• Title/Summary/Keyword: presentation method

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Study on Gesture and Voice-based Interaction in Perspective of a Presentation Support Tool

  • Ha, Sang-Ho;Park, So-Young;Hong, Hye-Soo;Kim, Nam-Hun
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.593-599
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    • 2012
  • Objective: This study aims to implement a non-contact gesture-based interface for presentation purposes and to analyze the effect of the proposed interface as information transfer assisted device. Background: Recently, research on control device using gesture recognition or speech recognition is being conducted with rapid technological growth in UI/UX area and appearance of smart service products which requires a new human-machine interface. However, few quantitative researches on practical effects of the new interface type have been done relatively, while activities on system implementation are very popular. Method: The system presented in this study is implemented with KINECT$^{(R)}$ sensor offered by Microsoft Corporation. To investigate whether the proposed system is effective as a presentation support tool or not, we conduct experiments by giving several lectures to 40 participants in both a traditional lecture room(keyboard-based presentation control) and a non-contact gesture-based lecture room(KINECT-based presentation control), evaluating their interests and immersion based on contents of the lecture and lecturing methods, and analyzing their understanding about contents of the lecture. Result: We check that whether the gesture-based presentation system can play effective role as presentation supporting tools or not depending on the level of difficulty of contents using ANOVA. Conclusion: We check that a non-contact gesture-based interface is a meaningful tool as a sportive device when delivering easy and simple information. However, the effect can vary with the contents and the level of difficulty of information provided. Application: The results presented in this paper might help to design a new human-machine(computer) interface for communication support tools.

The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community (온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과)

  • Koh, Joon;Shin, Seon-Jin;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

3D Video Quality Improvement for 3D TV using Color Compensation (색상 보정을 통한 3차원 TV의 입체영상 화질 개선)

  • Jung, Kil-Soo;Kang, Min-Sung;Kim, Dong-Hyun;Sohn, Kwang-Hoon
    • Journal of Broadcast Engineering
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    • v.15 no.6
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    • pp.757-767
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    • 2010
  • In this paper, we have studied the color compensation method for 3D that enables 3D color presentation similar to 2D. The color compensation method uses the difference of color presentation in 2D and 3D mode. First, the RGB I/O relationship curve was derived in 2D and 3D mode based on the input RGB color bar images. The relationship was modeled in modified power-law forms. Based on the modeling information, we generated color mapping tables, which can be used for compensating the difference of colors. The proposed color mapping block can be added at the output block of a 3DTV system, where the 2D content can be bypassed but the 3D content RGB data can be processed using the color mapping table. The experimental results show that the proposed method improves color presentation of a 3DTV system using a proper color compensation based on 2D presentation.

A Study on the Visitors' Behavior by the Exhibition Method and the Presentation in Science Museum (일본과학계박물관의 전시수법과 연출에 따른 이용자행동반응에 관한 연구)

  • Park, Jong-Rae;Choi, Jun-Hyuck;Bae, Sun-Wha;Lim, Che-Jin
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.05a
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    • pp.127-130
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    • 2004
  • In order to verify the validity of the exhibition moethod in a science museum, this study undertakes a visitor follow-up survey, and clarifies the influence an exhibition method affect visitor's behavior, and its feature. The tracking research performed the visitor follow-up survey to family company children. The characteristic of the visitor's behavior by the exhibition method; Use frequency becomes low in order of 'Experience type' 'Participation type' 'Fixed type'. Experience type has tendencies, such as repetitive and continuing use, and use time was long. Otherwise use time of Fixed type was short. As a result, although the use frequency of Hands-on is high and its use time is longer than Hands-off, it turns out that is influenced according to factors, such as the exhibition method, presentation and the contents of exhibition.

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A Study on Effective Lecture Presentation System in Distributed Multimedia Environments (분산 멀티미디어 환경에서 효율적인 교재 제시 시스템에 관한 연구)

  • Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.1
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    • pp.108-116
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    • 2005
  • Synchronizations of intra${\cdot}$intermedia for the lecture presentation in distributed multimedia environments are difficult to guarantee accurate temporal relationship between media, due to the asynchronous errors such as the delay or loss of transferred data or the transmission characteristics of each media. The jitter phenomenon occurs when the network delay has the media arrival rate abnormal because the intra-media synchronization reflects the presentation rate. And the cumulative effective of jitters on a per media stream basis results in a skew. This phenomenon cause confusion to contents recognition of learners due to network delay and can not provide effective interaction of sender and receiver in the distance education. Therefore, this paper can be solution to problems due to network delay by maintaining the requirements of temporal relationship between more than one media. And this paper enables to suggest the inter-media synchronization method that is subject to be influenced by presentation rate, and to implement lecture presentation system for distance education.

Factors Influencing the Hospital Presentation Time of Stroke Patients (뇌졸중 환자의 병원 내원시간에 영향을 미치는 요인)

  • Lee, Sang Hyun;Lee, Young Whee;Kim, Hwa Soon;Lim, Ji Young
    • Korean Journal of Adult Nursing
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    • v.19 no.2
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    • pp.167-177
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    • 2007
  • Purpose: This cross-sectional survey research was undertaken to identify the factors influencing time from onset to hospital arrival of stroke patients and to provide basic information for the development of intervention programs for stroke patients. Methods: The data were collected using a convenient sampling method from three hospitals in Inchon. The subjects were 78 patients who were diagnosed as stroke by doctor and they voluntarily participated in the study. Results: On the average, subjects arrived at the hospitals by 16.72 hours after the onset of stroke events with the range from 0.17 hours to 72 hours. Thirty-four(43.6%) subjects arrived within 3 hours which can maximize treatment effects. There was significant difference in hospital presentation time according to the level of knowledge(${\chi}^2=18.629$, p=.0003). A negative correlation was found between the hospital presentation time and self-efficacy (r= -.320, p=.004). Stepwise multiple regression analysis revealed that the most powerful predictor was self-efficacy. Self-efficacy, the level of knowledge and physical symptoms were significant factors and accounted for 21.7% of the variance of hospital presentation time in stroke patients. Conclusion: According to the results, self-efficacy is a useful concept for reducing the hospital presentation time from onset of attack in stroke patients. Therefore, nurses should consider educational programs which include not only a knowledge of stroke and recurrence prevention but also the concept of self-efficacy.

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Variable Clustering Management for Multiple Streaming of Distributed Mobile Service (분산 모바일 서비스의 다중 스트리밍을 위한 가변 클러스터링 관리)

  • Jeong, Taeg-Won;Lee, Chong-Deuk
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.4
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    • pp.485-492
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    • 2009
  • In the mobile service environment, patterns generated by temporal synchronization are streamed with different instance values. This paper proposed a variable clustering management method, which manages multiple data streaming dynamically, to support flexible clustering. The method manages synchronization effectively and differently with conventional streaming methods in data streaming environment and manages clustering streaming after the structural presentation level and the fitness presentation level. In the structural presentation level, the stream structure is presented using level matching and accumulation matching, and clustering management is carried out by the management of dynamic segment and static segment. The performance of the proposed method is tested by using k-means method, C/S server method, CDN method, and simulation. The test results showed that the proposed method has better performance than the other methods.

An Analysis of Web-Based Adaptive Math Learning Program Components (웹 기반 맞춤형 수학 학습 프로그램 구성 요소 분석)

  • Huh, Nan
    • East Asian mathematical journal
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    • v.34 no.4
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    • pp.451-462
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    • 2018
  • This study analyzed the learning components of the web-based adaptive math learning programs in order to develop adaptive math learning program using artificial intelligence. The components of the web-based adaptive math learning program set for analysis are classified into learning process presentation, concept learning, problem presentation, problem solving process, and learning result processing then analyzed three programs. As a result of analysis, the typical characteristic of components is that it uses a method of repeatedly presenting the same type of problem in order to learn one concept.

A Review on the Literature Survey of roadmap's presentation and roadmapping (로드맵의 표현방식과 작성절차에 대한 이론적 고찰)

  • Gwon Cheol Sin;Park Jun Ho;Jang Dong Hun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.05a
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    • pp.976-979
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    • 2003
  • As technological change Is accelerated and product life cycle Is getting shorter. Industry and market are newly being made. Therefore company. Industry and government are requested foy developing technology Planning method in response to the change effectively. Roadmap is usually used to one of the technology Planning methods. This study reviews previous studios related to roadmap's presentation and roadmapplng.

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Real-Time Multimedia Presentation Sharing Technique for Synchronous Interaction (동기적 상호 작용을 위한 실시간 멀티미디어 프리젠테이션 공유 기법)

  • 서정희;박흥복
    • Proceedings of the Korea Contents Association Conference
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    • 2003.11a
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    • pp.347-351
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    • 2003
  • It is important to consider not only audio/video but presentation way, in video conferencing, seminar, lecture based network communication. The method to transmit image of a chalkboard used in traditional seminar, conference, lecture are one of difficulties for remote environment since it requires techniques high-resolution transmission and talking films. In this paper we implemented real-time multimedia shared board system for shared effective multimedia presentation using connection-oriented socket of TCP. In this system, decreasing cost of related system construction, improve of data reliableness and interaction, presentation delay time be able to minimize.

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