• Title/Summary/Keyword: Digital toy

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Relationships between visual formative elements of motion graphics and the satisfaction level of visitors - Focus on websites of toy-style products - (웹 사이트에서 모션그래픽의 시각적 조형요소와 방문자 만족도와의 관계 - 완구형 제품을 중심으로 -)

  • Kim, Young Seak
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.121-130
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    • 2014
  • The goal of this study was to contemplate the impact of visual formative elements on the satisfaction level of visitors in websites of toy-style products. To attain the goal, the visual element of motion graphics in websites of toy-style products, i. e., color, layout, illustration, and, typography, were independent variables and the satisfaction level of visitors as a dependent variable. The variables were analyzed objectively. First, it appeared that visual formative elements of motion graphics appeared in websites of toy-style products exerted statistically significant impacts on the satisfaction level of visitors. Second, the element exerting the most significant impact on the satisfaction level of visitors among the visual formative elements in websites of toy-style products were appeared as 'illustration' and 'color'. Thus, it was concluded that it is necessary to give priority in 'illustration' and 'color' to enhance the satisfaction level of visitors.

A Study on the Activation Plan of Web-based Open Source Platform using 3D Printer -Focused on Platform Toy- (3D Printer를 이용한 웹기반 오픈소스 플랫폼 제작 방안에 관한 연구 -Platform Toy를 중심으로-)

  • Lee, Chang-Beom;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.341-347
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    • 2019
  • As the concept of open source extends beyond the scope of software, many companies are also introducing business models using open source concepts. This study is a study on how to create a web-based open-source platform using a 3D printer and aims to create an open-source platform modeled on the Kidults community where users are highly willing to participate. The research method established the direction of initial platform production by collecting basic data through the usability of the platform and Toy design preferences and propensity analysis through research on open source use cases by various companies and user surveys in the Kidults Community. Features unique platform Toy sources that are freely reinterpreted by the user and re-shared and sold to the platform. Research should continue to boost user motivation by activating communities within the platform.

A Study on the Elements Analysis according for the Development Characteristics of the Augmented Reality Toy-Games (증강현실 토이게임의 개발 특징에 따른 요소 분석 연구)

  • Song, Hyun-Joo;No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.51-62
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    • 2017
  • The augmented reality toy-game is a kind of new game genre that can be seen within the concept of augmented reality games, and it is a term to refer to the content or hardware that plays the game using the toy of the real world. This study aims to analyze the elements for the model of toy-game development based on the augmented reality. This study analyzed three characteristics of toy game which are different from other games based on existing related research. and have selected important factors to consider when developing augmented reality toy-game. A questionnaire was conducted to determine the suitability of the development elements derived, and the analysis and verification of the factors derived using an exploratory analysis method. As a result, it showed a reasonable outcome of the selection of variables, with the exception of some of the questions, and the classification results of the multi-dimensional scaling methods were also classified as reasonable in the clustering analyses.

A Study on the Extended Design of Intelligent Brick System Toy (인텔리전트 브릭 시스템 완구의 디자인 확장성에 관한 연구)

  • Kwon, Hyo-Jeong;Kim, Chee-Yong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.69-75
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    • 2006
  • 디지털 테크놀로지의 비약적인 발전으로 우리는 연령과 계층을 막론하고 실생활 측면에서 사용자 환경의 변화, 디자인 시각의 변화 등 많은 변화의 사례들을 인지할 수 있다. 그 중에서도 최근 유아들의 전유물이었던 완구 시장이 학생, 성인들 대상으로 마케팅이 확장되면서 기존에 없었던 보다 지능적인 시스템과 다양한 콘텐츠를 보유하고 혁신적인 인터페이스를 갖춘 디지털 인텔리전트 브릭(Digital Intelligent Brick)완구가 시장을 빠르게 확대해 나가고 있다. 이처럼 아날로그 브릭에서 디지털 브릭으로의 새로운 변화를 주도한 대표적인 예로는 MIT와 공동연구로 개발된 로보틱스 인벤션 시스템(Robotics Invention System)인 레고(Lego)의 '마인드스톰'을 들 수 있다. 인텔리전트 브릭 시스템 완구는 Stud와 Tube의 Elements로 이루어진 기본적이고 반복적인 재료의 속성에서 시스템의 무한한 가변성과 사용자의 다양한 조건에 맞춘 인터페이스를 적용함으로써 창의적 결과물로의 확장성을 나타내고 있다. 본 연구에서는 디지털 테크놀로지를 기반으로 한 사용자중심 콘텐츠 속성을 지닌 인텔리전트 브릭 시스템에서의 시스템 구조 가변성 및 인터페이스 디자인의 확장성, 그리고 사용자 인터랙션 측면에 관하여 분석해 보고자 한다. 이를 토대로 인텔리전트 브릭 시스템이 향후 디지털 디자인 산업의 다양한 측면에서 보다 적극적으로 활용될 수 있는 기초를 제시하는 데 본 연구의 목적이 있다고 할 것이다.

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Emotional Memory Mechanism Depending on Emotional Experience (감정적 경험에 의존하는 정서 기억 메커니즘)

  • Yeo, Ji Hye;Ham, Jun Seok;Ko, Il Ju
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.4
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    • pp.169-177
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    • 2009
  • In come cases, people differently respond on the same joke or thoughtless behavior - sometimes like it and laugh, another time feel annoyed or angry. This fact is explained that experiences which we had in the past are remembered by emotional memory, so they cause different responses. When people face similar situation or feel similar emotion, they evoke the emotion experienced in the past and the emotional memory affects current emotion. This paper suggested the mechanism of the emotional memory using SOM through the similarity between the emotional memory and SOM learning algorithm. It was assumed that the mechanism of the emotional memory has also the characteristics of association memory, long-term memory and short-term memory in its process of remembering emotional experience, which are known as the characteristics of the process of remembering factual experience. And then these characteristics were applied. The mechanism of the emotional memory designed like this was applied to toy hammer game and I measured the change in the power of toy hammer caused by differently responding on the same stimulus. The mechanism of the emotional memory suggest in above is expected to apply to the fields of game, robot engineering, because the mechanism can express various emotions on the same stimulus.

Device and Contents development for children applying Mixed Reality Technology - Based on Children's toy 'Smart Car' (혼합현실을 활용한 어린이용 디바이스와 콘텐츠 개발 - 어린이 완구 '스마트카' 개발을 중심으로 -)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.339-348
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    • 2016
  • While the development of digital media has positive aspects of knowledge enlargement and a new communication channel, it also demonstrates a lot of unexpected defects, such as personal isolation, addiction, obsession or Attention Deficit Hyperactivity. Thus, the author considers it is urgent to develop the contents specifically designed for children in this new digital environment and would like to propose the combined Children's device and contents using the new concept of Mixed Reality. The Mixed Reality that mixes real world and virtual world provides the opportunity that can experience the new concept of play education by using touchable interface of children's real life toy cars together with the virtual world in the smart phones. This Mixed Reality that is extended from sole senses will lead the children to develop the concentration, sense of reality and imagination and also to experience the enlarged play and education concept.

Body Food: Touch Mat for Emotional and Physical Development of Children

  • Jo, HanGyeol;Kang, EunJeong;Yoon, Youngjun;Choi, Yongsoon
    • International Journal of Advanced Culture Technology
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    • v.7 no.1
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    • pp.162-173
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    • 2019
  • This study proposed 'Body Food,' an interactive tactile mat that provides interactive visual responses and induces physical activity in young children at the time of developing tactile and five senses, along with the touch of various stimuli. The product combines fiber materials and digital content to achieve a variety of visual and auditory responses in real time when children touch the fabric. User tests were conducted for 4-year-olds and the result was positive in terms of physical exercise and artistic experience, but quantitative testing is required to generalize it. In the future, we will complement physical and digital contents to realize more complete product.

Enhanced-TCM CODEC Development for Next Generation Terrestrial DTV Transmission System (차세대 지상파 DTV 전송시스템을 위한 Enhanced-TCM CODEC 개발)

  • Kim Sung-Hoon;Ji Kum-Ran;Lee Jae-Youn;Kim Seung-Won;Lee Soo-In;Kim Chang-Joong;Lee Ho-Kyoung
    • Journal of Broadcast Engineering
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    • v.10 no.1 s.26
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    • pp.14-21
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    • 2005
  • This paper described an Enhanced-xVSB system for improving mobile/pedestrian reception performance to the ATSC(Advanced Television System Committee) DTV 8-VSB transmission standard. E-xVSB system can transmit a mixture of normal (8-VSB) stream and enhanced (robust) stream. The robust stream has a higher threshold of visibility (TOV) compared to the standard stream, and legacy receivers ignore the robust packets. Thus, Enhanced-xVSB system is fully backward compatible with a current ATSC standard. For mobile and portable reception support, E-xVSB system adopts a reduced constellation methodas well as enhanced trellis-coded modulation scheme. E-xVSB system supports a variety of enhanced modulation schemes : Pseudo-2VSB, Enhanced-4VSB, modified Enhanced-8VSB and Hybrid-VSB. Proposed E-xVSB system performs well under serious dynamic multipath reception environment.

Novel Image Stabilizing Techniques toy Mobile Video Communications

  • Kang, Byoung-Su;Kim, Jae-Won;Lee, Jun-Suk;Park, kang-Sun;Ko, Sung-Jea
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.433-436
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    • 2000
  • In this paper, we present two types of digital image stabilization (DIS) schemes for mobile video communications. In the first scheme, the DIS system, which is used as a preprocessor of the video encoder, compensates the camera’s undesirable shakes before encoding. This method can reduce the bit rate of encoded video sequence by attenuating the prediction error to be encoded. In the second proposed scheme, the DIS system is coupled with the video decoder. The second scheme uses the K-means clustering algorithm to estimate the camera motion using motion vectors decoded from the received video stream. Simulation results show that the first scheme improves coding efficiency, while the second scheme is computationally efficient since it does not require motion estimation.

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Development of Portable Conversation-Type English Leaner (대화식 휴대용 영어학습기 개발)

  • Yoo, Jae-Tack;Yoon, Tae-Seob
    • Proceedings of the KIEE Conference
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    • 2004.05a
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    • pp.147-149
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    • 2004
  • Although most of the people have studied English for a long time, their English conversation capability is low. When we provide them portable conversational-type English learners by the application of computer and information process technology, such portable learners can be used to enhance their English conversation capability by their conventional conversation exercises. The core technology to develop such learner is the development of a voice recognition and synthesis module under an embedded environment. This paper deals with voice recognition and synthesis, prototype of the learner module using a DSP(Digital Signal Processing) chip for voice processing, voice playback function, flash memory file system, PC download function using USB ports, English conversation text function by the use of SMC(Smart Media Card) flash memory, LCD display function, MP3 music listening function, etc. Application areas of the prototype equipped with such various functions are vast, i.e. portable language learners, amusement devices, kids toy, control by voice, security by the use of voice, etc.

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