwon's public libraries, promoting using various media, forming a human resource pool to hire professional instructors, operating of the educational programs for potential volunteers, expanding of the facilities for reading culture programs, and linking with the other folk culture and art organizations in order to develop classes folk culture and art organizations. The results of this paper will be used as a reference when operating conditions of reading culture programs for elementary school students in public libraries in Suwon City, and they will offer the opportunity to implement problems according to needs of participants.

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

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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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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An Empirical Study on the Challenge of Maintaining Knowledge Pieces in KMS(Knowledge Management System) (KMS(Knowledge Management System)내 지식에 대한 유지보수 요청 의향에 관한 실증적 연구)

  • Lee, Ook;Ahn, Jong-Chang
    • Journal of Information Technology Services
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    • v.8 no.1
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    • pp.143-163
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    • 2009
  • The study investigates the challenge of knowledge maintenance in the KMSs. Knowledge pieces are the embodiment of structures in an organization and need to be modified tuned to environmental change over time. Since the change of knowledge in the KMS is not made automatically, it requires user's active participation which is called maintenance action. This study shows that users are not voluntary in taking maintenance action with empirical data based upon knowledge pieces that are already established in the KMS. This article shows that the intention of maintaining KMS is negatively influenced by KM-related culture, organizational culture and the authority of knowledge piece rather than the organizational demography. An organizational culture has an influence directly upon the intention of maintaining knowledge but influence upon KM-related culture or the authority of knowledge piece, the influence indirectly related to the intention of maintaining knowledge. It can be argued that the organizational demography have only meager influence upon the intention of maintaining knowledge only by KM-related culture. This research has the implication that what factors are to be considered in maintaining knowledge pieces over time for the organization managers.

A Comparative Study on National Culture of SNS User : Comparison of Korea, China, and U.S.

  • Kwon, Sun-Dong;Kim, Tae-Ha
    • Journal of Information Technology Applications and Management
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    • v.18 no.4
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    • pp.131-148
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    • 2011
  • Our work empirically investigates the cultural differences of Social Networking Service (SNS) users in China, Korea and U.S. We construct a survey questionnaire from existing literature and test it for reliability, validity, and model fit. Then we collect data and validate the cultural differences of SNS users in three nations. Our results show different rankings from existing literature in cultural dimensions about three nations. In terms of masculinity, we find China > U.S. > Korea, similar to Hofstede. In individualism, we find U.S. > Korea > China, different from Hofstede (U.S. > China > Korea). In power distance, it is shown that Korea > China > U.S., different from Hofstede (China > Korea > U.S.). Uncertainty avoidance is found that U.S. > Korea > China, lowered ranking of Korea from the top among three nations in Hofstede. We find that these outcomes would be useful in updating national culture of the three nations and for future research about cultural impacts on SNS adoption.

A Study on the Issues and Problems of National Culture Information Network Construction (국가문화정보망 구축방향과 문제점 고찰 : 문화예술단체별 자료 이용형태 및 이용자 요구분석을 중심으로)

  • 김성혁;정동열
    • Journal of the Korean Society for information Management
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    • v.12 no.1
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    • pp.67-86
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    • 1995
  • The purpose of this paper is to suggest issues and problems with a view to construct the national culture information network. Twenty-one culture and arts organizations are surveyed to analyze the characteristics of data format, management structure, operating systems, personnel aspect, and user's behavior patterns and needs.

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Customer Behavior Data Model using User Profile Analysis

  • Jung, Yong Gyu;Lee, Agatha;Lee, Jeong Chan;Lee, Young Dae
    • International Journal of Advanced Culture Technology
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    • v.1 no.2
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    • pp.13-17
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    • 2013
  • Today, most of the companies have numerous issues to take advantage of the data within the organization. Modeling techniques could be described using profile and historical log data as a tool of data mining techniques. It is covered increasingly with data entry, research, processing, modeling and reporting components of the icon in the form of easy-to-use in many datamining tools. Visual data mining process can create a data stream. In this paper, customer behavior is predicted in pages or products, using the history profile analysis and the navigation items are necessary to predict unknown features.

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