• Title/Summary/Keyword: Embodied Interaction

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The Design and Implemention of WBI for High school Commerce course guidance (고교 상업과목 지도를 위한 WBI 설계 및 구현)

  • Seo, Woo-Sik;Bae, Seok-Chan
    • Journal of The Korean Association of Information Education
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    • v.4 no.1
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    • pp.1-11
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    • 2000
  • In this paper, What is called WBI teaching model, is designed by the principle of teaching guidance which is a new research according to changes of educational media such as a computer. It's planned to take the business department in a commercial high school as an example so as to master learning suitable to learners individual characteristics with focusing on man to man education. The education by means of WBI makes learners have motivations and achievement as well as it makes possible to learn by each student's level and even further to study by individuals. Especially, even though the presentations of problems and learning contents like the established WBI are basic in this survey, I designed and embodied for the interaction between learner and instructor and focused on the showing of accomplishment at each field.

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Representations of Vibration Embody Formula based on the Diffusion Field Paradigm about Interlayer Noise (층간소음을 확장음장 관점에서 본 진동체화식의 표상)

  • Kim, Hwang Jun
    • Smart Media Journal
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    • v.8 no.2
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    • pp.80-85
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    • 2019
  • Generally, interlayer noise is measured in decibels (A) in terms of free field. In this paper, we propose a measurement method of interlayer vibration acceleration in the diffusion field perspective. The proposed method can represent a vibration-embodied formula similar to the sensitivity of earthquake intensity when the natural vibration of apartment house is measured by acceleration with its average value of $20mm/s^2$ represented by an the geometric progression of radix. Based on this theory, this paper proposes a method to show the optimal user experience (UX) by applying the interlayer vibration acceleration of the epicenter to the system of human - computer interaction (HCI).

Mechanization of humans, humanization of machines, and coexistence through dance works (무용작품을 통해 본 인간의 기계화, 기계의 인간화 그리고 공존)

  • Chang, So-Jung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.145-150
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    • 2021
  • This thesis attempted to examine the mechanization of humans, humanization of machines, and coexistence through dance works. The dance works were reviewed by partial excerpts from Oscar Schlemer's <3 Chord Ballet>, Felindrome Dance Company's , and . Also, I looked at the dance work , which has an inherent form of coexistence. Through the above work, robot-like science and technology and fusion. It was found that various dance performances that coexist in complex forms provide continuous creativity to humans, and various forms of sensibility and creative movements based on data make it possible to produce rich performances for humans. This researcher expects numerous works that accept and reflect the changes of the times through the embodied interaction of dance performances with science and technology.

Unpacking the Potential of Tangible Technology in Education: A Systematic Literature Review

  • SO, Hyo-Jeong;HWANG, Ye-Eun;WANG, Yue;LEE, Eunyul
    • Educational Technology International
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    • v.19 no.2
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    • pp.199-228
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    • 2018
  • The main purposes of this study were (a) to analyze the research trend of educational use of tangible technology, (b) to identify tangible learning mechanisms, and potential benefits of learning with tangible technology, and (c) to provide references and future research directions. We conducted a systematic literature review to search for academic papers published in recent five years (from 2013 to 2017) in the major databases. Forty papers were coded and analyzed by the established coding framework in four dimensions: (a) basic publication information, (b) learning context, (c) learning mechanism, and (d) learning benefits. Overall, the results show that tangible technology has been used more for young learners in the kindergarten and primary school contexts mainly for science learning, to achieve both cognitive and affective learning outcomes, by coupling tangible objects with tabletops and desktop computers. From the synthesis of the review findings, this study suggests that the affordances of tangible technology useful for learning include embodied interaction, physical manipulations, and the physical-digital representational mapping. With such technical affordances, tangible technologies have the great potential in three particular areas in education: (a) learning spatial relationships, (b) making the invisible visible, and (c) reinforcing abstract concepts through the correspondence of representations. In conclusion, we suggest some areas for future research endeavors.

Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.533-552
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    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.

Study on Behavioral Characteristics of 3D Touch in Smartphone

  • Oh, Euitaek;Hong, Jiyoung;Cho, Minhaeng;Choi, Jinhae
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.551-568
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    • 2016
  • Objective: The objective of this study is to identify the difference in the press behavior characteristics of 3D Touch, which is a new touch interaction of smart phones, and the existing 'Tap and Long Press' touch interaction, and to examine behavior changes upon feedbacks. Background: Since 3D Touch is similar to the existing 'Tap and Long Press' touch interactions in terms of press behavior, which is likely to cause interference, it is necessary to conduct a preliminary study on behavior characteristics of touch interactions. Method: In utilization of smart phones with the 3D Touch function to measure press behavior characteristics of touch interaction, an experiment was conducted where 30 subjects were given a task to press 30 buttons of touch interactions on the screen. During the experiment, two press behavior characteristics-maximum touch pressure and press duration-were analyzed. To grasp changes in behaviors upon feedbacks, the task was carried out in a condition where there was no feedback and in a condition where there were feedbacks of specific critical values. Results: While there was no feedback given, subjects tended to press with much strength (318.98gf, 0.60sec) in the case of 3D Touch, and press the Long Press button for a while (157.12gf, 1.10sec) and press the Tap button with little strength only for a short moment (37.92gf, 0.10sec). 3D Touch and Long Press had an area of intersection in time, but when feedbacks of specific critical values were given, there were behavior calibration effects to adjust the press behavior characteristics of 3D Touch and Long Press. Conclusion: Although interferences are expected between 3D Touch and Long Press due to the similarity of press behaviors, feedbacks induce behavior calibration. Hence, once feedbacks were provided with 3D Touch operated in an appropriate condition of critical pressure, interference between two motions can be minimized. Application: The findings of this study are expected to be utilized as a basis for the values of optimal critical pressure, at which users can easily distinguish 3D Touch from Long Press which is the existing touch interaction.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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An Implementation of Brain-wave DB building system for Artifacts prevention using Face Tracking (얼굴 추적 기반의 잡파 혼입 방지가 가능한 뇌파 DB구축 시스템 구현)

  • Shin, Jeong-Hoon;Kwon, Hyeong-Oh
    • Journal of the Institute of Convergence Signal Processing
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    • v.10 no.1
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    • pp.40-48
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    • 2009
  • Leading of the computer, IT technology has make great strides. As a information-industry-community was highly developed, user's needs to convenience about intelligence and humanization of interface is being increase today. Nowadays, researches with are related to BCI are progress put the application-technology development first in importance eliminating research about fountainhead technology with DB construction. These problems are due to a BCI-related research studies have not overcome the initial level, and not toward a systematic study. Brain wave are collected from subjects is a signal that the signal is appropriate and necessary in the experiment is difficult to distinguish. In addition, brain wave that it's not necessary to collect the experiment, serious eyes flicker, facial and body movements of an EMG and electrodes attached to the state, noise, vibration, etc. It is hard to collect accurate brain wave was caused by mixing disturbance wave in experiment on the environment. This movement, and the experiment of subject impact on the environment due to the mixing disturbance wave can cause that lowering cognitive and decline of efficiency when embodied BCI system. Therefore, in this paper, we propose an accurate and efficient brain-wave DB building system that more exactness and cognitive basis studies when embodied BCI system with brain-wave. For the minimize about brain wave DB with mixing disturbance, we propose a DB building method using an automatic control and prevent unnecessary action, put to use the subjects face tracking.

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Development of Diagram Learning System for e-Learning (e-Learning을 위한 도형학습 시스템 개발)

  • Im, Mi-Ae;Goh, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.523-532
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    • 2005
  • Moving figures and piling up some boxes are newly the introduced studying contents in the 7th curriculum of mathematics and it will be able to form the sense of space of the students. Against the studying contents for the sense of space formation, the teachers of site speak instruction is very difficult and the student's scores are low. Elementary school mathematics studying which inclusive of figure studying is the most effective when they operate the actual object. But in the school site, the instruction with actual object is very difficult because many reasons. And web based studying data system which is for forming the sense of space the students is not abundant because it started initially. From this dissertation, studying contents will be taken out and web base figure studying system will be designed and embodied. The interaction will be active in the system. Student will be able to understand the principle by the medium of the animation from the system and they can improve their sense of space by the interesting game.

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A Study on Implementation of Library Utilization Education System Based on SDG(Single Display Groupware) (SDG(Single Display Groupware) 기반 도서관 이용 교육 시스템 구현에 관한 연구)

  • Kim, Myung-Gwan;Noh, Jae-Hyoung;Yoo, Gwi-Hyeon
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.4
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    • pp.217-227
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    • 2007
  • This study describes a system which makes children use a cooperation study for the education of a library use and applies SDG technology to this cooperation study SDG means a system which is able to do a cooperation work as a multi-inputting device in a computer display. Through the use library utilization education system based on SDG, learners study simultaneously and collaborately. On this thesis. We embodied the understanding of the decimal classification of Korea and the arrangement of a bookshelf and the study of the location tracking as a game style based on an existed study that a cooperation study used SDG is more superior that an individual study used a single device. Librarians through this system will be able to easily and interestingly instruct children for the use of a library.