• Title/Summary/Keyword: 사용자 참여형

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Projection Facade and Game System for Multi-Audience Participation using Smart Devices (스마트 기기를 활용한 다중 관람자 참여형 프로젝션 파사드 및 게임 시스템)

  • Jang, Seungeun;Tang, Jiamei;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.1-8
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    • 2013
  • As yet the use of 3D projection mapping facade has been limited to advertising and performance in the outside. And interactive elements are lacking. In this paper, propose a interaction system which control of projection mapping facade for multi-audience participation using smart devices. The system can be interaction for the multi-façade. And single or multiple can participate in the game. A user test based on the result confirmed an effectiveness of the proposed method. This research showed a practical method in which interaction of projection facade system can be used to user devices. The results of this study can be used as a base module for projection facade interaction system. In addition, It can be utilized for converged content development such as performances, games, education and various applications services.

A Study of Integrated E-Catalog system based on Web Services (Web Services 기반의 통합형 전자 카탈로그 시스템에 관한 연구)

  • 김명진;김창수;김윤기;정회경
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.229-233
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    • 2004
  • According as internet and Information-Communication technology develop with the fast speed, Electronic Catalog that is used B2B or B2C electronic commerce is important element middle who can express well special quality of corporation's goods and product most effectively from internet space. But, several problems that creation of Electronic Catalog and standard absence about application that can say as importance technology base in electronic commerce and market newcomers who is constructing each other dissimilar system and take part in electronic commercial transaction can not use Electronic Catalog information exchange and transaction are happening. So that this treatise can use Electronic Catalog document that user who define Electronic Catalog document structure that can process information of goods configurationally and takes part in transaction is defined in electronic commerce hereupon, integration style Electronic Catalog system design and embody. This system did useful information that can not get from various advantage and catalog document such as business all-in-one and interoperability in different environment that Web Services through interlock with Web Services has so that can get Web Services.

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NetLogo Extension Module for the Active Participatory Simulations with GoGo Board (고고보드를 이용한 능동적 참여 모의실험을 위한 NetLogo 확장 모듈)

  • Xiong, Hong-Yu;So, Won-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.11B
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    • pp.1363-1372
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    • 2011
  • Flooding based routing protocols are usually used to disseminate information in wireless sensor networks. Those approaches, however, require message retransmissions to all nodes and induce huge collision rate and high energy consumption. In this paper, HoGoP (Hop based Gossiping Protocol) in which all nodes consider the number of hops from sink node to them, and decide own gossiping probabilities, is introduced. A node can decide its gossiping probability according to the required average reception percentage and the number of parent nodes which is counted with the difference between its hop and neighbors' ones. Therefore the decision of gossiping probability for network topology is adaptive and this approach achieves higher message reception percentage with low message retransmission than the flooding scheme. Through simulation, we compare the proposed protocol with some previous ones and evaluate its performance in terms of average reception percentage, average forwarding percentage, and forwarding efficiency. In addition, average reception percentage is analyzed according to the application requirement.

Design of Software Architecture based on Componentized Services for Multi-party Collaboration (다자간 협업을 위한 컴포넌트 서비스 기반 소프트웨어 구조 설계)

  • Han, Sang-Woo;Kim, Nam-Gon;Choi, Ki-Ho;Ko, Su-Jin;Lee, Hyun-Yong;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.189-196
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    • 2007
  • 고성능 연구개발망이 보급되면서, 각 지역에 분산되어 있는 전문가들 간의 원격 공동작업을 지원해주는 원격 협업환경에 대한 연구가 활발히 진행되고 있다. 특히 고해상도 디스플레이를 이용한 원격 협업환경은 참여자들에게 현장감있는 공동작업을 지원하며, 실제로 다자간 HD급 영상회의 혹은 대용량 가시화 데이터 표현 등에 활발히 사용되고 있다. 또한 협업환경에 대한 편리한 상호작용 지원기술도 사용자의 편의성 향상을 위한 주요 요소로써 비중있게 다루어지고 있다. 본 논문에서는 고품질 미디어 서비스와 사용자 편의성을 고려한 인터랙션 기법을 결합한 네트워크 기반의 원격 협업환경을 실현하기 위한 통합 소프트웨어 구조를 제안한다. 구체적으로 설명하면, 고품질 영상을 송수신할 수 있는 미디어 기술, 고해상도 격자형 디스플레이에 영상을 표현하기 위한 디스플레이 기능, 포인팅/트래킹 장비를 이용하여 디스플레이 상호작용을 지원하는 컴포넌트화된 협업 서비스들을 사용자의 의도에 따라 유연하게 통합할 수 있는 원격 협업환경을 위한 소프트웨어 구조를 설계한다. 추가적으로 상기 협업 서비스들을 일부 구현하여 실현가능성을 검증하기 위한 시연 과정을 소개한다.

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The Trends in dating styles in their 20s through the website (웹사이트로 알아보는 20대의 연애유형 트렌드)

  • Kim, Sung Jin;Choi, Jun Won;Lee, Seung Woo;Oh, Seung Hwan;Kim, Young Hun;Kim, Min Hyuk;Kim, Jin Hwi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.271-274
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    • 2022
  • 몇 년 전부터 유행하고 있는 성격 유형 검사는 여전히 MZ세대들 사이에서 인기를 끌고 있다. 본래는 학교나 군대에서 성격 유형과 적성 파악을 위해 활용하던 검사였지만, 과학적 근거가 있으면서도 자신의 성격 유형을 쉽게 확인할 수 있어 하나의 문화로 자리 잡았다. 이에 마케팅 시장에서는 유형 검사를 활용하여 브랜드·제품 홍보에도 쓰이고 있다. 본 논문에서는 연애와 관련된 유형 검사 사이트를 구현하고 참여한 사용자들이 입력한 정보와 선택한 설문, 결과를 바탕으로 전체 사용자, 남녀로 구분 지어 유형별 선호하는 데이트 스타일을 분석하고자 한다. 유형별에 맞는 데이트 장소를 추천하는 시스템을 개발하고, 이러한 시스템을 통해 데이트 장소를 정할 때 사용자들의 편의성을 도모하고 분석한 내용이 마케팅 시장의 브랜드·제품 홍보와 이벤트에 유용하게 사용될 것으로 기대된다.

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Robotic String Musical Instrument as an Interactive Game Prototype (체감형 게임 원형으로서의 로봇 현악기 설치미술)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.57-65
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    • 2012
  • Interactive games allow users to obtain embodied experience using the bodies as controllers. The same is true in interactive media arts where users engage in active participation. In contrast to video games, physical body feedback is desired and such practice can be found in robotic arts. I suggest that interactive media arts and interactive games should share common foundations. In this context, I introduce and explain an interactive robotic art work implemented. This work is a musical instrument that employs a robot which travels sitting on two strings in response to audience positions. In results, the robot modulates the vibrations of the strings by causing the effective lengths of the strings changed. The robot uses an economic multi-cell proximity sensor in order to track the audience. In the interaction, phenomenological tension could take place in the performative narrative space. In this paper, I discuss this interactive robotic work in the context of interactive games with a few examples.

User-Focused Package Contents Application System for Interactive IPTV Services (대화형 IPTV 서비스를 위한 사용자 중심의 패키지 콘텐츠 운용 시스템)

  • Kim, Kwang-Yong;Lee, Young-Il;Yoo, Jeong-Ju;Lyu, Won;Jeong, Jae-Gil;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2323-2329
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    • 2009
  • Recent IPTV services still remain as simple broadcasting services that cannot make the most of interactive features together with various content-associated data. So, IPTV providers are making efforts to break from monopolistic style, so as increasing the user's participation m service. However there is an interoperability problem because no common solution is employed across different providers. To solve this problem, there needs to be a framework for a framework for generating, sharing and distributing package contents. In this paper, we propose user-centered package contents application framework for interactive IPTV services. We also design a package content authoring and consuming system which plays core parts in the proposed framework.

A Usability Testing on the Tablet PC-based Korean High-tech AAC Software (태블릿 PC 기반 한국형 하이테크 AAC 소프트웨어의 사용성 평가)

  • Lee, Heeyeon;Hong, Ki-Hyung
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.35-42
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    • 2012
  • The purpose of this study was to evaluate the usability of the tablet PC-based Korean high-tech AAC(Augmentative Alternative Communication System) software. In order to develop an AAC software which is appropriate to Korean cultural/linguistic contexts and communication needs of the users, we examined the necessity and ease of use for the communication functions that are required in native Korean communication, such as polite expressions, tense expressions, negative expressions, subject-verb auto-matching, and automatic sentence generation functions, using a scenario-based user testing. We also investigated the users' needs, preferences, and satisfaction for the tablet PC-based Korean high tech AAC using a semi-structured and open questionnaires. The participants of this study were 9 special education teachers, 6 speech therapists, and 6 parents whose children had communication disabilities. The results of the usability testing of the tablet PC-based Korean high-tech AAC software presented positive responses in general, by indicating overall scores of above 4 out of 5 except in tense and negative expressions. The necessity and ease of use in the tense and negative expressions were evaluated relatively low, and it might be related to the inconsistent interface with the polite expressions. In terms of the user interface(UI), there were users' needs for clear visual feedback in the symbol selection and display, consistent interface for all functions, more natural subject-verb auto-matching, and spacing in the text within symbols. The results of the usability testing and users' feedback might serve as a guideline to compensate and improve the function and UI of the existing AAC software.

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Framework for Designing Explanatory Style of Interactive Agents (상호작용형 에이전트의 설명 양식을 디자인하기 위한 프레임워크 개발)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.63-73
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    • 2008
  • Recent years have seen an explosion of interest in interactive agents motivating human learners to engage in edutainment systems which are designed to be entertaining and educational at the same time. Especially, work on socio-emotional processes has focus on understanding of human's social behavior in training and entertainment a applications. In contrast with work on social emotion, where research groups have developed detailed models of emotional processes, models of personality have emphasized shallow surface behavior. Here, we build on computational appraisal models of emotion to better characterize dispositional differences in how people come to understand social situations. Known as explanatory style, this dispositional factor plays a key role in social interactions and certain socio-emotional disorders, such as depression. Building on appraisal and attribution theories, we model key conceptual variables underlying the explanatory style, and enable agents to exhibit different explanatory tendencies with respect to their personalities. Furthermore, we developed an interactive AR agent based on our framework and applied it into an interactive teaming system that allows participants to explore individual differences in the explanation of social events, with the goal of encouraging the development of perspective laking and emotion-regulatory skills.

A Study on Service Models for the Building of Open Educational Resource Service System (교육정보 자유이용체제 구축을 위한 서비스 모델에 관한 연구)

  • Park, Jung-Ho;Kang, Jang-Mook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.73-81
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    • 2011
  • In this paper, we studied on the building models of open educational resource service system for download or upload their own educational content to be shared with the others without worrying about copyright infringement. We first analyzed the building models of the international OER(Open Educational Resource) service sites. And then, based on these results, we present the new service models suitable to be built the open educational resource service system in phases. The proposed models have the flexibility to accommodate the needs of users and have the advantage that the copyright-related issues of the existing 'National Educational Information Sharing System' could be solved step by step.