• Title/Summary/Keyword: 인터랙션방법

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Multimodal based Storytelling Experience Using Virtual Reality in Museum (가상현실을 이용한 박물관 내 멀티모달 스토리텔링 경험 연구)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.11-19
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    • 2018
  • This paper is about multimodal storytelling experience applying Virtual Reality technology in museum. Specifically, this research argues virtual reality in both intuitive understanding of history also multimodal experience in the space. This research investigates cases regarding use of virtual reality in museum sector. As a research method, this paper conducts a literature review regarding multimodal experience and examples applying virtual reality related technologies in museum. Based on the literature review to investigate the concept necessary with its related cases. Based on the investigation, this paper suggests constructing elements for multimodal storytelling based on VR. Ultimately, this paper suggests the elements of building VR storytelling where dynamic audio-visual and interaction mode combines with historical resources for diverse audiences.

The Study on Design of Business Paper Editing Product in Ubiquitous Environment (유비쿼터스 환경에서의 비즈니스 문서 편집 기기 디자인에 관한 연구)

  • Ryu, Su-Min;Park, Ji-Hye;Song, Ji-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.424-429
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    • 2008
  • The purpose of this research is to suggest a competitive design by producing functions and elements needed to users based on a research about device use and needs according to user behavior. We proceeded to the research aiming a design smart document-editing device design which can be used for business regardless of place (at office or home), targeting reasonable and individualistic users from twenties to thirties. By some ways for that, first, we selected target users and based on user interviews to get enough understanding for them. Second, we produced user needs by some troubles after establishing persona and deciding target users on the basis of the research. Third, we designed form-factor visualizing work, organized design spec by the produced concept, and we developed interaction design on the basis of this scenario. Fourth, we made paper prototype and conducted user test. As a result, our final design emphasizes mobile ability and simplicity to be suitable for reasonable individualism and is able to efficiently work input, editing, and output without complicated procedure. We could also prove the validity of the design through usability test.

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Live Book Service System Mixed Analog and Digital Contents (아날로그와 디지털 콘텐츠를 혼합한 라이브 북 서비스 시스템)

  • Lim, Chul-Su;Choi, Jong-Ho;Choi, Jae-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.9
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    • pp.97-105
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    • 2011
  • This paper proposes a new "Live Book Service" that is combined the analog contents such as paper books and digital contents with various digital multimedia elements, and this service can project the additional digital multimedia contents on the analog paper. Also, we developed a monolithic stand type system which is composed of camera and pico projector, so that it can demonstrate the proposed contents. We also devised the low computational cost algorithm in bare-hands recognition which can be used as the interface between the system and users. In addition, to recognize the bare-hands which can be used as the interface between the digital and users, we make the low cost algorithm. Therefore this can be the interaction between the system and users. As a result, our proposed system can be used as a useful tool for various e-book or u-learning fields that requires high efficiency and much immersion.

"The Light": An Experimental Moving Image which uses Color, Trace, and Interactivity of Light to Measure Quantitative Presence ("The Light": 정량적 프레즌스 측정을 위한 빛의 색, 빛의 움직임, 빛과의 인터랙션을 이용한 추상영상 실험)

  • Jeon, Seongsin;Kim, Seong Whan
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.12
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    • pp.587-592
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    • 2017
  • In this paper, we raise a question: what makes presence in artistic works. Presence has been defined as a physiological and emotional feeling which feels that he or she is immerged in a specific artworks when he/she is very interested in the artwork. We design and implemented an abstract media art "The Light" which uses the color, trace, and interactivity of light to measure quantitative presence. Frequency spectrum of light on specific object which we perceive makes color; Motion of light and its impact on object makes shape which perceived in our human visual system; Interactivity or perceived distance between object and observer makes intensity of perception. We experimented our images with subjective survey which includes PQS (presence questionnaire survey) and objective test using brain signals (EEG). From our interactive experimental moving images tested on 30 subject, we conclude that we can make more presence as we interact more with images. Photo-realistic images is just pass-by and it is transformed to abstract images, as we more focused on the images, and the essential components of the abstraction includes color, trace, and interaction with subjects.

A study on production of Interaction Digital Poster (상호작용성(Interaction) 디지털포스터 제작에 관한 연구)

  • Yun Hwang-Rok;Kyung Byung-Pyo;Ryu Seuc-Ho;Lee Dong-Lyeor
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.24-29
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    • 2006
  • Nowadays, 'Interaction' is discussed not only in the multimedia field but also as a topic of daily life at the various viewpoints. And as the permmited limit of Interaction by Mutimedia Technology and audiovisual function is getting more activated, It is the time for us to have new understanding of a 'POSTER'. The Poster, as a one-sided information transmission media till now, is faced with its limitation in transmitting messages due to its unconformity between satisfaction of receiver' sdesire for information and installation space. This fact speaks for need of study about Digital Poster as an alternative communication method, and activation of Digital Poster Design Field. Therefore, I would like to present Design process and Examples by using Digital Poster for Maximizing the Communication Effect. And I expect the activation of Digital Poster Field by studying the possibility of development and various method of practical use of digital posters through presenting the examples.

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Case Study of User Interface Design for Spectrophotometer based on User Experience (사용자경험 기반의 인터페이스 디자인 사례연구 : 분광광도계)

  • Jeong, Seong-Won;Jeong, Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.32-40
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    • 2012
  • This study is a case analysis for user interface(UI) design of spectrophotometer which is widely used in the field of chemistry, biology and environment, based on user experience(UX). Generally, experimental equipment developments are centered on functionality and technology, and the interface for interaction between the user and the machine is developed only by the engineers who do not have much consideration for the users. From this background, this study tried to find out how UX could melt into UI so that a kind of spectrophotometers can be designed to help the work process of researchers in the real context by examining and analyzing the real users' experiences and also considering the developer's perspective. As a result, it was possible to improve UI and was found that redefinition of the goal of UI, time-efficiency, security, and sufficient information delivery are essential to the design of user interface for spectrophotometers.

Realistic Keyboard Typing Motion Generation Based on Physics Simulation (물리 시뮬레이션에 기반한 사실적인 키보드 타이핑 모션 생성)

  • Jang, Yongho;Eom, Haegwang;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.29-36
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    • 2015
  • Human fingers are essential parts of the body that perform complex and detailed motion. Expression of natural finger motion is one of the most important issues in character animation research. Especially, keyboard typing animation is hard to create through the existing animation pipeline because the keyboard typing typically requires a high level of dexterous motion that involves the movement of various joints in a natural way. In this paper, we suggest a method for the generation of realistic keyboard typing motion based on physics simulation. To generate typing motion properly using physics-based simulation, the hand and the keyboard models should be positioned in an allowed range of simulation space, and the typing has to occur at a precise key location according to the input signal. Based on the observation, we incorporate natural tendency that accompanies actual keyboard typing. For example, we found out that the positions of the hands and fingers always assume the default pose, and the idle fingers tend to minimize their motion. We handle these various constraints in one solver to achieve the results of real-time natural keyboard typing simulation. These results can be employed in various animation and virtual reality applications.

Route Retrieval Support System by Using of Pedestrians' Preference Data (보행자의 감성을 고려한 경로탐색 지원시스템 제안)

  • Kim, Don-Han
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.81-90
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    • 2006
  • Pedestrians perceive differently from the sideway views or the exteriors of the buildings on the way to their destinations. Therefore, the navigation experience can become much different when the path was chosen based on the individual's preference from it is not. By focusing on the effects of the individual pedestrian' path choice on their navigation, this paper presents an algorithm designed for pedestrians to be able to explore their preferred path and proposes a prototype of navigation system based on the algorithm. The navigation support system searches for the best path upon their individual preferences and information of the destination. The system provides the process of retrieving the final path via the pedestrian-support system interaction. The path retrieval is peformed with the combinational matrix of keywords that are formulates Fuzzy theory from the correlations between the terms describing preferences used in the path preference survey. This paper presents the potentials of the path finding method tailored to pedestrians' preferences by a simulation of the proposed path retrieval algorithm.

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Effective Image Retrieval for the M-Learning System (모바일 교육 시스템을 위한 효율적인 영상 검색 구축)

  • Han Eun-Jung;Park An-Jin;Jung Kee-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.658-670
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    • 2006
  • As the educational media tends to be more digitalized and individualized, the learning paradigm is dramatically changing into e-learning. Existing on-line courseware gives a learner more chances to learn when they are home with their own PCs. However, it is of little use when they are away from their digital media. Also, it is very labor-intensive to convert the original off-line contents to on-line contents. This paper proposes education mobile contents(EMC) that can supply the learners with dynamic interactions using various multimedia information by recognizing real images of off-line contents using mobile devices. Content-based image retrieval based on object shapes is used to recognize the real image, and shapes are represented by differential chain code with estimated new starting points to obtain rotation-invariant representation, which is fitted to computational resources of mobile devices with low resolution camera. Moreover we use a dynamic time warping method to recognize the object shape, which compensates scale variations of an object. The EMC can provide learners with quick and accurate on-line contents on off-line ones using mobile devices without limitations of space.

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The Direction of Infographics Design of Election Results by Deriving Design Factors -Focused on infographics design of the 21st national assembly election results- (디자인 속성지표 도출을 통한 선거 결과 인포그래픽 디자인 방향 -제21대 국회의원 선거 결과 인포그래픽 디자인을 중심으로-)

  • Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.267-274
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    • 2021
  • The purpose of this study is to derive design factors to provide inclusive information without encouraging the division of region and ideology, and to present the prospects of election result infographics design through evaluation and interpretation of the based design factors. First, the methods and results of the study identify the characteristics of infographics design through theoretical considerations to confirm the importance of visualizing data, and the case study of infographics design as the main flow is cathogram-style design using various forms of digital interaction. Second, the 21 st National Assembly election of Korea resulted in the response to infographics design and evaluated and analyzed the suitability of design factors through surveys and expert interview for five designs selected (suitable for purpose, convenient, aesthetic, easy of understanding, and public concern). In conclusion, it is predicted that the election results infographics design will evolve to offset regional and ideological division by providing inclusive information tailored to consumer needs by providing different types of infographics designs that meet basic objectives and functions.