• Title/Summary/Keyword: Potentials User

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Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.

32-Channel EEG and Evoked Potential Mapping System (32채널 뇌파 및 뇌유전발전위 Mapping 시스템)

  • 안창범;박대준
    • Journal of Biomedical Engineering Research
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    • v.17 no.2
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    • pp.179-188
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    • 1996
  • A clinically oriented 32-channel electroencephalogram (EEG) and evoked potential (EP) mapping system has been developed EEG and EP signals acquired from 32-channel electrodes attached on the heroid surface are amplified by a pre-amplifier which is separated from main amplifier and is located near the patient to reduce signal attenuation and noise contamination between electrodes and the amplifier. The amplified signals are further amplified by a main amplifier where various filtering and gain contr61 are achieved An automatic artifact rejection scheme is employed using neural network-based EEG and artifact classifier, by which examination time is substantially reduce4 The continuously measured EEG sigrlals are used for spectral mapping, and auditory and visual evoked potentials measured in synchronous to the auditory and visual stimuli are used for temporal evoked potential mapping. A user-friendly graphical interface based on the Microsoft Window 3.1 is developed for the operation of the system. Statistical databases for comparisons of group and individual are included to support a statistically-based diagnosis.

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Development of Preliminary Hazard Ranking System for Underground Storage Tanks Using Geographic Information System (GIS) (GIS를 이용한 지하저장탱크의 위해성 예비평가체계 개발)

  • 황상일;이상훈;이동수
    • Journal of the Korean Society of Groundwater Environment
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    • v.4 no.3
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    • pp.122-129
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    • 1997
  • Spills or leaks of hazardous organic. compounds from underground storage tanks (USTs) are common contaminant sources of soil and groundwater. It would aid in managing USTs to assess and rank the potential environmental hazard posed by the USTs. Therefore, a preliminary hazard ranking system of USTs is developed in this study. The system is combined with GIS and consists of five steps: 1) selection of significant factors, 2) determination of the hierarchy of the factors. 3) determination of the weights, 4) calculation of the potential hazard, and 5) hazard assessment. The system is applied to the gas stations in Kwanak-gu, Seoul. The results indicate that the gas stations can be categorized in three groups as highly hazardous, less highly hazardous, and weakly hazardous. Seven gas stations belong to the highly hazardous group. Through the sensitivity analysis, four stations appear to possess high hazard potentials regardless of weights assigned to the factors. It appears that a user can make flexible application of the hazard ranking system with the user's experience and particular purposes. However, the system still needs validations against field survey data.

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An Interpretation of Deleuze's Other Geometry in Terms of Liquid Space - Focused on Works Published since 2000 - (리퀴드 스페이스에 대한 들뢰즈의 타자의 기하학적 해석 - 2000년도 이후 발표된 작품을 중심으로 -)

  • Kim Sun-Hee;Lee Hanna
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.98-105
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    • 2005
  • Through advanced computer technology, our physical environment became a flexible and liquid space that is a multi-functional space structure, hetero-alliance, formless, interactivity. We attempt to interpretate Deleuze's Other geometry as a space designer. Hence first, the aim of this study is to define the meaning of the Other and Other geometry. Second, to extract keywords out of the Other geometry to analyze the work. Third, to analyze the work using the space formative languages(blob, blurring, distortion, folding, layering, lightness, nesting, repetition, shear, transparency, twisting, unfolding, warping, waving, and weaving). The 13 works were selected which have been issued after year 2000 with the focus on liquid space studies. The methods of this study are literature research and contents analysis. The results of the analysis were as follows. First, the source is the Other who is a hidden potentials in the surrounding environment, and this source has the capability of making it part of reality anytime. Other geometry means it is a theory that is comprised of various lines that with the kind of experiences that one has in life. Second, the key words that were extracted from the theory of Deleuze's Other geometry were of (1)hetero-alliance(reflected in a sculptured shape or a fluid abstract form), (2)dis-form(by speculating the user's movements, and combining space elements with external forces), (3)interactivity (information was exchanged real time between the user and his environment where the space took on a sensory institution). Finally, after studying the works using the space formative languages, we found that blob, warping, waving were used externally, and repetition, warping and waving for mostly used internally.

A PMIPv6-based Distributed Mobility Control Scheme Considering a User's Movement Locality (사용자 이동 지역성을 고려한 PMIPv6 기반의 분산형 이동성 제어 기법)

  • Kong, Ki-Sik
    • Journal of Digital Contents Society
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    • v.14 no.3
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    • pp.283-290
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    • 2013
  • The current centralized mobility control protocols such as proxy mobile IPv6 (PMIPv6) are dependent on a central mobility anchor to process all control/data traffic. However, such centralized mobility control protocols have some drawbacks such as traffic concentration into the core network and serious service degradation in case of the failure of such a centralized mobility anchor, etc. In this paper, therefore, in order to alleviate these drawbacks, we propose a PMIPv6-based distributed mobility control scheme considering a user's movement locality. Performance evaluation results demonstrate that the proposed scheme has apparent potentials to alleviate serious drawbacks of S-PMIP, which is a closely-related distributed mobility control scheme, as well as PMIPv6, while reducing the total mobility control cost.

Reducing Transmit Power and Extending Network Lifetime via User Cooperation in the Next Generation Wireless Multihop Networks

  • Catovic, Amer;Tekinay, Sirin;Otsu, Toru
    • Journal of Communications and Networks
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    • v.4 no.4
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    • pp.351-362
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    • 2002
  • In this paper, we introduce a new approach to the minimum energy routing (MER) for next generation (NG) multihop wireless networks. We remove the widely used assumption of deterministic, distance-based channel model is removed, and analyze the potentials of MER within the context of the realistic channel model, accounting for shadowing and fading. Rather than adopting the conventional unrealistic assumption of perfect power control in a distributed multihop environment, we propose to exploit inherent spatial diversity of mobile terminals (MT) in NG multihop networks and to combat fading using transmit diversity. We propose the cooperation among MTs, whereby couples of MTs cooperate with each other in order to transmit the signal using two MTs as two transmit antennas. We provide the analytical framework for the performance analysis of this scheme in terms of the feasibility and achievable transmit power reduction. Our simulation result indicate that significant gains can be achieved in terms of the reduction of total transmit power and extension of network lifetime. These gains are in the range of 20-100% for the total transmit power, and 25-90% for the network lifetime, depending on the desired error probability. We show that our analytical results provide excellent match with our simulation results. The messaging load generated by our scheme is moderate, and can be further optimized. Our approach opens the way to a new family of channel-aware routing schemes for multihopNG wireless networks in fading channels. It is particularly suitable for delivering multicast/ geocast services in these networks.

The Research of User Experiences of Participants of Public Comics Festival - In the center of Cosplay Sector of Bucheon International Comics Festival (공공 만화축제 참여자의 사용자경험에 대한 연구 - 부천국제만화축제의 코스프레 부문을 중심으로)

  • Chang, Jun-Do;Yoon, Wn-Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.263-291
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    • 2016
  • Recently, by growing of Korean comics/animation markets and number of consumers, the more people have been reproducing culture contents into derived contents. However, user experience of active users who enjoy these cultures have not been accepted well like other local culture festivals in South Korea, though there are high potentials of vitalization comics/animation festivals using the active users. In this study, the experiences of participants of BICOF (Bucheon International Comics Festival) from 2013 to 2014 researched using the method of ethnography, especially using (group) interviews and participant observations. The result from the research indicates that cosplayers have limited range of participation inside of festival. And they have negative experiences during their participation into festivals. Therefore, this study suggests necessity of methodology of continuous reflecting of the user experiences of active users into festival, for the solution of the successful festival, who was objectified in the festival.

Real time Motion Graphics produce study of methods that use LED device (LED 장치를 응용한 실시간 모션그래픽스 구현방법에 관한 연구)

  • Lee, Min Young
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.1
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    • pp.63-74
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    • 2011
  • LED design works make user experience the conditions of time and space, and enable maximized spatial exploration and pursuit of ultimate sources. Light itself includes an ample dimension of time and, through the process of on and off, time-duration, similarity, and discontinuation is reorganized. LED design works make people experience the conditions of time and space, and enable maximized spatial exploration and pursuit of ultimate sources. LED design have been approached more from the viewpoint of material than from the viewpoint of aesthetics. LED based environmental design will be embedded deeply into our life with the technology of ubiquitous city. As the problem of the light intensity, tempo of change LED motion graphic and colors, substitutability is almost completely resolved now, LED is have more potentials than any other material as a tool of motion graphic. These result well make that using of LED is could be better useful from now on. In edition, users could be offered better beneficial lighting environment, and they will enjoy their better lives in the future.

Product Reviews in YouTube

  • Jiyeol Kim;Cheul Rhee
    • Asia pacific journal of information systems
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    • v.30 no.4
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    • pp.741-757
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    • 2020
  • The outbreak of COVID-19 has changed our lifestyle. People spend much more time on YouTube, SNS and online shopping than before. Accordingly, the number of product review videos are steeply increasing in YouTube platform. When people watched the review videos, they might search additional information if they liked the videos. This study aims to investigate how the informativeness and the degree of attention gathering of product review videos influence on the product information sourcing intention and persuasion knowledge. We also try to find whether prior YouTube experience affects the relationship between the degree of attention gathering and persuasion knowledge. We conducted an online survey on 499 participants and analyzed using partial least square methods. Results show that 1) informativeness and the degree of attention gathering towards product review videos influence on the product information sourcing intention and user's persuasion knowledge. 2) Viewers' YouTube experiences moderate the increase of the viewers' persuasion knowledge caused by increasing the degree of viewers' attention gathering. This study implies that YouTube product review videos could be created in strategic manners. Also, it could be inferred that consumers' prior YouTube experiences may reduce negative potentials of the degree of attention gathering onto persuasion knowledge.

Activation Strategies of the Disaster Public-Apps in Korea (국내 재난관련 공공 앱의 활성화 방안 연구)

  • Shin, Dong-Hee;Kim, Yong-Moon
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.644-656
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    • 2014
  • In recent years, a series of large-scale disastrous accidents have been occurred frequently both in public and private sector. Such disasters become catastrophe due to poor early response and delayed prompt rescue. Damage from catastrophe could have been drastically reduced or minimized with effective response and recovery management. The smart phone-based mobile applications have important potentials in providing solutions for the effective response and recovery management. Mobile applications can greatly improve risk communication in case of disasters by integrating process of exchange information and data on risk among risk evaluators, risk managers, and other interested parties. In this light of potentials, this study investigates the measures and management to better manage early responses and to effectively deal with domestic disaster-related of the status of public applications service, and utilization. This study examines how disaster applications can be better used and how effective information dissemination through applications could help the post-disaster management process. Based on this findings, it proposes a guideline of effective disaster-related applications by public sector for the future development of actual services and activation solutions. The results show that "User Promptness Side" and "Content Believability Side" factors found to be the two most significant factors in the disaster-related applications by public sector. Discussion and implications are discussed.