• Title/Summary/Keyword: Playing environment

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SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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Design and Implementation of the 4D-Media Broadcasting Service System in a Smart TV Environment (스마트 TV 환경을 위한 4D 미디어 방송 서비스 시스템의 설계 및 구현)

  • Yun, Jae-Kwan;Kim, Min-Gi;Jang, Jong-Hyun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.1
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    • pp.9-15
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    • 2012
  • Recently, as the development of 3D contents service, production of 4D media that user can feel physical effects by the scene of movie has been increased. This 4D media uses the SMMD (Single Media Multiple Devices) method to give users enhanced effects with multiple devices playing rather than the SMSD (Single Media Single Device) method with single device playing in a smart TV environment. To give more sensible effects to users, from the beginning of making one media, we produced 4D media that consists of 3D contents and the SEM (Sensory Effect Metadata) to define effects of the scene. 4D media is transmitted to a HS (Home Server) to represent 3D contents in 3DTV and multiple devices with synchronized way. In this paper, we suggested the concept and overall 4D media broadcasting service system architecture, aggregator time acquisition, media time scheduling, real-sense device scheduling, evaluation results, user interfaces and implemented devices.

The Distributed Server Model for the Evolutionary Online RP G (진화하는 온라인 롤플레잉 게임을 위한 분산형 게임 서버 모델)

  • Lee, Nam-Jae;Kwak, Hoon-Sung
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.36-41
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    • 2002
  • Recently, The online role playing games (RPG) get into spotlight of worldwide game marketing area because of the rapid growth of high speed Internet environment during a decade. The almost online RPGs are made of campaign scenario that constructed in series. In this paper, we propose the Distributed Server Model for the Evolutionary Online RPGs which have series scenario (Campaign). In order to represents evolutionary online RPGs, We configure the online RPG server uniquely by means of one to one mapping between logical and physical game world. We also configure the game worlds using circular queue form to express the evolution of civilization by reconstruction of game world.

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Implementation of Real Reality Robot Game for Environment of Ubiquitous Concept (유비쿼터스 개념 환경하에서 실제 현실 로봇 게임 구현)

  • Joo, Byung-Kyu;Jeon, Poongwu;Jung, Seul
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.977-983
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    • 2005
  • In this paper, novel ubiquitous concept of real reality robot game controlled by a mobile server robot is proposed. Real reality robot game means that two real robots controlled by humans/computers through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and sends them to GUI on the screen of human operators' PC. The human operator can login to the boxing game from any computer in any place if he/she is permitted. Remote control of a boxing robot by a motion capture system through network is implemented. Successful motion control of a boxing robot remotely controlled by a motion capture system through network can be achieved. In addition, real boxing games between a human and a computer are demonstrated.

A Study of Apartment Exterior Space Plan by Child Play Area Special Quality (아동 놀이 영역 특성에 따른 아파트 외부공간 계획에 관한 연구)

  • Kim, Jae-Kyun;Lee, Jae-Hoon
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2005.11a
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    • pp.255-258
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    • 2005
  • Currently open spaces of an apartment housing complex are considered in Korea as a negligible live Place that only contributes to enlarge its construction capacity of an apartment without taking its effects on the living quality into account. This trend reduces outdoor playing activities of the children who are the main users of open spaces and consequently has a negative influence on the child's growth. Therefore it is a imminent problem that we should provide open space utilizing plans on the basis of the study upon the types of the children's playing activities within the residential environment. The study purpose is finding about an outside activity of the child takes any influence according to an apartment disposition format.

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A Study about the Users's Preferred Playing Speeds on Categorized Video Content using WSOLA method (WSOLA를 이용한 동영상 미세배속 재생 서비스에 대한 콘텐츠별 배속 선호도 분석 연구)

  • Kim, I-Gil
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.291-298
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    • 2015
  • In a fast-paced information technology environment, consumption of video content is changing from one-way television viewing to VOD (Video on Demand) playing anywhere, anytime, on any device. This video-watching trend gives additional importance to videos with fine-speed-control, in addition to the strength of the digital video signal. Currently, many video players provide a fine-speed-control function which can speed up the video to skip a boring part, or slow it down to focus on an exciting scene. The audio information is just as important as the visual information for understanding the content of the speed-controlled video. Thus, a number of algorithms for fine-speed-control video-playing technologies have been proposed to solve the pitch distortion in the audio-processing area. In this study, well-known techniques for prosodic modification of speech signals, WSOLA (Waveform-Similarity-Based Overlap-Add), have been applied to analyze users' needs for fine-speed-control video playing. By surveying the users' preferred speeds on categorized video content and analyzing the results, this paper proposes that various fine-speed adjustments are needed to accommodate users' preferred video consumption.

The Effects of Interactive Instrument Playing Program on Social Interaction of Adults With Autism Spectrum Disorder (상호적 악기 연주 프로그램이 자폐범주성장애 성인의 사회적 상호작용 기능 향상에 미치는 효과)

  • Cho, Soo Jin
    • Journal of Music and Human Behavior
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    • v.13 no.1
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    • pp.89-110
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    • 2016
  • This study examined the effect of an interactive instrument playing program on the social interaction of adults with autism spectrum disorder (ASD). A single subject design with multiple baselines across participants was applied, and three adults with severe ASD in their late 20s living at a group home participated in this study. Participants received a total of 25 group sessions. During the intervention, participants engaged in structured instrument playing in which initiation and response to socially interactive behaviors were musically cued, and target behaviors were reinforced in the musical environment. At pre- and posttest, the frequency of initiation of and responding to social interaction behaviors were recorded and analyzed. The results of this study showed that the frequency of both initiation of, and response to, social interaction increased for all participants during the intervention phase, compared to the baseline phase. This result demonstrates that interactive instrument playing increased social behaviors of adults with ASD. It also shows that musically delivered social information can facilitate adults with ASD understanding the intention of social partners in social contexts and motivate this population to engage in social interaction.

Measurement of Heavy Metals Using Portable XRF in Children's Playing Goods (Portable XRF를 이용한 어린이 야외 놀이용품의 중금속 측정)

  • Kim, Hyung-Jin;Baek, Young Man;Jung, Kyung Hoon;Hong, Suk Youn;Heo, Hwa Jin;Seong, Jin Uk;Park, Je Chul
    • Journal of Environmental Science International
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    • v.22 no.4
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    • pp.471-479
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    • 2013
  • The present study was conducted to judge the applicability of field quality control by children's goods manufacturers by assessing the contents of heavy metals such as Pb and Cd in outdoor play goods for children through measurement using Portable XRF and comparing the results through detailed analyses using ICP. Heavy metal contents of 711 part samples of 505 products were measured using XRF. According to the results, the ratio of products that exceeded the Pb and Cd content standards specified under the Quality Management and Safety Control of Industrial Products Act were 2.4% and 2.6%. Many products certified for self-regulated safety exceeded the standards and thus it was considered that harmful chemical material centered safety management systems would be necessary. Detailed ICP analyses of some products were compared and the results showed deviations of 0.9~80.8% from XRF results. The reasons for this are deviations in the characteristics of measured cross sections and the homogeneity of samples resulting from sample preparation methods, etc. Therefore, it is considered that field quality control will be applicable if measuring methods are efficiently established based on product characteristics and calibration curve preparation methods are established through quality control.

Play Behaviour and Environment Using User Research (Focused on Air-bounce Space in Theme Museum) (사용자 조사법을 이용한 어린이 놀이행태 및 놀이환경 분석 (테마박물관의 실내 에어바운스 공간을 대상으로))

  • Song, Mi;Yun, Hee Jeong
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.274-284
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    • 2016
  • The purpose of this study is to analyze the play behaviour and play environment of children at the Air-bounce space in the theme museum, using user observation and interviewing user behaviour, main methods of user research. Study area is Animation theme museum in Chuncheon City, Kangwon Province, Republic of Korea. Main results show that physical, emotional, cognitive, and social behaviour of playing children in the study area are observed, and this study draws the planning and design related implications of play space such as carrying capacity, waiting room and safety guard and so on. The results of this study can be used in the planning and design process of children's play environment as important guidelines.

The Analysis of Stress Levels of Radiological Technologists in General Hospitals According to their Regional Working Environments (종합병원 방사선사의 근무환경에 따른 지역별 스트레스 수준 분석)

  • Jung Hong-Ryang;Son Bu-Soon
    • Journal of Environmental Science International
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    • v.14 no.4
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    • pp.435-444
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    • 2005
  • A survey was conducted to 890 radiological technologists working at 44 general hospitals of 16 cities and provinces across the county to determine their stress level according to regions divided into the capital city, metropolitan areas and small- and medium-sized cities. For this purpose, such factors as their working environment, role playing, job conflict and job burden were compared and analyzed according to the regions. The findings may be summed up as follows: 1. In terms of working environment, radiological technologists in the capital city were found to have the least stress(23.46), followed by those in metropolitan areas(24.53) and small- and medium-sized cities(24.85). There was a significant difference according to the regions as for the item 'worry about influence of radioactive contamination(genetic, decisive and plausible)(P<0.001). 2. As for role playing, radiological technologists in small-and medium-sized cities appeared to receive the highest stress(l8.25) followed by metropolitan areas(l7. 71) and the capital city(l6.69). There was a statistically significant difference(P<0.001) according to the regions 3. Regarding job conflict, those who work in small- and medium-sized cities turned out to get the highest stress(15.66) compared to those in metropolitan areas(15.35) and the capital city(l4.44). In terms of job autonomy, there was no significant result from the survey in spite of the difference between metropolitan areas(14.87), small- and medium-sized cities(l4.79) and the capital city(l4.66). 4. Little difference was detected according to the regions as far as the job burden(excessive or too little) was concerned. But their was a significant regional difference in tenns of patient-related factors with the capital city(11.50), small- and medium-sized cities(l0.75), and metropolitan areas(1.63)(P<0.001).