• Title/Summary/Keyword: Interactive Design

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Interactive Multiview Contents Authoring System based on MPEG-4 (MPEG-4 기반 대화형 복수시점 영상콘텐츠 저작 시스템)

  • Lee, In-Jae;Ki, Myung-Seok;Kim, Wook-Joong;Kim, Kyu-Heon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2005.11a
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    • pp.209-212
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    • 2005
  • This paper introduces interactive multi-view contents authoring system based on MPEG-4. The MPEG-4 standard, which aims to provide an object based audiovisual coding tool, has been developed to address the emerging needs from communications, interactive broadcasting as well as from mixed service models resulting from technological convergence. Due to the feature of object based coding, it has been considered that MPEG-4 is the most suitable for interactive broadcasting content production. This feature is suitable for creation of the content which provides multiple views of object or scene in interactive manner. In this paper, we categorize the multi-view visual content into two types: panoramic multi-view content and object multi-view content. And design and implementation of the authoring system for interactive multi-view contents is presented. We believe that the proposed method can be effectively used for further deployment of MPEG-4 content to various interactive applications.

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Effects of Interactive Video on Mind Mapping Skills of Common First Year Students' at Umm Al-Qura University

  • Almalki, Mohammad Eidah Messfer
    • International Journal of Computer Science & Network Security
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    • v.21 no.12spc
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    • pp.365-374
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    • 2021
  • This study set off to explore the effect of interactive videos on developing mind mappings skills required for the common first-joint year students at Umm Al-Qura University. Towards this end, the experimental research design of a quasi-experimental of two experimental groups was adopted. The research tools consisted of an achievement test of the cognitive aspects of mind mapping skills and a product evaluation form of mind mapping skills. Results showed statistically significant differences at the significance level (α 0.05) between the mean scores of the two experimental groups who studied the educational video regardless of the type of video in the pre-post cognitive test of the mind mapping skills and the form of product evaluation. Besides, there are statistically significant differences at the significance level (0.05≥α) between the mean scores of the first experimental group who studied the conventional educational video and the mean scores of the second experimental group who studied the interactive educational video. This significant difference was in the posttest of mind mapping skills and in favor of the group who studied the interactive educational video. Nevertheless, there were no statistically significant differences at the significance level (0.05≥α) between the mean scores of the first and second experimental groups in the post-application of the product evaluation form of mind mapping skills. The researcher recommended using the interactive video in teaching courses to common first-year students. It also recommends organizing courses for the faculty members to train them on using interactive videos in their teaching.

Filter Design for Utility Interactive Inverters using Single-Phase Half-Bridge Topology (단상하프브릿지 구조를 갖는 계통연계형 인버터의 필터인덕터 설계)

  • Kim, Hyo-Sung
    • The Transactions of the Korean Institute of Power Electronics
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    • v.12 no.5
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    • pp.364-371
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    • 2007
  • This paper deals with filter design for utility-interactive voltage-sourced PWM inverters built by single-phase half-bridge topology. By analyzing the relation between utility voltage and the ac output voltage of single-phase half-bridge inverters, the instantaneous voltage applied on the filter inductor is deduced qualitatively and quantitatively. Moreover, switching ripple current through the filter inductor is calculated from the filter inductor voltage. Based on the above mentioned analysis, filter design method is proposed by evaluating the percentage of the switching ripple current against the rated fundamental current. Proposed filter design method is verified by simulation and experiment.

Interactivity and User-Centered Design Strategies of Instructional Systems used in Web Environments (학습자 중심 웹 기반 교수-학습체제의 설계전략과 상호작용성)

  • Kim, Mi-Ryang
    • Journal of The Korean Association of Information Education
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    • v.3 no.1
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    • pp.13-21
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    • 1999
  • 'Interactivity' is considered as a key factor of user-centered interactive instructional systems design in Web environments. To provide an optimal level of interactivity for learners is an ideal goal in instructional systems design(ISD) process. Based on the primary concern of interactive systems design which pursues how the power of interactivity can be utilized and put to work, several interactive design strategies in Web-based systems are recommended through this research.

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Filter Design for Utility Interactive Inverters using Single-phase Full-bridge Topology (단상풀브릿지 구조를 갖는 계통연계형 인버터의 필터인덕터 설계)

  • Kim, Hyo-Sung
    • The Transactions of the Korean Institute of Power Electronics
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    • v.12 no.4
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    • pp.346-353
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    • 2007
  • This paper deals with filter design for utility-interactive voltage-sourced PWM inverters built by single-phase full-bridge topology By analyzing the relation between utility voltage and the ac output voltage of single-phase half-bridge inverters, the instantaneous voltage applied on the filter inductor is deduced qualitatively and quantitatively. Moreover, switching ripple current through the filter inductor is calculated from the filter inductor voltage. Based on the above mentioned analysis, filter design method is proposed by evaluating the percentage of the switching ripple current against the rated fundamental current. Proposed filter design method is verified by simulation and experiment.

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.

Design of the Fuel Cell Powered Line-Interactive UPS System (연료전지 시스템을 이용한 Line-Interactive 방식의 무정전 전원 공급 장치의 설계)

  • Choi, Woo-Jin;Jeon, Hee-Jong
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.18 no.6
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    • pp.205-212
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    • 2004
  • In this paper the design of a 1-[KVA] fuel cell powered line-interactive UPS system employing modular (fuel cell & DC/DC converter) blocks is proposed. The proposed system employs the two fuel cell modules along with suitable DC/DC converters and these modules share the DC-Link of the DC/AC inverter. A supercapacitor module is also employed to compensate for the instantaneous power fluctuations and to overcome the slow dynamics of the fuel processor. The energy stored in the supercapacitor can also be utilized to handle the overload conditions for a short time period. Due to the absence of batteries, the system satisfies the demand for an environmentally friendly and dean source of the energy. A complete design example illustrating the amount of hydrogen storage required for 1hr power outage, and sizing of supercacpacitor for transient load demand is presented for a 1-[KVA] UPS.

A Study on the Development of Digital Space Design Process Using User′s Motion Data (사용자 모션데이터를 활용한 디지털 공간디자인 프로세스 개발에 관한 연구)

  • 안신욱;박혜경
    • Korean Institute of Interior Design Journal
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    • v.13 no.3
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    • pp.187-196
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    • 2004
  • The purpose of this study is to develope'a digital space design process using user's motion data' through a theoretical and experimental study. In the progress of developing a developing of design process, this study was concentrated on searching a digital method applying user's interactive reflections. As introducing a concept of space form being generated by user's experiences, we proposed'a digital design process using user's motion data'. In the experimental stage, user's motion data were extracted and transferred as digital information by user behavior analysis, optical motion capture system, immersive VR system, 3D softwares com computer programming. As the result of this study, another useful digital design process was embodied by building up a digital form-transforming method using 3D softwares providing internal algorithm. This study would be meaningful in terms of attempting a creative and interactive digital space design method, avoiding dehumanization of existing ones through the theoretical study and the experimental approach.

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.