• Title/Summary/Keyword: interactive control

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A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1481-1487
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    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

A Study on the Relationships among Audience Motivation, Viewing Flow, Satisfaction, and Loyalty in Watching Interactive Drama: Focused on Chinese Audience (인터랙티브 드라마의 시청동기, 몰입, 시청만족도, 시청충성도 간 관계에 관한 연구: 중국 시청자를 중심으로)

  • Du, Zhen;Kim, Sung-Kyung;Limb, Seong-Joon
    • Asia-Pacific Journal of Business
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    • v.13 no.3
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    • pp.157-170
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    • 2022
  • Purpose - The purpose of this study is to understand the motivating factors of Chinese audience who watch the interactive drama, and suggest the effects of audience' motivation on viewing flow, satisfaction, and loyalty. Design/methodology/approach - To achieve the purpose of the study, a questionnaire survey on the Internet was conducted from September 26, 2021 to October 14, 2021, and data from 332 Chinese respondents were collected. Findings - Findings of this study are 1) audience motivation of watching the interactive drama is composed of 6 factors including the pursuit of entertainment and information, curiosity, interaction, sense of control and indirect experience; 2) the pursuit of entertainment and information, interaction and indirect experience have positive effects on viewing flow; 3) all six factors of audience motivation have positive effects on audience satisfaction; 4) four motivating factors including the pursuit of entertainment, curiosity, interaction and indirect experience have positive effects on audience loyalty. 5) viewing flow and audience satisfaction respectively has some partial mediating effects on the relationship between audience motivation and audience loyalty. Research implications or Originality - Results of this study suggest that in order to increase audience loyalty to interactive dramas, in addition to fulfilling the pursuit of entertainment, which is the basic motive for watching any drama, it is important to fulfill motivating factors related to the unique characteristics of interactive dramas such as curiosity, interaction, and indirect experience. In order for these motivating factors to lead to audience loyalty, it is more effective when viewing flow and audience satisfaction are accompanied.

An interactive measuring and inspection system for NC machine tools (NC 공작기계용 대화형 측정 및 검사시스템)

  • 김경돈;정성종
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.1399-1402
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    • 1997
  • Design methodology of Interactuve Measuring Part Program Generating Tools(IMPPGT) realized on the FANUC 15MA using touch trigger probes and interactive macro functions of the CNC was described in this paper. Measuring G codes have been designed according to probe ste up, basic and applied inspection items by using measuring arguments. Menu driven measuring and inspection functions of the IMPPGT were studied and implemented on the CNC through the macro executor and ROM writer. Using the developed measuring G code system on the machine tool, untended measurement and inspection operation was able to be realized in precision FMS lines.

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Qualitative Study on Group Decision Making with Synchronous Text Communication Medium (동시적 텍스트 기반 매체를 이용한 집단의사결정에 관한 질적 연구)

  • Park Sanghyuk;Cho Namjae
    • Journal of Information Technology Applications and Management
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    • v.11 no.4
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    • pp.1-23
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    • 2004
  • This study identifies communication patterns of groups using synchronous text communication medium for their group decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of groups, when appropriately organized, can be of help in enhancing creative production of outcomes. A qualitative study was conducted on communication patterns based on an analysis of text-based electronic conversation protocols. Specifically this research tried to overcome existing studies on electronic groups by focusing on interactive process of communication among participants. The major study conclusion; are: (1) The production of creative outcome may depend on the process or sequence of discussion among group members with synchronous text communication medium. That is, proper interactive responses and appropriate control of the discussion process are essential to obtain a high level of performance. (2) It is importantto make discuss rules based on meta-cognitive and interactive protocols in the early stage. Explicit rules relating to internal group processes as well as communication medium use are even more important to groups with electronic communication medium than face-to-face groups.

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An approach to the interactive design process using genetic algorithms

  • Okuno, Taku;Kakazu, Yukinori
    • 제어로봇시스템학회:학술대회논문집
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    • 1992.10b
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    • pp.281-284
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    • 1992
  • This paper is aiming to apply the Genetic Algorithms (GAs) to the interactive design. For that purpose, the scheme for utilizing the past design processes for the next interactive design process is proposed. In this scheme, the process consists of three phases: the searching phase, the tuning phase and the design phase. The first phase searches the optimal decision sequences for the past design instances by GAs. By the collected sequences, the second phase tunes the criteria of selecting decision sequences for the next design process. By this scheme, the implicit constraints satisfied in the past design can be applied to the next design. Finally, the computer simulations on the simple gear-train design were carried out to show the effectiveness of the scheme.

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A Study on Development of Interactive CAM System for CNC Lathe (CNC 선반용 대화형 CAM 시스템 개발에 관한 연구)

  • Kim, Hui Jung;Jeong, Jae Hyeon;Park, Myeong Gyu;Kim, Jong Su;Choe, Hyeong Sik
    • Journal of Advanced Marine Engineering and Technology
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    • v.20 no.2
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    • pp.83-83
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    • 1996
  • Recently, for enhanced productivity the induction of CAD/CAM is vigorous. Most of high-level CAD/CAM systems produce powerful faculties. But it is very expensive to purchase the system in small and difficult to be operated by non-experienced workers effectively. Then the resonable CAM system for these is needed. In this study we developed a proto-type of the CAM system for CNC lathe connecting with personal computer. This system is configured with interactive menu windows for easy control of CNC lathe. And the system supports tool path generation for cutting conditions of workpiece. The performance of this system is satisfactory.

A Study on Development of Interactive CAM System for CNC Lathe (CNC 선반용 대화형 CAM 시스템 개발에 관한 연구)

  • 김희중;정재현;박명규;김종수;최형식
    • Journal of Advanced Marine Engineering and Technology
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    • v.20 no.2
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    • pp.15-23
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    • 1996
  • Recently, for enhanced productivity the induction of CAD/CAM is vigorous. Most of high-level CAD/CAM systems produce powerful faculties. But it is very expensive to purchase the system in small and difficult to be operated by non-experienced workers effectively. Then the resonable CAM system for these is needed. In this study we developed a proto-type of the CAM system for CNC lathe connecting with personal computer. This system is configured with interactive menu windows for easy control of CNC lathe. And the system supports tool path generation for cutting conditions of workpiece. The performance of this system is satisfactory.

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A novel high performance interactive inverter using two module inverter (2단 인버터를 사용한 고성능 연계형 인버터)

  • Kim, Ki-Seon;Lee, Min-Jung;Park, Sung-Jun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.171-174
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    • 2008
  • In this paper, interactive inverter in series 2 module inverters is proposed. One of two inverters makes equivalent voltage. Another removes harmonics, contained in source voltage, through control inductor current. As a result, it remains only basic frequency voltage to produce the purely sinusoidal current wave. Using 2 module inverters is verified with simulation.

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  • 김길창
    • Communications of the Korean Institute of Information Scientists and Engineers
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    • v.5 no.2
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    • pp.105-107
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    • 1987
  • A storage tube, Tektronix 4010, was added to NOVA 840 system at Korea Advanced Institute of Science in 1974 and efforts were made to develop an interactive graphics system. These include a software library, called TCS(Terminal Control System) [4], algorithms for hidden line and surface eliminations [5. 6], and two single user graphics systems based on different concepts involving graphic languages [2, 11]. A storage tube is a low-cost terminal, which is useful in certain applications, but introduces some problems since partial modification of the screen is not possible without erasing it entirely. Thus it has far reaching effects on the design of an interactive graphics system. The components of an interactive graphics system will be explained in section 2 and their relation ships with the choice of storage tube as the output device will be pointed out.

인터넷 메신저를 이용한 의사결정 환경에서의 커뮤니케이션패턴에 관한 연구

  • Park Sang Hyeok
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2004.11a
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    • pp.499-513
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    • 2004
  • This study identifies communication patterns of groups using Internet Messenger for their group decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of groups, when appropriately organized, can be of help in enhancing creative production of outcomes. A qualitative study was conducted on communication patterns based on an analysis of text-based electronic conversation protocols. Specifically this research tried to overcome existing studies on electronic groups by focusing on interactive process of communication among participants. The major study conclusions are: (1) The production of creative outcome may depend on the process or sequence of discussion among group members with Internet Messenger. That is, proper interactive responses and appropriate control of the discussion process are essential to obtain a high level of performance. (2) It is important to make discuss rules based on meta-cognitive and interactive protocols in the early stage. Explicit rules relating to internal group processes as well as communication medium use are even more important to groups with Internet Messenger than face-to-face groups.

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