• Title/Summary/Keyword: Human-centered computing

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Fun-centered HCI -Investigating the concept of Fun in Human-Computer Interaction- (재미를 위한 HCI -HCI 관점에서의 재미있는 경험에 대한 개념적 연구-)

  • Yoon, Ji-Eun;Kim, Jin-Woo;Lee, In-Seong;Choi, Dong-Seong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.63-71
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    • 2006
  • For many years, the approach taken towards HCI(Human Computer Interaction) has focused on the usability of system and technology. Advances in computing and information technology has shifted the way people use and experience technology from merely using it to enjoying using it. But, there is a lack of theories to conceptualize fun and user fun experience, in the HCI. This paper describes an conceptual approach to "fun" and user's 'fun experience' in the interaction of technology. This paper defines "fun" as positive psychological energy which is produced by playing computer. And this paper provides characteristics of 'Fun experience', which are action mode, random order, free, and activated pleasant. This study provides insights into factors contributing to and influencing fun experiences and the relationships between them; symbol, newness, and vividness.

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A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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Augmented Reality System in Real Space using Mobile Projection (이동 투사를 통한 실제 공간에서의 증강현실 시스템)

  • Kim, Moran;Kim, Jun-Sik
    • Journal of Broadcast Engineering
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    • v.23 no.5
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    • pp.622-627
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    • 2018
  • In this paper, we introduce an integrated augmented reality system using a small camera and a projector. We extract three-dimensional information of an object with a small portable camera and a projector by using a structured light system. We develop the concept of the virtual camera to generalize the projection method so that the image can be projected at a desired position with only the mesh of the object to be projected without computing the mapping between specific point sets. Therefore, it is possible to project not only simple planes but also complex curved surfaces to desired positions without complicated geometric calculation. Based on a robot with a small camera and a projector, it will largely explain the projector-camera system calibration, the calculation of the position of the recognized object, and the image projection method using the virtual camera concept.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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Avatar's Lip Synchronization in Talking Involved Virtual Reality (대화형 가상 현실에서 아바타의 립싱크)

  • Lee, Jae Hyun;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.9-15
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    • 2020
  • Having a virtual talking face along with a virtual body increases immersion in VR applications. As virtual reality (VR) techniques develop, various applications are increasing including multi-user social networking and education applications that involve talking avatars. Due to a lack of sensory information for full face and body motion capture in consumer-grade VR, most VR applications do not show a synced talking face and body. We propose a novel method, targeted for VR applications, for talking face synced with audio with an upper-body inverse kinematics. Our system presents a mirrored avatar of a user himself in single-user applications. We implement the mirroring in a single user environment and by visualizing a synced conversational partner in multi-user environment. We found that a realistic talking face avatar is more influential than an un-synced talking avatar or an invisible avatar.

Development of Fashion Design Recommender System using Textile based Collaborative Filtering Personalization Technique (Textile 기반의 협력적 필터링 개인화 기술을 이용한 패션 디자인 추천 시스템 개발)

  • 정경용;나영주;이정현
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.5
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    • pp.541-550
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    • 2003
  • It is important for the strategy of product sales to investigate the consumer's sensitivity and preference degree in the environment that the process of material development has been changed focusing on the consumer renter. In the present study, we propose the Fashion Design Recommender System (FDRS) of textile design applying collaborative filtering personalization technique as one of methods in the material development centered on consumer's sensibility and preferences. In collaborative filtering personalization technique based on textile, Pearson Correlation Coefficient is used to calculate similarity weights between users. We build the database founded on the sensibility adjective to develop textile designs by extracting the representative sensibility adjective from users' sensibility and preferences about textile designs. FDRS recommends textile designs to a consumer who has a similar propensity about textile. Ultimately, this paper sugeests empirical applications to verify the adequacy and the validity on this system with the development of Fashion Design Recommender System (FDRS)

A design of Key Exchange Protocol for User Centered Home Network (사용자 중심의 홈네트워크를 위한 키 교환 프로토콜 설계)

  • 정민아
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.3
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    • pp.654-660
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    • 2004
  • In this paper, we define that pervasive home network, which provides necessary services for user properties and removes distractions to improve the quality of human life. So, user can enjoy home network technology including devices and softwares at any place with no knowledge of networked home, devices, and softwares. In this home network, a mobile agent, called LAFA, can migrate to unfamiliar home network and control the necessary devices. For this environment, we design security management module for authenticating user and home server that access some other home networks, and for protecting text, multimedia data, and mobile agent that are transferred between home networks. The security management module is composed of a key exchange management module and an access control management module, for key exchange management module, we propose a key exchange protocol, which provides multimode of authentication mode and key exchange mode. One of these two modes is selected according to the data type.

A Fashion Design Recommender Agent System using Collaborative Filtering and Sensibilities related to Textile Design Factors (텍스타일 기반의 협력적 필터링 기술과 디자인 요소에 따른 감성 분석을 이용한 패션 디자인 추천 에이전트 시스템)

  • 정경용;나영주;이정현
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.2
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    • pp.174-188
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    • 2004
  • In the life environment changed with not only the quality and the price of the products but also the material abundance, it is the most crucial factor for the strategy of product sales to investigate consumer's sensibility and preference degree. In this perspective, it is necessary to design and merchandise the products in cope with each consumer's sensibility and needs as well as its functional aspects. In this paper, we propose the Fashion Design Recommender Agent System (FDRAS-pro) for textile design applying collaborative filtering personalization technique as one of the methods of material development centered on consumer's sensibility and preference. For a collaborative filtering system based on textile, Representative-Attribute Neighborhood is adopted to determine the number or neighbors that will be used for preferences estimation. Pearson's Correlation Coefficient is used to calculate similarity weights among users. We build a database founded on the sensibility adjectives to develop textile designs by extracting the representative sensibility adjectives from users' sensibility and preferences about textile designs. FDRAS-pro recommends textile designs to a customer who has a similar propensity about textile. To investigate the sensibility and emotion according to the effect of design factors, fertile designs were analyzed in terms of 9 design factors, such as, motif source, motif-background ratio, motif variation, motif interpretation, motif arrangement, motif articulation, hue contrast, value contrast, chroma contrast. Finally, we plan to conduct empirical applications to verify the adequacy and the validity of our system.

Contents Analysis of Basic Software Education of Non-majors Students for Problem Solving Ability Improvement - Focus on SW-oriented University in Korea - (문제해결력 향상을 위한 비전공자 소프트웨어 기초교육 내용 분석 - 국내 SW중심대학 중심으로 -)

  • Jang, Eunsill;Kim, Jaehyoun
    • Journal of Internet Computing and Services
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    • v.20 no.4
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    • pp.81-90
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    • 2019
  • Since 2015, the government has been striving to strengthen the software capabilities required for future talent through software-oriented university in Korea. In the university selected as a software-oriented university, basic software education is given to all departments such as humanities, social science, engineering, natural science, arts and the sports within the university in order to foster convergent human resources with different knowledge and software literacy. In this paper, we analyze the contents of basic software education for twenty universities selected as software-oriented universities. As a result of analysis, most of the basic software education which is carried out to the students of the non-majors students was aimed at improvement of problem solving ability centered on computational thinking for future society and improvement of convergence ability based on computer science. It uses block-based educational programming language and text-based advanced programming language to adjust the difficulty of programming contents and contents reflecting characteristics of each major. Problem-based learning, project-based learning, and discussion method were used as the teaching and learning methods for problem solving. In the future, this paper will help to establish the systematic direction for basic software education of non-majors students.