• Title/Summary/Keyword: interaction design

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A Structure and Framework for Sign Language Interaction

  • Kim, Soyoung;Pan, Younghwan
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.411-426
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    • 2015
  • Objective: The goal of this thesis is to design the interaction structure and framework of system to recognize sign language. Background: The sign language of meaningful individual gestures is combined to construct a sentence, so it is difficult to interpret and recognize the meaning of hand gesture for system, because of the sequence of continuous gestures. This being so, in order to interpret the meaning of individual gesture correctly, the interaction structure and framework are needed so that they can segment the indication of individual gesture. Method: We analyze 700 sign language words to structuralize the sign language gesture interaction. First of all, we analyze the transformational patterns of the hand gesture. Second, we analyze the movement of the transformational patterns of the hand gesture. Third, we analyze the type of other gestures except hands. Based on this, we design a framework for sign language interaction. Results: We elicited 8 patterns of hand gesture on the basis of the fact on whether the gesture has a change from starting point to ending point. And then, we analyzed the hand movement based on 3 elements: patterns of movement, direction, and whether hand movement is repeating or not. Moreover, we defined 11 movements of other gestures except hands and classified 8 types of interaction. The framework for sign language interaction, which was designed based on this mentioned above, applies to more than 700 individual gestures of the sign language, and can be classified as an individual gesture in spite of situation which has continuous gestures. Conclusion: This study has structuralized in 3 aspects defined to analyze the transformational patterns of the starting point and the ending point of hand shape, hand movement, and other gestures except hands for sign language interaction. Based on this, we designed the framework that can recognize the individual gestures and interpret the meaning more accurately, when meaningful individual gesture is input sequence of continuous gestures. Application: When we develop the system of sign language recognition, we can apply interaction framework to it. Structuralized gesture can be used for using database of sign language, inventing an automatic recognition system, and studying on the action gestures in other areas.

Representation of Design Constraints in Entity-Based Integrated Model (개체형 통합모델에서의 설계 구속조건의 표현)

  • 이창호;리차드쏘스;이리형
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 1998.04a
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    • pp.191-198
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    • 1998
  • An entity-based integrated design model can be used to organize and represent information and activities involved in design. The model involves a number of product and process entities. Product entities describe design information, and process entities describe design activities. The relationships among entities Includes organizational, interaction, and sequence relationships. The paper focuses interaction relationships among design information. The interaction relationships can be represented as constraints. Types of constraints includes demand constraints, dependency constraints, and interaction constraints. The paper describes dependency and Interaction constraints. The concepts of representing and processing dependency and interaction constraints in an entity-based integrated design model are presented.

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The Expression Tendency of Interactivity in Fashion Design (복식 디자인에 나타난 상호 작용성의 표현 경향)

  • Kwon Jung-Sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.3
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    • pp.1-6
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    • 2005
  • 'Interaction' here means an action that reciprocally affects each other. In this action each change and movement does not exist independently but acts upon each other. The interaction of fashion design has undergone a lot of changing experiences. Besides it assumes the role of an appreciator that participates in the formation of work. This interaction breaks down the distinction between the designer as the maker and presenter of dress and the passive dresser and appreciator as its passive receivers.. Finally, it integrates the creator, receiver and technology altogether. The interaction tendencies of fashion design treated in this study are classified into four types. First, the mechanism that is included as a part of work and the cognitive response that the observer experiences. Second, the response that fashion design displays towards the stimulus of circumstances. Third, the changeability of manipulation of fashion design. Fourth, the control that mechanism acts upon dynamic status by technology. As in may other fields of our life, interaction in fashion design reflects the change and interactivity of our thinking and ideas.

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VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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Representation of Social Contexts for Service Interaction in Product-Service Systems. (제품-서비스 통합시스템에서의 서비스 상호작용의 사회적 상황 표현기법)

  • Kim, Yong Se;Kumiko, Suzuki;Jeong, Heji
    • Korea Science and Art Forum
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    • v.19
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    • pp.169-179
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    • 2015
  • A Product-Service Systems (PSS) is composed of service and product element to provide values for relevant stakeholders. A typical service interaction involves providers and receivers, and respective values are provided in a social interaction. In cases, more than one providers are interacting with a receiver. In others, service interaction is happening in a public manner where social issues amang peer receivers are important. When service channel is supported by physical touchpoints, receivers would interact with products, which may interact with providers. Thus, in PSS, a various kinds of interactions occur in diverse social contexts. A simple representation method for social contexts is introduced where service providers, receivers and products are represented as nodes and interaction between them are represented as directed edges. Social context of several PSS examples are described with this. In booth designing and operating PSS, social context representations could be used in analyzing and comparing key aspects of social interaction types to retrieve similar cases to exploit related interaction design strategies and operation know-hows.