• Title/Summary/Keyword: Interactive Approach

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Advanced Information Data-interactive Learning System Effect for Creative Design Project

  • Park, Sangwoo;Lee, Inseop;Lee, Junseok;Sul, Sanghun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.8
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    • pp.2831-2845
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    • 2022
  • Compared to the significant approach of project-based learning research, a data-driven design project-based learning has not reached a meaningful consensus regarding the most valid and reliable method for assessing design creativity. This article proposes an advanced information data-interactive learning system for creative design using a service design process that combines a design thinking. We propose a service framework to improve the convergence design process between students and advanced information data analysis, allowing students to participate actively in the data visualization and research using patent data. Solving a design problem by discovery and interpretation process, the Advanced information-interactive learning framework allows the students to verify the creative idea values or to ideate new factors and the associated various feasible solutions. The student can perform the patent data according to a business intelligence platform. Most of the new ideas for solving design projects are evaluated through complete patent data analysis and visualization in the beginning of the service design process. In this article, we propose to adapt advanced information data to educate the service design process, allowing the students to evaluate their own idea and define the problems iteratively until satisfaction. Quantitative evaluation results have shown that the advanced information data-driven learning system approach can improve the design project - based learning results in terms of design creativity. Our findings can contribute to data-driven project-based learning for advanced information data that play a crucial role in convergence design in related standards and other smart educational fields that are linked.

Analysis of the relationships between topographic factors and landslide occurrence and their application to landslide susceptibility mapping: a case study of Mingchukur, Uzbekistan

  • Kadirhodjaev, Azam;Kadavi, Prima Riza;Lee, Chang-Wook;Lee, Saro
    • Geosciences Journal
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    • v.22 no.6
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    • pp.1053-1067
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    • 2018
  • This paper uses a probability-based approach to study the spatial relationships between landslides and their causative factors in the Mingchukur area, Bostanlik districts of Tashkent, Uzbekistan. The approach is based on digital databases and incorporates methods including probability analysis, spatial pattern analysis, and interactive mapping. First, an object-oriented conceptual model for describing landslide events is proposed, and a combined database of landslides and environmental factors is constructed by integrating various databases within a unifying conceptual framework. The frequency ratio probability model and landslide occurrence data are linked for interactive, spatial evaluation of the relationships between landslides and their causative factors. In total, 15 factors were analyzed, divided into topography, hydrology, and geology categories. All analyzed factors were also divided into numerical and categorical types. Numerical factors are continuous and were evaluated according to their $R^2$ values. A landslide susceptibility map was constructed based on conditioning factors and landslide occurrence data using the frequency ratio model. Finally, the map was validated and the accuracy showed the satisfactory value of 83.3%.

Chinese Influence and Southeast Asian Response: An Interactive Approach (중국의 영향과 동남아의 대응: 상호적 접근시각)

  • Park, Sa-Myung
    • The Southeast Asian review
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    • v.21 no.2
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    • pp.217-261
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    • 2011
  • This study is an attempt to construct a basic framework of analysis about China's political and economic influence on Southeast Asia through traditional Sinocentrism, anti-colonial nationalism, Cold War socialism and post-Cold War capitalism. As to the historical status of Southeast Asia vis-a-vis external forces such as India, China and the West, the colonial discourse tends to put excessive emphasis upon its dependence, and the posy-colonial discourse upon its autonomy. However, this study elucidates the political and economic interactions between China and Southeast Asia in a dynamic perspective, focusing on their reciprocal interactions beyond the essentially static dichotomy of autonomy and dependence. Chinese influence on Southeast asia can be divided into active and reactive one, with the former referring to direct and intended consequences and the latter to indirect and unintended consequences. In the historical process of active and reactive influence, both China and Southeast Asia were fundamentally proactive actors. Thus, the autonomy or dependence of Southeast Asia is just a question of relative one, with its actual extent and degree varying with specific spatial and temporal conditions.

Linkage between Value of Digital Fashion Products and Purchase Behavior of Potential Consumers on the Metaverse Platform

  • Jae-Min LEE
    • The Journal of Industrial Distribution & Business
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    • v.14 no.8
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    • pp.1-8
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    • 2023
  • Purpose: This research aims to identify positive connections between digital fashion product value and consumer purchase behavior. The research tries to offer valuable insights and implications for fashion industry practitioners, enabling them to harness the power of the Metaverse to enhance customer engagement, drive sales, and stay ahead in this ever-evolving digital landscape. Research design, data and methodology: The research design for this study is a systematic literature review. A systematic and rigorous approach was adopted to ensure the reliability and validity of the research findings. By conducting this kind of approach to achieve the purpose of the study, this research aims to comprehensively analyze existing academic articles, peer-reviewed journals, and relevant publications related to the topic. Results: According to various academic search engines, the results revealed several dimensions of value associated with digital fashion products on the Metaverse platform, which significantly influence consumer perceptions. These dimensions of value extend beyond traditional tangible attributes and are uniquely shaped by the immersive and interactive nature of the virtual environment. Conclusions: All in all, the findings highlighted the significance of experiential value in driving purchase behavior. Creating immersive and interactive virtual shopping experiences emerged as a crucial strategy for fashion industry practitioners to engage potential consumers effectively.

Study on Mobile Interactive Media Art based on The Interaction of Experiential Communications (체험적 커뮤니케이션의 상호작용을 기반으로 한 모바일 인터랙티브 미디어아트에 관한 고찰)

  • Jung, Yoon-Sung
    • Cartoon and Animation Studies
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    • s.39
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    • pp.297-320
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    • 2015
  • Modern technology in the development and convergence of art brought the rapid development of the media arts actively accommodating 'media art' digital media. It has to go to expand the area and limitations as a basis of communication in the 21st century, a new artistic creativity, through the gathering of the existing chain of modern digital mobile technologies and new genre public art that is based on interactive communication break down the boundaries between sectors It has evolved into. This fusion of high technology and the art of mobile interactive media art is to overcome the limitations of time and physical space, as an active subject of interaction and participation, and expanding the range of experiential communications, such as art and science, cultural industries giving provides a flexible platform for a variety of applications. This study presents an expanded paradigm of the new communication and interactive media that define the reporting year review through the literature on art, experiential mobile communications through a case study of mobile interactive media art that is used as a medium of artistic expression the interactive effect was analyzed as a possible new public art. Convergence and interactivity, mobile interactive media art as a buzzword experience has proposed a new approach to high-tech and art and meet the new sensibility of our life and communication, unlimited possibilities worthy of the contemporary trend of convergence and consilience with a new art genre is expected to continued to evolve and develop.

A Study on the Brand-imprinting Effects of Utilizing Interactive Media Installation -Focusing on interactive marketing targeted at consumers in their 20s and 30s- (설치형 인터랙티브 미디어 활용을 통한 브랜드 각인효과에 관한 연구 -20~30대 소비자를 대상으로 한 인터랙티브 마케팅을 중심으로-)

  • Moon, Ha Na;Choe, Jong Hoon;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.1
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    • pp.47-61
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    • 2015
  • Along with the advent of the digital era, the media environment in which an informant would convey information one-sidedly has evolved more towards engaging customers to actively participate and produce contents themselves. This change in content consumption behavior has brought about the new marketing paradigm. The new communication strategy is interactive marketing, which enhances brand-imprinting Effects, and has been consistently proposed these days. This study aims to examine these brand-imprinting effects through an empirical study and to propose an application plan. Therefore, methods of approach for engaging customers' participation and the methods of experiences are categorized by types through the case analysis of various domestic as well as international interactive marketing techniques. In addition, in-depth interviews have been carried out in order to verify the influence of interactive marketing on brand-imprinting effects. Through the interview, potential needs of customers were found. Based on the findings, marketing strategies that utilize interactive media installation for brand-imprinting effects have been constructed. First, to utilize a space for a medium of communication between customers and advertising media. Second, using storytelling as a construct that focuses on the individual's situation. Third, to design interactions that are proper to the situation and context.

A Recommendation System Based-on Interactive Evolutionary Computation with Data Grouping (데이터 그룹화를 이용한 상호진화연산 기반의 추천 시스템)

  • Kim, Hyun-Tae;Ahn, Chang-Wook;An, Jin-Ung
    • Journal of Institute of Control, Robotics and Systems
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    • v.17 no.8
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    • pp.739-746
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    • 2011
  • Recently, recommender systems have been widely applied in E-commerce websites to help their customers find the items what they want. A recommender system should be able to provide users with useful information regarding their interests. The ability to immediately respond to the changes in user's preference is a valuable asset of recommender systems. This paper proposes a novel recommender system which aims to effectively adapt and respond to the immediate changes in user's preference. The proposed system combines IEC (Interactive Evolutionary Computation) with a content-based filtering method and also employs data grouping in order to improve time efficiency. Experiments show that the proposed system makes acceptable recommendations while ensuring quality and speed. From a comparative experimental study with an existing recommender system which uses the content-based filtering, it is revealed that the proposed system produces more reliable recommendations and adaptively responds to the changes in any given condition. It denotes that the proposed approach can be an alternative to resolve limitations (e.g., over-specialization and sparse problems) of the existing methods.

Understanding Interactive and Explainable Feedback for Supporting Non-Experts with Data Preparation for Building a Deep Learning Model

  • Kim, Yeonji;Lee, Kyungyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.90-104
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    • 2020
  • It is difficult for non-experts to build machine learning (ML) models at the level that satisfies their needs. Deep learning models are even more challenging because it is unclear how to improve the model, and a trial-and-error approach is not feasible since training these models are time-consuming. To assist these novice users, we examined how interactive and explainable feedback while training a deep learning network can contribute to model performance and users' satisfaction, focusing on the data preparation process. We conducted a user study with 31 participants without expertise, where they were asked to improve the accuracy of a deep learning model, varying feedback conditions. While no significant performance gain was observed, we identified potential barriers during the process and found that interactive and explainable feedback provide complementary benefits for improving users' understanding of ML. We conclude with implications for designing an interface for building ML models for novice users.

An Interactive Approach to Select Optimal Solution for MADM Problems with Preferential Dependence (성호종속을 허용하는 다속성 의사결정문제의 대화형 접근방법)

  • 이강인;조성구
    • Journal of the Korean Operations Research and Management Science Society
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    • v.20 no.2
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    • pp.61-76
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    • 1995
  • The "optimal" solution for a decision making problem should be the one that best reflects the decision-maker's preference. For MADM (Multi-Attribute Decision-Making) problems, however, finding an optimal solution is difficult, especially when the number of alternatives, or that of attributes is relatively large. Most of the existing mathematical approaches arrive at a final solution on the basis of many unrealistic assumptions, without reflecting the decision-maker's preference structure exactly. To remedy this, some interactive methods have been proposed, but most of them require a large amount of information growing exponentially as the number of alternatives, or that of attributes increases. Therefore it is difficult for the decision-maker to maintain consistency throughout the decision making process. In this paper, an interactive method which finds optimal solutions for deterministic MADM problems with many attributes and alternatives is proposed. Instead of considering all the attributes simultaneously, this method partitions all the attributes into several mutually independent subgroups and considers one of them at each of preordered steps, where the alternatives are eliminated until the optimal one is obtained. The efficiency of the method lies in the fact that the amount of neccessary information is reduced significantly, and even further if a suboptimal solution is acceptable to the decision-maker.ion-maker.

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Interactive Augmented-Reality Authoring Tool (대화식 증강현실 저작 도구)

  • Kim, Iljin;Seo, Jinseok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.181-184
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    • 2009
  • Authoring AR(augmented-reality) contents not only takes too much time and cost, but also needs the help of professionals in the areas of computer science, VR(virtual reality), AR, 3D computer graphics, computer vision, etc. This paper proposes an authoring tool to allow non-programmers as content creators to author AR contents easily and quickly. An ideal AR authoring tool, which is the goal of our research, faces four major challenges from a technical point of view: (1) easy and quick authoring, (2) strong power of expression, (3) ease of verification and validation, (4) interactive authoring and debugging. To tackle with the challenges, we employ the interactive framework approach using formal and visual specification techniques.

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