• Title/Summary/Keyword: 스크린 공간

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A New Approach to Mobile Device Design - focused on the Communication Tool & it's GUI for Office Workers in the Near Future - (모바일 기기 디자인의 새로운 접근 - 근 미래 작업환경에서의 커뮤니케이션 도구 디자인과 GUI 연구를 중심으로 -)

  • Yang, Sung-Ho
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.31-42
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    • 2006
  • This study originates from the following critical mind; what will the office of the future be like? and what technology will we rely upon most to communicate with colleagues or to access business information. In the office environment today, new technology has compelled new work paradigm and has greatly affected the capabilities of the individual to work in a more productive and efficient manner. However, even though new computer technology has changed the business world so rapidly, it is very difficult to see the changes that have been taken place. As an aim of the study, creating a mobile tool for office workers that successfully supports their work and communication was explored, and this study explored future work environment with a 5 years technological and social perspective. As a result of this study, the bON brings new visions to the mobile professionals via various interfaces. The bON, a mobile device, is both a system of work and of communication for office workers. The bON, as an integrated tool for working and communicating, forms the basis for a mobile information gateway that is equally capable of functioning as a mobile desk. The basic underlying idea is that all formal meeting places and hallways in the office are equipped with large wall-mounted screens. The bON collaborates with these media in various ways to enhance productivity and efficiency. The main challenge for the bON to enhance both mobility and quality of information is using new technology including bendable and flexible display and soft material display and sensors. To answer for the strong needs for mobility, the whole size of the device is fairly small while the screen is rolled inside the device. For Graphical User Interface, moreover, a new technique called Multi-layering Interface was adopted to stretch user's visual limits and suggests new direction in designing mobile device, equipped with small size display.

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Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.533-552
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    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.

A Study on a Quantified Structure Simulation Technique for Product Design Based on Augmented Reality (제품 디자인을 위한 증강현실 기반 정량구조 시뮬레이션 기법에 대한 연구)

  • Lee, Woo-Hun
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.85-94
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    • 2005
  • Most of product designers use 3D CAD system as a inevitable design tool nowadays and many new products are developed through a concurrent engineering process. However, it is very difficult for novice designers to get the sense of reality from modeling objects shown in the computer screens. Such a intangibility problem comes from the lack of haptic interactions and contextual information about the real space because designers tend to do 3D modeling works only in a virtual space of 3D CAD system. To address this problem, this research investigate the possibility of a interactive quantified structure simulation for product design using AR(augmented reality) which can register a 3D CAD modeling object on the real space. We built a quantified structure simulation system based on AR and conducted a series of experiments to measure how accurately human perceive and adjust the size of virtual objects under varied experimental conditions in the AR environment. The experiment participants adjusted a virtual cube to a reference real cube within 1.3% relative error(5.3% relative StDev). The results gave the strong evidence that the participants can perceive the size of a virtual object very accurately. Furthermore, we found that it is easier to perceive the size of a virtual object in the condition of presenting plenty of real reference objects than few reference objects, and using LCD panel than HMD. We tried to apply the simulation system to identify preference characteristics for the appearance design of a home-service robot as a case study which explores the potential application of the system. There were significant variances in participants' preferred characteristics about robot appearance and that was supposed to come from the lack of typicality of robot image. Then, several characteristic groups were segmented by duster analysis. On the other hand, it was interesting finding that participants have significantly different preference characteristics between robot with arm and armless robot and there was a very strong correlation between the height of robot and arm length as a human body.

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A study of 3D animation using projection mapping in the space on the utilization (프로젝션 매핑을 사용한 3D 애니메이션의 공간에 따른 활용 사례 분석 연구)

  • Lee, Sooyeon
    • Cartoon and Animation Studies
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    • s.33
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    • pp.449-467
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    • 2013
  • Contemporary 21st century, the rapid development of technology has achieved due to the emergence of various digital devices, a variety of media to the diversification of the limits of visual representation is reduced. Therefore, the combination of technology and art, visual arts, giving limits of getting it free to the public will feel fresh new visual impact. Such a new approach to light of a combination of technology and art, a variety of fine art and motion picture of the visual arts, such as has been recognized as a new genre. Of the resolution of the projector by utilizing the current reality and unreality beyond the boundaries of the building or structure in the city, as a schematic design of the screen projected structure and mapping of the art technology in an attempt to integrate recent has been studied in various ways. The projected structure design and the mapping of the art technology in an attempt to incorporate recent research has been diverse. In this study, as a new technology of a projection mapping to study the technique of looking for the definition of mapping practices to maximize the effectiveness of Visual Perception 3D animation was applied to a case study. A combination of 3D animation and project mapping in the future the fusion of art and technology to meet the zeitgeist with new possibilities of visual art to create synergies that is expected.

Development of Mobile Cloud Computing Client UI/UX based on Open Source SPICE (오픈소스 SPICE 기반의 모바일 클라우드 컴퓨팅 클라이언트 UI/UX 개발)

  • Jo, Seungwan;Oh, Hoon;Shim, Kyusung;Shim, Kyuhyun;Lee, Jongmyung;An, Beongku
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.8
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    • pp.85-92
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    • 2016
  • Mobile cloud computing (MCC) is not just extensions of cloud concepts into mobile environments, but the service technologies that all mobile devices including smartphone can use the desired services by using cloud technology without the constraints of time and space. Currently, a lot of works on mobile cloud computing have been actively researching, whereas user interfaces are not so much researched. The main features and contributions of this paper are as follows. First, develop UI considering UX that is different from conventional interfaces supported by SPICE. Second, combine two button interface into one button interface when keyboard is used in mobile cloud computing clients. Third, develop a mouse interface suitable for mobile cloud computing clients. Fourth, in mobile cloud computing client, solve a problem that the selection of button/files/folder has at the corner. Finally, in mobile cloud computing clients we change mouse scroll mapping functions from volume button to scroll interface in touch-screen. The results of performance evaluation shows that users can input easily with the increased and fixed mouse interface. Since shortcut keys instead of the complex button keys of keyboard are provided, the input with 3-6 steps is reduced into 1 step, which can simply support complex keys and mouse input for users.

Effects of Walking Speeds and Cognitive Task on Gait Variability (보행속도변화와 동시 인지과제가 보행 가변성에 미치는 영향)

  • Choi, Jin-Seung;Kang, Dong-Won;Tack, Gye-Rae
    • Korean Journal of Applied Biomechanics
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    • v.18 no.2
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    • pp.49-58
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    • 2008
  • The purpose of this study was to identify effects of walking speed and a cognitive task during treadmill walking on gait variability. Experiments consisted of 5 different walking speeds(80%, 90%, 100%, 110% and 120% of preferred walking speed) with/without a cognitive task. 3D motion analysis system was used to measure subject's kinematic data. Temporal/spatial variables were selected for this study; stride time, stance time, swing time, step time, double support time, stride length, step length and step width. Two parameters were used to compare stride-to-stride variability with/without cognitive task. One is the coefficient of variance which is used to describe the amount of variability. The other is the detrended fluctuation analysis which is used to infer self-similarity from fluctuation of aspects. Results showed that cognitive task may influence stride-to-stride variability during treadmill walking. Further study is necessary to clarify this result.

Extraction of Agricultural Land Use and Crop Growth Information using KOMPSAT-3 Resolution Satellite Image (KOMPSAT-3급 위성영상을 이용한 농업 토지이용 및 작물 생육정보 추출)

  • Lee, Mi-Seon;Kim, Seong-Joon;Shin, Hyoung-Sub;Park, Jin-Ki;Park, Jong-Hwa
    • Korean Journal of Remote Sensing
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    • v.25 no.5
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    • pp.411-421
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    • 2009
  • This study refers to develop a semi-automatic extraction of agricultural land use and vegetation information using high resolution satellite images. Data of IKONOS-2 satellite images (May 25 of 2001, December 25 of 2001, and October 23 of 2003), QuickBird-2 satellite images (May 1 of 2006 and November 17 of 2004) and KOMPSAT-2 satellite image (September 17 of 2007) which resemble with the spatial resolution and spectral characteristics of KOMPSAT-3 were used. The precise agricultural land use classification was tried using ISODATA unsupervised classification technique, and the result was compared with on-screen digitizing land use accompanying with field investigation. For the extraction of crop growth information, three crops of paddy, com and red pepper were selected, and the spectral characteristics were collected during each growing period using ground spectroradiometer. The vegetation indices viz. RVI, NDVI, ARVI, and SAVI for the crops were evaluated. The evaluation process was developed using the ERDAS IMAGINE Spatial Modeler Tool.

Technology Development for Non-Contact Interface of Multi-Region Classifier based on Context-Aware (상황 인식 기반 다중 영역 분류기 비접촉 인터페이스기술 개발)

  • Jin, Songguo;Rhee, Phill-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.6
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    • pp.175-182
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    • 2020
  • The non-contact eye tracking is a nonintrusive human-computer interface providing hands-free communications for people with severe disabilities. Recently. it is expected to do an important role in non-contact systems due to the recent coronavirus COVID-19, etc. This paper proposes a novel approach for an eye mouse using an eye tracking method based on a context-aware based AdaBoost multi-region classifier and ASSL algorithm. The conventional AdaBoost algorithm, however, cannot provide sufficiently reliable performance in face tracking for eye cursor pointing estimation, because it cannot take advantage of the spatial context relations among facial features. Therefore, we propose the eye-region context based AdaBoost multiple classifier for the efficient non-contact gaze tracking and mouse implementation. The proposed method detects, tracks, and aggregates various eye features to evaluate the gaze and adjusts active and semi-supervised learning based on the on-screen cursor. The proposed system has been successfully employed in eye location, and it can also be used to detect and track eye features. This system controls the computer cursor along the user's gaze and it was postprocessing by applying Gaussian modeling to prevent shaking during the real-time tracking using Kalman filter. In this system, target objects were randomly generated and the eye tracking performance was analyzed according to the Fits law in real time. It is expected that the utilization of non-contact interfaces.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

A Research on the Creation of Floral Art Works as Public Installation : The Case of a Vertical Mini-Garden in Island Type Bus Stop (공공설치용 화예작품 창작에 관한 연구 -도심 중앙차로 버스정류장의 수직형 미니정원을 중심으로-)

  • Bae, Myung Hwa;Yoo, Teak Sang
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.133-153
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    • 2019
  • This study is about the development and creation of the public installation to enhance the contact chances with plants for the city dwellers who are living in the environment of limited green space. The researcher tried to create a floral art work at an island type bus stop on the central bus only lane, where the passers-by can enjoy the contact with plants for a second on that crowded space. The researcher made the study of various related cased world-widely and existing island type bus stop on the central bus only lane. The researcher also made pre-creation study of applicable forms and elements, and developed the prototype of the installation on the base of that study. Therefore the researcher created 1 installable screen type floral art work offering abundant contact experience to the viewers which has multiple shelves in the vertical frame to fit and be substituted by the designated wall unit of the island type bus stop structure. Also the researcher developed the prototypes of 2 small interior pieces. The meaning of this study can be found in the contribution of increasing visual experiencing rate of green space and chances of experiencing plants to create positive psychological, emotional effects by developing floral art works to be installed at crowded urban public space.