Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.
'Play' itself is enough of a motivation for anyone to do it. Still, it will be very difficult to continue to enjoy meaningless and aimless repetition of fights, mimicking, chases, discoveries or changing of sceneries by the mechanism alone. Of course, in rare occasions there are games like Tetris which can be enjoyed on its great gameplay alone for hours. But for most cases, players need goals, initiatives, and dynamism through storytelling for their experiences to be a rich one. Validity and feasibility of storytelling in games has always existed with plenty of skepticism. However, as games evolved from some small play mechanisms for spare times to a major entertainment with recognizable volume and content, a need to keep players interested and participating has made storytelling an essential ingredient. Storytelling within games has to have different meanings and shapes to existing narratives. Hence, new definition and methodology must emerge and studies has been active. If a case can be made so that a tested and tried methodology that has been successful for other media can be substituted for games, then it can bring a new direction to the ongoing studies. This study will borrow some methodology from cinema which can sometimes be seen as opposite to games and sometimes as something games want to be alike.
The landscape of the current fitness trackers is not only limited to the aerobic exercises but also the weight training is comparatively excluded. Recently, a few weight training fitness tracker was released, human-computer interaction was not well designed due to the lack of considering the context. Because body movement would be intense while doing exercises, having exercise performers hold or operate a device makes a negative experience. As the wearable device is always inseparable to body, it could provide effective feedback because holding or operating a device is not necessary. Therefore, this study aims to make the exercise performers feel a natural feedback through the wearable device to do effective exercises. As a result, this study identified three findings. First, the information which exercise performers most needed was 'during exercise.' and the most necessary information for exercise performers through wearable device's sensory feedback was about 'pace control' with counting and motivation. Second, the order of the most preferred presentation type of sensory feedback was auditory feedback, haptic feedback and visual feedback. Third, the satisfaction, utility, usefulness score of sensory feedback as same as the personal trainer's feedback. In conclusion, this study illustrated the feedback design implications using a wearable device while doing weight training and the possibilities that wearable device could be substitute for personal trainer.
Volume visualization is an important subarea of scientific visualization, and is concerned with techniques that are effectively used in generating meaningful and visual information from abstract and complex volume datasets, defined in three- or higher-dimensional space. It has been increasingly important in various fields including meteorology, medical science, and computational fluid dynamics, and so on. On the other hand, virtual reality is a research field focusing on various techniques that aid gaining experiences in virtual worlds with visual, auditory and tactile senses. In this paper, we have developed a visualization system for CAVE, an immersive 3D virtual environment system, which generates stereoscopic images from huge human volume datasets in real-time using an improved volume visualization technique. In order to complement the 3D texture-mapping based volume rendering methods, that easily slow down as data sizes increase, our system utilizes an image-based rendering technique to guarantee real-time performance. The system has been designed to offer a variety of user interface functionality for effective visualization. In this article, we present detailed description on our real-time stereoscopic visualization system, and show how the Visible Korean Human dataset is effectively visualized on CAVE.
Despite the increase in the demands on collaboration between health and social welfare, the success of such schemes have been limited. The extant literatures tends to be dominated by explanations for needs or short-term outcomes of collaboration rather than systematic follow-up research to apply to the frontline. At the same time, there is no attempt to apply the theories related to collaboration in order to discuss the situation. This study explores the factors hindering such collaborative working in the frontline, through semi-structured interviews with practitioners involved in two pilot projects. A theoretical framework (Equilibrium Model-Sensemaking, E-S model) which combined Equilibrium Model of 'Interorganizational Network' of Benson(1975) and 'Sensmaking' of Weick(1995) for conceptualiing aspects of collaborations such as working atmosphere and agency was applied to the empirical study of the Public Health and Welfare Office(1995-1999) and the Social Welfare office(2004-2006) pilot projects. Data were collected over three months from 8 pilot project areas with practitioners and managers from health and social welfare. The findings show significant regional differences between pilot areas, such as the presence of active leaders and co-location, had a major impact on the ability of practitioners to effectively integrate services. In other words, active leaders tended to influence practitioners' motivation, while co-location encouraging communication between both practitioners, and thus seemed to influence the practices of collaborative working. Furthermore, through E-S model, it is interpreted that this kind of positive experiences about collaborations may impact on the current practitioners' comprehensive perspective towards health and social welfare services in general. The findings could help policy makers consider the practical ways to break down the barriers between health and social welfare.
The Journal of the Convergence on Culture Technology
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v.8
no.4
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pp.163-171
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2022
This study was conducted to understand the research trends and central concepts of middle-aged women' health in Korea. For the analysis of this study, target papers published from 2012 to 2021 were collected by entering the keywords of 'middle-aged woman' or 'menopausal woman'. 1,116 papers were used for analysis. The co-occurrence network of key words was developed and analyzed, and the research trends were analyzed through topic modeling of the LSD by dividing it into five-year units (2012-2016, 2017-2021), and visualized word cloud and sociogram were used. The keywords that appeared the most during the last 10 years were obesity, depression, body composition, stress, and menopause symptom. Five topics analyzed in the thesis data for 5 years from 2012 to 2016 were 'postmenopausal self-efficacy and satisfaction enhancement strategy', 'exercise to manage obesity and risk factors', 'intervention for obesity and stress', 'promotion of happiness and life management' and 'menopausal depression and quality of life' were confirmed. Five topics of research conducted for the next five years (2017-2021) were 'menopausal depression and quality of life', 'management of obesity and cardiovascular risk factors', 'life experience as a middle-aged woman', and 'life satisfaction and psychological well-being' and 'menopausal symptom relief strategy'. Through the results, the trend of research topics related to middle-aged women's health over the past 10 years have been identified, and research on health of middle-aged women that reflects the trend of the future should be continued.
The Journal of the Convergence on Culture Technology
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v.8
no.6
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pp.979-986
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2022
In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.
Journal of Korea Entertainment Industry Association
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v.13
no.8
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pp.77-91
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2019
As of 2019, a report by the Ministry of Culture, Sports and Tourism showed that 884 diverse regional festivals are being held in the country. While there are successful festivals with large audience numbers and local economic effects, there are many festivals that only waste local budgets. Against this backdrop, the question of this study is "What are the key competences of a successful dance festival utilizing the VRIO model?" The development process and success factors of the success dance festival at home and abroad were analyzed in order to explore the key competences and specialization measures of the festival that our dance festival can take off as a successful dance festival. The purpose of the study is to examine what is the source of competitiveness of the regional festival through VRIO model, which can identify the key competencies of the festival to grow into a successful dance festival, and to derive the key competencies of the festival through the interview of the expert group(Focus Group Interview) to apply the development measures of our country's dance festival. According to the analysis, festival experts view the success factors of local festivals from various perspectives based on their empirical knowledge. The key competencies priority was 1. Theme, 2. the festival organization and professional personnel management, 3. The results came in the order of residents' participation. And the successful domestic and foreign dance festivals had their own core competencies. Growing up as a successful festival through festival management, which is worth no other festival, difficult to emulate, rare and difficult to replace, is seen as the biggest key to leading the regional festival to the world festival.
Magical realism, blooming and improving in Latin America, opened the new vision about reality and rationalism, coming out from the out-styled frame of past. While having common points with unrealistic literature, which uses fantastical components, magical realism is different from Surrealism and fantasy literature that is focusing on reality and realizing reality intensely. In the early stage of this research, magical realism was restricted by the characteristics of literature of Latin America, but the research of magical realism is expanding in planning Post-Modernism nowadays. Lately, the influence of magical realism is identified in literatures, arts, films, and animations over the world; according to the research, however, research about magical realism in animations was not done in Korea before. A Korean independent animation "A coffee vending machine and its sword" was evaluated positively in many international film festivals is valuable as the research of magical realism. Throughout this study, this animation "A coffee vending machine and its sword" was analyzed by its narrative and images. The analysis of narrative consists two parts. One is about the form of narrative and the other is about contents through the story. Analysis of Image is also divided into two parts: background image and character image. In this animation, the protagonist is narrating about the fantastic accidents in his life and his own feelings towards it. The narration leads audience to understand his situation and feelings in meta-fiction. On the surface, audience watches the love story of a normal girl and coffee vending machine in this artwork, but deep inside the animation, it is visible that the directors tried to make audiences think about the life of 880,000-won Generation in Korea. The background image was represented as real places in Seoul including the landmark of Seoul, making mimesis of reality in Korea. The character image has two conflicting aspects with reincarnated warrior, Jinyoungyoung and a coffee vending machine. It is a hybrid-character transmogrifying between two characters. Likewise, "A coffee vending machine and its sword" has the characteristics of Korean magical realism through form, content and image. Through analyzing the Korean independent animation "A coffee vending machine and its sword", this research tried to find a way of using factors of fantasy, of representing reality as a dramatic device and of using magical realism of Korean animation for bond of sympathy with audience.
KIPS Transactions on Computer and Communication Systems
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v.1
no.3
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pp.143-150
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2012
A simulation methodology and corresponding program based on it is to be discussed for analyzing the effects of the networking operation of existing DHC system in connection with CHP system on-site. The practical simulation for arbitrary areas with various building compositions is carried out for the analysis of operational features in both systems, and the various aspects of thermal energy grids with connecting operation are highlighted through the detailed assessment of predicted results. The intrinsic operational features of CHP prime movers, gas engine, gas turbine etc., are effectively implemented by realizing the performance data, i.e. actual operation efficiency in the full and part loads range. For the sake of simplicity, a simple mathematical correlation model is proposed for simulating various aspects of change effectively on the existing DHC system side due to the connecting operation, instead of performing cycle simulations separately. The empirical correlations are developed using the hourly based annual operation data for a branch of the Korean District Heating Corporation (KDHC) and are implicit in relation between main operation parameters such as fuel consumption by use, heat and power production. In the simulation, a variety of system configurations are able to be considered according to any combination of the probable CHP prime-movers, absorption or turbo type cooling chillers of every kind and capacity. From the analysis of the thermal network operation simulations, it is found that the newly proposed methodology of mathematical correlation for modelling of the existing DHC system functions effectively in reflecting the operational variations due to thermal energy grids with connecting operation. The effects of intrinsic features of CHP prime-movers, e.g. the different ratio of heat and power production, various combinations of different types of chillers (i.e. absorption and turbo types) on the overall system operation are discussed in detail with the consideration of operation schemes and corresponding simulation algorithms.
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