• Title/Summary/Keyword: Interactive Communication

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A study on Interactive-type Exhibition Using Fractal Images (프랙탈 이미지를 활용한 쌍방향 실감형 전시에 관한 연구)

  • Lim, Mi-Jeong;Cho, Hyong-Je;Choi, Gyoo-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.163-168
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    • 2015
  • Recent exhibition's paradigm is changing from the existing unidirectional oriented exhibition form to a form of interactive hands-on exhibits that viewers can get and realistically feel a variety of information. Hands-on exhibit embodies the human interface by utilizing light, sound, pressure, etc. in time and space. In this paper, we have studied the creation of fractal image by the Mandelbrot technique and proposed the interaction method for it to be converted into a variety of forms. By using the proposed method, a variety of image transformation such as printmaking effect, sketch effect, Pop Art effect can be performed, according to clicking a certain fraction on the created fractal image screen by a user mouse. Interactive image generated in this study are expected to be used for trade shows, promotional products, media art design.

An Exploration of Interaction Factors and Analysis on Interaction-Level of Synchronous Online Education in University (대학 실시간 온라인 교육에서의 상호작용 요소 탐색과 수준 분석)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.14-25
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    • 2021
  • The purpose of this study is to explore what are the interactive factors of synchronous online education in university and identify the level of interaction. This study used mixed research method. As a result of the interaction level, it was recognized that face-to-face education could be more interactive than synchronous online education. Synchronous online education could have better interactive between instructor and learner, and among learners than asynchronous online education. Factors which influencing the interaction were as follows: small group activities and scaffolding, diversification of communication channels and integration of learner's question in learning content. Detrimental elements were distance felt between instructor and learners, low intimacy among learners, content-focused lecture, restrictions on non-verbal communication, unstable systems and misusing microphones. The necessary factors to promote interaction are planning interactive class activities, etc. Based on the results, it was to suggest what kinds of efforts are needed to make interaction more effective in terms of teaching and learning method & activity, tool & system, and environment.

MPEG-4 Contents Authoring for Interactive DMB

  • Cho, Ji-Yeon;Li, Song-Lu;Cha, Kyung-Ae;Kim, Sang-Wook
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.966-969
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    • 2006
  • Interactive DMB contents are provided by MPEG-4 scene description. The abundant interactions of the user bring on the high bit rate of MPEG-4 scene description. But DMB system has low bandwidth and limited bit rate. So we need new authoring method for MPEG-4 scene description. In this paper, we proposed a seamless authoring method for the DMB environment. It can generate BIFS information tinily and dynamically. The research result can be used by DMB system for a seamless MPEG-4 contents transmission.

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A Study on Relationship between Interactive in Media Art and Ubiquitos Space (미디어 아트의 인터랙티브 개념과 유비쿼터스 공간과의 관계성 연구)

  • Jung, Jae-Won;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.141-145
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    • 2006
  • The development of information & communication technology in 21st century along with the mass media In 20th century, the influence of state-of-art culture in our society rapidly increased in these days. This state-of-art culture makes the world becomes single-channeled by network, and there is a big change not only in human life but also in concept and understand for art and space. The development of digital paradigm and media technology is exerting a strong influence on the Ubiquitous computing environment that is being drawn great interest. The ubiquitous is concerned as expansion of media art, and the interactive art which is part of media art has the similarity with the ubiquitous computing environment. In this study, the possibility of connection between the territory of ubiquitous environment which is recently focused and has strong interrelation feature, and the territory of interacting will be examined. Furthermore, possibility of new space design work through seeking the possibility of connection between two territories will be estimated.

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Interactive Spatial Augmented Reality Book on Cultural Heritage of Myanmar

  • Hta, Aye Chan Zay;Lee, Yunli
    • Journal of information and communication convergence engineering
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    • v.18 no.2
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    • pp.69-74
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    • 2020
  • Myanmar, also known as Burma, has a rich cultural heritage, and its historical tourist attractions well known around the world. Therefore, we designed and developed an interactive spatial augmented reality (iSAR) book on the cultural heritage of Myanmar. This iSAR book has total of 18 pages with rich media content including videos, animations, audio, and images featuring the cultural heritage of Myanmar in a digital format. In addition to virtual content, navigational features such as virtual buttons and touch-based hand gestures were implemented using Leap Motion and VVVV. Therefore, the developed iSAR book allows virtual content and navigational features to merge seamlessly into a physical book. Five participants were recruited to evaluate the prototype iSAR book, and interviews were conducted to gather their feedback based on its immersive qualities. Thus, the developed iSAR book on Myanmar effectively shares the cultural heritage of Myanmar, and ultimately allows users to explore and gain more insight into the country.

Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.163-171
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    • 2020
  • There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.

User Emotional Interactive Mirror (사용자 감성 인터랙티브 미러)

  • Gang, Geon-Ung;Gu, Jin-A;Kim, Na-Yeon;Lee, Dong-Hyeon;Jo, A-Yeong;Jo, Hye-Min;Hwang, Min-Cheol
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.183-186
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    • 2009
  • 본 연구는 인터랙티브 미러 (Interactive Mirror)를 제작하여 서로 다른 공간에 있는 사용자들에게 시각 청각 촉각적 요소를 조합한 감성 커뮤니케이션(communication)을 제공하고자 한다. 인터랙티브 미러는 원거리상의 사용자들이 거울에 비친 상대방의 모습을 실시간으로 보면서 대화가 가능한 일종의 화상 대화 장치이다. 화면의 기능을 수행하는 거울을 매개로 하여 실시간 화상 대화가 가능하고, 사용자들은 실제 도구인 붓, 지우개, 도장을 이용하여 그림을 그릴 수 있다. 또한, 사용자가 인형을 터치하면 상대방에게 진동이 전해지는 구조를 통해 원거리상의 사용자간에 감성적인 커뮤니케이션이 가능하도록 한다.

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Development of Three-Phase Line-Interactive Dynamic Voltage Restorer with Hybrid Detection Method (Hybrid 검출방식을 적용한 삼상 선로 응동형 DVR(Dynamic Voltage Restorer) 개발)

  • Jeong, Jong-Kyou;Han, Byung-Moon
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.58 no.10
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    • pp.1954-1961
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    • 2009
  • This paper describes the development of a three-phase line-interactive dynamic voltage restorer with hybrid detection method, which is composed of three H-bridge inverter modules and super-capacitors. The operational feasibility was verified through computer simulations with PSCAD/EMTDC software, and experimental works with a 3kVA prototype. The developed system can compensate the input voltage sag and interruption within 2ms. The maximum allowable duration of voltage interruption is about 4 seconds. The developed system can be effectively used to compensate the voltage interruption in the sensitive load, such as computer, communication devices, and automation devices, and medical equipment. The developed system has a simple structure to be easily implemented with commercially available components, and to be highly reliable in operation.

Emotional Communication on Interactive Typography System

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.2
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    • pp.41-44
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    • 2018
  • In this paper, we propose a novel method for developing expressive typography authoring tools with personal emotions. Our goal is to implement an interactive typography system that does not rely on any particular language and provides an easy, natural user interface and allows for immediate interaction. For this purpose, we converted the text data entered by a user to image data. The image data was then used for interaction with the user. The data was synchronized with the user's skeleton information obtained from the depth camera. We decomposed the characters using the formality of language to provide a typographical movement that responds more dynamically to the user's motion. Thus, this system provides interaction as a unit of characters rather than as a whole character, allowing the user to have emotional and aesthetic emotional immersion into his or her creation.

A study of MiddleWare Architecture in Support of Real-Time Multi-frame for Interactive Webcasting(icast) (실시간 다중프레임을 지원하는 Interactive 인터넷 방송 미들웨어 구조 연구)

  • Yu, Kwang-Tae;Yoon, Yong-Ik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04b
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    • pp.1301-1304
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    • 2002
  • 최근 컴퓨터 하드웨어와 네트워크 기술의 발전으로 인터넷을 이용한 다양한 형태의 비디오 서비스들이 등장하게 되었다. 이러한 요구 중 가장 특징적인 것은 단방향의 방송이 아닌 양방향성 방송, 즉 대화형 방송에 대한 요구이다. 기존의 인터넷 방송은 사용자의 요구사항을 반영하기 보다 개발의 편리성 위주로 단순한 인터페이스와 단방향 서비스를 제공하고 있는 실정이다. 본 논문에서는 이러한 사용자의 요구를 잘 반영하고 보다 활발한 Interactive인터넷 방송을 위한 미들웨어 연구와 실시간 다중 프레임을 지원하는 icast 미들웨어 기반 설계와 사용자 인터페이스 구현 예제를 제시하였다.

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