• Title/Summary/Keyword: Interactive Mirror

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Implementation of Interactive Self-portrait using Real-time News Stream

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.147-153
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    • 2018
  • This study is about the interactive self-portrait which provides the experience of self-consciousness reflection of the viewer to modern people who are easily alienated in rapid social change. We proposed interactive self-portrait is implemented by an interactive mirror that reproduces the appearance of the viewer acquired using a webcam. The interactive mirror, which can directly project its own image, is drawn by searching news articles in real time and using the extracted characters as pixel information in real time. The viewer has the opportunity to experience a new style of active self-expression while watching his/herself composed of news characters that are issues of modern society. The virtual self-portrait designed with news characters can attract viewers' attention by visually expressing the interests of modern people and can act as an incentive to generate positive interaction.

User Emotional Interactive Mirror (사용자 감성 인터랙티브 미러)

  • Gang, Geon-Ung;Gu, Jin-A;Kim, Na-Yeon;Lee, Dong-Hyeon;Jo, A-Yeong;Jo, Hye-Min;Hwang, Min-Cheol
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.183-186
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    • 2009
  • 본 연구는 인터랙티브 미러 (Interactive Mirror)를 제작하여 서로 다른 공간에 있는 사용자들에게 시각 청각 촉각적 요소를 조합한 감성 커뮤니케이션(communication)을 제공하고자 한다. 인터랙티브 미러는 원거리상의 사용자들이 거울에 비친 상대방의 모습을 실시간으로 보면서 대화가 가능한 일종의 화상 대화 장치이다. 화면의 기능을 수행하는 거울을 매개로 하여 실시간 화상 대화가 가능하고, 사용자들은 실제 도구인 붓, 지우개, 도장을 이용하여 그림을 그릴 수 있다. 또한, 사용자가 인형을 터치하면 상대방에게 진동이 전해지는 구조를 통해 원거리상의 사용자간에 감성적인 커뮤니케이션이 가능하도록 한다.

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Motivational Factors for Persuasive System Adoption : Interactive Mirror System Case (설득적 시스템 사용 동기에 대한 연구 : 상호작용적 거울 시스템 중심으로)

  • Choi, Jeong-Youn;Kim, Gyeung-Min
    • Journal of Information Technology Applications and Management
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    • v.26 no.3
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    • pp.81-98
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    • 2019
  • Despite the growing enthusiasm for the persuasive system like an interactive mirror system little is known about what motivates the customers to try the system and makes customers return repeatedly to the system. The key to understanding persuasive system adoption is the identification of the preconditions needed for the system adoption. Using grounded theory building methodology, we identified the preconditions needed for the system adoption. First, past research regarding users' motivational factors to use the persuasive system is reviewed. Then, research methodology and data analysis are presented. Finally, the study findings and conclusions are presented.

A tailor-made process proposal for Interactive space using smart device (스마트 디바이스를 이용한 인터렉티브 공간의 맞춤형 콘텐츠 프로세스 제안)

  • Won, Jong Wook;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.155-165
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    • 2013
  • For the service and creation of new space, the next generation smart device for interactive space using tailor-made contents process serve as an opportunity for the growth of new special display due to the integration of the latest digital technology. The application of next generation technology is in the field that most people expect. So, this thesis serving as the beginning, it is hoped that the smart mirror and wall industry in Korea will play a practical and academic momentum. An interactive environment which is the smart device can be realized when space displays based on smart device built on the experience of the user can provide various tailor-made processes such as academics, performances, meetings, virtual experience, exhibits and promotion, and through this a strategic direction was suggested for the development of each field.

Improving Student's Design Prototyping Skills using Interactive Prototyping Tool

  • Kim, Jongwan;Jeon, Jae-wook;Kim, Ki-yeon
    • Journal of Multimedia Information System
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    • v.8 no.1
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    • pp.75-78
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    • 2021
  • This paper will explain the importance of using interactive prototyping tools in the HCI design process. The Future of HCI education project performed by ACM SIGCHI shows that students recognize that prototyping, especially paper prototyping and interactive prototyping, are both very important. Two widely-used prototyping tools in academy, Balsamiq and Oven, will be compared and rated by students according to their preferences. We choose the Balsamiq as our design tool because Oven can be designed on the web but applications cannot be designed directly on Mac or Windows. The Balsamiq tool will help you understand the task process of UI work and highlight the benefits of digital prototyping to test the execution of expected results in a fast fashion compared to high-level prototyping. We also present the outcome of this work through two case studies. In particular, the smart mirror project with voice recognition function shows the effectiveness of the proposed method as an example.

A Study on Development of Interactive Contents for Digital Mirror (Digital Mirror를 위한 인터렉티브 콘텐츠 개발에 관한 연구)

  • Lee, Ki-Hoon;Jeong, Ji-Hong;Pan, Young-Hwan;Oh, Sung-Ryong;Park, Jin-Woo;Jo, Hyun-Cheol;Lee, Dong-Wook
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.41-46
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    • 2008
  • 디지털 기술의 발전은 인간 생활에 큰 변화를 가져다주었다. 이와 같은 디지털 기술의 발전으로 변화된 인간 생활 중 가장 큰 변화는 기술의 발전 이전에 사용되던 각종 제품 및 도구들이 디지털 기술의 힘으로 새롭게 재탄생하고 있다는 점이다. 재탄생된 제품 및 도구들은 사람과 제품간의 경계를 무너뜨리고 서로 융합되고 있다. 이러한 제품들 중에서 대표적으로 Digital Mirror를 들 수 있다. 기존 인간 생활에서 사용되던 일반적인 Mirror가 최근 들어 Digital Mirror라는 새로운 형태의 제품으로 연구되어 지고 있다. 이러한 Digital Mirror는 일상생활 속에서 기존 거울을 대체하고 있으며, 인터렉티브 미디어 아트에서도 많이 응용되고 있다. 현재 Digital Mirror는 광고, 인터렉티브 아트 등의 분야에서 다양한 형태의 콘텐츠가 개발되고 있다. 하지만 Digital Mirror를 새로운 제품 산업군으로 확대하여 신사업을 창출하기 위해서는 수많음 사용자들의 욕구를 충족시킬 수 있는 인터렉티브한 콘텐츠 제작을 해야 한다. 본 연구에서는 Digital Mirror의 인터렉티브한 콘텐츠 제작을 목적으로, 기존의 인터렉티브한 콘텐츠 사례를 중점적으로 연구하여 새로운 콘텐츠 아이디어를 도출하였다. 아이디어를 통해 어린이 사용자를 타켓으로 새로운 사용경험을 제공해 줄 수 있는 컨셉을 정하여 인기 애니메이션 캐릭터를 사실적으로 체험할 수 있게 해주는 콘텐츠 제작방향을 설정하여 연구를 진행하였다. 또한 놀이와 참여, 상호작용을 통한 새로운 디지털 놀이 도구라는 개념으로 AR기술을 이용해 캐릭터를 좀더 사실적으로 체험 할 수 있도록 제작하였다. 어린이 사용자가 캐릭터 마커를 착용하고 Digital Mirror앞에 서게 되면 캐릭터 마커에 해당되는 3차원 입체영상 애니메이션 캐릭터가 어린이 사용자의 모습과 합성되어 사실적인 캐릭터 콘텐츠를 체험 할 수 있게 해 주는 콘텐츠이다. 어린이들에게 인기 있는 캐릭터를 3D로 제작하여 캐릭터 소스로 활용하였고 이를 효율적으로 사용할 수 있도록 어플리케이션 저작툴을 개발 완료하여 제작하였다. 그리고 평판 디스플레이를 이용하여 실제 Prototype 제작하였다.

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A Study on the Narrative of the Interactive Movie based on the concept of Gamification - focused on (게이미피케이션 개념을 적용한 인터랙티브 영화 서사 연구 - <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Hye Bin;Ahn, Sang Won
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.101-112
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    • 2019
  • This study examines the potentials and limitations of interactive movies at present by reading the narrative of the interactive movie, through the concept of gamification. The 'quest' of the is to choose an option to play out the story in unpredictable world, and the 'reward' is the hierarchy of the ending. It is necessary to reduce uncertainty between option and ending, intensify playfulness, and provide a variety of discriminative endings in order to make viewers immerse deeper in interactive movies. Such an analysis implies that the intensification of gamification elements may influence the immersion in interactive movies positively.

Development of an Interactive Video Installation Based on Zhuangzi's Butterfly Dream (장자 나비의 꿈을 소재로 한 인터렉티브 비디오 구현)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.29-37
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    • 2011
  • As a field in Digital Arts, interactive video introduced the mirror metaphor to the foundation of media, given its characteristic as a medium that extracts an audience image in a particular perspective. The interactive video work introduced in this paper addresses conceptual topics in the extension of Zhuangzi's Butterfly Dream and illustrates the technological approaches that employ an intensity-based computer vision processing in order to obtain the silhouette of audience for multiple graphical butterflies to draw an audience image. Users generate narratives in the interaction with the projected image. Sound is used in order for the system to provide augmented perception in the space and to add more rooms for narratives. The computer vision and the graphics methods introduced in this paper are suggested as tools for interactive video.

Development of Interactive Content Services through an Intelligent IoT Mirror System (지능형 IoT 미러 시스템을 활용한 인터랙티브 콘텐츠 서비스 구현)

  • Jung, Wonseok;Seo, Jeongwook
    • Journal of Advanced Navigation Technology
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    • v.22 no.5
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    • pp.472-477
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    • 2018
  • In this paper, we develop interactive content services for preventing depression of users through an intelligent Internet of Things(IoT) mirror system. For interactive content services, an IoT mirror device measures attention and meditation data from an EEG headset device and also measures facial expression data such as "sad", "angery", "disgust", "neutral", " happy", and "surprise" classified by a multi-layer perceptron algorithm through an webcam. Then, it sends the measured data to an oneM2M-compliant IoT server. Based on the collected data in the IoT server, a machine learning model is built to classify three levels of depression (RED, YELLOW, and GREEN) given by a proposed merge labeling method. It was verified that the k-nearest neighbor (k-NN) model could achieve about 93% of accuracy by experimental results. In addition, according to the classified level, a social network service agent sent a corresponding alert message to the family, friends and social workers. Thus, we were able to provide an interactive content service between users and caregivers.

Can interactive cinema become a new epic theater in the 21st century? : Focusing on (인터랙티브 영화는 21세기의 새로운 서사극이 될 수 있는가? : <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Jiyeon;Kim, Dogyun;Kwon, Hochang
    • Trans-
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    • v.12
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    • pp.245-274
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    • 2022
  • The interactive cinema is based on the interactivity between the cinema and the audience. The discussion of interactive cinema can be divided into two poles. One is to positively look at the possibilities of interactive cinema as a new format and to test with them in various ways. The other is the perspective of a critical warning that the interactivity of interactive cinema risks reinforcing biases while instilling the illusion of freedom and activity in the audience. Considering both of these perspectives, we try to find a way to realize the political and aesthetic possibilities of interactive cinema through characteristic analysis. To this end, we analyzed the interactive film , which has received public and critical attention, based on Brecht's epic theater as a theoretical and practical reference. We analyzed the text/contextual characteristics of this work in three dimensions - an interactive multi-branching structure, a self-reflecting Mise en abyme structure, and an active enjoyment of the audience - and compared them with the epic theater theory. Through this, we examined the conditions and possibilities of interactive cinema as a new epic theater in the new technological/media environment of the 21st century.