• Title/Summary/Keyword: Interaction Patterns

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posVibEditor: Authoring Tool for Designing Vibrotactile Patterns in Mobile Devices (posVibEditor: 모바일 기기에서 진동촉감 패턴의 디자인 저작 도구)

  • Ryu, Jong-Hyun;Choi, Seung-Moon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.256-261
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    • 2008
  • We developed an authoring tool for designing vibrotactile patterns quickly and easily by using the drag-and-drop paradigm in mobile devices. Designed vibrotactile patterns are registered into a data pool in the XML format, improving the reusability and extensibility of vibrotactile patterns. A multi-channel timeline interface is also incorporated to provide time-synchronized pattern editing for multiple vibration patterns (for multiple vibration actuators). In addition, an internal vibration player is embedded in the authoring tool in order to evaluate the patterns on the spot. A transform function for perceptually transparent vibration rendering can also be set in the editor. Although the authoring tool was developed for mobile devices, it can be used for other applications such as haptic interaction m virtual reality.

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A Study on Infra-Technology of RCP Interaction System

  • Kim, Seung-Woo;Choe, Jae-Il
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1121-1125
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    • 2004
  • The RT(Robot Technology) has been developed as the next generation of a future technology. According to the 2002 technical report from Mitsubishi R&D center, IT(Information Technology) and RT(Robotic Technology) fusion system will grow five times larger than the current IT market at the year 2015. Moreover, a recent IEEE report predicts that most people will have a robot in the next ten years. RCP(Robotic Cellular Phone), CP(Cellular Phone) having personal robot services, will be an intermediate hi-tech personal machine between one CP a person and one robot a person generations. RCP infra consists of $RCP^{Mobility}$, $RCP^{Interaction}$, $RCP^{Integration}$ technologies. For $RCP^{Mobility}$, human-friendly motion automation and personal service with walking and arming ability are developed. $RCP^{Interaction}$ ability is achieved by modeling an emotion-generating engine and $RCP^{Integration}$ that recognizes environmental and self conditions is developed. By joining intelligent algorithms and CP communication network with the three base modules, a RCP system is constructed. Especially, the RCP interaction system is really focused in this paper. The $RCP^{interaction}$(Robotic Cellular Phone for Interaction) is to be developed as an emotional model CP as shown in figure 1. $RCP^{interaction}$ refers to the sensitivity expression and the link technology of communication of the CP. It is interface technology between human and CP through various emotional models. The interactive emotion functions are designed through differing patterns of vibrator beat frequencies and a feeling system created by a smell injection switching control. As the music influences a person, one can feel a variety of emotion from the vibrator's beats, by converting musical chord frequencies into vibrator beat frequencies. So, this paper presents the definition, the basic theory and experiment results of the RCP interaction system. We confirm a good performance of the RCP interaction system through the experiment results.

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A Study on the Architectural Application of Biological Patterns (생물학적 패턴의 건축적 적용에 관한 연구)

  • Kim, Won Gaff
    • Korean Institute of Interior Design Journal
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    • v.21 no.2
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    • pp.35-45
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    • 2012
  • The development of digital media made the change of architectural paradigm from tectonic to the surface and pattern. This means the transition to the new kind of materiality and the resurrection of ornament. This study started as an aim to apply biological pattern to architectural design from the new perception of pattern. Architectural patterns in the early era appeared as ladders, steps, chains, trees, vortices. But since 21st century, we can find patterns in nature like atoms and molecular structures, fluid forms of dynamics and new geometrical pattern like fractal and first of all biological patterns like viruses and micro-organisms, Voronoi cells, DNA structure, rhizomes and various hybrids and permutations of these. Pattern became one of the most important elements and themes of contemporary architecture through the change of materiality and resurrection of ornament with the new perception of surface in architecture. One of the patterns that give new creative availability to the architectural design is biological pattern which is self-organized as an optimum form through interaction with environment. Biological patterns emerge mostly as self-replicating patterns through morphogenesis, certain geometrical patterns(in particular triangles, pentagons, hexagons and spirals). The architectural application methods of biological patterns are direct figural pattern of organism, circle pattern, polygon pattern, energy-material control pattern, differentiation pattern, parametric pattern, growth principle pattern, evolutionary ecologic pattern. These patterns can be utilized as practical architectural patterns through the use of computer programs as morphogenetic programs like L-system, MoSS program and genetic algorithm programs like Grasshoper, Generative Components with the help of computing technology like mapping and scripting.

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Consideration on Ease of Several Bodice Patterns (각종 부인복 원형의 여유감에 대한 고찰)

  • Geong Hyee Lag
    • Journal of the Korean Society of Clothing and Textiles
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    • v.14 no.4 s.36
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    • pp.274-280
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    • 1990
  • This paper is intended to grasp the characteristics of many bodices patterns which have been shown so far. The way is by selecting four characteristic kinds of patterns, making blouses offer the patterns and measuring ease. In measuring the degree of ease, $Scheff\`{e}'s$ paired comparison is made use of. In analysis, variation ratio has come out of analysis of variance, and significance is tested by producing estimated values between patterns. The Result is summed up as follows. 1. After wearing blouses made ofter different basic patterns and measuring ease, the analysis of variance is made about the sensory value of ease. The result is as follows. 1) In the ease of different patterns, all the areas are significant at the level of $1\%$ , regard- less of movements. 2) Under the influence of movements, the back area of arm hole is significant at the level of $5\%$ in narrow movements, and the front and the back area of arm hole are each significant at the level of $1\%$ in wide movements. 3) In the interaction of patterns and movements, bust and the under area of arm hole are each significant at the level of $1\%$ in narrow movements, and bust is significant at the level of $1\%$ in wide movements. 2. When comparing estimated values between patterns, the value of c is the largest and in the order of b,4, a. And in the other movements, the order changes into c,d, b and a. Thus the ease of blouses is different according to patterns. The reason for this is that the amount of ease of bust, the amount and location of darts, and sleeve cap height have complicate influences on the ease of blouses. Both sleeve cap height and the depth of arm hole have influences on the ease of sleeve. Consequently, in making clothes, it would be better to select and use proper patterns which go with the purposes and desings of clothes rather than to apply one pattern to various clothes.

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The Effect of Necktie Color and Patterns on the Image Formation of the Men's Suit (넥타이의 색과 무늬가 남성복 이미지에 미치는 영향)

  • 강경자;임지영
    • Journal of the Korean Society of Clothing and Textiles
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    • v.20 no.5
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    • pp.753-768
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    • 1996
  • The purpose of this study is to find out the effect of suit color, necktie color and necktie patterns on the men's suit image formation. The experimental materials developed for this study were a set of stimuli and response scales. The stimuli were 28 color pictures manipulated with suit color, necktie color and necktie patterns by computer drawing. The experimental design consists of 3 factorial design; 1) suit color (navy blue, beige), 2) necktie color (analogous, complimentary color), 3) necktie patterns (plain, dot, stripe, check, paisley, floral, abstract) The 7-point semantic differential response scale designed for visual evaluation of men's suit image on suit color, necktie color and necktie patterns were composed of 34 bipolar adjectives. The subject are 150 female undergraduate students in Chin-ju city. They responded twice to 14 stimuli at random order The result of this study are as follows; 1. By analyzing the responses of the subjects, 4 factors emerged in the dimensional structure of the men's suit image formed by suit color, necktie color and necktie patterns. The 4 factors are charm, potency, uniqueness and tenderness. Among these, charming and potential factors proved to be more important. 2. necktie color, suit color and neckite patterns had the significant effect on the formation of men's suit image. In the charm image, only necktie patterns were proved to be the most dominant variable. The most dominant variable in the potencial and unique image was necktie color and second to it suit color was important. But suit color was most significant in the image of tenderness. 3. In the effects of interactions between each variables, the combination of suit color and necktie color wins more significant than that of suit color and necktie patterns and that of necktie color and necktie patterns, but in the image of tenderness, only the combination of suit color and necktie color was more significant. In the interaction of suit color, necktie color and necktie patterns, the potential factor didn't have the significant effect.

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Reticence and Communication Preferences in the Classroom: Comparing "E-mail" and "Face-to-face" Interactions

  • Ha, Jae-Sik;Shin, Dong-Hee;Lee, Chung Gun
    • International Journal of Contents
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    • v.10 no.2
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    • pp.18-27
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    • 2014
  • This study examines underlying factors that influence undergraduate students' willingness to enhance communication with their instructor by comparing the frequency of e-mail and face-to-face interaction between students and instructors. Data was collected through a survey of 322 undergraduate journalism students at a large Midwestern university. The findings showed that the more passive students were in expressing their opinion during the class, the less likely they were to send e-mails to their instructor (Coef. = -0.180, p < .01) or to communicate with their instructor face-to-face (Coef. = -0.262, p < .01). The findings also showed that the more students described their personality as "shy," the less likely they were to e-mail their instructor (Coef. = -0.157, p < .05) or communicate with their instructor face-to-face (Coef. = -0.210, p < .01). It is noteworthy that the degrees of both passivity and shyness had a more negative effect on the probability of face-to-face interaction than they did on email interaction. In summary, email usage follows similar broader patterns of social interaction, rather than introducing a different trend in communication. This finding implies that the importance of e-mail should not be exaggerated as a communication tool for reticent students.

An Analysis of Social Interaction according to Students' Preference for Groups in Science Instruction of Elementary School (초등학교 과학 수업에서 학생들의 모둠 선호도에 따른 사회적 상호 작용 분석)

  • Yang, Jeon-Mi;Lee, Hea-Jung;Oh, Chang-Ho;Jeong, Jin-Su;Kwon, Yong-Ju;Park, Kuk-Tae
    • Journal of Korean Elementary Science Education
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    • v.26 no.1
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    • pp.1-11
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    • 2007
  • The purpose of this study was to investigate interaction patterns and characteristics of small group discussions during elementary school science classes. Four heterogeneous groups were formed according to preferences and non-preferences, consisting of male and female students. Verbal interactions during small group discussions were audio and videotaped, transcribed and analyzed. The interaction frequency of each group was compared in terms of their cognitive and affective aspects. The results in terms of the cognitive aspect showed that there were no significant differences in the frequency of interaction between preference and non-preference groups' verbal behaviors. However, the quality of interaction was superior and the number of high level types of interaction were more frequent in the preference group. From the affective perspective, both groups of students exhibited a positive attitude in the preference group and a negative attitude in the non-preference group. The differences of interaction between the male and female student's groups were that in the case of the female group, the frequency and the quality of interaction was higher. Moreover, in contrast to male students, female students revealed satisfaction and favorable attitudes in their non-preference group because they felt more a acceptable atmosphere and attitude in that group. These results suggest that the interactions of the preference group are more interactive and elaborate in nature than those of the non-preference group.

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The Family FIRO Model for Stepfamily Development (재혼가족 발달을 위한 가족 FIRO 모델)

  • 현은민
    • Journal of Families and Better Life
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    • v.16 no.3
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    • pp.53-66
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    • 1998
  • This study presents the Family FIRO model for stepfamily development. The Family FIRO model conceptualizes interactional patterns in stepfamily for dealing with developmental tasks and suggests a method for organizing assessment and for prioritizing treatment strategies. Boundary ambiguity role confusion intergenerational coalition and loyalty conflict lack of relationship commitment and resource management issues of stepfamily constitute the inclusion interaction dimension in The Family FIRO model. While power role negotiation conflict decision making and discipline issues represent the control interaction dimension lack of emotional exchange and open self-disclosure issues are intimacy interaction dimension in the stepfamily. The family FIRO model suggests that stepfamily should attend to the developmental tasks related to inclusion before placing a major emphasis on control issues which in turn should come before emphasis on stepfamily intimacy.

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Dynamic Responses of a Slender Offshore Structure Subject to Level Ice Load (平坦氷荷重을 받는 細長形 해양구조물의 動的 거동)

  • Choi, Kyung-Sik
    • Journal of Ocean Engineering and Technology
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    • v.9 no.2
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    • pp.156-166
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    • 1995
  • Regrading the development of offshore natural gas field near Sakhalin Island which is an ice-infested area, this study aims to estimate the dynamic ice load for construction of offshore structures operating in this region. In this paper the design ice load and dynamic responses of a slender Arctic structure upon continuous ice movement are sutdied. Crushing agter a certain elastic deformation is assumed as a primary failure mechanism at the contact zone between semi-infinite level ice edge and the face of structure. Dynamic interaction forces are calculated using a modified Korzhavin's equation and a two-dimensional ice-structure interaction model is adopted. To verify the numerical model, dynamic analysis is performed for on of the Baltic Sea channel markers whose response patterns were presiously observed.

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Event-Driven Social Media: Crowd Computing System Development for Idioculture Generation (이벤트 주도형 소셜 미디어: 특유문화 생성을 위한 군중 컴퓨팅 시스템 개발)

  • Lim, Seong-Taek;Cha, Sang-Yun;Park, Cha-La;Moon, Jee-Hyun;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.301-309
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    • 2009
  • This study focuses on event-driven social media (EDSM), which supports the production of unique cultural items of small groups by satisfying the conflicting desires of distinctiveness and assimilation that small groups possess. EDSM is a system which promotes the production of idioculture through small group interaction by using an actual event in which people participate in small groups. By setting up an EDSM system in a university festival in which 10,000 to 15,000 people gather in small groups, idioculture production was tested for approximately eight hours and a half. Interaction records gathered from the test, as well as focus group interview data garnered soon after were used to analyze usage patterns of EDSM, types of idiocultures produced, and resulting factors of user experience. Through this, considerations upon designing future EDSM were proposed.

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