• Title/Summary/Keyword: Space using behavior

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3D Graphic Interface Design for TV using Behavior and Attribute Analysis (행위와 속성 분석을 통한 TV 의 3D 그래픽 인터페이스 디자인 연구 -실생활과 접목된 필연적인 인터페이스 구현을 위한 방법론)

  • Shim, Jae-Hee;Kim, Uni-Young;Kim, Ji-Hea;Lee, Hyung-Nam;Jang, Sae-Hun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.996-1000
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    • 2009
  • There can be three objectives why we apply 3D graphics in TV interface. First, inevitable usability. 3D space is the most inevitable way for product-user interaction deviating from the current aesthetic or technical purpose of use. Second, enhance emotional satisfaction by merging interface into real life. Beyond digilog(analog+digital), we wanted users to naturally use the interface as if they are using everyday objects. And in order to do this properly, we analyzed the behaviors of users how they use their everyday objects and then analyzed the attributes beyond each behavior. Third, capaticy for enourmous contents of the incorporated TV. The most efficient way to display enormous amounts of contents in a limited screen is 3D. And that 3D space gives us almost unlimited capacity in accepting contents. Now to conclude, using 3D graphics for TV interface has significance in many ways but the issue is how we can maintain the 3D effects while customizing them into real products.

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A Study on the Context of Affordance in Smart-phone Interface (스마트폰 인터페이스의 어포던스 맥락에 관한 연구)

  • Kim, Hyung Woo
    • Journal of Korea Multimedia Society
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    • v.18 no.5
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    • pp.663-670
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    • 2015
  • In this study, I have researched the theories about Gibson's real affordance and Norman's perceived affordance which are central fact of affordance, And I have examined the context of affordance in smart-phone interface which was consist of affordance and signifier with viewpoint of amalgamation of Gibson & Norman. The results of this study are as follows; The first, Gibson's real affordance is a physical space in ubiquitous environment that interact through the behavioral space is composed with physical space and electronic space. Norman's perceived affordance is mediated to electronic space and signifier makes a behaviroal space which provide the clue of interaction. The second, signifier can be categorized into visceral, behavioral and reflective signifier based on three brain actions which are visceral, behavior, and reflection. Through the categorization, we can grasp that behavioral and reflective signifies generate visceral signifier. The third, the context of affordance in smart-phone has the structure of circulation. The structure of circulation is as follows: Real affordance makes the perceived affordance, the perceive affordance makes the signifiers and the signifiers make new real affordance. This study could provide the theoretical basis for using signifier in smart-phone interface design.

An Analysis about Awareness of Use in Space on Variation Type in Middle School According to the Type of Management for Homebase (거점공간 운영방식 차이에 따른 교과교실형 중학교 공간 이용의식 분석)

  • Jeong, Joo-Seong
    • Journal of the Korean Institute of Educational Facilities
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    • v.23 no.6
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    • pp.19-26
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    • 2016
  • In this study, moving awareness of students having different physical conditions in homebase and attitudes of students to spacial use in user's aspect were analyzed. As shown in the results, the dissatisfaction degree of the second grade using homebase type was higher than the first and the third grades using exclusive space for a class, homeroom type. The necessity of exclusive space for a class was highly shown in the second grade students. Students of the first and the third grades showed similar pattern in using frequency of homeroom. The results showed that behavior pattern of students was different with their physical conditions. Especially, factors showing obvious differences between the two groups were possession awareness of their belongings, tendency to route choice of high frequency, stay awareness of main stay in time to rest and point of time using restroom. These results will be useful to design various models in variation type of schools.

A Study on Sound Radition from the Periodic Structure depend on Symmetrical beam space Using FEM (FEM을 이용한 대칭형 보강재에 보강된 평판의 음향방사에 관한 연구)

  • Kim J.T.;Kim T.H.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.10a
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    • pp.732-739
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    • 2005
  • The determination of sound pressure radiated from periodic plate structures is fundamental in the estimation of noise level in aircraft fuselages or ship hull structures. As a robust approach to this problem, here a very general and comprehensive analytical model is developed for predicting the sound radiated by a vibrating plate stiffened by periodically spaced orthogonal symmetrical beams subjected to a sinusoidally time varying point load. In this these, we experiment with the numerical analysis using the space harmonic series and the SYSNOISE for measuring the vibration mode and character of response caused by sound radiation with adding the harmonic point force in the thin isotropic plate supported by the rectangular lattice reinforcement. We used the reinforcements, beams of open type section like the style of 'ㄷ' letter; the space of the beams were chosen to be 0.2m, 0.3m, 0.4m. We studied the behavior of sound pressure levels, analysis of vibration mode between support points, connection between frequency function and sound pressure levels, and connection between position function and sound pressure levels.

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Presentation Training System based on 3D Virtual Reality (3D 가상현실기반의 발표훈련시스템)

  • Jung, Young-Kee
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.309-316
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    • 2018
  • In this study, we propose a 3D virtual reality based presentation training system to help implement the virtual presentation environment, such as the real world, to present it confidently in the real world. The proposed system provided a realistic and highly engaging presentation and interview environment by analyzing the speakers' voice and behavior in real time to be reflected in the audience of the virtual space. Using HMD and VR Controller that become 6DOF Tracking, the presenter can change the timing and interaction of the virtual space using Kinect, and the virtual space can be changed to various settings set by the user. The presenter will look at presentation files and scripts displayed in separate views within the virtual space to understand the content and master the presentation.

The Influence of Appropriation and on Performance in Online Game: Focusing on MMORPG (온라임 게임의 전유가 게임 성과에 미치는 영향 : 대규모 다중사용자 온라인 역할수행게임을 중심으로)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • Asia pacific journal of information systems
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    • v.16 no.4
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    • pp.103-119
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    • 2006
  • One of the most important reasons for using online game is intrinsic motivation which relates the drive to perform a behavior for perceptions of pleasure and satisfaction from the behavior itself. Therefore, most studies for using online game have been based on theories for intrinsic motivation such as flow. However, such theories have some limitations for explaining social aspects of online games such as Massively Multiplayer Online Role Game (MMORPG), which provides a society for game players by using a virtual space for playing games so called 'persistent world'. Adaptive structuration theory (AST) is one of trying to capture the change of using IT due to social interactions between users and system. In order to explain online game players' behavior considering social interaction, we suggest a research model based on AST. Our model aims to investigate the relationship between appropriation which is determined by faithfulness of appropriation (FOA) and consensus on appropriation (COA) and performance which is represented by the relationship among perceived winning, flow, and intention of reuse. An empirical test of our model for 125 MMORPG users which is analyzed by Partial Least Square method shows very satisfactory and interesting results. While hypotheses suggested in our model are supported, the influence of COA on game performance is shown to be stronger than that of FOA.

Formation Control Algorithm for Swarm Robots Using Virtual Force (가상의 힘을 이용한 군집 로봇의 대형 제어 알고리즘)

  • Tak, Myung Hwan;Joo, Young Hoon
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.63 no.10
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    • pp.1428-1433
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    • 2014
  • In this paper, we propose the formation control algorithm using the leader-following robots in given space. The proposed method is as follows: First, we plan a path of the leader robot for the obstacle avoidance. After that, we propose the formation control algorithm of the following robots using the position and the orientation angle of the leader robot. Also, we propose method for adjusting the formation of the swarm robots when the following robots detect an obstacles. Finally, we show the effectiveness and feasibility of the proposed method though some simulations.

Group Behavior Simulation of Multi-Agents by Using Steering Forces in an Enclosed Space (제한된 공간에서 조종력을 이용한 다중에이전트의 집단행동 시뮬레이션)

  • Cho, Sung-Hyun;Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.111-120
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    • 2011
  • It is important to realistically simulate group behaviors of the multi-agents in virtual worlds. While most researchers have focused on their group behaviors in an open space, this paper studies their group behaviors by using steering force in an enclosed space. Agents have a common target and should move towards it in an enclosed space while avoiding collision with other agents. Under those environments, three possible models of agents are proposed and the six steering forces needed in each model are also proposed. In order to show the correctness of the proposed models, they were simulated. Our simulation results showed that the proposed models only using steering forces operate well in the enclosed space although it requires a different period of time for each agent to arrive at its target depending on the walls and doors.

A Study on Preference of Lecture Room by Seating Layout (대학 강의실 좌석이용형태에 관한 연구)

  • So, Kab-Soo;Park, Min-Hyuk;Kim, Seung-Je
    • Journal of the Korean Institute of Educational Facilities
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    • v.20 no.4
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    • pp.3-10
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    • 2013
  • Basic precondition for effective curriculum on learning activities to take place, the internal and external environment of the school facilities, improve the environment of the classroom space and etc. Specifically, the use of classroom space, hardly learners improve their academic motivation to achievement tend to concentrate within the party regularly scheduled class hours. Physical environment surrounding them is giving considerable impact for behavioral psychological and bodily change of the learners. In this study, we are focused on the form of the learner in the general classroom space and classroom environment that can increase the learning effect will be examined. Consequently, What is appropriate classroom environment for learning increase the concentration of elements are presented.

Transient Stability in Dry-winding Superconducting Magnets (비함침 초전도마그네트의 과도안정성)

  • Kim, Seok-Beom;Ishiyama, Atsushi;Han, Kyung-Hee
    • Proceedings of the KIEE Conference
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    • 1996.07a
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    • pp.89-91
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    • 1996
  • In dry-winding(unfilled) superconducting magnets, the behavior of liquid helium occupying the extremely small void space within the winding is contributed as a primary factor for transient stability of magnets. Therefore, numerical experiments have been carried out concerning the influences of transient heat transfer of liquid helium ocupying the void space in the winding and thermal properties of insulation at the conductor surface on the transient stability of magnets, by using three-dimensional finite element method(FEM). In this paper, we are going to consider three different cases for heat transfer characteristics of liquid helium to observe the influences of the rest of liquid helium in void space within the winding on the transient stability.

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