• Title/Summary/Keyword: Interactive communication

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A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

A PROCESSOR SHARING MODEL FOR COMMUNICATION SYSTEMS

  • Lim, Jong Seul;Park, Chul Guen;Ahn, Seong Joon;Lee, Seoyoung
    • Journal of applied mathematics & informatics
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    • v.15 no.1_2
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    • pp.511-525
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    • 2004
  • we model communication and computer systems that process interactive and several and several types of background jobs. The scheduling policy in use is to share the processor among all interactive jobs and, at most, one background job of each type at a time according to the process sharing discipline. Background jobs of each type are served on a first-come-first-served basis. Such scheduling policy is called Processor Sharing with Background jobs (PSBJ). In fact, the PSBJ policy is commonly used on many communication and computer systems that allow interactive usage of the systems and process certain jobs in a background mode. In this paper, the stability conditions for the PSBJ policy are given and proved. Since an exact analysis of the policy seems to be very difficult, an approximate analytic model is proposed to obtain the average job sojourn times. The model requires the solution of a set of nonlinear equations, for which an iterative algorithm is given and its convergence is proved. Our results reveal that the model provides excellent estimates of average sojourn times for both interactive and background jobs with a few percent of errors in most of the cases considered.

Interactive Social U-Learning Community Design (상호작용이 가능한 사회적 U-LEARNING 공동체 설계)

  • Kim, Hye-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.193-201
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    • 2011
  • This paper presents the holistic notion and model of an open social u-learning community, anchored with open content, providing an interactive online study group experience akin to sitting with study buddies on a world-wide campus quad. The interactive social u-learning community design helps conceptualize and maximize advantages of ubiquitous environment in learning. The model is enabled by state-of-the-art web technologies; real-time collaboration technologies for a highly interactive experience; intelligent recommender systems to help learners connect with relevant content and other learners; and mining and analytics to assess learner outcomes. Hence, u-learning design is highly scalable yet interactive and engaging.

Mixed Analysis on Group Communication Pattern and Decision-making Satisfaction with Instant Messenger (인스턴트 메신저를 이용한 집단의사결정에서 커뮤니케이션 패턴이 의사결정만족도에 미치는 영향에 대한 통합분석)

  • Park Sang-Heok
    • The Journal of Information Systems
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    • v.15 no.2
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    • pp.247-270
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    • 2006
  • This study identifies communication patterns of groups using Instant Messenger for their group decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of groups, when appropriately organized, can be of help in enhancing creative production of outcomes. A qualitative study was conducted on communication patterns based on an analysis of text-based electronic conversation protocols. Specifically this research tried to overcome existing studies on electronic groups by focusing on interactive process of communication among participants. The major study conclusions are: (1) Satisfation of group decision-making may depend on the process or sequence of discussion among group members with Instant Messenger. That is, proper interactive responses and appropriate control of the discussion process are essential to obtain a high level of performance. (2) It is important to ]mike discuss rules based on meta-cognitive and interactive protocols in the early stage. Explicit rules relating to internal group processes as well as communication medium use are even more important to groups with Instant Messenger than face-to-face groups.

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A Study on Interactive Artistic Characteristics of Architecture Surface Design (건축 표피디자인의 인터렉티브 아트적 표현연구)

  • Lee, Kyung-Hwa
    • Journal of The Korean Digital Architecture Interior Association
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    • v.8 no.2
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    • pp.39-46
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    • 2008
  • Current architecture can receive support of and command various ways of expression by more advanced technology of the present time, this means the formation of changeable external design of building, and has the tendency to be interactive non-rheological shape. Accordingly surface of building is decorated not only by the basic function and the expression of information, but also by complex narrative image structure or text, so far as recognizes human as the subject of communication, and is trying the artistic expression interacting with the general public. In various expressive tendency of current architecture surface design, such an approach from a view of an interactive art trying the communication between architecture, art, and human has the meaning of suggesting the direction of directing emotional architecture giving a present to the morderners who are growing more and more an earnest desire for experiencing culture and art in their daily life.

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Memory Allocation in Mobile Multitasking Environments with Real-time Constraints

  • Hyokyung, Bahn
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.79-84
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    • 2023
  • Due to the rapid performance improvement of smartphones, multitasking on mobile platforms has become an essential feature. Unlike traditional desktop or server environments, mobile applications are mostly interactive jobs where response time is important, and some applications are classified as real-time jobs with deadlines. When interactive and real-time jobs run concurrently, memory allocation between multitasking applications is a challenging issue as they have different time requirements. In this paper, we study how to allocate memory space when real-time and interactive jobs are simultaneously executed in a smartphone to meet the multitasking requirements between heterogeneous jobs. Specifically, we analyze the memory size required to satisfy the constraints of real-time jobs and present a new model for allocating memory space between heterogeneous multitasking jobs. Trace-driven simulations show that the proposed model provides reasonable performance for interactive jobs while guaranteeing the requirement of real-time jobs.

Design and Implementation of the Image Creation System based on User-Media Interaction (사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현)

  • Song, Bok Deuk;Kim, Sang Yun;Kim, Chae Kyu
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.932-938
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    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

Interactive Multimedia Service Terminal for IMPRESS

  • Park, Jin-sang;Park, Jong-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.67-70
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    • 1997
  • This Paper describes the system configuration and implementation method of an IMPRES (Interactive Multimedia exPRESS) terminal. The terminal is developed in the form of a PC add-on board that is called MINIBA (Media and Network Interface Board Assembly). IMPRESS is a communication service platform that support various interactive multimedia services. The main objectives of developing IMPRESS are to implement DAVIC compliant services platform to verify DAVIC specification and to support testing environment. Currently IMPRESS terminal provides MPEG-2 quality movies on demand, switched video broadcasting, and home-shopping service to the service user, based on the ATM network.

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Integrated Service Platform for High Quality Interactive Multimedia Service, Digital Broadcasting, and Internet Services

  • Park, Taesang;Park, Young-Duk;Jaewooo-Yang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.73-78
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    • 1998
  • Our platform introduced in this paper is based on DAVIC specifications which define high quality multimedia services with some extensions to provide user friendly and uniform interface to its users. We designed and implemented an integrated service platform for high quality interactive multimedia services, swithed digital broadcasting, and Internet services. The integration in terms of a service provider system, a delivery system, and a service user system is taken into account. Our research results in the development of integrated high quality interactive and digital broadcasting multimedia services with web-based common user interface and its experience will be feedback to the field trial service which will be launched from next year.

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Interactive Data Acquisition System based on Hand Tracking to evaluate Children's Cognitive Abilities

  • Ekaterina, Ten;Lee, Suk-Ho
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.108-114
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    • 2022
  • Autism (ASD) is a mental disorder characterized by a pronounced deficit in personal, social, speech, and other aspects of development and communication skills. Since autism is a complex developmental disorder that requires a lot of effort to recognize, this research was conducted to develop an interactive data Acquisition System and detect the first signs of ASD in children. The proposed system presents several variants of the tasks in an entertaining form, using hand tracking. Hand tracking is used to attract children's attention and interest them more to achieve more accurate results. The creation of the system is based on such libraries as OpenCV, PyGame, TensorFlow, and Mediapipe. The ultimate goal of the paper is to obtain data on the disease of autism in children for use in further diagnosis by medical experts.