• Title/Summary/Keyword: 인터랙션디자인

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Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.75-87
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    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

A Study on Proposing an Interaction Design Prototype that Reflects User Behavior Elements for VR Collaboration Tool (VR 협업 툴을 위한 사용자 행동 요소를 반영한 인터랙션 디자인 프로토타입 제안 연구)

  • Shin, Jongeun;Kang, Jeannie
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.645-661
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    • 2024
  • Today, the development of new technologies due to the 4th industrial revolution requires work performance methods such as non-face-to-face collaboration. In response to this, various VR collaboration tools are emerging, but VR collaboration tools for brainstorming, which are used in collaboration or design development work, are not provided. Therefore, despite the advantages and possibilities of VR for non-face-to-face collaboration, there are limitations in practical use. Accordingly, the development of VR collaboration tools in a digitalized work environment is necessary, and research on UI design development for this is required. The purpose of this study is to propose a VR collaboration tool prototype by developing an interaction UI design that applies user hand behavior elements that appear during collaboration sessions through user research. This study was a qualitative study. The research method was to conduct user research through observation and in-depth interviews, and as a result of analyzing the data obtained from this, five types of user hand behavior elements were derived. In this study, an interaction UI design was developed that reflects hand gestures as behavioral elements. And using Unity and the Oculus Integration SDK Kit, we created a prototype VR collaboration tool that can be used without a controller. As a result of conducting a user evaluation of the prototype produced in this study, it was found that users had difficulty making hand gestures accurately, and it was possible to find areas for improvement in UI design. It is expected that this study will help develop interaction UI design for VR collaboration tools that can increase work efficiency.

Software Design Framework for Content Creation (콘텐츠 제작을 위한 소프트웨어 디자인 프레임워크)

  • Oh, Jung-Min;Moon, Nammee
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.815-822
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    • 2013
  • Nowadays, the various kind of software packages that support content creation consumed in touch-type terminals as an application have come into the market. These softwares have a different style of user task compare to existing user task. The reason why difference style has been appeared for now is because interaction timing has a important role of both content creation and consumption. For this reason, in this paper, we propose a software UI design framework for content creation using MB-UID and UCD model based on task modeling. The proposed framework is made up of five steps: business rule model, creation role model, creation flow model, creation action model, presentation model. Through this framework, we handle the interaction between a content creator and software user interface at the content creation phase. At the same time, we consider a possible interaction type which can occur by consumers at the consumption phase in advance.

Sportive Kiosk Interface Design using Tangible Interaction (촉각적 인터랙션을 활용한 유희적 키오스크 인터페이스 디자인)

  • Lim, Byung-Woo;Jo, Dong-Hee;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.155-164
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    • 2008
  • Kiosk is an unmanned information system arranged in public places or commercial spaces so that a user may utilize information conveniently. Unlike a personal computer, it targets varied users' brackets, so we have to consider a user's characteristic in designing Kiosk Interface. However, in reality, the Kiosks of public places like subway stations are of Interface Design without considering users and become almost useless with serviceability falling. In this study, we attempt to point out such problems and suggest the concept as to the Interface Design in the public places for a more positive promotion method. For this purpose, we are about to look into the concept of Tangible Interaction and Interspace and the recreation experienced in the process of interaction between a human and a computer and study the sportive Kiosk Interface Design in the Interspace using the principle of the Tangible Interaction. For the conceptual Model in this study, we referred to ARTCOM(ART+COM) Project.

A Study Leaner-Centered Interactive Design for Web-Based Instruction (웹기반 교육을 위한 학습자 중심의 인터랙티브 디자인에 관한 연구)

  • Pang, Su-Young;Bae, Yong-Geun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.883-886
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    • 2007
  • This study examined contents of interaction that played an important role in learners' accomplishment of educational goals at web-based educational system. The purpose of the study was to find out design strategies of web-based education website that could give learners more satisfactory interaction. The study firstly investigated concept and values of web-based education as well as interaction by literature study to analyze web-based educational design principles at actual web-based education websites from point of view of interaction and to examine what factors should be used and reinforced at existing teaching. The findings were as follow: Web-based education websites made use of interaction with 'each design factor', such as colors, texts and images, etc that were based on communication designs to give 'information' by systematic interaction more than by social interaction.

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A Study on the Utilization of Public Interaction Design Convergence (공공성 구현을 위한 인터랙션을 활용한 융복합 공공디자인 연구)

  • Park, Gun-Kyu;Kim, Won-Seok;Ro, Hae-Sin
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.449-455
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    • 2015
  • This paper is about the utilization of public interaction design in terms of design convergence study. As there are different perspectives about public character in various academic fields, it is not simple to define the concept of it. In Korea, since 1960's, the public art which considered only about places has received more and more people's attention. But, there still remain disputes over the residents' participation and communication problems. It is more important to debate mainly on the value judgments of the public design considering artistic experience, ease, functionality, and utility in the interaction rather than a focus on user's experience. On the basis of this, it is suggested bench design which includes flower motif to access and utilize freely to necessary information and the bench design will be helpful to provoke interaction and design convergence in the era of new media technology.

A Case Analysis on Preference of Lighting Design - Focused on Well-being Design - (조명디자인의 기호도에 의한 사례 분석 연구 - 웰빙 디자인을 중심으로 -)

  • Kim, Chae-Yeon
    • Journal of Science of Art and Design
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    • v.12
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    • pp.5-41
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    • 2007
  • As public attention on Well-being culture increases, it is now considered to be a new trend of modern society. The purpose of this study is to publicize the necessity of design products which are advanced in quality and encourage the use of it. The researcher judged that study on design of lighting product to adopt well-being trend is in preliminary level and aims to research on the tendency of well-bing trend and lighting design which the consumer of this age is demanding. As the result of changes in modern consumption trend, design is considered to be a factor of capricious cultural phenomenon. In addition to this, as high technology such as ubiquitous develops with the degitalisation and informatization, the consumer are paying attention to dynamic products rather than static products or products which respond to external stimulus. Products which adopt well-being trend pursuing nature friendly life are particularly preferred It means that not only the basic function of products but also design which satisfy the five sense is required. Modern consumers use products in various way. However, the pro-environmental and human-centered tendency is tried only in very limited area and general study on this matter is extremely rare. This study analyzes the factors which intercepts the adoption of well-being trend to lighting products and seeks for an alternative to solve the problem. Interaction design with well-being trend was adopted to lighting design and the result presented that there is a possibility to differentiate existing lighting design by adding interaction design to the existing lighting design. Therefore, the need for further study on this matter is presented.

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The Value Formation of Digital Image by Users' Interaction in Online Games (온라인게임에서 사용자 인터랙션에 의한 디지털 이미지의 가치 형성에 관한 연구)

  • Yoo Wang-Yun
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.17-24
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    • 2006
  • Online games take place by the interactions among users and their contents change endlessly with their organic characteristics. Especially, digital images that make a great impact on game play such as characters or items form their own value beyond the establishment scope of their designer even outside of the game world. The users who pay fees for using them establish the concept of possession for the images and information designed in the games. Then, business transactions are formed among them who are in agreement with their values and their possession rights can be changed. In this way, digital images in the online games form new values by the interaction among other users or game systems. Meanwhile, the more the interaction and a sense of solidarity in the community increase, the higher their value becomes.

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