• Title/Summary/Keyword: Interactive technology

Search Result 1,240, Processing Time 0.029 seconds

A Study of Production Technology of Digital Contents upon the Platform Integration : Focusing on Cross - Platform Game (플랫폼 통합에 따른 디지털콘텐츠 제작기술 경향연구 : 크로스 플랫폼게임(Cross-Platform Game) 사례를 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
    • /
    • s.14
    • /
    • pp.151-164
    • /
    • 2008
  • Cross platform game has brought about the expansion of game market, which results in technology innovation overcoming the limit of game consumption. The new model integrates both off and online game services. Gamers can now enjoy game service regardless of age, time, and space. If the technology evolution model of digital contents like cross-platform game engine can provide contents for several platform at the same time, the interactive service can be utilized into maximum level. It is also necessary to allocate, switch data as well as to innovate the transmission technology of data according to each platform. Providing the same contents for several platform as many as possible can be the most suitable strategy to enhance the efficiency and profits. However if the interactive service can be accomplished completely, the development of data switching technology and distribution should be made. To be a leader in the next digital contents market, one should develop the network engine technology which can embody the optimization of consumption in the interactive network service.

  • PDF

A Music Technology-Based Interactive Music-Making for Improving the Social Communication Skills of Children With Autism Spectrum Disorder (자폐스펙트럼장애 아동의 사회적 의사소통 향상을 위한 음악제작 앱 기반 상호적 음악만들기 사례)

  • Yoon, Sol
    • Journal of Music and Human Behavior
    • /
    • v.18 no.2
    • /
    • pp.19-43
    • /
    • 2021
  • The purpose of this case study was to examine whether an interactive music-making intervention using GarageBand was applicable to improve the social communication skills of school-age children with autism spectrum disorder (ASD). Two children with ASD (both male, ages = 8 and 11 yrs.) participated in this study. The interactive music-making intervention included three stages: 1) musical imitation, 2) musical expression and coordination, and 3) musical interaction. Each session lasted 40 minutes, and sessions took place twice a week over 4 weeks. The participants' social communication behaviors were observed and analyzed in terms of exchanging ideas with each other. Engagement in interactive behaviors (e.g., turn-taking, imitating or reflecting the investigator's music, and creating one's own music using the motive from the investigator) during music making was also analyzed. During the sessions, increases in the attempts to express their opinions on music making processes and requests for help for the process were observed. Engagement in turn-taking form of interactive playing and reflecting the musical motive from a partner (i.e., investigator) were also improved. The Social Responsiveness Scale-2 (SRS-2) ratings indicated negative social behaviors decreased after intervention in both participants. The findings of this study suggest that interactive music-making activities using GarageBand can be an effective method in clinical practice to improve social communication skills for school-aged children with ASD.

The Interactive Learning Experience by Integrating Educational Robots into the Augmented Reality (교육용 로봇과 증강 현실 결합을 통한 인터랙티브 학습 경험)

  • Yu, Jeong Su
    • Journal of The Korean Association of Information Education
    • /
    • v.16 no.4
    • /
    • pp.419-427
    • /
    • 2012
  • This paper presents the effect of a interactive learning experience and student's response to technological components We develop the interactive learning environment and learning model in lessons relying on educational robots and augmented reality in the school classroom. The developed learning model is based on the problem-based learning model. The experiments of the study conduct with 18 students, the $5^{th}$ and $6^{th}$ graders of an elementary school for 8 weeks using developed system. We find out the interactive learning experiences have an influence on the creative ability of children. We know that students who scored lower on the school exam scored higher on the score of creativity compared to top students through educational robots and augmented reality.

  • PDF

The Study of Usability Evaluation in the EPG design of Interactive TV Programs (쌍방향 TV프로그램의 EPG 디자인 사용성 평가 연구)

  • 김종덕
    • Archives of design research
    • /
    • v.16 no.2
    • /
    • pp.345-354
    • /
    • 2003
  • Digital TV broadcasting technology is recognized as a very encouraging technological development by koreans because of high-definition, multi-channel and interactive services which would broaden the viewers choice and promote people's prosperity. The technological development of digital TV service is a drastic change for people's convenience and would be a major media of‘e-government’in Korea. Digital TV Program UI will affect to people's esthetic sense and information efficiency. The information search pattern in TV is different from it of computer which has lead interactive media so far This research verifies the reasonable information display method through the usability test based on former related researches. For the case study, Interactive EPG design of SkyLife is selected and reviewed. This research includes the design development of interactive EPG of DVB-MHP.

  • PDF

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
    • /
    • v.22 no.5
    • /
    • pp.472-477
    • /
    • 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.

Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.11
    • /
    • pp.270-277
    • /
    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
    • /
    • v.11 no.1
    • /
    • pp.423-430
    • /
    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

T-DMB Hybrid Data Service Part 1: Hybrid BIFS Technology (T-DMB 하이브리드 데이터 서비스 Part 1: 하이브리드 BIFS 기술)

  • Lim, Young-Kwon;Kim, Kyu-Heon;Jeong, Je-Chang
    • Journal of Broadcast Engineering
    • /
    • v.16 no.2
    • /
    • pp.350-359
    • /
    • 2011
  • Fast developments of broadcasting technologies since 1990s enabled not only High Definition Television service providing high quality audiovisual contents at home but also mobile broadcasting service providing audiovisual contents to high speed moving vehicle. Terrestrial Digital Multimedia Broadcasting (T-DMB) is one of the technologies developed for mobile broadcasting service, which has been successfully commercialized. One of the major technical breakthroughs achieved by T-DMB in addition to robust vehicular reception is an adoption of framework based on MPEG-4 System. It naturally enables integrated interactive data services by using Binary Format for Scene (BIFS) technology for scene description and representation of graphics object and Object Descriptor Framework representing multimedia service components as objects. T-DMB interactive data service has two fundamental limitations. Firstly, graphic data for interactive service should be always overlaid on top of a video not to be rendered out of it. Secondly, data for interactive service is only received by broadcasting channel. These limitations were considered as general in broadcasting systems. However, they are being considered as hard limitations for personalized data services using location information and user characteristics which are becoming widely used for data services of smart devices in these days. In this paper, the architecture of T-DMB hybrid data service is proposed which is utilizing broadcasting network, wireless internet and local storage for delivering BIFS data to overcome these limitations. This paper also presents hybrid BIFS technology to implement T-DMB hybrid data service while maintaining backward compatibility with legacy T-DMB players.

Research for user recognition data based image display technology using store display (매장 디스플레이를 활용한 사용자 인지 정보 기반 영상 표출 기술 연구)

  • Hong, Sinyou;Yang, Seungyoun;Cha, JaeSang
    • Journal of Satellite, Information and Communications
    • /
    • v.12 no.1
    • /
    • pp.54-57
    • /
    • 2017
  • In commercial facilities, it is very difficult in real to promote specific products among various products because various products are displayed and sold. Therefore, in order to promote information on most display products, there is a great tendency to rely on printed matter or salesperson. So, it is focused to display advertising or promotional video based on interactive user information by utilizing the diplay used in the store, and to implement technology considering energy saving. Also it is very utilized for a specific product sold or displayed at a commercial facility to be sent to manufacturer or advertiser who wants to promote specific products and content at customer contacts. In this study, we implemented that maximized advertisement effect through the advertisement video and combination of product using transparent display. we implemented User-oriented image display technology to provide an interactive service according to whether there is a user or not. Through this study, we proposed a new direction to maximize advertising/public relations effect in various commercial facilities.

Comparisons of Pflugbogen's Biomechanical Characteristics to Develop Interactive Ski Simulator (체감형 스키 시뮬레이터 개발을 위한 플루크보겐 동작의 운동역학적 비교)

  • Koo, Do-Hoon;Lee, Min-Hyeon;Kweon, Hyo-Sun;Hyun, Bo-Ram;Eun, Seon-Deok
    • Korean Journal of Applied Biomechanics
    • /
    • v.24 no.3
    • /
    • pp.189-199
    • /
    • 2014
  • The purpose of this study was to compare pflugbogen's biomechanical characteristics between on the ski simulator and snowed ski slope to develop interactive ski simulator. Nine ski instructors(sex: male, age: $29.6{\pm}5.4yrs$, height: $176.0{\pm}5.6cm$, body mass: $76.0{\pm}14.0kg$) belong to Korean Ski Instructors Association participated in this research. 24 Infrared cameras for snowed ski slope experiment and 13 infrared camera for ski simulator experiment were installed near by path of pflugbogen. The participants did pflugbogen on the snowed ski slope and the ski simulator both. During the experiment, the participants weared motion capture suit with infrared reflective makers on it, and plantar pressure sensors in ski boots, so that ski motion and plantar pressure data were collected together. Displacement of COG(center of gravity) movements, trunk flexion/extension angle, adduction/abduction angle, and plantar pressure data were significantly different between on the simulator and ski slope. However, percentage of time of COG movement in the phases during medial/lateral and anterior/posterior movement were not significantly different. Findings indicate that the difference between two groups occurred because the ski simulator's drive mechanism is different from ski motion on the slope. In order to develop the ski simulator more interactively for pflugbogen, the ski simulator's drive mechanism need to be reflected 3D motion data of pflugbogen on the slope that were purposed in this research.