• Title/Summary/Keyword: 인터랙션방법

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Personalized reminiscence therapy digital service design proposal -Focusing on patients with mild dementia- (개인 맞춤화 회상치료법 디지털 서비스 디자인 제안 -경도 치매환자를 중심으로-)

  • Kim, Hye-sun;Choi, Dong-ha;Kim, Jae-yeop
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.299-308
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    • 2021
  • This study aimed at identifying the significant effects and effectiveness of patients with mild dementia when using personalized reminiscence therapy digital services using AI voice technology. In the process of interpreting the results of stakeholder interviews, the design idea of personal customization using voice AI technology was derived, and prototypes were created and usability tests were conducted in the first and second rounds. The main results are as follows: Since reminiscence therapy itself is highly influenced by personal experience and can receive customized care guides based on treatment status and results through customized treatment programs, the concept of personalization can improve the quality of treatment than existing treatment methods. However, it is expected that the usability of the service will further increase if we study micro-interactions that can prevent errors and increase usability, as issues that may arise due to the forgetting cognitive characteristics of mild dementia patients are observed.

Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.541-547
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    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.

Study on Orchestra Conducting Practice Tool using Doppler Effect (도플러효과를 이용한 오케스트라 지휘 연습 툴 연구)

  • Lim, Yang Kyu;Park, Jin Wan
    • Korea Science and Art Forum
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    • v.30
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    • pp.367-376
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    • 2017
  • This study introduces conducting practice tool for conducting majoring students. There have been various types of related research, but most of them have not been optimized for the conducting major. In addition, we thought that it would be a tool to be able to carry like a musical instrument in order to practice conducting without restriction of place and time. And also, it will be one of the few tools to focus on queuing. The practice tool presented in this study use the Doppler effect to overcome the limitations of previous studies. It was concluded that the Doppler method, which is highly compatible, simple, and accurate, is superior to motion detection methods using existing sensors. It is expected that it will be used not only as a conducting but also as an interaction tool of various media.

Expansion of Poetry using Interactive Art (인터랙티비티(interactivity)를 이용한 시의 확장 - Golan Levin 의 를 중심으로)

  • Kim, Dong-Jo;Kang, Chang-Koo;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.571-575
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    • 2008
  • Recently, media mix, or mix Policy, the marketing mix, as several different personalities mixed media, as appropriate to maximize the effectiveness of interactive for the increased interest. This is the era of constrained expression of the existing inter-rack area or add to interactivity, the reproduction of the emerging relationship with the user, and extend it by looking for a new alternative, in this thesis is that the elements of these inter activity When applied to the area of the city would be extended. Only the concept of a writer at work that gives meaning to the poem from the perspective of the author's intent at the same time, and enjoy self-representation within the subjective meaning of work and how to seek grant. Therefore, work on the readers and writers are interactivity variety of ways to communication and effect relationship sincerity rise causes. This thesis at the interactivity are three ways to take advantage of the present work in the area of the author and sentimental self-image gain. First, the type of sentimental survey based on the rack at the interactivity to expand the city's area of representation, and second, through user existing types of active interaction in a variety of subjective interpretations allow us to escape, and Third, the interaction between the author and user way through the city to establish new forms of expression.

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Tabletop Collaborative Game Design based on Inclusive Education Methodology (통합 교육 방법론에 기반한 테이블탑 협업 게임 디자인)

  • Im, Seunghyen;Kim, Hyoungnyoun;Park, Ji-Hyung
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 2014
  • Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.

Development of Universal Graphic User Interface Design for MS Windows for Elderly Users (고령사용자를 위한 MS Windows유니버설 GUI디자인 개발)

  • Kim, Mi-Young;Kim, Hyun-Jeong
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.15-26
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    • 2006
  • As the interest and use of computer have been increased among elderly users according to the entry to the aging society, the issue of universal design for computer usability was brought forward. Especially, it is widely recognized that universal UI(User Interlace) design on MS windows is important. The objective of this study is to conceptualize Universal GUI design on MS windows which can be used more easily and intuitively by novice users such as elderly and housewives. Especially, the solution for Universal GUI design on MS windows was developed by reflecting elderly users' needs because elderly users is the group with more difficulties than other user groups in learning and using MS windows. First, elderly user's needs was collected by participant observation as a teaching assistant in computer dass for elderly people for 4 weeks. Secondly, the experimental test and in-depth interview was implemented to find difficulties factors and needs in addition to participant observation. Based on the findings, the new GUI design solution was suggested. The design solution consists of ideas in several categories such as setting default, simplification of function for easy conceptual model making, customization of function and working environment, and intuitive GUI in interaction process. The new MS windows GUI design can be accessed by novice mode when user login in window XP. This study has the significance in finding elderly users detailed needs through in-depth and long term participant observation. However, the usability of the suggested prototype needs to be verified to various user groups besides elderly users in the future.

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A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.

A Study of Visualizing Relational Information - In Mitologia Project - (관계형 정보의 시각화에 관한 연구 - 미톨로지아 프로젝트를 중심으로 -)

  • Jang, Seok-Hyun;Hwang, Hyo-Won;Lee, Kyung-Won
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.73-80
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    • 2006
  • Mitologia is about visualizing relations of information in user-oriented method. Most information given in life has invisible relations with each other. By analyzing the common characters and relations of information, we can not only measure the importance of the information but also grasp the overall properties of the information. Especially human relations are the major concerns of social network having several visualization methodologies shown by analyzing relations of each individual in society. We applied social network theory to grasp relationships between characters in Greek mythology representing a limited society. But the current tools of social network analysis have limits that they show the information one-sided way because of the ignorance of user-oriented design. Mitologia attempts to suggest the visual structure model more effective and easy to understand in analyzing data. We extracted connections among myth characters by evaluating classes, frequencies of appearance and emotional links they have. And we raised the understanding of users with furnishing the proper interaction to the information. The initial interface offers 4 kinds of indexes helping to access character nodes easily, while zoom-in function can be used for the detailed relations. The Zoom-in is quite different from usual filtering methods. It makes the irrelative information invisible so that users can find out the characters' relation more easily and quickly. This project suggests the layout to show overall information relationships and the appropriate interactions to present detailed information at the same time.

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Prioritization Analysis for Contents Sensibility Evaluation of the Future Mobility (차세대 이동공간 대상의 콘텐츠 감성 평가를 위한 우선순위 도출)

  • Lee, Jung Min;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.3-16
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    • 2018
  • The emergence of the fourth industrial revolution is rapidly changing the conventional society and the industry, eroding the boundaries among the technology, culture, and finance. In the mobility industry, as the engineering-based industry converges with the information technology, the mobile space is changing from mobility or safety-centric space into space where the passengers can consume infotainment or contents services. The contents evaluation of the future mobility is conducted in terms of usability or technology acceptance aspect, but according to the trend analysis, the mobility industries, such as vehicle OEMs, it is necessary to evaluate the emotional or sensibility factors for the development of their future mobile space design. Herein, this research study evaluates which sensibility factor should be evaluated in priority to develop the contents interaction in the future mobile space. Thus, using Patrick Jordan's Four Pleasure Model, the priority evaluation has been conducted among 116 Korean drivers. As a result of the statistical analysis and AHP (Analytic Hierarchy Process), it has been found that first, it is necessary to evaluate psychological, ideological, social and physical sensibility in the respective order, and second, it is necessary to evaluate based on the contents user type.

The Development and the Application of a Collaborative Design Prototyping Tool for Digital Products (디지털 제품의 협동적 디자인을 위한 프로토타이핑 도구 개발 및 활용 사례 연구)

  • Nam, Tek-Jin
    • Archives of design research
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    • v.17 no.4
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    • pp.119-128
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    • 2004
  • There is a lack of user centered design methods that support effective collaboration between designers and end-users for designing hardware and software integrated digital products. This paper presents the application of Collaborative Design and a new collaborative design prototyping tool for interactive digital product design projects. The tool consists of STCtools(State Transition Chart tools) software, hardware modeling materials, and physical interface toolkits for integrating software and hardware. STCtools allow users to create and edit States, to compose Events describing transitions between States, and to run intermediate or final results of STC. Using the hardware modeling materials and the physical interface toolkit, designers and end-users can collaborately examine the hardware and software integrated concepts in an early stage of the design process. Three collaborative design workshops of designing a portable digital guide for a theme park were accomplished to examine the feasibility of the tool. The results suggested that the tool supported iterative concept development and interactions between designers and end users. Although several user interface problems of STCtools were identified, the participants gave positive feedback on the role of the tool in collaborative concept generation and deployment. It is expected that the results of this study contribute not only to the collaboration between designers and end users, but also to the collaboration between designers, and between designers and other professionals.

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