• Title/Summary/Keyword: User- Experience

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Human Gesture Recognition Technology Based on User Experience for Multimedia Contents Control (멀티미디어 콘텐츠 제어를 위한 사용자 경험 기반 동작 인식 기술)

  • Kim, Yun-Sik;Park, Sang-Yun;Ok, Soo-Yol;Lee, Suk-Hwan;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.15 no.10
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    • pp.1196-1204
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    • 2012
  • In this paper, a series of algorithms are proposed for controlling different kinds of multimedia contents and realizing interact between human and computer by using single input device. Human gesture recognition based on NUI is presented firstly in my paper. Since the image information we get it from camera is not sensitive for further processing, we transform it to YCbCr color space, and then morphological processing algorithm is used to delete unuseful noise. Boundary Energy and depth information is extracted for hand detection. After we receive the image of hand detection, PCA algorithm is used to recognize hand posture, difference image and moment method are used to detect hand centroid and extract trajectory of hand movement. 8 direction codes are defined for quantifying gesture trajectory, so the symbol value will be affirmed. Furthermore, HMM algorithm is used for hand gesture recognition based on the symbol value. According to series of methods we presented, we can control multimedia contents by using human gesture recognition. Through large numbers of experiments, the algorithms we presented have satisfying performance, hand detection rate is up to 94.25%, gesture recognition rate exceed 92.6%, hand posture recognition rate can achieve 85.86%, and face detection rate is up to 89.58%. According to these experiment results, we can control many kinds of multimedia contents on computer effectively, such as video player, MP3, e-book and so on.

A Study Funology for Reformatting to App Book: Focused on 'Moo, Baa, La La La!' of App Book (앱북(App Book)으로의 매체 전환을 위한 퍼놀로지(Funology)에 관한 연구: '무, 바, 라라라!(Moo, Baa, La La La!)' 앱북(App Book)을 중심으로)

  • Kwon, Jieun;Kim, Boyoung
    • Cartoon and Animation Studies
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    • s.30
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    • pp.221-243
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    • 2013
  • Recently, traditional books based on printing on the paper have expanded to e-book media in smart device because of developing digital technology. Especially, app book applied application makes users' experience increase and provides immersion to them, because it allows them basically delivering information, educational effect and fun elements with multimedia technology. There are various experimental trials to make enhance effect of reformatting for application media. The purpose of this study is to analyze reformatting effect for app book with funology which is convergence of digital technology and a fun. Then this article would provide design guide and be applied to new application contents. For this research, the first of all, we would discuss concept and elements of funology by publication including thesis, articles, and books. Secondly, this article will be focused on 'Moo, Baa, La La La!' which is reformatting application for iPad to analyze type of funology. Thirdly, we would make sure that app book makes users get emotional effect comparing original book by FGI(Focus Group Interview). In conclusion, sensitive funology used the sound allows user emotional effect and they prefer to intuitive and immediate motion and response of interactive funology. In other way, funology of fun in itself which is strong concept in original book diminishes in app book. Then users concentrate interactive factors like game structure. This results make that app books could be created by strength of original contents and advantage of funology. Therefore this makes us expect the possibility of reformatting effect with funology and we need to discuss the points of issue that there are considerations and limitations to successful app book for users.

The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1060-1067
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    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

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A Study on the Cultural Landscape around Lotus Ponds of Fortress Wall of Seoul through Old Writings in the Joseon Dynasty (조선시대 옛글을 통한 한양도성 연지(蓮池) 일대의 문화경관 고찰)

  • Gil, Ji-Hye;Son, Yong-Hoon;Hwang, Kee-Won
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.34 no.1
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    • pp.1-17
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    • 2016
  • The purpose of this paper is to understand the value of Dongji(東池), Seoji(西池) and Namji(南池), the lotus ponds of Fortress Wall of Seoul as part of the cultural landscape of the period through a consideration of personal behavior and impressive landscape characteristics via various old writings on each pond. The objects of this study include poems, diaries, travelogues and essays describing these ponds. The results are as follows. First, the preferred landscape elements of these three ponds were lotuses, willows and water itself. Second, while Dongji was recognized as a natural landscape, the composition of Seoji was a mixture of with natural and urban landscapes, and Namji was more urban altogether. Third, in aspects of personal behavior, while Dongji was a place where people broke their journeys to gaze at the scenery or looked down distantly, in Seoji, people stayed for a long time in a pavilion called Cheonyeon-jeong(天然亭) and engaged in various leisure activities, and in Namji, there were many gatherings under a temporary shelter or at a friend's house near the pond. Night was the best time to enjoy Namji because during the day, the area was crowded with people, horses, carts and so on. Fourth, the landscapes of fortress walls were impressively described often. Fifth, because these ponds were integrated into the surrounding area, they were like public openspaces mixed with water spaces, natural environment and adjacent facilities. The lotus ponds of the Fortress Wall of Seoul were located in a place connecting inside and outside of fortress, supplemented the cultural features in city, were valued as public openspace, and made it possible to experience the unique landscape of Hanyang. Although these ponds were buried and have now disappeared, they still hold great cultural meaning and potential value as water landscapes of the old city.

Contents Recommendation Search System using Personalized Profile on Semantic Web (시맨틱 웹에서 개인화 프로파일을 이용한 콘텐츠 추천 검색 시스템)

  • Song, Chang-Woo;Kim, Jong-Hun;Chung, Kyung-Yong;Ryu, Joong-Kyung;Lee, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.318-327
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    • 2008
  • With the advance of information technologies and the spread of Internet use, the volume of usable information is increasing explosively. A content recommendation system provides the services of filtering out information that users do not want and recommending useful information. Existing recommendation systems analyze the records and patterns of Web connection and information demanded by users through data mining techniques and provide contents from the service provider's viewpoint. Because it is hard to express information on the users' side such as users' preference and lifestyle, only limited services can be provided. The semantic Web technology can define meaningful relations among data so that information can be collected, processed and applied according to purpose for all objects including images and documents. The present study proposes a content recommendation search system that can update and reflect personalized profiles dynamically in semantic Web environment. A personalized profile is composed of Collector that contains the characteristics of the profile, Aggregator that collects profile data from various collectors, and Resolver that interprets profile collectors specific to profile characteristic. The personalized module helps the content recommendation server make regular synchronization with the personalized profile. Choosing music as a recommended content, we conduct an experience on whether the personalized profile delivers the content to the content recommendation server according to a service scenario and the server provides a recommendation list reflecting the user's preference and lifestyle.

Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

A Study on the Teaching of SW coding by Design-Thinking 5 Step Maker Model (Design-Thinking 5 Step 메이커 모형 적용 SW코딩 교수학습에 대한 연구)

  • Kim, Myung-sook;Chung, Jong-In;Kim, Chang-Suk;Kang, Shin-Cheon;Kim, Eui-jung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.309-313
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    • 2018
  • Maker Activity based Design-Thinking 5 Step is a better experience for providing the public with a better approach to design by sympathizing with human needs and exploring the public's potential desires. This paper studied the teaching method by applying the value of the Maker Training that emphasizes the importance of sharing and opening results with others after creating them based on the ideas of the learners using different tools, the basic mind of Design-Thinking with the observation and empathy about human beings and the derivation of user-centric results to the SW coding curriculum. For this purpose, we studied teaching methods by Design-thinking based on sections that require coding in the information classes of the secondary school curriculum. We demonstrated the class to a group of education experts by applying the syllabus of instruction. Then we collected evaluations and opinions of the experts and we modified the syllabus to reflect the collected assessment. Under the Design-thinking 5 step foundation, classes were demonstrated with a group of education experts, opinions collected, and suggestions collected were reflected on the assessment outcome. I think that It is an effective training opportunity to practice a widespread idea that enables infinite thinking and a convergence of thinking that brings out the best decision from a widespread idea.

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Wireless Water Leak Detection System Using Sensor Networks (센서네트워크를 이용한 무선 누수 탐지 시스템)

  • Choi, Soo-Hwan;Eom, Doo-Seop
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.3
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    • pp.125-131
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    • 2011
  • Water leak detection system is a system based on wireless sensor networks(WSNs) which detect a leak on water supply, localize the leak position and finally inform a water management center. A traditional leak detection method is to use experienced personnel who walk along a pipeline listening to the sound that is generated by the leaks and their effectiveness depend on the experience of the user. Also making more successful detection, it should be processed at middle of the night when people do not use water, as the result users have to operate the leak detection system at midnight. In this paper, we propose a new method for the water leak detection system based on the WSNs and describe it in detail. Leak detection devices which detect a leakage of water transmit and receive the result of water leak detection with each other by configuring WSNs to improve reliability of the detection result. Also, we analyzed the sound from water flowed in pipeline, proposed the pre-signal processing to separate a leakage sound from noisy sound. And lastly, It is especially important to make a time synchronization with water leak detection devices that are installed on the pipeline, we used 1PPS(1 Pulse Per Second) signal generated by GPS, therefore we could get a precise time synchronization. The proposed system set up in Namyangju and performances were evaluated.

The Effects of Perceived Risk and Interactivity on User's Satisfaction and Commitment in Personal Media (1인 미디어의 지각된 위험 및 상호작용성이 사용자 만족과 몰입에 미치는 영향)

  • Chung, Young-Soo;Jung, Chul-Ho
    • Management & Information Systems Review
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    • v.28 no.1
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    • pp.125-156
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    • 2009
  • The primary purpose of this study is to identify the determinants of the users' satisfaction and commitment in personal media. For these purposes, we developed a research model based on the literature reviews of personal media, perceived risk and interactivity, satisfaction, and commitment. This study has identified four dimensions in the concept of perceived risk, such as privacy risk, social risk, time loss risk, and economic risk, and three dimensions in the concept of perceived interactivity, such as active control, two-way communication, and responsiveness. In survey, data were collected from 428 male and female who have an experience in personal media. Data was analyzed factor analysis, reliability analysis, measurement model analysis, and structural model analysis by utilizing SPSS 15.0 and AMOS 5.0 program. Analysis results of research model indicate the following. Firstly, privacy risk, active control, two-way communication, and responsiveness are significantly related satisfaction. Secondly, privacy risk, time loss risk, economic risk, active control, and two-way communication are significantly related commitment. Thirdly, users' satisfaction has positive relationship with commitment in personal media. Based on these results, theoretical implications for relevant researchers and managerial implications for personal media vitalization and marketing strategy are discussed. Finally, limitations for this study and further research issues are suggested.

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A Study on u-Care Service for the Health and Safety of the Elderly Living Alone (1인 가구 고령자의 건강과 안전을 위한 u-Care에 관한 연구)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.17 no.3
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    • pp.59-64
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    • 2017
  • Korea is experiencing a rapid increase in the number of elderly living alone accompanying the aging society problem, a nd is making efforts to solve the problem through the policy of 'living alone u-care service'. The purpose of this study is to propose a better u-Care service improvement method by applying new technology to improve the user experience of ucare service for the health and safety of the elderly living alone. First, the improvement of u-Care service for elderly livin g alone by applying IoT technology. It provides remote monitoring service using health information data measured through wearable device, and transmits personal health status to medical institution by using personal device such as smart phone, so that remote medical consultation or telemedicine can be connected in the future. Second, improvement of u-Care service through consideration of emotional stability of elderly living alone as well as simple safety and health care through applica tion of emotional service robot technology.It is expected that it will be able to help independent living of one person's elde rly person in the future by providing caring function service to existing u-care service providing service.