Computer games with the digital characteristics of a non-linear approach have implemented interactive storytelling from the beginning, and today, with high game engine performance, users lead the story with minimal control, and there is an interactive movie genre that allows users to enjoy real-time stories such as movies. Appeared. It requires a lot of manpower and time to produce 3D resources that meet the increased expectations, and a more effective method than the existing production method of predicting, directing, producing, and recording users' needs is needed. Therefore, an advanced sub-unit interaction method was proposed as a way to realize interaction in various situations while reducing the amount of game engine resource production. This is a generation method that actively applies the improved physics engine and artificial intelligence reinforced by deep learning to make the character's movement, dialogue, and natural environment effects in real time in the game engine. As free deep learning libraries such as TensorFlow are activated and GAN learning methods along with CNN and RNN learning methods become generalized, the results of artificial intelligence show a quality that is indistinguishable from the original. In addition, by actively applying the improved physics engine, it is possible to create detailed movements of surrounding objects. The contents considered in the study are technologies that are still implemented, and if they are introduced, 3D resources can be created in real time without directly producing them, and the context setting and dialogue can induce users to naturally follow the flow of the main story. There will be.
This study analyzed the expression of hanbok in online fashion styling games, and examined the main themes of and user reactions to hanbok fashion styling games through semantic network analysis and sentiment analysis. KrKwic, Textom, and NodeXL were used for data collection and analysis. The findings of the study are as follows: First, depending on the designer’s expressive method, hanbok fashion styling games provide typical traditional hanbok, modern hanbok, and dress-like fusion hanbok, demonstrating contents with various themes for different sexes, classes, and situations. Second, as a result of analyzing the themes of hanbok-related styling game contents, it turned out that the main themes are tradition, color, historical drama, fusion hanbok, holiday, and love. Most of them produce modernized hanbok that reflect the situation and utility rather than strictly traditional ones. Third, as a result of analyzing user reviews of hanbok styling game contents, positive factors mostly turned out to be the satisfaction of the hanbok contents, with the users also showing positive intent to wear hanbok. Through this, it was found out that hanboks portrayed in game contents could potentially cause the user’s positive intent to wear hanbok. Negative factors turned out to be the discordance between the intrinsic image of hanbok and the game character’s image.
The history of trying to interact between the speaker and the listener in performing arts began from B.C. Through simple questions and answers, it induced viewers to participate, caused them to focus on the story, and induced a natural flow of conversation. But with the development of film invention and video technology, the interaction between producers and viewers has become less active, less passive or less interactive. If games and movies are combined with many elements of interaction, it can be a new attempt, and there is a high possibility that this interest and exposure will soon be linked to the formation of a new game genre. It can also increase the user's immersion and generate interest to meet their commitment to re-watch. To this end, this study explores ways to solve and improve the problems of existing interactive movies through case studies and effectiveness analysis of attempts to fuse games and movies, including existing interactive movies.
편집이라는 작업은 1895년 이후 110년 동안 다듬어진 2차원 영상 문법의 기술적 요소이자 쇼트(컷)를 연결하는 연출의 핵심이었다. 그러나 2013년 <Windy Day>가 나오면서 영상 문법에 대한 새로운 담론을 요구하고 있다. <Windy Day>는 프레임이 없이 360도 감상이 가능하며 시선과 연동하여 캐릭터 행동과 쇼트의 길이가 달라지는 리얼타임 360 도 3D애니메이션으로서 VR콘텐츠의 출발점이 되었다. 본고에서는 이러한 <Windy Day>의 의의를 소개하고 그동안 VR콘텐츠를 시점과 서사구조, 프레임 등의 개념으로 분석한 것과 달리 ‘인터랙티브 편집’이라는 새로운 시각으로 분석하였다. ‘인터랙티브 편집’은 본 연구에서 처음 제안하는 개념으로서 실시간 3D애니메이션의 속성인 시점에 따라 상호작용으로 영상 쇼트의 연출, 쇼트의 길이와 연결 등 편집적 행위가 실시간으로 발생한다는 점에 집중한 것이다. <Windy Day>는 롱테이크 형식으로 하나의 쇼트만 존재하므로 편집의 의미에 맞는 분석을 위해 공간의 변경에 따른 ‘암묵적 쇼트’를 정의하였다. <Windy Day>에는 350도로 주관적 감상이 가능한 8개의 ‘암묵적 쇼트’가 있으며 각 쇼트를 자연스럽게 연결하기 위해 시점을 유도할 수 있는 캐릭터의 액션과 장면 전환 명령을 위한 공간 트리거를 발견할 수 있었다. 연구가 개발자에게는 다소 기초적인 내용일 수 있으나 영상산업 발전의 중요한 계기가 된 ‘영상 편집’을 인터랙티브 개념으로 정의하고 <Windy Day>를 소개함과 함께 내용을 분석하였다는 데 의의를 찾을 수 있다.
시각장애인들에게는 길 찾기 및 탐색이 어려운 과제이기 때문에, 이들의 독립적이고 자율적인 이동성 향상에 대한 연구가 필요하다. 그러나 기존의 점자 촉각 지도는 여러 문제점을 가지고 있다. 이를 해결하기 위해 기술의 발달과 함께 촉각 지도에 다른 인터랙션 방식을 더하려는 시도들이 존재해왔다. 본 연구는 이러한 흐름 속에서 새로운 대화 형 인터랙티브 촉각 지도 인터페이스를 개발하였다. 촉각 탐색을 하는 동안 사용자의 터치를 인식하여 음성 피드백 을 제공하며, 사용자가 음성 에이전트와 대화를 나눌 수 있고 이를 통해 관심 지점에 대한 정보나 경로 안내를 받을 수 있다. 사용성 테스트를 진행하기 위해 프로토타입을 제작하였으며, 실제 시각장애인들을 대상으로 프로토타입 사 용 후 설문 및 인터뷰를 통한 실험을 진행하였다. 점자를 사용한 기존 촉각 지도보다 본 연구에서 제작된 인터랙티브 촉각 지도 프로토타입이 시각장애인들에게 더욱 높은 사용성을 제공하였다. 시각장애인들은 본 연구의 프로토타입을 사용했을 때 더 빨리 시작 지점 및 관심 지점을 찾을 수 있었고 더 높은 독립성 및 확신을 가질 수 있었다고 보고하였다. 본 연구는 시각장애인의 지도 이용 및 경험을 향상시킬 수 있는 새로운 촉각 지도 인터페이스를 제시하였다. 실험에서 프로토타입의 개선 방향에 대한 다양한 피드백을 받을 수 있었다. 아직 개발 단계에 있기 때문에, 이를 반영한 후속 연구를 통해 이를 더욱 발전시킬 수 있을 것이다.
The manner in which education will be delivered in the 21st-century has often been debated. Various literature has agreed that an interactive teaching and learning method is required in parallel with the emergence and development of cyber technology. The conventional method of teaching should be reconstituted to emphasize aspects associated with innovation and creativity in attracting the attention of students in learning. Despite the current Malaysian education emphasize the learning features that include 1) Creative thinking, 2) Critical thinking, 3) Collaboration, 4) Character and 5) Communication. However, 21st-century approach requires exposure, skills, and creativity to be implemented by the Malaysian educators. Therefore, the aim of this study is to propose a new maritime interactive teaching model towards a Sustainable Development Goals (SGDs) and industrial revolution 4.0. Three (3) secondary schools around Terengganu in Malaysia were chosen to participate in a pilot case study. The results of the study found that more than 90% of students now understand more about the maritime industry based on their acquired knowledge and education in this area. While, more than 70% of students described that this method of teaching is appealing. Maritime education innovative learning through an interactive learning model was successfully achieved based on the findings of this study, called the ‘Mariner’s Fantasy’. Additionally, through the inspirations of IR 4.0 and the Malaysia Education Development Plan, 2013-2025, the study has demonstrated the usefulness of the Maritime Education Innovative Learning (MEIL) program through an interactive learning method, in enhancing the delivery of maritime education by adopting an effective teaching-based approach.
Digital signage in a smart store would engage and invoke responses from consumers because good in-store experiences are more important than ever. Thus, the present study investigates consumer perceptions of interactive digital signage integrating technology acceptance model. Specifically, the current study examined 1) the effects of personal and fashion innovativeness on interactivity; 2) the effect of interactivity on perceived usefulness, ease of use, and enjoyment; and 3) the effects of perceived usefulness, ease of use, and enjoyment on intentions to use the products and the store, visit the store, and engage in word-of-mouth. As a pre-study, two researchers visited the smart stores of six brands in Seoul, all of which integrate various technologies in the fashion field. A video clip was developed as a stimulus to the study. A total of 214 responses were gathered and analyzed. The results were as follows. Personal innovativeness has a significantly positive effect on interactivity, whereas fashion innovativeness has no significant effect. Interactivity had positive effects on the perceived usefulness, ease of use, and enjoyment. Consumer responses (i.e., intentions to use, visit, and engage in word-of-mouth) were predicted by usefulness and enjoyment, but not by ease of use. The findings of this study could provide the fashion industry and retailers practical and valuable insights into enhancing consumers’ in-store experiences through the use of interactive digital signage.
현재 많은 샌드박스 게임들이 출시되고 있으며, 또한 많은 게임들이 샌드박스 게임의 요소를 게임 속에 추가하고 있다. 극도로 높은 자유도에 수많은 게임사용자들이 매료되었기 때문이다. 게임에 자유도를 제공하는 주요 요소 중의 하나가 바로 인터랙티브 스토리텔링이다. 이는 게임 설계 과정에서 매우 중요한 부분으로서 게임의 배경을 제공하고 게임의 현실성을 향상시키며, 게임 몰입도를 높여서 게임에 대한 게임사용자의 흥미를 오랫동안 유지시킬 수 있다. 게임 인터랙티브 스토리텔링 시스템의 주요 구성 요소로는 게임 배경 인터랙티브 스토리텔링과 게임 캐릭터 인터랙티브 스토리텔링이 있다. 이 두 가지 구성 요소는 모두 실제의 게임 모드에 따라 서로 다른 방향으로 진화할 수 있다. 본 연구에서는 성공적으로 게임 인터랙티브 스토리텔링을 설계한 게임인 The Elder Scrolls 5 Skyrim 을 사례로 삼아, 게임 가운데 존재하는 대량의 인터랙티브 스토리텔링 사례 및 이에 대한 게이머의 체험을 분석하였다. 또한 분석 결과를 공통점에 따라 정리하였고, 이를 토대로 게임 인터랙티브 스토리텔링 설계의 보편적인 원칙들을 도출하였다. 그리고 게임에 대한 게임사용자의 주관적이고 직관적인 요소를 통해 명확한 인터랙티브 스토리텔링 설계 모델을 구축하고, 게임 인터랙티브 스토리텔링 을 설계할 때 활용할 수 있는 정성적인 설계 기준과 틀을 마련하고자 하였다. 또한 샌드박스 게임에서의 보편적인 인터랙티브 스토리텔링 설계 방법을 모색하고 피해야할 사항들을 살펴보았다.
This study is based on a case study, in which an interactive teaching method has been applied to teach beginning level of Chinese to Korean college students. One of the lessons from the textbook, Speaking Basic Chinese (2013) has been used for teaching 21 students. The method suggests three stages of interactions by including: (1) word learning, 2) sentence production, and (3) sentence application. The stage of word learning is further divided into 3 steps: (1) pronunciation and understanding meaning, (2) inducing student participation, (3) confirmation and self-inspection. The second stage of sentence production is also divided into 3 different steps: (1) sentence production using learned words, (2) practicing sentences, (3) practicing sentences by role-plays. Likewise, the final stage of sentence application includes 2 practical steps: (1) interpreting basic sentences, (2) interpreting more complex sentences. This case study has found that the students feel more interested and motivated in learning activities through diverse interactions between the instructor and the students, and also interactions between the students. It is suggested that this kind of interactive approaches be applied to teaching the beginning Chinese conversation and higher levels as well. Finally, the finding of the present case study should be examined with more and in-depth studies and experiments in the future.
최근에 본 논문은 지능형 레벨 결정 시스템을 제안한다. 이 시스템은 사용자 중심의 마코프 의사 결정과정(MDP)을 활용한 지능형 레벨시스템이다. 이 레벨 시스템의 특징을 다음과 같다. 첫째, 게임 레벨에 필요한 레벨 함수 도출을 위해 마코프 의사결정과정(MDP)을 적용한다. 기본 레벨은 초기 입력 데이터와 생성된 데이터를 기초로 결정된다. 둘째, 사용자 중심의 레벨 결정 시스템을 설계하기 위해서는 실시간 발생되는 입력 파라미터를 처리할 수 있는 레벨함수를 이용한다. 입력 요소는 순발력에 따라 레벨 등급을 판단하고 레벨 함수에 의해 레벨이 적용한다. 적절한 레벨 판단을 위한 보상정책을 설계한다. 셋째, 지능적인 레벨 결정 시스템을 디자인한다. 게임진행을 위해 인터페이스를 단순화한다. 그리고 다양한 센스를 지원할 수 있게 게임을 설계하여 체감형 기기를 활용하여 운동효과를 최대화할 수 있도록 디자인한다.
최근에는 게임을 플레이어가 직접 즐기는 것 뿐만 아닌 인터넷 방송을 통해 시청하는 경우도 늘어났다. 따라서 예전처럼 기술력을 바탕으로 한 화려한 그래픽뿐만 아니라 플레이어 또는 시청자에게 인상 깊은 스토리를 전달해주는 것 또한 중요해졌다. 본 논문은 게임에서 스토리를 전달하는 방법 중 퀘스트를 인터랙티브 스토리텔링을 고려하여 레벨디자인 할 수 있는 저작도구를 설계하고 구현하였다. 구현된 퀘스트 레벨디자인 저작도구는 NPC, 필드(몬스터), 아이템과 같은 배경 설정을 한 뒤 이들을 연결해주는 인터랙션 설정을 마치면 여러 유형의 퀘스트가 설정해준 내용을 바탕으로 생성된다. 이러한 방식으로 생성된 퀘스트는 인과 관계가 명확하여 플레이어로 하여금 퀘스트의 내용을 쉽게 납득할 수 있도록 도와준다. 또 퀘스트 레벨디자인 저작도구는 프로그래밍을 모르는 기획자도 쉽게 사용할 수 있고 이를 이용하면 시간과 비용이 많이 드는 퀘스트 기획, 제작에 사용할 수 있을 것이다.
Consumers tend to relate to brands in similar ways as they relate to individuals and groups. However, relatively little is known about the attribution of human traits to brands in online contexts. The current research focused on whether perceived interactivity of CSR advertising leads to the attribution of moral, sociable, and competent brand traits, and which of these traits could in turn promote positive electronic word-of-mouth (eWOM) intentions on Facebook. A Facebook CSR advertisement was presented to participants (N=174), after which perceived interactivity, perceived traits, and eWOM intentions were assessed. Higher levels of perceived interactivity were associated with stronger attributions of morality, sociability, and competence traits to brands. Yet, only perceived brand morality was associated with consumers’ willingness to endorse the brand and its CSR message on Facebook. These findings underline the importance of brands’ openness to dialogue regarding the promotion of CSR activities. Furthermore, these findings suggest that consumers are most likely to feel that brands can represent their identity when brand morality is considered to be high. Despite the importance of eWOM for corporate outcomes, few studies have addressed which processes might underlie the relation between interactive advertising and consumers’ eWOM intentions. The current research contributes to the literature in this field by considering the attribution of humanlike personality traits to brands as possible explanatory variables.
This study aims to show that cultural differences in self-concepts define the effect of brand evaluations on purchase intention. Self-brand connection (SBC), which refers to “the extent to which individuals have incorporated brands into their self-concepts (Escalas & Bettman, 2003)”, has been identified as an important factor that leads brand loyalty and repurchase (Batra et al., 2012; Carroll & Ahuvia, 2006; Loureiro et al., 2012; Park et al., 2010; Zarantonello et al., 2016). However, Sugitani (2018) demonstrated that SBC was a significant predictor of repurchase intention only among people with independent self-construal (Westerners), while brand evaluations based on public reputation (i.e. public-based evaluation; PBE) significantly predicted repurchase intention among people with interdependent self-construal (East Asians). This study raises questions about other factors relevant to the self that might moderate the effect of brand evaluations. Therefore, in addition to self-construal, this study focused on individual selfesteem as another moderating factor, and investigated its effects on the relations between brand evaluations and purchase intentions. Cross-national online surveys were conducted in the U.S., Italy (independent selfconstrual culture) and Japan (interdependent self-construal culture). The results of data analyses using multi-group structural equation modelling and ANOVAs provided the important discoveries. First, the finding of previous literature was reproduced that SBC was a significant predictor of repurchase intentions among people with independent selfconstrual. However, self-esteem significantly moderated the result. Specifically, SBC was a significant antecedent of repurchase intention when consumers with interdependent self-construal possess high self-esteem. Second, self-esteem also moderated the effect of PBE on repurchase intention among Italian consumers. Italians with low self-esteem were averse to choosing high PBE brands, while those with high self-esteem were not. The U.S. and Japanese consumers consistently avoided and preferred high PBE brands respectively; self-esteem did not affect the result. This study contributes to global brand management by showing that cultural differences in two important self-concepts, self-construal and self-esteem, have an interactive moderating effect on brand evaluations and purchases.
Diets influence lifespan and reproduction in insects, but little is known how temperature modulates the impacts of diet on these two key fitness components. Here we examined the interactive effects of temperature and nutrient balance on lifespan and egg production rate in Drosophila melanogaster. Newly emerged adult D. melanogaster were allowed to feed ad libitum on one of eight chemically defined diets differing in P:C ratio (1:16, 1:8, 1:4, 1:2, 1:1, 2:1, 4:1, or 8:1) under one of six ambient temperatures (13, 18, 23, 28, 31, or 33℃). For both males and females, lifespan was longest for D. melanogaster fed on P:C 1:16 diet at 13℃ and shortened as both temperature and P:C ratio increased. As indicated by a significant temperature-by-diet interaction for lifespan, the diet effects on lifespan were more pronounced at lower temperatures than at higher temperatures. Egg production rate was maximized on P:C 4:1 diet at 28℃.
개미사돈아과는 반날개과에서 두 번째로 큰 분류군이지만 다른 아과에 비해 연구가 가장 미흡한 분류군 중 하나이다. 개미사돈아과 내 다른 모든 아과의 자매군인 Faronitae상족은 비교적 작은 상족이며 최근 뉴질랜드 지역에서 종 수준의 포괄적인 재검토가 이루어졌다. 이를 바탕으로 Faronitae상족의 12속을 좀 더 쉽고 빠르게 동정하기 위하여 이미지를 활용한 interactive 분류키를 작성하였다. 분류키는 Lucid 3.3 builder를 사용하여 제작하였으며 총 36개의 형질과 134개의 형질상태를 사용하여 작성되었다. 이 프로그램은 현재 세계적으로 다양한 분야에서 사용되고 있는 식별키 프로그램이며, 제작 후 배포에도 용이하여 다른 연구자들에게도 정보를 제공할 수 있다. 이번 연구에서 포함된 속은 현재 뉴질랜드에 알려진 모든 속을 포함한다. 본 연구를 통하여 Faronitae상족에 대한 정보들을 제공하고, 웹 기반의 다양한 활용이 기대된다.
These days, contents is not only exists as one genre, but also repeatedly develop to other genre by affect or fusion and developing another contents. This means entertainment industry enters overall OSMU(One Source Multi Use) age. With development of the CG technology filming of the game is actively progressing. Like “Tomb Raider”,“Resident evil”, There is some successful filming of the game case. In other side, there is many fail case of filming of the game also exist.
In this paper we study game element analysis by method of film element analysis for making interactive movie of the game. For this study we using the actantial model of Algirdas Julien Greimas and the five element of film of Linda Seger. With two method, we study modeling interactive movie event flow, to be helpful for film development and possibility suggest through this study result.
In recent years, the interactive systems with large display have been on the rise, and research on these systems is increasing. While prior research has explored various interaction techniques and input devices developed for large display, it focused on interaction devices used at specific distances from the display. This research introduces a multi-scale user interaction approach that utilizes a multi-touch screen, freehand gestures and mobile interfaces to help users seamlessly interact with the interactive system regardless of their distance from the display. An experiment was conducted to evaluate how users adopted the multi-scale user interaction to more effectively perform various user interaction tasks. The result showed that the multi-scale user interaction helped users improve their overall task performance. It also found that users tended to utilize different multi-scale user interfaces to complete different kinds of tasks.
본 연구는 지원적 조직환경인 조직지원인식, 상사지원인식과 혁신행동 간의 관계에서 정서적 몰입의 매개효과를 검증하였고, 정서적 몰입에 대한 조직지원인식과 상사지원인식의 상호작용효과를 실증 분석 하였다. 조직구성원 221명을 대상으로 분석한 결과를 보면, 첫째, 지원적 조직환경인 조직지원인식, 상사 지원인식은 정서적 몰입에 정(+)적인 영향을 주는 것으로 나타났고, 정서적 몰입은 혁신행동에 정(+)적인 영향을 주는 것으로 나타났다. 둘째, 지원적 조직환경인 조직지원인식, 상사지원인식과 혁신행동 간의 관 계에서 정서적 몰입은 매개역할을 하는 것으로 나타났고, 구체적으로 보면 조직지원인식은 혁신행동에 직접적인 영향을 줄 뿐만 아니라, 조직지원인식은 정서적 몰입을 통하여 혁신행동에 간접적인 영향을 주 는 것으로 나타났다. 그리고 상사지원인식은 정서적 몰입을 통해서만 혁신행동에 간접적인 영향을 주는 것으로 나타났다. 셋째, 조직지원인식과 상사지원인식의 상호작용은 정서적 몰입에 정(+)적인 영향을 주 는 것으로 나타났고, 구체적으로 보면 정서적 몰입에 대한 조직지원인식과 상사지원인식의 긍정적인 시 너지 효과가 있는 것으로 나타났다. 이러한 분석결과가 함의하는 경영학적 시사점과 함께, 연구의 한계점 및 향후 연구방향이 논의되었다.
This research was conducted in order to examine whether the type of credit card (premier vs. standard card) influences consumer purchase decisions regarding luxury consumption. The present research reports three experiments with online panels of non-student adults, which find that (1) the use of a premier card (vs. a standard card) leads to a more goal-congruent choices, (2) the effect is mediated by a temporary increase in the perception of pride, and (3) the effect is pronounced for people with a low level of chronic pride.
The effect of payment methods on consumer spending has been a concern of theory and research in consumer behavior (Bernthal, Crockett, & Rose, 2005; Feinberg, 1986; Prelec & Lowenstein, 1998; Soman, 2001). This research stream has shown that consumers tend to spend more when they use a credit card than when they pay cash and has proposed various theoretical mechanisms to account for the phenomenon (Chatterjee & Rose, 2012; Prelec & Simester, 2001; Soman, 2001; Thomas, et al., 2011). However, researchers have paid little attention to the effect of different types of credit cards (i.e., premier vs. standard card) on consumer decisions.
We contend that the use of a premier card (vs. a standard card) can increase the feeling of pride momentarily and in turn increase consumers’ motivation to pursue a long-term goal that they value. As a result, they prefer a choice alternative that is more congruent with the goal. To be specific, the use of a premier card would increase the choice of luxury alternative, and that this effect would be pronounced for those who value material possessions (i.e., high materialism). This expectation was confirmed in the studies that we have performed.
In three experiments, participants were shown a credit card(either premier or standard) and were asked to assume that they were going to use it for their purchase. Then, they were asked to make choices in shopping contexts. Participants with premier credit card, compared to those with standard card, showed more goal-consistent choices. They were more likely to choose luxury alternatives, and this effect was apparent only for those who have a high materialistic value. When the choice set includes both a low-calorie food and a high-calorie food, the use of a premier card increased the choice of low-calorie food, and this effect was apparent only for those with diet goal. These effects were mediated by the feeling of pride.
Three studies in combination provide insights into the effect of types of credit cards on consumer spending regarding luxury consumption and the processes underlying the effect, which have not been reported elsewhere. The use of a premier credit card (vs. a standard credit card) led to a greater choice of luxury alternatives over standard alternatives and a greater choice of low-calorie foods over high-calorie foods. However, these effects were apparent only when people highly valued the goal under consideration (i.e., high materialism or strong diet goal). Finally, these effects were attributable to a momentary increase in the perception of pride by virtue of the use of a premier card, and consequently, the effects were observable only for people who have a relatively low chronic pride.
The effects we observed in this research generalized over different product categories and different long-term goals. Nevertheless, it is desirable to extend findings in more diverse consumption categories (e.g., services) as well as to identify additional variables that moderate the magnitude of the effect. In addition, it is worth considering alternative underlying mechanisms than the one we considered (i.e., the feeling of pride) in future research. For example, a premier card may increase individuals’ construal level, thereby affecting consumer purchase decisions.