• Title/Summary/Keyword: Interactive Device

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A Study of Interactive Digital Signage System using Heterogeneous Device (이기종 디바이스를 이용한 인터렉티브 디지털 사이니지 시스템 연구)

  • Park, Dae Seung;Sung, Yeol Woo;Kim, Cheong Ghil
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.3
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    • pp.184-188
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    • 2021
  • In general, digital signage is a next-generation smart media that provides various information and advertisement services to many people indoors or outdoors using the Internet. Recently, digital signage is rapidly spreading in such a small indoor environment, that is, in an area closely related to daily life, for example, inside an elevator. However, in this kind of indoor environment where the stay time of persons is extremely limited, it would be not easy for them to keep advertisements in the user memory for a long time. In the digital signage display installed in an indoor environment, it is possible to think about the possibility for a function such as expanding the screen to a user's smartphone, which is now widely spread, to contain, store, and use the transmitted content. In this paper, we propose a method to extend the display of digital signage contents to personal smart phones with interaction function in such a limited environment. In order to make the system operation, the proposed system was verified by confirming the result of dual screen implementation in a smart phone through the prototype implementation of a digital signage system in an embedded Linux environment.

Development of an Interactive Virtual Reality Service based on 360 degree VR Image (360도 파노라마 영상 기반 대화형 가상현실 서비스 구축)

  • Kang, Byoung-Gil;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.463-470
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    • 2017
  • Currently, virtual reality contents using VR images are spotlighted since they can be easily created and utilized. But because VR images are in a state of lack of interaction, there are limitations in their applications and usability.In order to overcome this problem, we propose a new method in which 360 degree panorama image and game engine are utilized to develop a high resolution of interactive VR service in real time. In particular, since the background image, which is represented by a form of panorama image, is pre-generated through a heavy rendering computation, it can be used to provide a immersive VR service with a relatively small amount of computation in run time on a low performance device. In order to show the effectiveness of our proposed method, an interactive game of a virtual zoo environment was implemented and illustrated showing that it can improve user interaction and immersion experience in a pretty good way.

A design of embedded PC-Fi system with interactive remote control (인터렉티브 원격제어 기능을 갖는 임베디드 PC-Fi 시스템 설계)

  • Bae, Min-Eui;Shin, Ok-Keun
    • Journal of Advanced Marine Engineering and Technology
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    • v.40 no.1
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    • pp.55-61
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    • 2016
  • As the price-performance ratio of embedded PCs improves, the benefits of the PC-Fi can be maximized by designing an embedded PC-Fi system. In this paper presents the design of an embedded PC-Fi that can be manipulated by a remote controller based on mobile devices such as smart phones or tablets. Additionally, an interactive control system and its GUI, through which the user can select and play music as they like at ease, are presented. The case that a large amount of music is stored in the PC-Fi system requires a function allowing the user to easily select the music they want to listen to. In order to implement this function, a DB containing detailed information of each track can be used to find the location of the desired music with keywords provided by the user. In this proposed system, the embedded PC-Fi system and remote controller are mutually connected via a WiFi network, and more than one user can remotely control the embedded system with their own mobile device.

Preferences and flexibility in decision-making among dental clinicians regarding the treatment of multirooted teeth: an interactive communication device-based survey at two academic conferences

  • Lee, Jung-Seok;Lim, Hyun-Chang;Kim, Min-Soo;Choi, Seong-Ho;Jung, Ui-Won
    • Journal of Periodontal and Implant Science
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    • v.46 no.3
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    • pp.166-175
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    • 2016
  • Purpose: Decision-making by dental and medical experts can be influenced by their biases, interests, and experiences, and academic arguments about controversial issues may additionally be considered indirect experiences capable of affecting decision-making. This study reports on the use of interactive communication devices to evaluate preferences and flexibility in decision-making among dental care providers who attended two distinct academic conferences. Methods: Two debates were presented by a team of two lecturers at two academic conferences (focusing on periodontology and implant dentistry, respectively) and the audience members of each session were surveyed. Before each lecture, two case modules about the diagnosis and treatment of multirooted molar lesions were provided, and interactive communication devices were used to collect responses about decision-making preferences in treatment planning immediately before and after a debate about treatment strategies. Results: In total, 81 and 84 completed answers from both conferences were obtained for the first and second case modules, respectively. The preferred treatment plan differed significantly according to the focus of the conference, and a tendency emerged for the clinicians participating in each conference to express uniform preferences. However, attending the debates resulted in significant changes in decision-making preferences regardless of the conference focus or the characteristics of the participants. Conclusions: Our findings suggest that providing continuing education via debates on controversial issues may be effective in widening conceptual knowledge and reducing biases among experts in the dental and medical fields.

Analysis on PVR Service as a Supplementary Function of Interactive Service: Based on Satellite Broadcasting Subscribers (양방향기능의 보완으로서 PVR(Personal Video Recorder)서비스 분석: 위성방송사례를 중심으로)

  • Kim, Mira;Kim, Jongha Bell
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.1-10
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    • 2013
  • With the help of information technology, PVR has been evaluated as an innovative device that brings epochal changes for program selection and convenience of receivers with the convergence between broadcasting and telecommunication. Satellite broadcasters introduced PVR service to strengthen its interactive function. This study analyzed PVR user behavior and how it changed the existing TV viewing behavior through satellite subscribers. The results revealed that PVR subscribers mainly used it for time shifting like VCR use. FUrthermore, heavy PVR users watched TV more than on average and enjoyed a divers genre of programs. This study provides scholarly implication for PVR using behavior and its effects and its useful information for contents and marketing strategy to help PVR service popularization.

Control Method of BIFS Contents for Mobile Devices with Restricted Input Key (제한적 키 입력을 갖는 휴대 단말에서의 BIFS 콘텐츠 제어방법)

  • Kim, Jong-Youn;Moon, Nam-Mee;Park, Joo-Kyung
    • Journal of Broadcast Engineering
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    • v.15 no.3
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    • pp.346-354
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    • 2010
  • T-DMB is using MPEG-4 BIFS standard format for broadcasting interactive data service. BIFS enables us to represent contents as a scene which consists of various objects such as AV, image, graphic, and text. It also enables us to control objects by using user interaction. BIFS was designed to be adapted to multimedia systems with various input devices. Today, however, we are in lack of considering about mobile device with restricted input unit. The problem is that a consistent user control of interactive data contents is not possible due to the limitations of input units in T-DMB terminals. To solve the problem, we defined KeyNavigator node that provides a means to select or navigate objects (like menu) in BIFS contents by arrow keys and enter key of mobile terminal. By using KeyNavigater node, not only BIFS contents providers can make BIFS contents as they want, but also users can get a way to control BIFS contents consistently and easily.

User-centric Immersible and Interactive Electronic Book based on the Interface of Tabletop Display (테이블탑 디스플레이 기반 사용자 중심의 실감형 상호작용 전자책)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.117-125
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    • 2009
  • In this paper, we propose user-centric immersible and interactive electronic book based on the interface of tabletop display. Electronic book is usually used for users that want to read the text book with multimedia contents like video, audio, animation and etc. It is based on tabletop display platform then the conventional input device like keyboard and mouse is not essentially needed. Users can interact with the contents based on the gestures defined for the interface of tabletop display using hand finger touches then it gives superior and effective interface for users to use the electronic book interestingly. This interface supports multiple users then it gives more diverse effects on the conventional electronic contents just made for one user. In this paper our method gives new way for the conventional electronics book and it can define the user-centric gestures and help users to interact with the book easily. We expect our method can be utilized for many edutainment contents.

An Interactive Method between HSE System and Wearable Components through Analysis on Risk Scenarios (위험 시나리오 분석을 통한 스마트 HSE 시스템 및 웨어러블 컴포넌트 연동방안)

  • Shon, DongKoo;Lim, Dong-Sun;Im, Kichang;Park, Jeong-Ho;Kim, Jong-Myon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.407-416
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    • 2018
  • The development of modern technology has rapidly grown the field of wearable devices. Wearable equipments should satisfy low power consumption and small/lightweight because of characteristics of body wearing. In this paper, an overview of wearable equipments is explained, and wearable device market is investigated. In addition, we investigate developed technology of wearable components, which is divided into component and communication technology. Meanwhile, a smart HSE system is required to meet the demand of the society for the serious industrial accident. To address this issue, we propose an interactive method between the wearable component and the HSE system, which are expected to be effective in safety management. As a detailed case study, a risk scenario is made with risk factors in welding workshop, and then we propose an interactive method between a wearable component and an HSE system that can reduce the risk. This proposed method is useful to achieve high level of worker's safety.

A Study on the game app production utilizing wearable smart device health care information (웨어러블 스마트 디바이스의 헬스 케어 정보를 활용한 게임 앱 제작에 관한 연구)

  • Choi, Yong-Seok;Ju, Woo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.168-169
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    • 2015
  • Recent wearable smart device products, but with a variety of features and form that go out after a series of releases in has been outside for a lack of consumer content. The device advances, the type of equipment attached to the user's body was released, which was the background to be subjected to a health-care products of interest to the user and the machine-to-machine interaction. This study is to identify health care elements wearable smart device content around the market with features to interact with the game content and game content derived elements fit smart wearable devices. Survey research method was developed or released wearable devices and game content and take advantage of this any existing research literature related to game development. Based on this we derive the interactive elements for a wearable smart devices based.

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Design of e-Learning System in N-Screen Environment (N-Screen 환경 기반의 이러닝 시스템 설계 방안)

  • Shin, Yu-Jin;Seo, Dongsu;Hong, Seng-Phil
    • Journal of Internet Computing and Services
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    • v.13 no.5
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    • pp.45-53
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    • 2012
  • The appearance of Intelligent mobile and home appliance increased the using of not only various multimedia contents but also educational contents. Especially the growth of smart device such as smart phone, smart pad and smart TV, provided the environment which everyone can use educational content anytime, anywhere, any device. However many smart devices are hard to reuse the various educational contents because the devices and mobile os policies are not unify. In this paper, we suggest the design of NeS(N-Screen e-learning system) in order to solve this problem. NeS is consisted of User Management, Educational Content Management, Content Convert System and Interactive Management System. In this system, we use the HTML5 language to assure interoperability in various Smart Device Environment. Through NeS, we can achieve Content OSMU(One Source Multi Use) in various device environment and assure the continuity of the contents for using the educational contents more easily.