• Title/Summary/Keyword: Interactive Design

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Interactive LED light: A practical study of Interactive Design Dimensions through an Ambient Information System for Public (공공 공간에서의 앰비언트 인포메이션 시스템을 위한 디자인 요소의 실제적 활용: 인터랙티브 LED 조명)

  • Kim, Moon-Jung;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.976-983
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    • 2009
  • Ambient Information System is an expanded term from Ambient Displays that are aesthetically pleasing displays of information which sit on the periphery of a user's attention. It describes a large set of applications that publish information in a highly non-intrusive manner[4]. Recently, as importance of the media that affects human senses and individuals' experiences increases, the role of an Ambient Information System for Public is also increase. Therefore, in this paper, the emphasis is on finding a suitable form of the Ambient Information System based on some design dimensions and we sampled possible 13 design dimensions of the practical application of an Ambient Information System for Public. For verifying the validity of our findings, we installed "Follwingflow", an interactive LED illumination and carry out an experiment on the dimensions.

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A Study on Expression for Indoor Design base of Interactive using Digital Art (디지털 아트를 활용한 인터랙티브 기반의 실내공간디자인 표현 연구)

  • Kim, Jae-Heon;Kim, Chee-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2473-2478
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    • 2009
  • The latest, Digital art is attempt new field's Art, that is utilize variously digital media image, sound, simulation, 3D holography. A large number of Digital Art is contact with the audience in pavilion(limit place and limit period). However, It will be possible, Digital Art can use place digital form media even there are indoor, outdoor, anywhere. Prior to study, I was to analyze the feature of Digital Art in order to using Digital Art, Interactivity make communication between humans and the art as well as cause audience participation, and take a role of bridge between human and space. A study was base on the relationship between human and space, space and Digital Art, Digital Art and human taken the focus interaction between human and space, and Interactivity of Digital Art. This paper analyze reciprocal action for utilize Digital Art in indoor space design, and this paper study expression about indoor design base of interactive.

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.

Influential Factors on the Interactivity in the Interactive Space I ; Focus on the Analysis of Intersubject & Interaction Factors (상호작용 공간의 상호작용성 영향요인 I ; 인터서브젝트(Intersubject)와 인터랙션(Interaction) 요인의 세부유형 분석을 중심으로)

  • Lee, Jeong-min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.152-164
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user-centered design methodology which uses the influential factors on the interactivity. This research is the first one of three linked- studies and categorizes the three main factors on the interactivity-Interface /Intersubject/Interaction. 'Interface' is the field for the interactivity. It will be the main subject for the second study. 'Intersubject' is the performer for the interactivity. Its specific attributes are analyzed in terms of user's needs for interactivity and six subdivisions are analyzed-functional & artistic need /external & subconscious need/info-communication & sympathy need. 'Interaction' is the performance for the interactivity. Its specific attributes are discussed in terms of behavioral interactive process and again sixsub-steps are analyzed-junction/immersion/ mental model/action/transformation/neo-experience.

Design and Implementation of Interactive e-Learning Contents for OpenCourseWare (오픈코스웨어를 위한 인터렉티브 이러닝 콘텐츠 설계 및 구현)

  • Kang, Hwan-Soo;Jung, Suk-Yong
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.627-633
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    • 2012
  • This paper deals with the design and implementation of interactive e-learning contents for OpenCourseWare. OpenCourseWare, also known as OCW began at MIT in October 2002. OCW is a free and open digital contents of high quality college and university level educational materials. In this paper, we have designed and implemented interactive e-learning contents for a regular course of introduction to java programing language and OCW of D University. We have developed a variety of multimedia elements, such as screen videos of practical exercise and animations in order to improve the effectiveness of learning. These e-learning contents are consist of interactive learning components that users can interact directly with. The e-learning contents developed in this study has been effectively applied to OCW and a regular course opened in the first semester of 2012.

A development of interactive manual system guideline for mobile service. (인터액티브 사용자 매뉴얼 가이드라인 개발에 관한 연구 - 모바일 서비스를 중심으로 -)

  • 이종호
    • Archives of design research
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    • v.15 no.3
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    • pp.29-38
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    • 2002
  • Recently, types of mobile services are ever-growing with technological advances, such as CDMA 2000, 256 Color LCD, 16 channel sound chip set and easy internet access. However, manual system that is supposed to support users for finding features and functions doesn't help users most of the cases since users are moving. Therefore, mobile sonics needs new concept for manual system that can support users while they are in use In this research report, new concept for interactive manual system is suggested. Then a guideline for interactive manual system is developed as a result from three empirical studies. First, ten information visualization methods used for describing functions are positioned on user's perception map. Secondly, user behavior pattern of getting required information from written manual was analyzed. Finally, visual cue system was selected as one of options for developing interactive manual system and a guideline was developed based on these research results.

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Data-driven Interactive Planning Methodology for EPC Plant Projects (EPC 플랜트 프로젝트의 초기 공정계획을 위한 통합 데이터 활용 방안)

  • Wang, Hankyeom;Choi, Jaehyun
    • Korean Journal of Construction Engineering and Management
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    • v.20 no.2
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    • pp.95-104
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    • 2019
  • EPC plant projects are large and complex, requiring systematic working methodologies, accumulated data, and thorough planning through communications between the entities. In this study, the method of extracting the process planning information using asset data of the plant project and using it to present the initial process plan is presented through the concept of IAP(Interactive Planning). In order to carry out the effective IAP at the early stage of the project, this study extracted the schedule element information from the asset data, created the process plan for each work package, and applied it to the sample project case. Through the proposed IAP methodology, it is possible to promote the utilization of asset data, to identify schedule risks, and to develop countermeasures, which can form the basis for establishing the process management strategy to successfully complete the project.

Proposal a case study for an interactive game content of a genre convergence with Racing and Shooting (레이싱과 건슈팅 장르의 융복합 체감형 게임 사례 제안)

  • Li, Xuanxin;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.2 no.1
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    • pp.51-56
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    • 2011
  • As fusion and composition of a game genre is actively achieved, game types where various genres coexist in a game increase. These games have advantage providing various funnies to game players. This study examines and analyzes game examples of fusion and composition genre that appear in the game market in accordance with such a trend. We suggested a game that can give new joy to players by application of fusion and composition of genre within the body type that can provide directly virtual experience of the given game situation on the base of this study.

A Study on the Interactive Space Design of Ubiquitous Street (u-Street 의 인터렉티브 공간 디자인에 관한 연구 - 광복로 사례를 중심으로 -)

  • Do, Sang-Rae;Han, Soo-Yeon;Choi, Jin-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.39-47
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    • 2006
  • 삶의 질을 향상시키기 위한 유비쿼터스 테크놀로지 도입으로 인해 제품개발, 주거, 상업시설 등에서 시작하여 최근 유비쿼터스 환경 구축의 일환으로 u-City 구현에 중점을 두고 많은 연구 진행되고 있다. 그 중 가로환경 디자인은 공공 시설로서 유비쿼터스 환경 구축의 중요한 이슈가 되고 있다. 그러나, 오늘날 가로 공간은 그 수가 양적으로 팽창되었을 뿐 각각의 특색에 맞게 조성되고 있지는 못하며, 물리적 환경개선에 중점을 두어 단순한 가로정비 수준에 머물고 있다. 이로 인해 지역주민과 이용자 중심의 참여에는 부족한 면이 많았다. 이에 본 연구는 유비쿼터스 테크놀로지를 도입하여 보다 실용적이고 현실 참여적인 공간으로 디자인함으로써 새로운 u-Street 디자인을 제안하고자 한다. 또한, 이와 같은 공공장소에서의 서비스가 이용자들과 어떠한 인터렉티브 커뮤니케이션을 가질 수 있을지에 대해 살펴보고 이를 디자인에 반영하여 공간이 인간과의 상호작용을 원활히 하고 감성적인 공간 디자인이 될 수 있도록 u-Service 를 개발하는 데 중점을 두고자 한다. 본 연구는 부산 광복로를 사례로 진행되었으며, 그 결과 다음과 같은 측면에서 기대효과를 예측할 수 있다. 첫째, u-City 의 기반 시설로서의 u-Street는 수평적이고 친환경적인 가로 경험을 통해 사람이 직접 여러 서비스와 인터렉션할 수 있다. 둘째, 본 연구에 제안된 u-Service 는 이전 광복로의 침체되고 비활동적인 공간을 활동적이고 생동감있는 공간으로 재활성화시키는데 중요한 매개체로서의 역할을 하게 될 것이다. 셋째, 주민과 이용자들의 적극적인 참여를 유도하여 지속적인 공간을 만들어 내는 데 크게 기여할 것이다.

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The Development of Fashion Design with Korean Images Using Digital Media - 3D Modeling Based On Maya (Qualoth) Program - (디지털 매체를 활용한 한국적 이미지 패션 디자인 개발 - Maya(Qualoth) 프로그램을 활용한 3차원 모델링 -)

  • Lee, Yoon-Kyung;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.58 no.6
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    • pp.42-53
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    • 2008
  • This study is about the development of Fashion Design using of Korean Motive applied Digital Medium. With rapid change during the 21st century, digital media has emerged as the most important communication tool to facilitate speedy and interactive conversation. The recent emergence of 'Mass Customization' is a good reflection of digital transition's interactive features, realizing product variation and customization through flexibility and immediate responsiveness. In this so-called digital era, fashion is a tool that facilitates the use of digital media, while acting as the object, or the purpose, where digital media can be applied. This study looked at the development situations and future utilization method regarding digital fashion, which was recreated through digital media. In this study, a new design process was developed through digital media and actually manufactured Korean image clothing to reflect the motif of plant found in Korean folk paintings. Three-Dimensional(3D) digital shape was dressed in virtual clothing for comparison, thereby adding some features of textile design to three-Dimensional(3D) shape. Through the process, the study can provide various potential accesses to future development of fashion design utilizing digital media.