• Title/Summary/Keyword: interactive design

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A method for image-based shadow interaction with virtual objects

  • Ha, Hyunwoo;Ko, Kwanghee
    • Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.26-37
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    • 2015
  • A lot of researchers have been investigating interactive portable projection systems such as a mini-projector. In addition, in exhibition halls and museums, there is a trend toward using interactive projection systems to make viewing more exciting and impressive. They can also be applied in the field of art, for example, in creating shadow plays. The key idea of the interactive portable projection systems is to recognize the user's gesture in real-time. In this paper, a vision-based shadow gesture recognition method is proposed for interactive projection systems. The gesture recognition method is based on the screen image obtained by a single web camera. The method separates only the shadow area by combining the binary image with an input image using a learning algorithm that isolates the background from the input image. The region of interest is recognized with labeling the shadow of separated regions, and then hand shadows are isolated using the defect, convex hull, and moment of each region. To distinguish hand gestures, Hu's invariant moment method is used. An optical flow algorithm is used for tracking the fingertip. Using this method, a few interactive applications are developed, which are presented in this paper.

Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities (멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심)

  • Won, Hye-Min;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.116-127
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    • 2011
  • This paper proposes interactive game elements for children : contents, design, sound, gesture recognition, and speech recognition. Interactive games for early children must use the contents which reflect the educational needs and the design elements which are all bright, friendly, and simple to use. Also the games should consider the background music which is familiar with children and the narration which make easy to play the games. In gesture recognition and speech recognition, the interactive games must use gesture and voice data which hits to the age of the game user. Also, this paper introduces the development process for the interactive skipping game and applies the child-oriented contents, gestures, and voices to the game.

A Study on Interactive Research Module Development (인터렉티브 리서치 모듈개발에 관한 연구)

  • 윤봉식;한일우
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.104-105
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    • 2000
  • 제품을 디자인함에 있어 정확하고, 신속한 소비자 욕구에 대한 조사는 디자이너의 키치 못지 않게 제품의 성패를 좌우하는 주요한 요소이다. 특히, 각종 매체의 발달이 가져온 정보경제시대의 소비자 욕구변화나, 소비시장의 변화양상은 급속히 그 주기를 좁혀가고 있어 수집된 시장정보의 신속한 제품화는 그 어느때보다 더 절실하게 요구되어지고 있다.(중략)

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A Study on Developing Interactive Data Collection of WWW (WWW를 이용한 설문조사의 인터랙티브화에 대한 연구)

  • 김동건;이건표
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.48-49
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    • 1999
  • 인터넷을 사용한 설문조사는 대상층이 인터넷을 사용하는 계층으로 한정되어 있다는 약점을 가지고 있음에도 불구하고 쉽고 빠르게 많은 양의 데이터를 얻을 수 있다는 장점 때문에 많이 사용되어지고 있다. (중략)

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On the Web Based Interactive Teaching and Learning Material with Cinderella (Cinderella를 이용한 웹 기반 탐구형 교수-학습자료 연구)

  • 전명진;홍경희
    • Journal of the Korean School Mathematics Society
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    • v.5 no.2
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    • pp.101-109
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    • 2002
  • Among interactive dynamic geometry softwares, Cinderella has some merits on the accuracy of algorithms and compatibility with internet. In this paper we compare dynamic geometry softwares such as GSP, Cabri II, Cinderella briefly and we design a web based interactive learning materials using the exercise editor of Cinderella and some Java applets, and we propose a web based interactive teaching and learning model in which achievement test can be given by the clickings on the help icon.

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Interactive Design System for Automatic Generation of Procedural Patterns (절차적 패턴의 자동 생성을 위한 인터랙티브 디자인 시스템)

  • 강재구;황용호;홍현기
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.10
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    • pp.603-609
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    • 2004
  • Procedural texture has many advantages that its representation is extremely compact and unfixed in resolution. However, it can be difficult for an end-user having no programming skill to build and debug. This paper presents a new interactive design system for procedural texture generation. The user's interactive design process based on multi-layer operations is represented with a graph structure, which consists of the data node, the operation and the output. Since our system generates automatically a shading language, a user who is not acquainted with implicit concepts can make procedural texturing by using an intuitive and flexible interface. Simulation results showed that the proposed method can make a variety of texture patterns efficiently.

INTERACTIVE SYSTEM DESIGN USING THE COMPLEMENTARITY OF AXIOMATIC DESIGN AND FAULT TREE ANALYSIS

  • Heo, Gyun-Young;Lee, Tae-Sik;Do, Sung-Hee
    • Nuclear Engineering and Technology
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    • v.39 no.1
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    • pp.51-62
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    • 2007
  • To efficiently design safety-critical systems such as nuclear power plants, with the requirement of high reliability, methodologies allowing for rigorous interactions between the synthesis and analysis processes have been proposed. This paper attempts to develop a reliability-centered design framework through an interactive process between Axiomatic Design (AD) and Fault Tree Analysis (FTA). Integrating AD and FTA into a single framework appears to be a viable solution, as they compliment each other with their unique advantages. AD provides a systematic synthesis tool while FTA is commonly used as a safety analysis tool. These methodologies build a design process that is less subjective, and they enable designers to develop insights that lead to solutions with improved reliability. Due to the nature of the two methodologies, the information involved in each process is complementary: a success tree versus a fault tree. Thus, at each step a system using AD is synthesized, and its reliability is then quantified using the FT derived from the AD synthesis process. The converted FT provides an opportunity to examine the completeness of the outcome from the synthesis process. This study presents an example of the design of a Containment Heat Removal System (CHRS). A case study illustrates the process of designing the CHRS with an interactive design framework focusing on the conversion of the AD process to FTA.

Development and Application of a Nutrition Education Game for Preschoolers

  • Oh, Yu-Jin;Kim, Dong-Sik
    • Journal of Community Nutrition
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    • v.8 no.4
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    • pp.165-170
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    • 2006
  • This study was conducted to develop and apply a computer-based multimedia nutrition education program for preschoolers based on the Dick and Carey model of instructional design. The Dick and Carey model included 4 phases: analysis, design, development, and evaluation. The program's instructional goals, objectives, assessment instruments, content, examples, and practice questions with feedback were written in the design phase. To be familiar with the 5 food groups, 'Nutrition exploration' were programmed using Hyperstudio. 'Nutrition exploration' was designed as a five-session, interactive multimedia game, with each session taking about 5 minutes to complete. Nineteen preschoolers, aged 6, volunteered to participate formative evaluation. The effectiveness of the program was examined using a pre-post test design. Participants were recruited by personal contact at the individual preschool education center. The application was carried out during 4 weeks. The results showed that intervention participants significantly increased knowledge between pre-test and post-test. The results support using IMM (interactive multimedia) to disseminate nutrition education to the target population. This research provides the basis for continuing development of computer-based nutrition education materials.

A Study on the Interaction Elements and Emotional Design of Art Museum Applications: Focusing on Application Art Keys (미술관 애플리케이션의 인터랙션 요소 및 감성디자인에 관한 연구: 애플리케이션 아트키를 중심으로)

  • Hu, Chen Yuan;An, Byung Jin;Lee, Byoung Gook
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.727-735
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    • 2021
  • The purpose of this study is to evaluate visual arts in interactive technology in art museum applications and to analyze the impact relationship between interactive technology and the five senses. This study was conducted to survey respondents who had used art museum applications. The results are as follows. First, this study evaluates the differences in perception of art museum applications according to the general characteristics of the respondents. They show that there are differences in gender, marital status, age, and social income. Second, this study identifies the impact of five senses and synesthesia on interaction design among emotional design elements. They reveal that visual, auditory, tactile components, and synesthesia have significant effects on interactive design. This study reveals that emotional design elements of art museum applications affect interaction design. Also, it suggests that research on interaction design reflecting five senses is continuously needed to improve audience satisfaction and revitalize art museum applications.

Participatory Behaviors and Interactive Experiences at a Science Museum (과학관에서의 사용자 참여 행동과 상호작용적 경험)

  • Cho, Myung Eun;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.65-72
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    • 2016
  • In allowing visitors to manipulate objects or models with their hands, science museums can become informal education institutions. However, little research has been conducted analyzing the specific interactions of visitors at museums and the effects that specific characteristics of interactive exhibit have on visitors. This research classified exhibits according to the three characteristics: the presentation of concepts, interaction with exhibits and concept levels. Further, relationships among engagement behaviors, visitors'attraction to exhibits, and the holding power of exhibits were analyzed. Using the three characteristics, 55 exhibits were classified into five styles. The results suggest that intriguing content and novel interfaces, maximizing information on science and technology, should be developed for the educational purpose of encouraging visitors to engage in active learning with interactive exhibits. The results of this study provide useful data that planners, designers, and instructors of science museums can use to maximize visitors' participatory learning and interactions.