• Title/Summary/Keyword: Interactive Computer Design

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Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.

A Study on Gamepad/Gaze based Input Processing for Mobile Platform Virtual Reality Contents (모바일 플랫폼 가상현실 콘텐츠에 적합한 게임패드/시선 기반 입력 처리 기술에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Jeon, Changyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.31-41
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    • 2016
  • This study proposes suitable input processing technique for producing the mobile platform based virtual reality contents. First of all, we produce the mobile platform based virtual reality interactive contents to be used in experiments for improve user's immersion who experience the virtual reality contents, get interests and design the input processing that easily controllable. Then design the input processing technique in two methods, with gamepad that accessibility to mobile and with directly through user's gaze to interface. Through virtual reality based input processing technique that we proposed, we analyse effect of improve user's immersion, cause of get interests and whether provide the convenience or not for controlling contents through experiments. Moreover we verify whether bring negative psychological elements like sickness, fatigue or not.

A Design and Application of a Web-Based Counseling system (웹 기반 상담시스템의 설계와 적용)

  • Bae, Eun-Hee;Moon, Gyo-Sik
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.329-336
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    • 2001
  • This paper addresses the issue of design and application of a Web-based counseling system of which purpose is to facilitate counseling so that students can freely express their personal problems and get professional helps through the system. The prominent features of the counseling system are that the system encourages students to involve actively in interactive process, and it helps them to create genuine interests out of disbelief or uneasiness towards counseling, and it helps them to create positive attitude towards counseling. To do that, counseling process should meet the requirement of confidentiality in order to build trust between counselor and counselee. Many counseling sites operated by various organizations utilize E-mail as a communication channel for confidentiality purpose, which is likely to end up with single occasions in which desirable relationships for counseling can hardly be established. To solve the above-mentioned problem, a closed, confidential, Web-based counseling system was built on a Web server so that trustful relationship can be accomplished through a confidential, Web-based counseling system. Also, the result of applying it to a local elementary school is stated. Thanks to the merits of personalized, confidential counseling system compared to the face-to-face counseling, surpassing the limitation of time and space and overcoming the fearfulness, it was well observed that students showed great interests in participation of conseling.

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Case Analysis of Teaching-Learning Activity using Moodle (Moodle을 활용한 교수-학습 활동 적용 사례 분석)

  • Choi, Byoung-Woo;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.59-66
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    • 2010
  • Opensource LMS Moodle consists of module of various forms and can mount learning materials of various forms. We can mount the number of contents on the Web in Moodle. In doing so, We can configure effective courses for teaching-learning activity. Moodle can reflect course design of a wide variety of teacher using a variety of learning resources and learning activities. The results of operating during 1 semester, all faculty or students were satisfied with course using Moodle. Class in the classroom is interactive systems of teacher and students, but class has one-way system in reality. E-learning can be used to complement this phenomenon. Moodle gives a free and powerful features in designing e-learning courses. In this reserch we made up course applying typical teaching-learning of design and model the process of Glaser. We analyed teaching - learning activity case of Understanding and Application of Information science course of 2010year 1 semester in Seoul national University of Education using LMS Moodle and pursued future expansion plan of Moodle.

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A Proposal for Improving Techniques of GTS Utilization Based on WBAN (WBAN 기반의 GTS 채널 이용률 향상기법 제안)

  • Park, Joo-Hee;Jung, Won-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.73-81
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    • 2011
  • The WBAN(Wireless Body Area Network) technology is a short distance wireless network which provides each device's interactive communication by connecting devices inside and outside of body located within 3 meters. Standardization on the physical layer, data link layer, network layer and application layer is in progress by IEEE 802.15.6 TG BAN. The The WBAN servides consists of both medical and non-medical applications. The medical application service uses the sensor that transfer the periodic traffic and have different data rates. It uses GTS method to guarantee QoS. In this paper, a new method is proposed, which are suitable design for MAC Protocol. Firstly, MAC frame structure and a primitive based on the WBAN are proposed. Secondly, we proposed the GTS algorithm improved the channel utilization based on the WFQ(Weighted Fair Queuing). The proposed scheduling method is improved channel utilization compared with i-Game(Round Robin scheduling method).

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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OWC based Smart TV Remote Controller Design Using Flashlight

  • Mariappan, Vinayagam;Lee, Minwoo;Choi, Byunghoon;Kim, Jooseok;Lee, Jisung;Choi, Seongjhin
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.71-76
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    • 2018
  • The technology convergence of television, communication, and computing devices enables the rich social and entertaining experience through Smart TV in personal living space. The powerful smart TV computing platform allows to provide various user interaction interfaces like IR remote control, web based control, body gesture based control, etc. The presently used smart TV interaction user control methods are not efficient and user-friendly to access different type of media content and services and strongly required advanced way to control and access to the smart TV with easy user interface. This paper propose the optical wireless communication (OWC) based remote controller design for Smart TV using smart device Flashlights. In this approach, the user smart device act as a remote controller with touch based interactive smart device application and transfer the user control interface data to smart TV trough Flashlight using visible light communication method. The smart TV built-in camera follows the optical camera communication (OCC) principle to decode data and control smart TV user access functions according. This proposed method is not harmful as radio frequency (RF) radiation does it on human health and very simple to use as well user does need to any gesture moves to control the smart TV.

The design and implementation of Object-based bioimage matching on a Mobile Device (모바일 장치기반의 바이오 객체 이미지 매칭 시스템 설계 및 구현)

  • Park, Chanil;Moon, Seung-jin
    • Journal of Internet Computing and Services
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    • v.20 no.6
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    • pp.1-10
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    • 2019
  • Object-based image matching algorithms have been widely used in the image processing and computer vision fields. A variety of applications based on image matching algorithms have been recently developed for object recognition, 3D modeling, video tracking, and biomedical informatics. One prominent example of image matching features is the Scale Invariant Feature Transform (SIFT) scheme. However many applications using the SIFT algorithm have implemented based on stand-alone basis, not client-server architecture. In this paper, We initially implemented based on client-server structure by using SIFT algorithms to identify and match objects in biomedical images to provide useful information to the user based on the recently released Mobile platform. The major methodological contribution of this work is leveraging the convenient user interface and ubiquitous Internet connection on Mobile device for interactive delineation, segmentation, representation, matching and retrieval of biomedical images. With these technologies, our paper showcased examples of performing reliable image matching from different views of an object in the applications of semantic image search for biomedical informatics.

Design of a bluetooth-based interactive control network

  • Kwak, Jae-Hyuk;Lim, Joon-Hong
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.922-925
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    • 2004
  • Bluetooth technology is essentially a method for wireless connection of a diverse set of devices ranging from PDAs, mobile phone, notebook computers, to another equipments. The bluetooth system supports both point-to-point connection and point-to-multipoint connections. In point-to-multipoint connection, the channel is shared among several bluetooth devices. Two or more devices sharing the same channel form a piconet. There is one master device and up to seven active slave devices in a piconet. The radio operates in the unlicensed 2.45GHz ISM band. This allows users who travel world-wide to use bluetooth equipments anywhere. Since the link is based on frequency-hop spread spectrum, multiple channels can exist at the same time. The Bluetooth standard has been suggested that Bluetooth equipments can be used in the short-range, maximum 100 meters . It has been defined that the time takes to setup and establish a bluetooth connection among devices is 10 seconds. It is a long time and may be a cause to lose a chance of finding other non-fixed devices. We propose a routing protocols for scatternets which can be used to control a mobile units(MUs) in this network. The proposed routing protocol is composed of two kinds of bluetooth information, access point(AP) and MU.

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The Kom-O-Drum(Korean Jam-O-Drum) Design to Promote Collaboration (협동성 증진을 위한 코모드럼(Korean Jam-O-Drum)의 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.215-219
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    • 2006
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum). By combining velocity sensitive input devices like a korean drum "Jang Go" and computer graphics imagery into an LCD or PDP display, up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the input device specifications and application fields of Kom-O-Drum.

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