• Title/Summary/Keyword: interactive design

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A Study on Augmented Reality based Interactive U-Manual for the Education of Transporter (트랜스포터 교육을 위한 증강현실 기반의 Interactive U-Manual 시스템에 관한 연구)

  • Kim, Chung-Hyun;Lee, Kyung-Ho;Han, Eun-Jung;Lee, Jung-Min
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.5
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    • pp.375-382
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    • 2010
  • As the workers are getting old, they need to be expert in their fields. Expertise is an invaluable means of shipbuilding industries because of the technological advancements. Therefore, the workers have to attend training seminars and upgrade their technical knowledge. In shipbuilding industries, most workers operate transporters based on experience not on learning from specialization in the shipyard. It is needed for the workers of transporters to be educated technical manual and system. Thus, this research shows that educational system which is interactive and very effective with Augmented Reality(AR) for the non-specialist workers. The educational interactive system based on AR is very supportive and worth for the workers. This study considers the system which makes the workers reduce malfunction of the products and mistakes.

Interactive lens through smartphones for supporting level-of-detailed views in a public display

  • Kim, Minseok;Lee, Jae Yeol
    • Journal of Computational Design and Engineering
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    • v.2 no.2
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    • pp.73-78
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    • 2015
  • In this paper, we propose a new approach to providing interactive and collaborative lens among multi-users for supporting level-of-detailed views using smartphones in a public display. In order to provide smartphone-based lens capability, the locations of smartphones are effectively detected and tracked using Kinect, which provides RGB data and depth data (RGB-D). In particular, human skeleton information is extracted from the Kinect 3D depth data to calculate the smartphone location more efficiently and correctly with respect to the public display and to support head tracking for easy target selection and adaptive view generation. The suggested interactive and collaborative lens using smartphones not only can explore local spaces of the shared display but also can provide various kinds of activities such as LOD viewing and collaborative interaction. Implementation results are given to show the advantage and effectiveness of the proposed approach.

Design and Implementation of Reserved Interactive Transaction System for Electronic Commerce (전자상거래를 위한 예약형 면담 시스템 설계 및 구현)

  • Sim, Eung-Su;Im, Han-Gyu
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.5S
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    • pp.1638-1648
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    • 2000
  • Electronic commerce using internet is rapidly increasing a method to introduce and sell goods. persons who buy products in electronic commerce prefer to make interactive communications by multi users about products rather than show product informations. Reserved interactive transaction system for electronic commerce is electronic commerce system that is able to make a real communication buyers and customers. In this paper, e intend to design and implement reserved interactive transaction system for electronic commerce. it is efficiently used in middle and samll transaction system and able to make similar applications to sell and negotiate products for commercial transaction.

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Interactive Advertisement that Feels and Experiences

  • Kim, Yuji;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.13-19
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    • 2019
  • In this paper, we propose and implement VVVV base interactive advertisement. It has now expanded from the traditional marketing methods of television, radio, newspapers and magazines to become a digital marketing era. However, it is still in the form of infusion-type advertising, similar to traditional marketing techniques. For more innovative we put story and design elements into digital technology. Consumers will feel fresh excitement as they experience advertising. Emotional stories and image will also provide an element for customers to talk to each other. The propose advertisement is design to recognize the movement of people in the corridor by using Arduino and ultrasonic sensor installed in the passageway where many people pass. Arduino and VVVV takes people's movements for a values. This values change the advertising image. In this case, we applied the mask in VVVV so that the image to be reproduced and the image of the background role are displayed when the person passes the sensor. By realizing this interactive advertisement, the objective is to increase the buyer's purchasing power by approaching the buyer more effectively than the existing advertisement.

The Study of Usability Evaluation in the EPG design of Interactive TV Programs (쌍방향 TV프로그램의 EPG 디자인 사용성 평가 연구)

  • 김종덕
    • Archives of design research
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    • v.16 no.2
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    • pp.345-354
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    • 2003
  • Digital TV broadcasting technology is recognized as a very encouraging technological development by koreans because of high-definition, multi-channel and interactive services which would broaden the viewers choice and promote people's prosperity. The technological development of digital TV service is a drastic change for people's convenience and would be a major media of‘e-government’in Korea. Digital TV Program UI will affect to people's esthetic sense and information efficiency. The information search pattern in TV is different from it of computer which has lead interactive media so far This research verifies the reasonable information display method through the usability test based on former related researches. For the case study, Interactive EPG design of SkyLife is selected and reviewed. This research includes the design development of interactive EPG of DVB-MHP.

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Design and Implementation of Learning Contents Using Interactive Genetic Algorithms with Modified Mutation (변형된 돌연변이를 가진 대화형 유전자 알고리즘을 이용한 학습 콘텐츠의 설계 및 구현)

  • Kim Jung-Sook
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.6 s.38
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    • pp.85-92
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    • 2005
  • In this Paper, we develope an effective web-based learning contents using interactive genetic algorithms with modified mutation operation. In the interactive genetic algorithm, reciprocal exchange mutation is used. But. we modify the mutation operator to improve the learning effects. The new web-based learning contents using interactive genetic algorithm provide the dynamic learning contents providing and real-time test system. Especially, learners can execute the interactive genetic algorithm according to the learners' characters and interests to select the efficient learning environments and contents sequences.

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Hardware Solutions for Interactive Robotic Cane (인터액티브 로봇 지팡이)

  • 심인보;윤중선
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2002.05a
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    • pp.338-341
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    • 2002
  • A human-friendly interactive system, based on the harmonious symbiotic coexistence of humans and robots, is explored. Based on this interactive technology paradigm, a robotic cane is designed to help blind or visually impaired travelers to navigate safely and quickly among obstacles and other hazards faced by blind pedestrians. We outline a set of the hardware solutions and working methodologies that can be used for successfully implementing and extending the interactive technology to complex environments, robots, and humans. The issues discussed include the interaction of human and robot, design issue of robotic cane, hardware requirements for efficient human-robot interaction.

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Implementation of real time VJing responding to user's motion

  • Jung, Haehyun;Kim, Hyunggi
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.2
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    • pp.41-50
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    • 2015
  • As various media have developed in modern society, frequency of use of interactive media has increased which makes interactive function that uses and handles projection mapping and LED screen in set design of broadcasting, concert, play, musical and EDM(Electronic dance music) in real time possible. Development of various media led today's viewers to have higher cultural desire and the need of various interactive performance contents to receive more attention.[1]. This thesis implemented real time VJing that responds to user's motion based on existing H/W by utilizing real time interactive elements.

Design and Implementation of Physical-based Simulator Module for Interactive TV (Interactive TV를 위한 물리기반 Simulator Module 설계 및 구현)

  • Kim, Jung-Hwan;Jung, Moon-Ryul
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.205-209
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    • 2007
  • 디지털방송은 애플리케이션(Xlet)을 이용해 보다 진보된 Interactive 방송프로그램을 시청자에게 전달 할 수 있다. Interactive TV에서 애플리케이션은 MHP, OCAP, ACAP등의 표준규약에서 정의된 API를 기반으로 작성되며 MPEG-2 TS를 통해 STB(Set-Top Box)에 전송되어 구동된다. 현재 이러한 애플리케이션은 고정된 이미지를 활용한 형태의 서비스가 주를 이루며 중력, 탄성력과 같이 실제와 유사한 움직임을 표현하거나 활용하는데 있어 미흡한 실정이다. 본 논문은 Interactive TV에서 중요한 역할을 담당하는 애플리케이션(Xlet)을 위해, 현재의 STB에서 가능한 물리기반 Simulator Module을 설계하고 구현하였다. 이는 중력, 탄성력, 단진자운동과 같은 다양한 현상을 모형화(단순화)하고 수식화하여 적용한 것으로서, UI와 Game등에 그 활용도가 높을 것이다.

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Interactive Video Player for Supporting Learner Engagement in Video-Based Online Learning

  • YOON, Meehyun;ZHENG, Hua;JO, Il-Hyun
    • Educational Technology International
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    • v.23 no.2
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    • pp.129-155
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    • 2022
  • This study sought to design and develop an interactive video player (IVP) capable of promoting student engagement through the use of online video content. We designed features built upon interactive, constructive, active, passive (ICAP), and crowd learning frameworks. In the development stage of this study, we integrated numerous interactive features into the IVP intended to help learners shift from passive to interactive learning activities. We then explored the effectiveness and usability of the developed IVP by conducting an experiment in which we evaluated students' exam scores after using either our IVP or a conventional video player. There were 158 college students who participated in the study; 76 students in the treatment group used the IVP and 82 students in the control group used a conventional video player. Results indicate that the participants in the experiment group demonstrated better achievement than the participants in the control group. We further discuss the implications of this study based on an additional survey that was administered to disclose how usable the participants perceived the IVP to be.