• 제목/요약/키워드: Interactive approach

검색결과 402건 처리시간 0.025초

트라우마(trauma)를 치유하는 공간의 가치와 디자인접근에 관한연구 - 시대별 특성과 변화에 대한 관찰을 중심으로 - (A Study on the Emotional design approach and the Value of the Space for Healing the Trauma - Focus on the periodical characteristics and changes -)

  • 우지연
    • 한국실내디자인학회논문집
    • /
    • 제19권2호
    • /
    • pp.206-215
    • /
    • 2010
  • The negative memories which come from tragic events such as war, terror or various conflicts in modern cities have been threatening the mental health of city-dwellers. This thesis focuses on 'healing public space' that will help recover the life of city-dwellers who sustain various trauma. For this, the author investigated the significant memorial space through 1980-2010 from site visits, interviews, and related theses and books and then extracted necessary information from each period. This thesis aims to find the changes of the memorial concepts and visitor's reaction for last 30years. 1)1980-: Healing concept and visitor's positive response 2)1990-: Healing by emotional experience approaches to the memorial museum such as narrative approach, exhibition media using 5senses, interactive display and preserving trace, 3)early 2000-: Healing by architectural experience 4)2002-: present: Healing projects by various programs. Steady advances in memorial design for healing trauma are due to the efforts for emotional design approach to eeply move the visitors and the efforts have to be continued. The study emphasize the importance of attracting eople by experimental, emotional design contents not just by aesthetic and functional public design ideas.

불충분 선호 정보하에서 처방적 그룹의사결정방법 지배 규칙에 관한 연구 (A Prescriptive Group Decision Making Method with Imprecise Preference Information)

  • 안병석
    • 한국경영과학회지
    • /
    • 제29권3호
    • /
    • pp.157-169
    • /
    • 2004
  • This paper presents a prescriptive approach to group decision making with group members' imprecise preference information. This includes an alternative method to Salo's inventive approach for identifying group's preferred alternative when attribute weights, consequences, and possibly group members' importance weights are specified in imprecise ways. The imprecise additive group value function can be decomposed into individual group member's imprecise decision making problems, which are finally aggregated to identify group's preferred alternative. The proposed approach is intuitive and easy to implement, and has merits in a couple of points. First. it is possible to view individual group member's inclinations toward conflicting alternatives and the degree of discrepancies to each other. Second, we can observe how much previous decision results of individual decision maker are influenced during interaction since decisions usually are not made at a single step especially in presence of partial preference information. Finally, the individual group member's decision results can be utilized for further investigation of dominance relations among alternatives in a case that interactive questions and responses fail to give a convergent group consensus.

Unity와 Leap Motion을 이용한 웹 기반 3D 가상품평 (Web-based 3D Virtual Experience using Unity and Leap Motion)

  • 정호균;박형준
    • 한국CDE학회논문집
    • /
    • 제21권2호
    • /
    • pp.159-169
    • /
    • 2016
  • In order to realize the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the appropriate visualization and interaction of the products, and the vivid simulation of user interface (UI) behaviors in an interactive 3D virtual environment. In this paper, we propose an approach to web-based 3D virtual experience using Unity and Leap Motion. We adopt Unity as an implementation platform which easily and rapidly implements the visualization of the products and the design and simulation of their UI behaviors, and allows remote users to get an easy access to the virtual environment. Additionally, we combine Leap Motion with Unity to embody natural and immersive interaction using the user's hand gesture. Based on the proposed approach, we have developed a testbed system for web-based 3D virtual experience and applied it for the design evaluation of various digital products. Button selection test was done to investigate the quality of the interaction using Leap Motion, and a preliminary user study was also performed to show the usefulness of the proposed approach.

신뢰성에 기초한 강상형 연속교의 단면 최적설계 (Reliability-Based Optimization of Continuous Steel Box Girder Bridges)

  • 조효남;이두화;정지승;민대홍
    • 한국전산구조공학회:학술대회논문집
    • /
    • 한국전산구조공학회 1997년도 가을 학술발표회 논문집
    • /
    • pp.145-154
    • /
    • 1997
  • The results of optimum design by the deterministic approach adopted in the current design codes depend upon the safety levels of the applied code. But, it is now generally recognized that structural problems are nondeterministic and, consequently, that engineering optimum design must cope with uncertainties. Therefore, it is not an overstatement to affirm that the combination of reliability-based design procedures and optimization techniques is the only means of providing a powerful tool to obtain a practical optimum design solution. In the paper, reliability based optimum design procedure as a rational approach to optimum structural design is presented. The design constraints are formulated based on the ASD, LRFD and reliability theories. The reliability analysis is based on an advanced first-order second moment approach. Uncertainties in the structural strength and loading due to inherent variability as well as modeling and prediction errors are included in failure due to combined bending and shear. For the realistic reliability-based optimization of continuous steel box girder bridges, interactive non-linear limit state model is formulated based on the von Mises's combined stress yield criterion. Comparative results are presented when the ASD criteria are used for the optimum design of a structure under reliability constraints. In addition, this study comparatively shows the results of the optimum design for various criteria of design codes.

  • PDF

전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계 (Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View)

  • 민병준;비나야감 마리아판;차재상;김대영;조주필
    • 한국정보전자통신기술학회논문지
    • /
    • 제11권4호
    • /
    • pp.414-420
    • /
    • 2018
  • 최근 디지털 컨버전스는 현실세계를 기반으로 만들어진 미디어 콘텐츠에 가상 콘텐츠를 투영시켜 사용자에게 새로운 경험을 제공 할 수 있도록 발전하고 있다. 이에 본 논문에서는 HMD AR 기술을 이용한 Light ID 및 HMD-AR 기반 인터렉티브 전시를 제안하였다. 이 접근법은 현재 사용되고 있는 전시물에 추가적인 인프라를 설치할 필요 없이 기존 사용되고 있는 조명 또는 디스플레이를 사용 할 수 있다. 또한 Light ID는 웹 콘텐츠로의 접근을 위해서만 사용되는 QR 태그와 달리 위치 인식을 위한 식별자 및 통신 매체로도 사용될 수 있는데, 이는 카메라를 기반으로 한 광 무선 통신 (OWC)의 장점을 활용하여 스마트 장치에서 미디어 콘텐츠에 대한 ID를 수신하고 AR형태로 실감 3D 콘텐츠를 시각화하여 제공한다. 본 논문에서는 안드로이드 스마트폰을 사용하여 제안한 설계 기법에 대해 전주 한옥 마을을 타겟으로 Light ID 기반 광무선통신 기술을 활용한 실감 3D View 제공 기술을 구현하고 테스트를 수행하였으며, 실험 결과 제안한 기법을 통해 전시물에 관한 실시간 몰입형 3D 뷰를 제공 할 수 있음을 확인하였다.

지역사회기반 참여연구 방법에 입각한 단기집중 방문재활프로그램 질적 평가: 치료사와 대상자 심층면담을 중심으로 (A Qualitative Evaluation of Short-Term Intensive Home-Based Rehabilitation Program for Disabilities Through In-Depth Interview: Community-Based Participatory Research Approach)

  • 이민영;김은성;윤범철
    • 한국전문물리치료학회지
    • /
    • 제23권2호
    • /
    • pp.44-56
    • /
    • 2016
  • Background: The Community-Based Participatory Research (CBPR) approach is recognized in the field of health promotion as a way to optimize intervention for promoting health by taking into account specific social, economical, and institutional situations of the community. However, the CBPR approach has not been applied in the field of community-based rehabilitation. Objects: This study was conducted to explore the self-perceived satisfaction of therapists and disabilities on the Short-term Intensive Home-based Rehabilitation (SIHR) program developed using the CBPR approach as well as determine the points that need improvement. Methods: This research was conducted through in-depth interviews. The SIHR program was developed, applied, and evaluated by both the researchers and four therapists on the basis of the CBPR approach. The SIHR program was administered to four disability for 1 hour a day, 2 or 3 times a week, for 8 weeks, and their self-rehabilitation was monitored once a week for 4 weeks. After all intervention periods, in-depth interviews were conducted by using a semi-structured questionnaire for the therapists and disability. Results: The therapists were satisfied with the contents of the SIHR program, such as behavioral change technique and goal-directed training. They were also satisfied with the process of developing the program through a community network. Disabilities were satisfied with the therapists' persuasive and emotionally interactive way of delivering the SIHR program as well as the individually customized rehabilitation training and physical improvement. The short period (8 weeks) of the SIHR program was noted by both therapists and disabilities as the part that needs improvement. Conclusion: The SIHR program developed using the CBPR approach was feasible and satisfying to therapists and disabilities. However, a longer SIHR program should be developed. Community networks could help therapists effectively utilize community resources and thereby provide more rehabilitation program for persons with disability.

단일 스캔을 통한 웹 방문 패턴의 탐색 기법 (An Efficient Approach for Single-Pass Mining of Web Traversal Sequences)

  • 김낙민;정병수;아메드 파한
    • 한국정보과학회논문지:데이타베이스
    • /
    • 제37권5호
    • /
    • pp.221-227
    • /
    • 2010
  • 인터넷 사용의 급증과 더불어 보다 편리한 인터넷 서비스를 위한 여러 연구가 활발히 진행되어 왔다. 웹 로그 데이터로부터 빈번하게 발생되는 웹 페이지들의 방문 시퀀스를 탐색하는 기법 역시 효과적인 웹 사이트를 설계하기 위한 목적으로 많이 연구되어 왔다. 그러나 기존의 방법들은 모두 여러 번의 데이터베이스 스캔을 필요로 하는 방법으로 지속적으로 생성되는 웹 로그 데이터로부터 빠르게 실시간적으로 웹 페이지 방문 시퀀스를 탐색하기에는 많은 어려움이 있었다. 또한 점진적(incremental)이고 대화형식(interactive)의 탐색 기법 역시 지속적으로 생성되는 웹 로그 데이터를 처리하기 위하여 필요한 기능들이다. 본 논문에서는 지속적으로 생성되는 웹 로그 데이터로부터 단일 스캔을 통하여 빈번히 발생하는 웹 페이지 방문 시퀀스를 점진적이고 대화 형식적인 방법으로 탐색하는 방법을 제안한다. 제안하는 방법은 WTS(web traversal sequence)-트리 구조를 사용하며 다양한 실험을 통하여 기존의 방법들에 비해 성능적으로 우수하고 효과적인 방범임을 증명한다.

XML을 이용한 3D 가상 제품의 HMI 행동양태 모델링과 시뮬레이션 방안 (Modeling and Simulation of HMI Behaviors of 3D Virtual Products using XML)

  • 정호균;박형준
    • 한국CDE학회논문집
    • /
    • 제20권1호
    • /
    • pp.75-83
    • /
    • 2015
  • In the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the visualization and interaction of the products, and the simulation of their human machine interaction (HMI) behaviors in interactive 3D virtual environments. Especially, for the HMI behavior simulation, it is necessary to represent them properly and to play them back effectively according to user interaction in the virtual environments. In a conventional approach to HMI behavior simulation, user interface (UI) designers use UI design software tools to generate the HMI behavior of a digital product of interest. Due to lack of reusability of the HMI behavior, VP developers need to analyze and integrate it into a VP system for its simulation in a 3D virtual environment. As this approach hinders the effective communication between the UI designers and the VP developers, it is easy to create errors and thereby it takes significant time and effort especially when it is required to represent the HMI behavior to the finest level of detail. In order to overcome the shortcomings of the conventional approach, we propose an approach for representing the HMI behavior of a digital product using XML (eXtensible Markup Language) and for reusing it to perform the HMI behavior simulation in 3D virtual environments. Based on the approach, a VP system has been developed and applied for the design evaluation of various products. A case study about the design evaluation is given to show the usefulness of the proposed approach.

게임디자이너를 위한 포지티브게임의 범주와 디자인 접근 (Category of positive game and approach of design for game designers)

  • 은광하;이동열;경병표;유석호;이완복
    • 디지털융복합연구
    • /
    • 제10권11호
    • /
    • pp.589-594
    • /
    • 2012
  • 초창기 국내 온라인기반 게임은 일부 장르에 집중한 수익중심의 게임개발에 집중해왔다. 하지만 현재는 스마트 환경, 소셜네트워크 중심의 다양한 콘텐츠의 확장과 더불어 게임 역시 더 다양한 대상을 위한 게임 소재가 개발되고 있다. 이에 본 연구에서는 다양한 대상에 기반한 게임 접근 측면에서 게임디자이너 관점의 포지티브(Positive)게임이란 새로운 범주를 조명해 보고자 한다. 그리고 포지티브 게임 개발의 선행단계에 해당하는 디자인 접근에 대하여 디자이너 관점에서 재미기반 범주의 게임접근 프로세스를 구성해 보았다. 디자이너 관점에서의 게임 범주 체계성과 그에 따른 디자인 접근은 유-무선기반 환경, 융합미디어 기반의 새로운 환경에서 게임이 중심적인 인터렉티브 콘텐츠로서 확장하기 위해 필요한 연구이다.

몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구 (A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production)

  • 정기성;한승훈;이동규;김진모
    • 한국컴퓨터그래픽스학회논문지
    • /
    • 제22권3호
    • /
    • pp.43-52
    • /
    • 2016
  • 본 논문은 국내 전래동화 콘텐츠를 활용한 차별화된 대화형 콘텐츠를 바탕으로 사용자의 몰입감을 극대화할 수 있는 가상현실 기술에 대하여 연구한다. 국내 전래동화에 대한 관심을 높이기 위한 목적으로 대화형 구조의 3차원 콘텐츠를 제작하고, 여기에 HMD, 립 모션과 같은 가상현실 기술을 응용하여 몰입형 시스템을 설계하기 위한 새로운 접근 방법을 제안한다. 우선 전래동화의 이야기를 바탕으로 게임방식의 상호작용을 통해 사용자의 긴장감을 높이는 장면들로 구성된 대화형 콘텐츠를 제작한다. 이를 바탕으로 사용자에게 입체감 있는 장면 전송과 현실감을 높이는 입력 처리 방식을 제공하기 위하여 오큘러스 HMD를 활용한 장면 생성, 시선기반 입력 처리 그리고 립 모션을 활용한 손 인터페이스를 설계한다. 제안한 입력 처리 기술 기반의 가상현실 콘텐츠가 사용자의 멀미 현상을 최소화한 상황에서 몰입을 높일 수 있는지 여부를 실험을 통해 확인한다.