• Title/Summary/Keyword: Interactive Design

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Interactive Metronome Training for a Child With Praxis Problems: A Single Subject Design (실행문제가 있는 아동의 상호작용식 메트로놈 중재를 통한 타이밍 변화: 단일 대상 연구)

  • Song, Jiwon;Hong, Eunkyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.18 no.3
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    • pp.27-38
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    • 2020
  • Objective : The purpose of this study is to apply interactive metronome (IM) training to a child with praxis problems who are attending elementary school and to measure the change in participants' timing following IM training. Methods : A total of 11 sessions were conducted using a single subject design. The participant was a boy aged 12 years and two months. During period A, the IM Long Form Assessment (LFA) and the Short Sensory Profile (SSP) were administered along with clinical observation. During period B, IM training was conducted. During all sessions, tasks 1 and 2 of the IM Short Form Assessment (SFA) were carried out, and changes in the participant's timing were recorded. Results : As a result of the initial assessment, the participant was suspected to have bilateral integration and sequencing deficits. In SFA tasks 1 and 2, the accuracy of the participant's timing increased during the B period compared to the A period. In addition, the trend line of SFA task 1 showed a negative slope during the B period but a positive slope during the A period. Conclusion : This study indicates that IM has a positive effect on the timing of children who have problems with praxis. This result provides a basis for applying IM training in clinical practice.

A Systematic Review on Intervention of Interactive Metronome: Focus on Single-Subject Research Design in Korean Academic Journals (상호작용식 메트로놈(Interactive Metronome)의 중재에 대한 체계적 고찰: 국내 단일대상연구를 중심으로)

  • Son, Yeong Soo;Choi, Yoo Im
    • Therapeutic Science for Rehabilitation
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    • v.12 no.1
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    • pp.7-22
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    • 2023
  • Objective : This study aimed to confirm the research characteristics and quality of single-subject literature among domestic studies that applied interactive metronome (IM) intervention. Methods : Regarding literature search, 11 single-subject studies using IM were selected from an online database from January 2011 to June 2022. Moreover, the general characteristics and quality of the research method were analyzed. Results : The qualitative level of the analyzed literature was above the moderate level. However, intervention blindness and reliability showed low compliance. The ABA design accounted for the largest proportion of methods. Most of the study participants had attention deficit hyperactivity disorder. Attention, balance, bilateral coordination, and timing were checked as dependent variables. The IM-SFT was used most frequently as an evaluation method. The mediation session applied more than 8-10 interventions for 3-11 weeks. The intervention results in all studies indicated functional improvement after intervention. Conclusion : It might be necessary to expand the application of IM interventions to diverse diseases. In addition, there is a need to study the effect on the participants' quality of life and changes in daily life along with dependent variables such as attention and balance

An Interactive Cooking Video Query Service System with Linked Data (링크드 데이터를 이용한 인터랙티브 요리 비디오 질의 서비스 시스템)

  • Park, Woo-Ri;Oh, Kyeong-Jin;Hong, Myung-Duk;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.59-76
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    • 2014
  • The revolution of smart media such as smart phone, smart TV and tablets has brought easiness for people to get contents and related information anywhere and anytime. The characteristics of the smart media have changed user behavior for watching the contents from passive attitude into active one. Video is a kind of multimedia resources and widely used to provide information effectively. People not only watch video contents, but also search for related information to specific objects appeared in the contents. However, people have to use extra views or devices to find the information because the existing video contents provide no information through the contents. Therefore, the interaction between user and media is becoming a major concern. The demand for direct interaction and instant information is much increasing. Digital media environment is no longer expected to serve as a one-way information service, which requires user to search manually on the internet finding information they need. To solve the current inconvenience, an interactive service is needed to provide the information exchange function between people and video contents, or between people themselves. Recently, many researchers have recognized the importance of the requirements for interactive services, but only few services provide interactive video within restricted functionality. Only cooking domain is chosen for an interactive cooking video query service in this research. Cooking is receiving lots of people attention continuously. By using smart media devices, user can easily watch a cooking video. One-way information nature of cooking video does not allow to interactively getting more information about the certain contents, although due to the characteristics of videos, cooking videos provide various information such as cooking scenes and explanation for each recipe step. Cooking video indeed attracts academic researches to study and solve several problems related to cooking. However, just few studies focused on interactive services in cooking video and they still not sufficient to provide the interaction with users. In this paper, an interactive cooking video query service system with linked data to provide the interaction functionalities to users. A linked recipe schema is used to handle the linked data. The linked data approach is applied to construct queries in systematic manner when user interacts with cooking videos. We add some classes, data properties, and relations to the linked recipe schema because the current version of the schema is not enough to serve user interaction. A web crawler extracts recipe information from allrecipes.com. All extracted recipe information is transformed into ontology instances by using developed instance generator. To provide a query function, hundreds of questions in cooking video web sites such as BBC food, Foodista, Fine cooking are investigated and analyzed. After the analysis of the investigated questions, we summary the questions into four categories by question generalization. For the question generalization, the questions are clustered in eleven questions. The proposed system provides an environment associating UI (User Interface) and UX (User Experience) that allow user to watch cooking videos while obtaining the necessary additional information using extra information layer. User can use the proposed interactive cooking video system at both PC and mobile environments because responsive web design is applied for the proposed system. In addition, the proposed system enables the interaction between user and video in various smart media devices by employing linked data to provide information matching with the current context. Two methods are used to evaluate the proposed system. First, through a questionnaire-based method, computer system usability is measured by comparing the proposed system with the existing web site. Second, the answer accuracy for user interaction is measured to inspect to-be-offered information. The experimental results show that the proposed system receives a favorable evaluation and provides accurate answers for user interaction.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

A Study on Expressed Characteristics to SKIN On the Contemporary Interior Design (현대실내공간에서 나타난 ′SKIN′ 표현특성에 관한 연구)

  • 이희정;이정욱
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.135-138
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    • 2003
  • Skin, the complex membrane that holds the body together, also embraces the full spectrum of design today-from product to architecture, fashion, and media. Every object has a skin. thick or thin, smooth or rough, porous or impermeable, the skin is the line between a hidden interior and an exterior we experience. Skin: Surface, Substance and Design is a compendium of products, furniture, fashion, architecture and media that expand the limits of what we understand as surface. Reflecting the convergence of natural and artificial life, this provocative a thesis shows how enhanced and simulated skins appear everywhere in today's world.

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Application of an Ergonomic Design of Work space Layout Using 3-Dimensional Human Model (인간공학적 작업공간 설계를 위한 CAD 응용방안)

  • Lee, Myeon-U;Lee, Dal-Ho;Jang, Seong-Rok
    • Journal of Korean Institute of Industrial Engineers
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    • v.12 no.2
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    • pp.13-19
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    • 1986
  • The purpose of this paper is to develop a 3-dimensional human model, an ergonomic CAD (Computer-Aided Design) system which would be very helphul in ergonomic design. An interactive program was developed, in which a user could change layout, body size, skin volume, and posture of the human model. As an example, effect of inclination of a steering wheel on visibility of a display panel was demonstrated. he result showed that ergonomic design can be aided by the 3-dimensional human model, and by the perspective graph by which design and evaluation process can be carried out more effectively.

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A design method of decentralized control system by sequential loop closing

  • Takemori, Fumiaki;Okuyama, Yoshifumi;Chen, Hong
    • 제어로봇시스템학회:학술대회논문집
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    • 1994.10a
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    • pp.16-19
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    • 1994
  • This paper describes a design method of compensators for decentralized control systems. Decentralized control problem is convenient to design multi-variable control systems and formulated as a series of independent designs. The proposed design method is composed of some steps, which is sequentially to close loop of the system diagonalized by regarding interactive subsystem as perturbation for current loop. So, on the basis of H$_{\infty}$ control theory, decentralized controllers are designed considering robust stability for diagonal systems with perturbations. A numerical example shows that the proposed design method is effective for multivariable control systems..

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Development and Application of TFT-LCD Pixel Design Tool (PDAST) (TFT-LCD 화소 설계 도구(PDAST)의 개발과 응용)

  • Lee, Yeong-Sam;Gwak, Ji-Hun;Choe, Jong-Seon
    • The Transactions of the Korean Institute of Electrical Engineers C
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    • v.48 no.6
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    • pp.416-428
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    • 1999
  • A user-interactive pixel design tool for high-quality TFT-LCDs is realized and used to explore the sensitivity of the various array and device parameters for optimizing pixel design. In this tool, the Thompson cable equation and gradual-channel approximation were used for the gate time delay and TFT current modeling respectively. With this tool, each capacitance element, and TFT and array dimensions can be optimized under given design specifications. The electrical characteristics such ascharging ratio, gate time delay, pixel voltage level-shift, and holding ratio can be analyzed. The sensitivity analysis of those design parameters were executed and presented.

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Knowledge-based synthesis system for injection molding (사출성형 제품의 지식형 설계시스템 연구)

  • 김상국
    • 제어로봇시스템학회:학술대회논문집
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    • 1986.10a
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    • pp.431-436
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    • 1986
  • The design and manufacture of injection molded polymeic parts with desired mechanical properties is a costly process dominated by empiricism, including the modification of actual tooling. This paper presents an interactive computer-based design system for injection molded plastic parts. This knowledge-based synthesis system provides a rational design strategy for injection molding and molded parts. It synergistically combines a rule-based expert system for hurestic knowledge with analytical process simulation programs. The theremomechanical properties of a molded part such as the effect of molecular orientation and weldline strength are predicted by the analysis programs; while the expert system interprets the analytical results from the process simulation, evaluates the design, and generates recommendations for optimal design alternatives. The heuristic knowledge of injection molding is formalized as production rules of the expert consultation system.

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Development of Facility Layout Design Algorithm Based on Artificial Intelligence Concept (인공지능 개념을 이용한 공장 설비배치 알고리즘 개발)

  • Kim, Hwan-Seong;Lee, Sang-Yong
    • Journal of Korean Society for Quality Management
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    • v.19 no.1
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    • pp.151-162
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    • 1991
  • The purpose of this study is to propose a facility layout design algorithm based on artificial intelligence concept, and then to develop a computer program which is more practical than any other conventional facility layout design systems. The algorithm is composed of five step layout procedures; knowledge and data input, knowledge interpretation, priority determination, inference of layout design, and evaluation, In the step of priority determination, the algorithm is divided into single row and multi row layout problem. In the step of inference of layout design, alternatives are generated by constraints-directed reasoning and depth first search method based on artificial intelligence concept. Alternatives are evaluated by the moving cost and relationship value by interactive man-machine interface in the step of evaluation. As a case study, analytical considerations over conventional programs such as CRAFT and CORELAP was investigated and compared with algorithm propsed in this study. The proposed algorithm in this study will give useful practical tool for layout planner. The computer progran was written in C language for IBM PC-AT.

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