• Title/Summary/Keyword: Multi-interaction

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A Collaborative Visual Language

  • Kim, Kyung-Deok
    • Journal of information and communication convergence engineering
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    • v.1 no.2
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    • pp.74-81
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    • 2003
  • There are many researches on visual languages, but the most of them are difficult to support various collaborative interactions on a distributed multimedia environment. So, this paper suggests a collaborative visual language for interaction between multi-users. The visual language can describe a conceptual model for collaborative interactions between multi-users. Using the visual language, generated visual sentences consist of object icons and interaction operators. An object icon represents a user who is responsible for a collaborative activity, has dynamic attributes of a user, and supports flexible interaction between multi-users. An interaction operator represents an interactive relation between multi-users and supports various collaborative interactions. Merits of the visual language are as follows: supporting of both asynchronous interaction and synchronous interaction, supporting flexible interaction between multi-users according to participation or leave of users, supporting a user oriented modeling, etc. For example, an application to a workflow system for document approval is illustrated. So we could be found that the visual language shows a collaborative interaction.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Design and Implementation of Web based Real time Quiz-game Type Learning System for Multi-Learner Interaction (다중 학습자 상호작용을 위한 웹기반 실시간 퀴즈학습 시스템의 설계 및 구현)

  • Kim, Jong-Jin;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.351-363
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    • 2001
  • The established Web Based Learning System had not encouraged Multi-Learner Interaction. The System for Multi-Learner Interaction proposed an alternative measure. By now, this System for Multi-Learner Interaction have applied the sphere of Web Based Learning. But, Actually, the Multi-Learner's Interaction and Feedback of this System has a few effective and confidence, because this System has much time gap between Interaction and Feedback of Multi-Learner primarily. This Research propose an answer of this Problem, Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction. Moreover, this System expect increased concentration ability for Learning and strong motivation of Learning for the greatest Learning effects in a Subject Solution course of Learners with founding Web Based Quiz-game Type Learning. So this Research will design and implement the Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction.

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Audience Interaction for Virtual Reality Theater (VR 극장을 위한 관객인터랙션)

  • 안상철;김익재;김형곤
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.50-58
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    • 2003
  • Recently we have built a VR(Virtual Reality) theater in Kyongju, Korea, which combines the advantages of VR and IMAX theater. The VR theater provides a virtual environment for several hundreds of people at the same time. The VR theater can be characterized by a single shared screen and by multiple inputs from several hundreds of people. In this case, multi-user interaction is different from that of networked VR systems and must be reconsidered. This paper defines the multi-user interaction in such a VR theater as Audience Interaction, and discusses key issues for the implementation of the Audience Interaction. This paper also presents a real implementation example in the Kyongju VR theater.

A New Definition of Short-circuit Ratio for Multi-converter HVDC Systems

  • Liu, Dengfeng;Shi, Dongyuan;Li, Yinhong
    • Journal of Electrical Engineering and Technology
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    • v.10 no.5
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    • pp.1958-1968
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    • 2015
  • In this paper, a new definition of short-circuit ratio concept for multi-converter HVDC systems is proposed. Analysis results of voltage interaction between converters show that the reactive power-voltage characteristic of a converter has a dominant effect on voltage interaction level compared with its active power-voltage characteristic. Such a relation between converter reactive power and voltage interaction level supports taking the former into account in the definition of short-circuit ratio concept for multi-converter systems. The proposed definition is verified by the method of maximum power curve for various system configurations. Furthermore, a formula to calculate transient overvoltage for multi-converter systems is derived based on the proposed definition, and the efficiency of the derived formula is verified.

Cooperative Foraging Behavior of Multi Robot System with Simple Interaction

  • Sugawara, Ken;Sano, Masaki;Yoshihara, Ikuo;Abe, Kenichi;Watanabe, Toshinori
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.155.3-155
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    • 2001
  • Researches of multi-robot system are active in these days. The most remarkable characteristic of multirobot system is that the robots work cooperatively and achieve the task which a single robot cannot do. It is essential to investigate number effect of multi-robot system. In this paper, we chose foraging task and investigated their behavior. At first, we investigated the foraging behavior in case that interaction range is Infinite. Secondly, we investigated the behavior in case that interaction range is finite. In both case, we find out there is an optimum interaction duration.

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Dynamic Association and Natural Interaction for Multi-Displays Using Smart Devices (다수의 스마트 디바이스를 활용한 멀티 디스플레이 동적 생성 및 인터랙션)

  • Kim, Minseok;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.4
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    • pp.337-347
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    • 2015
  • This paper presents a dynamic association and natural interaction method for multi-displays composed of smart devices. Users can intuitively associate relations among smart devices by shake gestures, flexibly modify the layout of the display by tilt gestures, and naturally interact with the multi-display by multi-touch interactions. First of all, users shake their smart devices to create and bind a group for a multi-display with a matrix configuration in an ad-hoc and collaborative situation. After the creation of the group, if needed, their display layout can be flexibly changed by tilt gestures that move the tilted device to the nearest vacant cell in the matrix configuration. During the tilt gestures, the system automatically modifies the relation, view, and configuration of the multi-display. Finally, users can interact with the multi-display through multi-touch interactions just as they interact with a single large display. Furthermore, depending on the context or role, synchronous or asynchronous mode is available to them for providing a split view or another UI. We will show the effectiveness and advantages of the proposed approach by demonstrating implementation results and evaluating the method by the usability study.

유한요소-경계요소 조합에 의한 지반-말뚝 상호작용계의 주파수 응답해석

  • 김민규;조석호;임윤목;김문겸
    • Proceedings of the Earthquake Engineering Society of Korea Conference
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    • 2000.04a
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    • pp.443-450
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    • 2000
  • In this study a numerical method for soil-pile interaction analysis buried in multi-layered half planes is presented in frequency domain using FE-BE coupling. The total soil-pile interaction system is divided into two parts so called far field and near field beam elements are used for modeling a pile and coupled with plain strain elements for soil modeling. Boundary element formulation using the multi-layered dynamic fundamental solution is adopted to the far field and coupled with near field modeled by finite elements. In order to verify the proposed soil-pile interaction analysis method the dynamic responses of a pile on multi-layered dynamic fundamental solution is adopted to the far field and coupled with near field modeled by finite elements. In order to verify the proposed soil-pile interaction analysis method the dynamic responses of a pile on multi-layered half-planes are performed and compared with experiment results. Through this developed method the dynamic response analysis of a pile buried in multi-layered half planes can be calculated effectively in frequency domain.

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The Study of Modified van der Waals Interactions on Free Vibration of Multi-walled Carbon Nanotubes Using Multi-elastic Beam Model (다중 탄성 빔 모델을 사용한 다중벽 탄소 나노튜브의 자유 진동에 미치는 수정된 반데르발스 상호작용에 대한 연구)

  • Yoon, Ju-Il;Kang, S.W.
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.20 no.4
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    • pp.390-396
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    • 2010
  • Resonant frequencies and the associated vibrational modes of multiwall carbon nanotubes are studied in this paper. The analysis is based on a multiple-elastic beam model, considering intertube radial displacements and the related internal degrees of freedom. Especially, van der Waals interaction is modified considering both all interaction between each layers in multi-wall carbon nanotubes and curvature effect. The results show that modified van der Waals interaction could significantly affect the natural frequencies of multi-walled carbon nanotubes. In particular, non-coaxial intertube resonance will be excited at the higher resonant frequencies of multiwall carbon nanotubes.

Interaction Analysis in Process Control System Structure Synthesis (공정제어 구조합성에서의 상호작용 해석)

  • 고재욱
    • 제어로봇시스템학회:학술대회논문집
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    • 1987.10b
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    • pp.643-646
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    • 1987
  • A criterion is developed for the, selection of the best pairing of the control and manipulated variables and for the interaction analysis of decentralized multi-input multi-output control systems. This criterion is based on the difficulty caused by the interaction terms in finding the in-verse of the block steady gain matrix. A quantitative measure of the best pairing is obtained from the resemblance of a set of independent block multi-loop systems. Several examples show the validity of the pairing criterion.

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