• Title/Summary/Keyword: physical character

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A Study of Holism based Service Experience Analysis System

  • Kim, Sung-Su;Lee, Eun-Jong
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.49-61
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    • 2012
  • Objective: The aim of this study is to offer a holism based Service Experience Analysis System(HSEAS) for service design. Background: Customer experience has been focused in a lot of service area. But it is difficult to understand the customer's needs and their experiences because it's so complex and uncertain. Thus it needs holistic approach that means it's difficult to explain general character merely through the understanding of small parts that composes an object and it must be analyzed within the overall context. Method: Accordingly, the thesis paper proposes the Service Experience Analysis System that satisfies the four following needs. (1) Need of solid Experience Framework in which the special quality of the service experience is considered, (2) need of support for the semantic cohesion between different kinds of data, (3) need of support for the management and search of vast data, and (4) need of building the knowledge base system for collaborative research. Results: HSEAS combines the short information in the customers' words and behaviors or situations and circumstances and provides a place of analysis where the context of the general experience can be read and allows concrete understanding of the actual state and factor of the problem as a Combined Data Analysis Tool. Conclusion: HSEAS becomes the center of information management, analysis and connection and it provides a free collaboration place where physical condition has no relations to as a knowledge base system based on network. Application: It is expected that length and width will be added to the analysis and assistance for effectively accumulating information will be provided in the area of diverse service.

Interactive Popup Book System Based on User Preference (사용자 선호도 기반 인터랙티브 팝업북 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.469-474
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    • 2008
  • Recently popular media, book, has problems to satisfy a child who wants to be a character in a story, because it just transmits fixed story. Therefore, many people are interested in interactive contents that are changed variously by user's acting in multimedia division. This paper introduces an interactive pop-up book system that can control a story of book by interesting interactivity. This system suggests a special story graph that transforms a linear architecture story to a interactive story by traversing diverse node We focus to make a special pop-up book interface and wind blowing interface for physical environments to have interesting and familiar user interaction, and to conclude by user studies. We also investigated user preference for various interactive story paths, so we can excluded unnecessary stories and surveyed to compare before the excluding and after. Finally, story paths that user prefers are introduced in the Interactive Popup Book System.

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Design of Korean eye-typing interfaces based on multilevel input system (단계식 입력 체계를 이용한 시선 추적 기반의 한글 입력 인터페이스 설계)

  • Kim, Hojoong;Woo, Sung-kyung;Lee, Kunwoo
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.37-44
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    • 2017
  • Eye-typing is one kind of human-computer interactive input system which is implemented by location data of gaze. It is widely used as an input system for paralytics because it does not require physical motions other than the eye movement. However, eye-typing interface based on Korean character has not been suggested yet. Thus, this research aims to implement the eye-typing interface optimized for Korean. To begin with, design objectives were established based on the features of eye-typing: significant noise and Midas touch problem. Multilevel input system was introduced to deal with noise, and an area free from input button was applied to solve Midas touch problem. Then, two types of eye-typing interfaces were suggested on phonological consideration of Korean where each syllable is generated from combination of several phonemes. Named as consonant-vowel integrated interface and separated interface, the two interfaces are designed to input Korean in phases through grouped phonemes. Finally, evaluation procedures composed of comparative experiments against the conventional Double-Korean keyboard interface, and analysis on flow of gaze were conducted. As a result, newly designed interfaces showed potential to be applied as practical tools for eye-typing.

A Computer Access System for the Physically Disabled Using Eye-Tracking and Speech Recognition (아이트래킹 및 음성인식 기술을 활용한 지체장애인 컴퓨터 접근 시스템)

  • Kwak, Seongeun;Kim, Isaac;Sim, Debora;Lee, Seung Hwan;Hwang, Sung Soo
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.5-15
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    • 2017
  • Alternative computer access devices are one of the ways for the physically disabled to meet their desire to participate in social activities. Most of these devices provide access to computers by using their feet or heads. However, it is not easy to control the mouse by using their feet, head, etc. with physical disabilities. In this paper, we propose a computer access system for the physically disabled. The proposed system can move the mouse only by the user's gaze using the eye-tracking technology. The mouse can be clicked through the external button which is relatively easy to press, and the character can be inputted easily and quickly through the voice recognition. It also provides detailed functions such as mouse right-click, double-click, drag function, on-screen keyboard function, internet function, scroll function, etc.

Implementation of Ubiquitous Robot in a Networked Environment (네트워크 환경에서 유비쿼터스 로봇의 구현)

  • Kim Jong-Hwan;Lee Ju-Jang;Yang Hyun-Seng;Oh Yung-Hwan;Yoo Chang-Dong;Lee Jang-Myung;Lee Min-Cheol;Kim Myung-Seok;Lee Kang-Hee
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.1051-1061
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    • 2005
  • This paper proposes a ubiquitous robot, Ubibot, as an integration of three forms of robots: Software robot (Sobot), Embedded robot (Embot) and Mobile robot (Mobot). A Sobot is a virtual robot, which has the ability to move to any place or connect to any device through a network in order to overcome spatial limitations. It has the capacity to interpret the context and thus interact with the user. An Embot is embedded within the environment or within physical robots. It can recognize the locations of and authenticate the user or robot, and synthesize sensing information. Also it has the ability to deliver essential information to the user or other components of Ubibot by using various types of output devices. A Mobot provides integrated mobile service. In addition, Middleware intervenes different protocols between Sobot, Embot, and Mobot in order to incorporate them reliably. The services provided by Ubibot will be seamless, calm and context-aware based on the combination of these components. This paper presents the basic concepts and structure of Ubibot. A Sobot, called Rity, is introduced in order to investigate the usability of the proposed concepts. Rity is a 3D synthetic character which exists in the virtual world, has a unique IP address and interacts with human beings through Vision Embot, Sound Embot, Position Embot and Voice Embot. Rity is capable of moving into a Mobot and controlling its mobility. In doing so, Rity can express its behavior in the virtual world, for example, wondering or moving about in the real world. The experimental results demonstrate the feasibility of implementing a Ubibot in a networked environment.

Self-healing Engineering Materials: I. Organic Materials (자기치유 공학재료: I. 유기 재료)

  • Choi, Eun-Ji;Wang, Jing;Yoon, Ji-Hwan;Shim, Sang-Eun;Yun, Ju-Ho;Kim, Il
    • Clean Technology
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    • v.17 no.1
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    • pp.1-12
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    • 2011
  • Scientists and engineers have altered the properties of materials such as metals, alloys, polymers, ceramics, and so on, to suit the ever changing needs of our society. Man-made engineering materials generally demonstrate excellent mechanical properties, which often tar exceed those of natural materials. However, all such engineering materials lack the ability of self-healing, i.e. the ability to remove or neutralize microcracks without intentional human interaction. The damage management paradigm observed in nature can be reproduced successfully in man-made engineering materials, provided the intrinsic character of the various types of engineering materials is taken into account. Various self-healing ptotocols that can be applied for the organic materials such as polymers, ionomers and composites can be developed by utilizing suitable chemical reactions and physical intermolecular interactions.

The study of comparison of Eastern-Western Medicine on the pathological concept of the Pung(風) and the cause and therapy of Jung Pung(中風) showed the following results. (풍(風)의 병리적(病理的) 의미규명(意味糾明)과 중풍(中風)의 원인(原因) 및 치료(治療)에 대한 동서의학적(東西醫學的) 비교(比較).)

  • Kim, Sae-Gil
    • The Journal of Korean Medicine
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    • v.16 no.1 s.29
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    • pp.96-117
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    • 1995
  • 1. The Pung(風) is the necessary power for growth and maintenance of life. 2. The characteristics of the Pung(風) is the Yang evil, the features for opening and excretion, mobility and rapid change. That is the major cause of all diseases, and its mobility is the main character. 3. Jung Pung(中風) is the same concept of apoplexy in Western medicine. 4. Jung Pung(中風) is classified on the basis of pathology, anatomy, and histology in Western Medicine, but In Oriental Medicine that is classified on the basis of symptom and severity of disease. 5. In Western Medicine, Jung Pung(中風) was regarded as the local cause of disease, but in Oriental Medicine regarded as the physiological changes caused by the weakness of the whole body. 6. In the emergency care, the method of GaeKeum is compared to Levin tubing, the method of to the use of urokinase for the promotion of cerebrovascular circulatio, and the method of To(吐法) to suction for the elimination of Dam(痰), the method of Hun(熏法) to the use of solution for the improvement of circulation. 7. With the comparison of the cause and diagnosis, the hemorrhagic disease and infarction were regarded as the major agents in Western Medicine and the symptom appeared in the patient was the standard of diagnosis and therapy in Oriental Medicine. 8. In the Western therapy of cerebral hemorrhage, the method of coagulation and hemostasis was used for the elimination of hematoma and cerebral edema, but in Oriental Medicine, the method of YanghaelGiHael(凉血止血) was used for descending the PungHwa(風火) and hemostasis. 9. In the period of recovering injury, the physical therapy was underlined for the recovering of partial function in Western Medicine, the method of accupuncture and drug therapy was adapted for the normal function of the whole body.

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Procedural Animation Method for Realistic Behavior Control of Artificial Fish (절차적 애니메이션 방법을 이용한 인공물고기의 사실적 행동제어)

  • Kim, Chong Han;Youn, Jae Hong;Kim, Byung Ki
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.801-808
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    • 2013
  • In the virtual space with the interactive 3D contents, the degree of mental satisfaction is determined by how fully it reflect the real world. There are a few factors for getting the high completeness of virtual space. The first is the modeling technique with high-polygons and high-resolution textures which can heighten an visual effect. The second is the functionality. It is about how realistic represents dynamic actions between the virtual space and the user or the system. Although the studies on the techniques for animating and controlling the virtual characters have been continued, there are problems such that the long production time, the high cost, and the animation without expected behaviors. This paper suggest a method of behavior control of animation by designing the optimized skeleton which produces the movement of character and applying the procedural technique using physical law and mathematical analysis. The proposed method is free from the constraint on one-to-one correspondence rules, and reduce the production time by controlling the simple parameters, and to increase the degree of visual satisfaction.

A study on the thought of ZhangNan(章楠)'s'Yi-Yi Study (醫易學)' (장남(章楠) 의역학(醫易學)의 생명사상에 관한 연구)

  • Sung, Ho-Jun;Yoon, Chang-Yeol
    • Journal of Korean Medical classics
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    • v.18 no.1 s.28
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    • pp.146-174
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    • 2005
  • This study analyzes a medicine and iching-study(易學) and vital meaning through a me야cal science ruler called ZhangNan(章楠) of Qing-Dynasty(淸代), but has a purpose. First of all, the writer judges that the ZhangNan's medicine did not get out of a tradition of a Rui-Yi(儒醫, Confucian medicine) medicine greatly. He considered philosophy character of Rui-Yi formed after Jin-Yuan Dynsty(金元代) a purpose of own medicine. A way he kept the human life in order to realize a large meaning of Confucianism, and to stop a disease was necessary and spoke necessity of a medicine for this. Though a medicine is small, but becomes necessary thing in order to realize Confucianism whether a medicine and Confucianism are the only each other. The ZhangNan presented Zhi-zhong-he(致中和) with a way as soon as it is a purpose of a medicine, but ZhangNan is opening the point that Xing(性) was given 'Taiji(太極)'to. If Neo-Confucianism named 'Taiji(太極)-xing(性)-li(理)' is general, but ZhangNan is introducing the Taiji with Chi(氣). ZhangNan introduces the Taiji(太極) with one Chi(氣) and is rea야ng thing with another Zhu-zai(主宰) except Taiji, but cannot but recognize this with one in characteristics of a medicine ruler. A disregard is the inferior results, and this can do entrance of the Huang-di-nei-jing(業帝內經) which put a base with Han-Dynasty(漢代) iching-study(易學) and this too. It is made concrete 'Zangfu(藏府)-Taiji', and he is considering 'Dan-tian(丹田)-Taiji‘ in a discussion about the Great Absolute to be physical too more. Also, Taiji' is describing a point of contact that a spirit and the body meet with.

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Studies of Meta-Expressions in Webcomics (웹코믹스의 메타표현에 관한 연구)

  • Kwon, Kyung-Min
    • Cartoon and Animation Studies
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    • s.16
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    • pp.211-221
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    • 2009
  • are cartoon-expressions called cartoon itself to show the characteristic and limit of the presentation system, cartoon, by constitution. These followings are typical examples. First, a character regarded as a cartoonist shows up in the cartoon and constitutes the readers' recognition of the cartoon by himself or herself. Second, the line dividing two cuts is transformed or destroyed and likened to another thing so that can help the readers understand the cuts are physical existence. Most of the approaches to cartoon criticism studies which have been done before are external analyses focused on how to use cuts, balloons, and the two-dimensional expression meaning the relationship between script and picture. The purpose of this research is understanding meta-expressions in online and offline cartoons based on these outcomes. The research on meta-expressions of cartoon is considered to help understanding about the structure of Webcomics and the expansion of expression field in media by examining the expressions of the genre called cartoon.

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