• Title/Summary/Keyword: 시각 및 청각정보

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Design and Implementation of Learning And Testing System using Animation Technique based on Web (웹기반에서 애니메이션 기법을 이용한 학습평가 시스템 설계 및 구현)

  • 원미해;현영숙;변옥남;김창수
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.05a
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    • pp.255-259
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    • 2001
  • Most of education sites which are related to practical computer lecture are almost teaming and testing based on character-contents. In this thesis, commercial high school needs the use of new application programs which appear quickly. So as teacher and students can contact with each other in classroom, we implemented self-learning which has text, visual and auditory function with the use of animation technology. Not only quantity testing which has been used for the purpose of selection and arrangement, but also we designed and implemented quality testing which consider the level and individuality of student.

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Design and Implementation of Learning And Testing System using Animation Technique based on Web (웹기반에서 애니메이션 기법을 이용한 학습평가 시스템 설계 및 구현)

  • 원미해;김창수;정신일
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.2
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    • pp.269-278
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    • 2001
  • Most of education sites which are related to practical computer lecture are almost learning and testing based on character-contents. In this thesis, commercial high school needs the use of new application programs which appear quickly. So as teacher and students can contact with each other in classroom, we implemented self-teaming which has text, visual and auditory function with the use of animation technology. Not only quantity testing which has been used for the purpose of selection and arrangement, but also we designed and implemented quality testing which consider the level and individuality of student.

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A Study on Auditory Data Visualization Design for Multimedia Contents (멀티미디어 컨텐츠를 위한 청각데이터의 시각화 디자인에 관한 연구)

  • Hong, Sung-Dae;Park, Jin-Wan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.195-204
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    • 2005
  • Due to the of evolution of digital technology, trends are moving toward personalization and customization in design (art), media, science. Existing mass media has been broadcasting to the general public due to technical and economic limitation and art works also communicate one-sidedly with spectators in the gallery or stage. But nowaday, it is possible for spectators to participate directly. We can make different products depending on the tastes of individuals who demand media or art. The essence of technology which makes it possible is 'interactive technology'. A goal of this research is to find out the true nature of the interactive design in multimedia contents and find the course of interactive communication design research. In this paper, we pass through two stages to solve this kind of problem. At first, we studied the concept of multimedia contents from the aspect of information revolution. Next, we decided our research topic to be 'visual reacting with audio' and made audio-visual art work as graphic designers. Through this research we can find the possibility to promote 'communication' in a broad sense, with appropriate interactive design.

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Public Transportation Mobile Application for Individuals with Mobility Challenge (교통약자를 위한 대중교통 모바일 애플리케이션)

  • Min An;Cheol-Soo Kang
    • Journal of Advanced Technology Convergence
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    • v.3 no.1
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    • pp.13-20
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    • 2024
  • This paper discusses a study on a mobile application aimed at making public transportation more convenient for people with mobility challenges on both Android and iOS platforms. The research analyzes the limitations and weaknesses of existing mobile applications for public transportation from the perspective of individuals with mobility challenges. The goal is to overcome these limitations and provide an optimized user experience. The motivation behind this research stems from the recognition that people with mobility challenges face difficulties in their daily commute, and current public transportation applications do not adequately cater to their needs. Consequently, the study aims to develop a specialized mobile application for individuals with mobility challenges to support them in achieving greater independence in their daily travels.

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

Development of A Haptic Interactive Virtual Exhibition Space (햅틱 상호작용을 제공하는 가상 전시공간 개발)

  • You, Yong-Hee;Cho, Yun-Hye;Choi, Geon-Suk;Sung, Mee-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.6
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    • pp.412-416
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    • 2007
  • In this paper, we present a haptic virtual exhibition space that allows users to interact with 3D graphic objects not only through the sense of sight but also through the sense of touch. The haptic virtual exhibition space offers users in different places some efficient ways to experience the exhibitions of a virtual musical museum using the basic human senses of perception, such as vision, audition, and touch. Depending on 3D graphic objects, we apply different properties to let those feel realistic. We also provide haptic device based navigation which prevents users from rushing between various interfaces: keyboard and mouse. The haptic virtual museum is based on Client-Server architecture and clients are represented in the 3D space in the form of avatars. In this paper, we mainly discuss the design of the haptic virtual exhibition space in detail and in the end, we provide performance analysis in comparison to other similar applications such as QTVR and VRML).

Multi-modal Sense based Interface for Augmented Reality in Table Top Display (테이블 탑 디스플레이 기반 증강현실 구현을 위한 다중 감각 지원 인터페이스)

  • Jeong, Jong-Mun;Yang, Hyung-Jeong;Kim, Sun-Hee
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.708-716
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    • 2009
  • Applications which are implemented on Table Top Display are controlled by hands, so that they support an intuitive interface to users. Users feel the real sense when they interact on the virtual scene in Table Top Display. However, most of conventional augmented reality applications on Table Top Display satisfy only visual sense. In this paper, we propose an interface that supports multi-modal sense in that tactile sense is utilized for augment reality by vibrating a physical control unit when it collides to virtual objects. Users can feel the collision in addition to visual scene. The proposed system facilitates tactile augmented reality through an air hockey game. A physical control unit vibrates when it receives virtual collision data over wireless communication. Since the use of tabletop display environment is extended with a tactile sense based physical unit other than hand, it provides a more intuitive interface.

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초등학교에서의 영어 발음 및 청취 교육

  • 정인교
    • Proceedings of the KSPS conference
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    • 1997.07a
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    • pp.248-248
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    • 1997
  • 오늘날 영어교육은 교과과정령에 엄연히 명시된 네 가지 기능(four skills) 즉 듣기, 말하기, 원기, 쓰기라는 정당하고도 보편 타당성 있는 명분 하에 어떻게 가르쳐 왔는가 를 반문해 보면 많은 아쉬움이 남는다. 그간 6년간의 중등과정, 심지어는 대학에서 환 두해까지 영어를 이수한 사람틀 중에는 문자를 통해서는 상당한 수준, 그것도 영어 토박이들조차 놀랄 정도의 영어를 이해하지만, 소리를 통해 들을 때는 ---말하는 것은 두말 할 것도 없고---아주 간단한 내용의 영어조차 알아듣기 힘든 경험을 한 사람이 많다는 것은 부인할 수 없는 사실이다. 그 이유는 명백하다. 즉, 문자를 대할 때는 시각적 자극의 형태가 두뇌 속에 저장된 정보---가공할 문법적 지식---와 일치하기 때문에 쉽게 이해를 할 수 있는 반면, 소리를 들을 때는 청각적 자극의 형태가 두뇌 속에 저장된 정보---극히 불완전한 발음사전, 또는 모국어의 음운체계에 의한 영어발음--- 와 차이가 있기 때문일 것이다. 그러므로 적어도 말소리를 매체로 하는 의사소통에 있어서는 영어의 본토박이 발음을 정확히, 아니면 적어도 매우 근접하게 나마 터득하여(습관화하여)두뇌에 저장하는 일이 가장 중요한 일이다. 따라서 영어교사는 모국어의 음운체계에 대한 정확하고도 상세한 지식을 토대로 하여 영어의 음운체계와 '언어학적으로 의미 있는 (linguistically significant)' 대초분석의 방법으로 발음을 지도한다면 보다 나은 학습효과를 기대할 수 있을 것이다. 일반적으로 모국어의 발음이 외국어의 발음에 간섭을 유발하는 경우는 다음과 같다. 1. 분절음체계가 서로 다를 때 2. 한 언어의 음소가 다른 언어의 이음(allophone)일 때 3. 유사한 음의 조음장소와 방법 이 다를 때 4. 분절음의 분포 또는 배열이 다를 때 5. 음운현상이 다를 때 6. 언어의 리듬이 다를 때 위의 여섯 가지 경우를 중심으로 영어와 한국어의 발음특성을 대조하여 '낯선 말투(foreign accent)' 또는 발음오류를 최소로 줄이는 것이 영어교사의 일차적인 목표이다.

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A Quality Evaluation and Analysis of the On-Line Edutainment Software (온라인 에듀테인먼트 품질 평가 및 분석)

  • Lho, Young-Uhg;Park, Sang-Won;Jung, Deok-Gil
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.11
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    • pp.2192-2198
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    • 2007
  • An edutainment is a composite which are joining with the serveral matter and the multiplicity of techqniues An Eduainment software use serveral audio and video media. The human have different preference to audio and video media. It is difficult to evaluate quality of an edutainment software than a general software. So, we need an evaluation factors to compare quality of edutainment software. We developed the evaluation factors for edutainment software. And the middle school students used the evaluation factors to evaluate the favorite edutainment softwares among them. We evaluate and analyze the results.

Development of Animal Tracking Method Based on Edge Computing for Harmful Animal Repellent System. (엣지컴퓨팅 기반 유해조수 퇴치 드론의 동물 추적기법 개발)

  • Lee, Seul;Kim, Jun-tae;Lee, Sang-Min;Cho, Soon-jae;Jeong, Seo-hoon;Kim, Hyung Hoon;Shim, Hyun-min
    • Annual Conference of KIPS
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    • 2020.11a
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    • pp.224-227
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    • 2020
  • 엣지컴퓨팅 기반 유해조수 퇴치 Drone의 유해조수 추적 기술은 Doppler Sensor를 이용해 사유지에 침입한 유해조수를 인식 후 사용자에게 위험 요소에 대한 알림 서비스를 제공한다. 이후 사용자는 Drone의 Camera와 전용 애플리케이션을 이용해 경작지를 실시간으로 보며 Drone을 조종한다. Camera는 Tensor Flow Object Detection Deep Learning을 적용하여 유해조수를 학습 및 파악, 추적한다. 이후 Drone은 Speaker와 Neo Pixel LED Ring을 이용해 유해조수의 시각과 청각을 자극해 도망을 유도하며 퇴치한다. Tensor Flow object detection을 핵심으로 Drone에 접목했고 이를 위해 전용 애플리케이션을 개발했다.