• Title/Summary/Keyword: 인터랙티브 디자인

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Interactive Design System for Procedural Texture Generation (절차적 텍스쳐 제작을 위한 인터랙티브 디자인 시스템)

  • 강재구;조청운;홍현기
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.724-726
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    • 2003
  • 절차적 텍스쳐링(procedural texturing) 방법은 프로그래밍 가능하게 설계되어 생산성이 높고 유연(flexible)하다는 장점이 있다. 그러나 설계가 복잡하고 프로그래밍에 익숙하지 않은 일반 사용자들이 사용하기 어렵다는 단점이 있다. 본 논문에서는 사용자가 프로그래밍 과정 없이 대화형 인터페이스를 통해 디자인하고 이를 쉐이딩 언어(shading language)로 변환해 주는 시스템을 제안한다. 사용자의 디자인 과정으로 여러 개의 기본 노드(node)와 관련된 연산으로 표현되며, 시스템에서 이를 변환하여 텍스쳐를 기술하는 쉐이딩 언어를 생성한다. 제안된 시스템은 일반 사용자에게 절차적인 텍스쳐링에 대한 직관적이고 유연한 인터페이스를 제공하며. 기본적인 기하 및 텍스쳐 요소(element)를 조합하여 다양한 텍스쳐를 효과적으로 생성하도록 한다.

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Study on the Design and Usability factor analysis of Web Multimedia Contents (웹 멀티미디어 컨텐츠의 디자인과 유용성분석에 대한 연구)

  • Koh, Eun-Young;Shin, Soon-Ho
    • Archives of design research
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    • v.17 no.4
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    • pp.69-78
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    • 2004
  • This thesis is designed to investigate the relationship of Web Multimedia design. Web sites are needed to approach the lot of ways that increase the user intuitive lay over communicating information nowadays. In the digital era of today, multimedia is composed of such various elements as text, image, sound, animation, video. The method of the thesis is a research questions as this follow. First, the structuring element of the web site type was classified by a form and the contents in the web site. These types in this classified web site are HTML, flash and mixed type. Second, to study this thesis, we made up pose a questionnaire to students in the university as th method of random sampling. The goal of this survey is that user is how to understand about the web multimedia design. Results of analysis may be summarized as follows: 1) It was the image design in the NIKE web site that there would be evaluated the best design effected by flash, and it is finding that the NIDE web site will need more supporting Information, Interactive design through this studies. 2) It was information that there would be evaluated good design effect by text and image in SAMSUNG web site. Based on HTML, SAMSUNG need supporting motion image design by this studies. In conclusion, this thesis suggests that the each web medias should be constructed by the different web design component, according to information, Interactive, image design of web site.

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A Study on the Survey Method of the Residents′ Housing Needs Using Interactive Media - Focused on the Difference Analysis of Answer Disposition by Media - (인터랙티브 미디어를 이용한 거주자 요구 조사방법에 관한 연구 1 - 매체별 응답성향 차이분석을 중심으로 -)

  • 김석태;오찬옥;박수빈;양세화
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.114-124
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    • 2004
  • Most previous studies, in general, related to housing needs have analyzed the data from self-administered survey or interview using questionnaire or simple 2D floor plan. This study was Intended to suggest how to increase the reliability and effectiveness of such survey methods in examining the residents' housing needs. In order to accomplish the purpose, the two kinds of surveys using Web based VR media and typical questionnaire were peformed. The same questions were used for these two surveys, and they included the furniture characteristics, use of each room, adjustment of room size, preferences for interior colors, preferred furniture in living room, space layout of floor plan, housing life style, and preference for housing characteristics. The answer differences between these two were analyzed. The subjects were 402 housewives who lived in apartment houses in Haeundae, Busan. Finding were as follows: first, the media method was more likely to be effective than typical questionnaire survey in explaining housing needs for the adjustment of room size in housing unit plan. Second, the media method was more realistic and reliable than the other in comprehending the needs for the interior colors. Last, the VR media tended to be more effective than the other in understanding the space layout of floor plan. This research sheds light on the utilization of visual instrument for the analysis of needs related to space use.

Augmented Reality Based Interactive Tourism Content Development Case Study (증강현실 기반 인터랙티브 관광 콘텐츠 발전사례연구 - 중국 지역도시 구랑위를 중심으로)

  • Zhou, Zhihua;Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.379-386
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    • 2021
  • The tourism industry and AR act as important factors to diversify the tourism industry by combining them with one another. Currently, the advent of mobile smartphones and AR interactive is expected to play a major role in improving tourists' experiences and promoting tourism. AR's high entertainment characteristics, realism and strong interaction can be actively used as a major advantage in promoting tourism. This paper presents some appropriate examples of how AR interactive design is used in tourism marketing through various use cases where AR interactive design is used in tourism. Furthermore, a detailed analysis of the Magical Gulangyu verifies the descriptions listed in the text and presents the direction of future research.

Development of Integrated Analysis Model for Eyegaze Analysis - With Emphasis on the Generation of Heuristic Guidelines for User Interface Design - (시선추적 분석을 위한 통합 해석 모델의 개발 - 사용자 인터페이스 디자인을 위한 휴리스틱 가이드라인의 도출을 중심으로 -)

  • 성기원;이건표
    • Archives of design research
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    • v.17 no.2
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    • pp.23-32
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    • 2004
  • This paper's objective is the analysis of eye-movement recording with visual perception process, the inference of heuristic guidelines with human information processing, and the generation of design principles for practical works. For this objective, it was experimented on that the user's eye-movement recording of interactive media with the Eyegaze Interface System, and analyzed the visual perception process of top-down & bottom-up processing, and inferred the design principles from human information process. Our results provide the implications of design through the analysis of the user's eye-movement recording that were changed according to each menu depth of the interactive media. And, it is proposed that the new concept of heuristic guidelines based on each stage of action that is related to human factors.

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Research of the Toolkit for easy and rapid prototyping (구동형 프로토타입의 쉽고 빠른 제작을 위한 인터랙티브 툴 킷 -상용 소프트웨어와 연동이 되는 모듈 형 하드웨어 툴 킷 개발을 중심으로-)

  • Jang, Sun-Yeon;Lim, Soo-Hyun;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1020-1023
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    • 2009
  • It had been longer that the design mock-up was made mainly in order to test products. These days, it seems to be main stream that the working mockup is done because designers consider not only the design but also usability. In this study, the modular hardware toolkit, complimentary with Adobe Flash, was developed so that it solves the problem, the electronic hardware which the designers should struggle to make by themselves. This result thing could help the time of the design process to be short and contribute to make robust system rapidly.

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Consumers' perceptions of interactive digital signage in a fashion store - An application of the technology acceptance model - (패션매장에서의 인터랙티브 디지털 사이니지에 대한 소비자 인식 - 기술수용모델을 중심으로 -)

  • Yoon, Do-Yeon;Park, Ga-Hyeon;Lee, Hyun-Hwa
    • The Research Journal of the Costume Culture
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    • v.26 no.6
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    • pp.836-851
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    • 2018
  • Digital signage in a smart store would engage and invoke responses from consumers because good in-store experiences are more important than ever. Thus, the present study investigates consumer perceptions of interactive digital signage integrating technology acceptance model. Specifically, the current study examined 1) the effects of personal and fashion innovativeness on interactivity; 2) the effect of interactivity on perceived usefulness, ease of use, and enjoyment; and 3) the effects of perceived usefulness, ease of use, and enjoyment on intentions to use the products and the store, visit the store, and engage in word-of-mouth. As a pre-study, two researchers visited the smart stores of six brands in Seoul, all of which integrate various technologies in the fashion field. A video clip was developed as a stimulus to the study. A total of 214 responses were gathered and analyzed. The results were as follows. Personal innovativeness has a significantly positive effect on interactivity, whereas fashion innovativeness has no significant effect. Interactivity had positive effects on the perceived usefulness, ease of use, and enjoyment. Consumer responses (i.e., intentions to use, visit, and engage in word-of-mouth) were predicted by usefulness and enjoyment, but not by ease of use. The findings of this study could provide the fashion industry and retailers practical and valuable insights into enhancing consumers' in-store experiences through the use of interactive digital signage.

Development of Interactive Media for Dance Education Using Motion Tracking (모션 트래킹을 활용한 무용 교육 인터랙티브 미디어 개발)

  • In-sang Kwak;Da-Young Ju
    • Science of Emotion and Sensibility
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    • v.27 no.3
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    • pp.3-14
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    • 2024
  • This research explores the concept of dance education, which involves educators demonstrating specific movements to students in a practice environment. This study aims to contribute to the emotional development and physical health of children and adolescents and to propose the direction of educational methods through interactive content. Educators explain the movements and describe the emotional context that should be expressed during these movements. This type of education focuses on conveying emotions through movement, acknowledging that dance is more than just precise postures and motions. However, individual imagination differ, and children and adolescents, in particular, may have little experience visualizing emotions. In such limited circumstances, students may focus on physical movements and postures rather than the emotional context they should convey, resulting in dry expressions or expressions that deviate from the intended emotions. This study uses interactive content to help dancers immerse themselves in the emotions associated with specific movements. Virtual content is projected into the practice space, allowing dancers to perceive a virtual environment tailored to specific movements. A body tracking sensor installed in the space recognizes the dancer's body and movements, and real-time particle effects are used to depict the dancer's movements in the virtual graphical environment. This method encourages dancers to perform the necessary movements by immersing them in an emotional experience. This study improves emotional immersion in dance education by reducing the dancer's reliance on his or her imagination alone. It catalyzes transitioning to a different emotional dimension, thereby increasing the effectiveness of dance education. This research involved dance education, which resulted in increased student engagement and concentration. Furthermore, the students recognized the emotional situations that required expression through their body movements, and they were able to express similar emotional content. Furthermore, students demonstrated creativity by incorporating emotions into their physical movements. This research is conducted in stages, each being tested in an educational setting to determine its impact. This step-by-step approach uses validated results as the foundation for subsequent stages, allowing for content expansion and improvement of issues discovered in previous stages. This study aims to contribute to the emotional development and physical health of children and adolescents and to propose the direction of educational methods through interactive content.

Study on Guideline of Application User Experience based on Persona and Scenario (퍼소나와 시나리오를 기반으로 한 어플리케이션 UX 설계 가이드라인에 관한 연구)

  • Gwon, Min;Park, Seok-Cheon
    • Annual Conference of KIPS
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    • 2013.05a
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    • pp.871-874
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    • 2013
  • 사용자 경험은 사용자가 제품을 사용 하면서 상호 작용을 통해 얻게 된 경험을 의미 하며 과정지향적인 인터랙티브 제품 일수록 보다 나은 경험을 위해 경험요소를 계획 하고 구성 하는 사용자 경험 디자인의 비중이 높다. 이는 어플리케이션의 기술적 완성도 및 상업적 성공 여부에도 영향을 미친다. 본 논문은, 인터랙션 디자인 분야의 사용자 모델 퍼소나(persona)와 이를 도입한 퍼소나 기반 시나리오 기법(Persona-Based Scenario)을 통하여 도출해낸 요구 사항을 토대로 기존의 사용자 경험 설계 연구 보다 사용자 중심적으로 향상된 인터랙션 프레임워크를 제공 하는데 목적을 두고 있다.