• Title/Summary/Keyword: 사용자 컴퓨터 인터랙션

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A Study on the Gesture Based Virtual Object Manipulation Method in Multi-Mixed Reality

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.2
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    • pp.125-132
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    • 2021
  • In this paper, We propose a study on the construction of an environment for collaboration in mixed reality and a method for working with wearable IoT devices. Mixed reality is a mixed form of virtual reality and augmented reality. We can view objects in the real and virtual world at the same time. And unlike VR, MR HMD does not occur the motion sickness. It is using a wireless and attracting attention as a technology to be applied in industrial fields. Myo wearable device is a device that enables arm rotation tracking and hand gesture recognition by using a triaxial sensor, an EMG sensor, and an acceleration sensor. Although various studies related to MR are being progressed, discussions on developing an environment in which multiple people can participate in mixed reality and manipulating virtual objects with their own hands are insufficient. In this paper, We propose a method of constructing an environment where collaboration is possible and an interaction method for smooth interaction in order to apply mixed reality in real industrial fields. As a result, two people could participate in the mixed reality environment at the same time to share a unified object for the object, and created an environment where each person could interact with the Myo wearable interface equipment.

A Study on analysis component and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소 분석 및 개선방안에 관한 연구 - 사용자 인터페이스 디자인 요소 중심으로 -)

  • Sung, Kyung;Kim, Hyo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.955-960
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    • 2008
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

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Interactive Popup Book System Based on User Preference (사용자 선호도 기반 인터랙티브 팝업북 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.469-474
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    • 2008
  • Recently popular media, book, has problems to satisfy a child who wants to be a character in a story, because it just transmits fixed story. Therefore, many people are interested in interactive contents that are changed variously by user's acting in multimedia division. This paper introduces an interactive pop-up book system that can control a story of book by interesting interactivity. This system suggests a special story graph that transforms a linear architecture story to a interactive story by traversing diverse node We focus to make a special pop-up book interface and wind blowing interface for physical environments to have interesting and familiar user interaction, and to conclude by user studies. We also investigated user preference for various interactive story paths, so we can excluded unnecessary stories and surveyed to compare before the excluding and after. Finally, story paths that user prefers are introduced in the Interactive Popup Book System.

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Comparison and Analysis of FPS Mobile Game Interaction Design (FPS타입모바일게임의 인터랙션 디자인 비교 분석에 관한 연구)

  • Wang, Shi-Yu;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.31-37
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    • 2020
  • The rapid development of the mobile internet has gradually changed the carrier of electronic games from PC to mobile. mobile games have become an excellent choice for many people to spend their spare time and enjoy life. Among many types of mobile games, Number of users of FPS games has increased rapidly in recent years. Based on the 《Emotional Design》 proposed by Donald Norman, this article compares the interaction design of China's most popular FPS game 《Game for peace》 and Korea's most popular FPS game 《PUBG》, and analyzes their similarities and differences, and then use that as a basis to summarize the three levels of emotional design-Visceral level, Behavior level, and Reflection level, which is the user interface, interaction mode, and interaction experience in interaction design Emotional expression on the two games. This theory provides suggestions for interactive design in the information industry such as mobile games.

Natural Language Processing Model for Data Visualization Interaction in Chatbot Environment (챗봇 환경에서 데이터 시각화 인터랙션을 위한 자연어처리 모델)

  • Oh, Sang Heon;Hur, Su Jin;Kim, Sung-Hee
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.11
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    • pp.281-290
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    • 2020
  • With the spread of smartphones, services that want to use personalized data are increasing. In particular, healthcare-related services deal with a variety of data, and data visualization techniques are used to effectively show this. As data visualization techniques are used, interactions in visualization are also naturally emphasized. In the PC environment, since the interaction for data visualization is performed with a mouse, various filtering for data is provided. On the other hand, in the case of interaction in a mobile environment, the screen size is small and it is difficult to recognize whether or not the interaction is possible, so that only limited visualization provided by the app can be provided through a button touch method. In order to overcome the limitation of interaction in such a mobile environment, we intend to enable data visualization interactions through conversations with chatbots so that users can check individual data through various visualizations. To do this, it is necessary to convert the user's query into a query and retrieve the result data through the converted query in the database that is storing data periodically. There are many studies currently being done to convert natural language into queries, but research on converting user queries into queries based on visualization has not been done yet. Therefore, in this paper, we will focus on query generation in a situation where a data visualization technique has been determined in advance. Supported interactions are filtering on task x-axis values and comparison between two groups. The test scenario utilized data on the number of steps, and filtering for the x-axis period was shown as a bar graph, and a comparison between the two groups was shown as a line graph. In order to develop a natural language processing model that can receive requested information through visualization, about 15,800 training data were collected through a survey of 1,000 people. As a result of algorithm development and performance evaluation, about 89% accuracy in classification model and 99% accuracy in query generation model was obtained.

Tabletop Workspace with Tangible User Interface Using Infrared Vision Sense (위치와 각도를 인지하는 책상형 인터랙션 개발)

  • Shim Han-Su
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.70-74
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    • 2006
  • In this paper I present a system that with infrared vision sense tracks the position and orientation of a wireless object on a tabletop display surface. The system offers two types of improvements over existing computer vision tracking approaches. First, the system tracks an object accurately without susceptibility to changes in lighting conditions. Second, the system tracks not only the orientation but button click state of the object. This system can detect these changes in real time. Finally, I present an application of the system : Color Lab Box.

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Object Detection Using Predefined Gesture and Tracking (약속된 제스처를 이용한 객체 인식 및 추적)

  • Bae, Dae-Hee;Yi, Joon-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.10
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    • pp.43-53
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    • 2012
  • In the this paper, a gesture-based user interface based on object detection using predefined gesture and the tracking of the detected object is proposed. For object detection, moving objects in a frame are computed by comparing multiple previous frames and predefined gesture is used to detect the target object among those moving objects. Any object with the predefined gesture can be used to control. We also propose an object tracking algorithm, namely density based meanshift algorithm, that uses color distribution of the target objects. The proposed object tracking algorithm tracks a target object crossing the background with a similar color more accurately than existing techniques. Experimental results show that the proposed object detection and tracking algorithms achieve higher detection capability with less computational complexity.

Infrared LED Pointer for Interactions in Collaborative Environments (협업 환경에서의 인터랙션을 위한 적외선 LED 포인터)

  • Jin, Yoon-Suk;Lee, Kyu-Hwa;Park, Jun
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.57-63
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    • 2007
  • Our research was performed in order to implement a new pointing device for human-computer interactions in a collaborative environments based on Tiled Display system. We mainly focused on tracking the position of an infrared light source and applying our system to various areas. More than simple functionality of mouse clicking and pointing, we developed a device that could be used to help people communicate better with the computer. The strong point of our system is that it could be implemented in any place where a camera can be installed. Due to the fact that this system processes only infrared light, computational overhead for LED recognition was very low. Furthermore, by analyzing user's movement, various actions are expected to be performed with more convenience. This system was tested for presentation and game control.

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Immersive Education System based on Virtual Reality (가상현실 기반 몰입형 기술교육 시스템)

  • Im, Sung-Min;Kim, Do-Yoon;Lee, Jae-Hyup;Kim, Sang-Youn
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.44-50
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    • 2009
  • Virtual reality is a technology for enabling users to interact with a computer generated environment which can be similar to the real world. A multi-channel display is one of the virtual reality platform for creating a high resolution image. In this paper, we develop a multi-channel display system which allows users to immersively understand the 3D educating contents and furthermore, we construct 3D educating contents for describing a semiconductor concept and process.

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Connecting Physical Objects and Digital Information with Smart Puck and RFID (스마트 퍽과 RFID를 이용한 물리적 매체와 디지털 정보의 결합)

  • Han, Man-Cheol;Kim, Rae-Hyeon;Park, Se-Hyeong;Jo, Hyeon-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.869-874
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    • 2007
  • 본 논문에서는 CD, DVD, 책과 같은 정보 저장 매체와 디지털 환경을 조합하여, 사용자로 하여금 쉽게 정보에 접근 가능하도록 하는 시스템을 소개한다. 이 시스템에서는 RFID를 이용하여 각 물리적 정보 저장 매체를 디지털 정보와 연계하고, 연계된 디지털 정보를 직관적이고 편리하게 이용 가능하도록 하는 "스마트 퍽"이라는 인터페이스 도구를 사용하여 사용자가 컴퓨터와 상호작용할 수 있도록 한다. 시스템은 PDP 기반의 테이블 디스플레이 장치, 그 위에 나타나는 정보와 직접적이고 직관적인 인터랙션이 가능한 인터페이스 도구인 스마트 퍽, RFID 인식 장치 등으로 구성되었다. 최종적으로는 이 시스템을 이용하여 실제 음악 CD를 디지털 정보로 나타내고, 쉽게 조작하여 재생하는 예시를 보이기로 한다.

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