• 제목/요약/키워드: Digital Media Interaction

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Customer participatory design for mass customization(Focused on development of interactive design toolkit) (매스커스터마이제이션을 위한 소비자 참여 디자인 방법(인터랙티브 디자인 툴킷의 개발을 중심으로))

  • 변재형
    • Archives of design research
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    • v.16 no.4
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    • pp.5-14
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    • 2003
  • This study suggest the development and application of the Interactive Design Toolkit as a participatory design method for general customer who are non-expert on design activity to participate in design process of mass customization. In order to let general customers to express their design needs, we have to make a familiar and direct communication method for them. And, customer's design needs should be transformed into digital media. This study define the Interactive Design Toolkit as a design tool for customer participation by direct manipulation of computer system for simulation of design needs by customer themselves. The Interactive Design Toolkit is based on a PC-based image perception system and its application. User can make virtual models in virtual space by manipulating physical objects in real world. And, The toolkit can be used in the field of participatory design for deliverer side customization, especially in system kitchen which is manufactured and distributed in modular system. More improved design toolkit for manipulating 3 dimensional shape is needed for consumer product design and car styling.

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A Study on the Creative Interface Factors of Library Space on Ito Toyo - Focus on the Tama Art University New Libraries - (이토토요의 도서관 공간에 나타나는 창조적 인터페이스요소에 관한 연구 - 타마미술대학신도서관을 사례로 -)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.19 no.3
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    • pp.205-213
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    • 2010
  • The importance of communication which is oriented to interaction, fusion and connection is more increased in the post-information society. The information environment is already realized as interface to reach immediately and freely to the databased information and knowledge. The contemporary libraries execute very important roles as an intellectual infra of modern times to deliver the great human achievement and create new culture. In the mean time, the rapid information-oriented society and the development of digital technology bring out big change in the traditional dispatch and receipt method of information. For this reason, libraries as the community space of visitors integrates physical space - electronic space and reconstructs new temporary culture and value to build the new interface that connects human to human, human to space and human to information. On the premise of these awareness, this study analysis the creative interface factor of Tama Art University New Libraries in Ito Toyo in order to research the function and the application method of modern libraries. And the results are follows. 1)We can make sure the significance of communication and the integration consciousness between digital technology and analogue sensitivity that is the characteristic of the post-information society. 2)We can classify for the creative interface factors by the character as space factor(Arcade, Gallery, Lounge, AV Booth, Cafe), facility/equipment factor(Laboratory, Media, Bar, Info Shelf, Media Seat) and furniture factor(Carrel, Desk, Mag Table, XI Shelf). 3)We can see that these interface factors change the stream of library users and that the library is constructed for library users to create and discovery something easily from books and modern technologies. And we can realize also that these factors are creative installation to lead out naturally the latent liberty sense of users.

Analyzing the Characteristics of User-Participation-based Idea Platforms Depending on their Classification (사용자 참여형 아이디어 플랫폼의 유형별 특성 분석)

  • Choi, Seungyeon;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.8
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    • pp.481-490
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    • 2016
  • Today, the advance of a community tool such as a SNS enables users to easily share information each other and quickly deliver various opinions to suppliers. The suppliers are trying to create new value through co-creation strategies in order to satisfy rapidly and variously changing user's needs. User-participation-based idea platforms are emerging as a open innovation space that can provide user participation and interaction between suppliers and users. However, although each idea platform has specific advantages in each stage of a development process, this development process is not generalized as one complete, integrated development process. Thus, the development of an effectively integrated process, which includes advantages in each stage of the process, is needed. This research aims to analysis the characteristics of idea platforms based on the classification of idea platforms as a basic study for proposing a new development processes of them. This research will contribute to the guideline for developing a new user-participation-based idea platform.

A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

User Customizable Hit Action Recognition Method using Kinect (키넥트를 이용한 사용자 맞춤형 손동작 히트 인식 방법)

  • Choi, Yunyeon;Tang, Jiamei;Jang, Seungeun;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.18 no.4
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    • pp.557-564
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    • 2015
  • There are many prior studies for more natural Human-Computer Interaction. Until now, the efforts is continued in order to recognize motions in various directions. In this paper, we suggest a user-specific recognition by hit detection method using Kinect camera and human proportion. This algorithm extracts the user-specific valid recognition rage after recognizing the user's body initially. And it corrects the difference in horizontal position between the user and Kinect, so that we can estimate a action of user by matching cursor to target using only one frame. Ensure that efficient hand recognition in the game to take advantage of this method of suggestion.

Teaching Methods for the Library and Information Science Using Image Technology (이미지 기술을 이용한 문헌정보학 교수법 개발연구)

  • Chun Myung-Sook
    • Journal of the Korean Society for Library and Information Science
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    • v.38 no.4
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    • pp.219-230
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    • 2004
  • Digital image technology can be used for the development of new curriculum, course assignment, teaching methods, or the evaluation of library and information science courses. In this way, the teaching course becomes more effective and more interesting. This study has shown that the number of the student registration was increased, the interaction between the instructor and students became more frequent. and the course evaluation by students were very much improved.

Design and Implementation of the Digital App-Book Interaction Library (디지털 앱북 상호작용 라이브러리 설계 및 구현)

  • Lee, Kang-Woon;Beak, A-Ram;Choi, Haechul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.06a
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    • pp.183-184
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    • 2014
  • 최근 스마트 폰 가입자 수 증가와 함께 모바일 기기의 보급이 대중화 되었다. 모바일 기기 대중화로 다양한 형태의 멀티미디어 콘텐츠 소비가 많아지면서 새로운 콘텐츠를 요구하는 사용자들 늘어나고 있다. 다양한 소비 계층에서 콘텐츠의 수요가 늘어나고 있지만, 현재 시장에서는 공급량이 수요에 미치지 못하고 있다. 모바일 기기중 하나인 디지털 앱북 콘텐츠 또한 시장에서 더 많은 콘텐츠가 필요하다. 본 논문에서는 디지털 앱북의 콘텐츠 증가를 위해 디지털 앱북 제작에 있어 코드 재사용성 증가로 인한 체계적인 개발과 유지지보수의 용이함을 높이기 위해 사용자와의 다양한 상호작용 기능들을 라이브러리로 구현하고 검증하였다. 라이브러리는 사용자 동작부와 기기 동작부로 구성하고 각 동작부의 명령들을 조합하여 상호작용 메소드 형태로 존재하도록 설계하였다. 구현된 라이브러리는 코드 사용량을 크게 줄여 개발 시간 단축에 영향을 주어 디지털 앱북 콘텐츠 제작에 있어 효율을 높여준다.

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A Study on the Space interpretation by Application of Color Structure in Contemporary Architecture (현대건축의 색채구조를 적용한 공간해석에 관한 연구)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.152-160
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    • 2011
  • Contemporary architecture pursues new method of Interpretation of Non-linear space as digital media appears. As various materials and new methods can be used due to developments in science and expansion of thinking, contemporary architectural color developed extensive possibilities. It means not only the change of drawings, method of architectural product and materials but also the change of value system for architectural space. Thus the purpose of this paper is to suggest interpretation of space applied by color structure, and this point of view was based on the three elements of color perception which are light source, reflector, and observer. According to this categorization, architectural color of exterior color, layer color and interaction color are explained via examples of colors recently used on the contemporary architectures. In summary, contemporary architecture can be explained by Non-construction space interpretation for intrinsic complex meanings. Therefore, it can be explained as moving space, collage, by picturesque space, moving blur color and emptiness of color. This pursues various point of views for space interpretation, therefore it can be developed to the identity of strengthening architectures' design concept.

A Software Design Method for Arduino Applications using UML (UML을 이용한 아두이노 어플리케이션 설계)

  • Park, Ki-Chang;Lee, Hyun-Cheol;Kim, Eun-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.1-8
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    • 2015
  • Arduino is an open-source prototyping platform. It has been used in diverse areas including media-art, simulation and interaction devices. The Arduino application does not provide an effective form of software design specification, since it is basically developed in C Programming language. In this paper, we propose a design method for the Arduino applications using the extension mechanism of the UML(Unified Modeling Language). The proposed method is enable to specify the main function of Arduino applications like digital I/O and analog I/O in UML notations.

Design and research of web-site for activating on-line interaction of communities in the congregation (수도회 공동체의 온라인 상호작용 활성화를 위한 홈페이지 설계방안)

  • Lee, Soon-hwa;Ahn, Seong-hye
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.627-630
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    • 2007
  • The goal of Catholic Religious web-site is to activate communion and evangelization which is the ultimate purpose of communication in the Catholic Church. Thus, the purpose of this paper is to present the type of on-line community which promotes active evangelical communication within the Religious community and between the Religious and the lay. In designing the web-site, the importance of CMC factors will be stressed.

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