• 제목/요약/키워드: Playing environment

검색결과 317건 처리시간 0.023초

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

  • 최진영
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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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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스마트 TV 환경을 위한 4D 미디어 방송 서비스 시스템의 설계 및 구현 (Design and Implementation of the 4D-Media Broadcasting Service System in a Smart TV Environment)

  • 윤재관;김민기;장종현
    • 대한임베디드공학회논문지
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    • 제7권1호
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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.

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

  • 이남재;곽훈성
    • 한국게임학회 논문지
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    • 제2권1호
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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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유비쿼터스 개념 환경하에서 실제 현실 로봇 게임 구현 (Implementation of Real Reality Robot Game for Environment of Ubiquitous Concept)

  • 주병규;전풍우;정슬
    • 제어로봇시스템학회논문지
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    • 제11권12호
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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.

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

  • 김재균;이재훈
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2005년도 추계학술대회 논문집
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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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WSOLA를 이용한 동영상 미세배속 재생 서비스에 대한 콘텐츠별 배속 선호도 분석 연구 (A Study about the Users's Preferred Playing Speeds on Categorized Video Content using WSOLA method)

  • 김이길
    • 디지털콘텐츠학회 논문지
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    • 제16권2호
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    • pp.291-298
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    • 2015
  • 빠르게 발전하는 IT환경 속에서 이제 동영상 콘텐츠는 TV를 통한 일방 시청이 아니라 언제 어디서든 다양한 단말에서 볼 수 있는 VOD (Video on Demand) 형태로 발전하고 있다. 이러한 동영상 시청형태의 변화는 디지털이란 특성 때문에 동영상의 재생 속도 또한 다양하게 조절할 수 있다는 부가적인 장점을 사용자에게 제공 한다. 지루하고 따분한 동영상 콘텐츠는 빠르게 돌려보고 흥미 있는 장면은 느리게 천천히 볼 수 있는 동영상 미세배속 재생 기능은 오늘날 다양한 동영상 플레이어에서 제공되고 있다. 동영상 미세배속 재생 시 동영상 콘텐츠 내용의 정확한 이해를 위해서는 시각정보 못지않게 음성정보 청취가 중요한데 정상속도 보다 빠르거나 느린 재생 시 발생하는 음성의 왜곡을 줄이기 위한 음성미세배속 기술들이 음성처리 분야에서 꾸준히 발전되어 왔다. 본 논문에서는 이중 WSOLA와 같은 우수한 음성미세배속 알고리즘에 대해 알아보고 동영상 시청 시 이러한 기능 제공이 실제 얼마나 사용자 니즈(needs)에 부합하는 지 분석해보고자 한다. 특히, 동영상 콘텐츠를 사용자의 콘텐츠 소비 목적에 따라 종류별로 구분하여 재생 배속의 선호도를 조사하고 그 결과를 분석해 봄으로써 동영상 미세배속 기능 제공시 콘텐츠별 소비 목적에 맞게 재생 배속을 제공하는 것이 필요하다는 것을 제안하고자 한다.

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

  • 조수진
    • 인간행동과 음악연구
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    • 제13권1호
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    • pp.89-110
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    • 2016
  • 본 연구는 그룹홈에 거주하는 자폐범주성장애 성인들을 대상으로 진행된 상호적 악기연주 프로그램이 사회적 상호작용 기능 향상에 미치는 효과를 살펴보고자 하였다. 연구참여자는 발달장애 주간보호센터에 소속된 공동생활가정(그룹홈)에 거주하는 20대 후반 자폐범주성장애 1급 성인 남성 3명이다. 단일대상연구설계 중 참여자간 중다기초선설계를 적용하여 총 3개월 동안 각 참여자별로 기초선, 중재, 유지 구간을 포함하여 총 25회기 세션이 실시되었다. 중재효과를 확인하기 위하여 사전에 조작적으로 정의된 상호작용 시도 행동과 반응 행동을 매회 기 촬영된 동영상 자료를 바탕으로 관찰 및 측정하였다. 각 참여자는 음악적 환경 안에서 사회적 상호작용 시도 및 반응 행동 시점을 알려주는 음악구조와 큐에 의해 구조화된 상호적 악기 연주에 참여하였는데, 중재 이후 모든 참여자의 상호작용 시도 행동, 반응 행동 발생률이 증가하는 추세를 보였다. 이러한 결과는 상호적 악기 연주가 자폐범주성장애 성인의 자발적 상호작용 행동을 유도하는 데 효과적인 중재 방법으로 적용될 수 있음을 보여준다. 또한 음악적으로 전달된 사회적 정보가 사회적 맥락 안에서 타그룹원의 의도를 이해하고 사회적 상호작용에 참여하도록 촉진하는 효과적인 매체가 될 수 있음을 시사한다. 향후 자폐범주성장애 성인의 사회성 향상뿐만 아니라 삶의 질 향상을 위한 음악치료 중재가 지속적으로 개발되고 적용될 필요가 있음을 제안하였다.

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

  • 김형진;백영만;정경훈;홍석연;허화진;성진욱;박제철
    • 한국환경과학회지
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    • 제22권4호
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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.

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

  • 송미;윤희정
    • 한국콘텐츠학회논문지
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    • 제16권1호
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    • pp.274-284
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    • 2016
  • 본 연구는 테마형 박물관 중 하나인 춘천 애니메이션 박물관의 어린이 놀이공간(에어바운스)을 대상으로 실제 공간을 이용하는 어린이들의 놀이행태와 놀이환경을 분석하였다. 이를 위해 어린이들의 특성을 고려하여 사용자 조사법 중 사용자 관찰법과 사용자 행동 인터뷰 조사를 병행하였다. 사용자 관찰법을 통해 연구 대상지의 어린이 놀이행태를 분석한 결과, 신체 운동, 정서, 인지, 사회성 발달과 관련된 놀이행태가 모두 관찰되었으나, 매달리거나 역할놀이와 같은 일부 행동은 관찰되지 않았다. 사용자 관찰법과 인터뷰 조사 등을 종합하여 이용밀도(수용력) 제한, 연령별 공간구분, 동반자 대기공간 조성, 아동과 동반자간 친밀감형성을 위한 공간 조성, 안전요원의 배치 등의 다양한 계획적 함의들이 도출되었다. 이러한 연구결과는 추후 유사한 어린이 놀이공간의 계획 및 설계단계에서 유용한 가이드라인으로 활용될 수 있을 것이다.

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

  • 정홍량;손부순
    • 한국환경과학회지
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    • 제14권4호
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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).