• Title/Summary/Keyword: Interactive Technology

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A Study about A Design Process of Interactive Multimedia Content Based on a Cultural Background (for an Indonesian Folktale)

  • Ryu Seuc-Ho;Natadjaja Listia
    • International Journal of Contents
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    • 제1권1호
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    • pp.10-15
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    • 2005
  • As the computer becomes a trend, interactive multimedia design can be one media to communicate the cultural knowledge. A folktale can be a powerful material to show a country's culture. In this project, we try to make the folktale content to be understood easily by implementing some cultural information background. The main aim of this project is to give a vision of the richness culture through the interactive multimedia technology. In this paper, we would like to show a flow map content, a streaming of design process and a visual interface design prototype. Finally, interactive multimedia design content is very useful for a transferring the richness culture because people tend to like a multimedia content. In order to make an effective interactive multimedia design content based on a cultural background, a designer should need to understand about users, culture, technology and the whole design process.

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Personal Robotics for the Elderly based on Interactive Technology

  • Yoh, Myeung-Sook;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.2693-2695
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    • 2003
  • Recent advancement in technology raises fundamental questions: "what is right technology for human?", "how can we build machines for human welfare?" Interactive technology and soft engineering deals with these problems. Personal robotics for the elderly seems to be a major area in which to explore these ideas. We can start by asking "what are inhumane human conditions to be resolved by technology?" Issues lain robotics for the elderly are described and desirable roles for the robots in such applications are presented. Interdisciplinary science approach is proposed to successfully implement this technology for the elderly.

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Architecture of Interactive Multimedia Service Platform for the Integration of Broadcasting and Telecommunication Service

  • Park, Young-Duk;Park, Taesang
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1997년도 Proceedings International Workshop on New Video Media Technology
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    • pp.55-60
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    • 1997
  • Innovation on digital compression technology, high speed networking technology, digital broadcasting technology and distributed processing technology provides new interactive multimedia service that integrates telecommunication, broadcasting, and computer application. To meet the new trends, we focus our research direction to integrate the telecommunication services and the broadcasting services. For this purpose, we designed and implemented an interactive multimedia service platform based on the DAVIC specification. Our research results in the development of integrated interactive services and its experience will be feedback to the field trial service that will be launched from next year. In this paper, we will describe the overall architecture and system implementation results of the interactive multimedia service platform.

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A Proposal of Interactive Contents for Prevention of Smartphone Overdependence

  • Kim, Jae Sun;Lim, Chan
    • International Journal of Advanced Culture Technology
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    • 제7권1호
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    • pp.70-76
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    • 2019
  • IoT technology application has been part of modern people's everyday life. This technology makes people to depend on smart devices. 'Smartphone' is the most typical example. Despite the advantages given by this device, the bad side effects are also notable. This paper presents interactive content on the dependence of smartphone device. The research objective is to make individuals to reduce the use of smartphones by realizing their own problems of smartphone dependency. Research was progressed by analyzing aspects obtained from users participating in the self-developed interactive game contents. As a result of the analysis, approximately 68% of people were aware of the problem through this content. This indicates the potential of using convergence research in interactive contents with other fields furthermore.

Interactive MR Contents for Alternative Suggestions for Smartphone

  • Chan Lim
    • International Journal of Advanced Culture Technology
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    • 제11권1호
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    • pp.276-282
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    • 2023
  • IoT technology application has been part of modern people's everyday life. This technology makes people to depend on smart devices. 'Smartphone' is the most typical example. Despite the advantages given by this device, the bad side effects are also notable. This paper presents interactive content on the dependence of smartphone device. The research objective is to make individuals to reduce the use of smartphones by realizing their own problems of smartphone dependency. Research was progressed by analyzing aspects obtained from users participating in the self-developed interactive game contents. As a result of the analysis, approximately 68% of people were aware of the problem through this content. This indicates the potential of using convergence research in interactive contents with other fields furthermore.

인터랙티브미디어 영상의 쌍방향성 연출구조에 관한 연구 (Modules of Directing Interactive Media Moving Images)

  • 김효용;김시은
    • 한국콘텐츠학회논문지
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    • 제12권3호
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    • pp.84-94
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    • 2012
  • 2011년 현재, 선진국을 포함하여 많은 중진국 이상의 나라에서는 인터넷과 정보통신기술이 발달하고 쌍방향성을 지원하는 통신매체와 디지털기기가 점차 대중화되고 있다. 쌍방향성 매체와 기술의 발달은 디지털콘텐츠의 성장뿐만이 아니라 인터랙티브미디어(쌍방향성 매체)를 이용한 다양한 예술분야의 발전에 큰 공헌을 하였다. 본 연구는 인터랙티브미디어를 이용한 인터랙티브미디어 영상의 연출에 관해 기술하고 작품의 주제 및 제작 의도를 효과적으로 표현할 수 있는 인터랙션(쌍방향성) 연출모형을 세 개로 분리하여 제시하였다. 제시된 인터랙션 연출구조의 이해를 돕기 위해 인터랙티브미디어 영상, 작품명 '두개의 방(미술관 속 혼합실험실, 부제: Interactive media art & Experimental mixing, 예술의 전당)'의 작품과 RPG(Role-playing game)스타일 게임 등을 사례로 일부 사용하였다. 이를 통해 아직은 충분치 못한 인터랙티브미디어아트 분야의 지적 자료를 보강하고, 인터랙티브미디어를 활용한 인터랙티브미디어 영상 제작을 시도하는 예술가들의 작품 활동을 돕고자 한다.

인터액티브 테크놀로지와 진화로봇 (Evolutionay Robotics based on Interactive Technology)

  • 윤중선
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2000년도 제15차 학술회의논문집
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    • pp.530-530
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    • 2000
  • A new paradigm of technology, based on the overall interactions of technology, humans and environment through Korperlichkeit(corporeality or philosophy of Mom), is explored. Parallelism based on holism and embodiment, and relative interactions based on correspondence and interrelationships, are the key ideas in the proposed paradigm. Biological information processing systems much resemble the key ideas of interactive technology. Robots could be easily implemented from this evolutionary engineering approach.

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Fuzzy Preference Based Interactive Fuzzy Physical Programming and Its Application in Multi-objective Optimization

  • Zhang Xu;Huang Hong-Zhong;Yu Lanfeng
    • Journal of Mechanical Science and Technology
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    • 제20권6호
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    • pp.731-737
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    • 2006
  • Interactive Fuzzy Physical Programming (IFPP) developed in this paper is a new efficient multi-objective optimization method, which retains the advantages of physical programming while considering the fuzziness of the designer's preferences. The fuzzy preference function is introduced based on the model of linear physical programming, which is used to guide the search for improved solutions by interactive decision analysis. The example of multi-objective optimization design of the spindle of internal grinder demonstrates that the improved preference conforms to the subjective desires of the designer.

피지컬 컴퓨팅 기술 기반 인터렉티브 미디어 아트 콘텐츠에 관한 연구 (A Study on Interactive Media Art Contents on Physical Computing Technology)

  • 이일현;서창진
    • 디지털융복합연구
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    • 제10권5호
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    • pp.193-197
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    • 2012
  • 본 연구는 Interactive Media Art 기술을 적용한 콘텐츠 를 제작을 중심으로 사용자, 즉 관객은 단순히 스크린에 나타나는 인터렉티브 미디어 퍼포먼스를 관람하는 입장이 아닌 콘텐츠의 일부분으로서 연주자와 관람자가 일체가 되어 콘텐츠의 최종 효과를 완성하여 피지컬 컴퓨팅을 악기 연주에 적용하여 실시간으로 다른 시각프로그램과 효과적이고 적절하게 상호작용하여 최종 시각효과를 보여주는 것이 주된 목적이다.

Interactive Activation Model(IAM)을 이용한 한글에서의 Word Superiority Effect(WSE)특성 분석 (Characteristics analysis of Word Superiority Effect in Korean using Interactive Activation Model)

  • 박창수;방승양
    • 한국정보과학회 언어공학연구회:학술대회논문집(한글 및 한국어 정보처리)
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    • 한국정보과학회언어공학연구회 1999년도 제11회 한글 및 한국어 정보처리 학술대회
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    • pp.343-350
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    • 1999
  • 본 논문은 한글에서 나타나는 Word Speriority Effect의 특성을 설명해 주는 한글의 글자 인지모델을 제안한다. 제안된 모델은 영어에서 나타나는 Word Superiority Effect를 설명하기 위해서 제안된 Interactive Activation Model을 기초로 한다. 우선은 영어에 맞도록 설계된 Interactive Activation Model을 한글에 적용할 수 있도록 수정하는 방법에 대해서 알아본다. 다음으로 한글에서 나타난 Word Superiority Effect의 특징과 그러한 특징을 기존의 Interactive Activation Model에 반영하기 위한 방법에 대해 알아본다. 제안된 방법을 이용해서 수정된 Interactive Activation Model을 컴퓨터로 구현해서 모의실험한 결과를 분석함으로써 제안된 모델의 타당성을 검증하게 된다.

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