• Title/Summary/Keyword: 인터렉티브 미디어

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A Study on Kiosk GUI Design in Fast Food Store for Effective Interaction (효과적인 상호작용을 위한 패스트푸드점 키오스크의 GUI 디자인에 관한 연구)

  • Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1043-1050
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    • 2018
  • As the cconvenience economy of food culture becomes more widespread and the consumption trends for easy and convenient meals grew, every food company is making their various efforts to provide better service. Along with this change, various methods have been allowed for quick and easy ordering. Especially, the introduction of kiosk systems with various merits such as reduction of queues for cashes, saving labor costs, and smoothness of business processes have been actively growing recently. If kiosk system provides not only order but also systematic contents and interface design considering differentiated identity from other companies, brand image enhancement and customer service strategy would be available as well. A kiosk GUI design for effective interactions that provides more usability and satisfaction to users by analyzing the structure and contents of kiosks in fast food stores and GUI designs and investigating usage patterns and design preferences of kiosks through user surveys.

Deep Learning-based Action Recognition using Skeleton Joints Mapping (스켈레톤 조인트 매핑을 이용한 딥 러닝 기반 행동 인식)

  • Tasnim, Nusrat;Baek, Joong-Hwan
    • Journal of Advanced Navigation Technology
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    • v.24 no.2
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    • pp.155-162
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    • 2020
  • Recently, with the development of computer vision and deep learning technology, research on human action recognition has been actively conducted for video analysis, video surveillance, interactive multimedia, and human machine interaction applications. Diverse techniques have been introduced for human action understanding and classification by many researchers using RGB image, depth image, skeleton and inertial data. However, skeleton-based action discrimination is still a challenging research topic for human machine-interaction. In this paper, we propose an end-to-end skeleton joints mapping of action for generating spatio-temporal image so-called dynamic image. Then, an efficient deep convolution neural network is devised to perform the classification among the action classes. We use publicly accessible UTD-MHAD skeleton dataset for evaluating the performance of the proposed method. As a result of the experiment, the proposed system shows better performance than the existing methods with high accuracy of 97.45%.

Real-Time Motion Generation Method of Humanoid Robots based on RGB-D Camera for Interactive Performance and Exhibition (인터렉티브 공연·전시를 위한 RGB-D 카메라 기반 휴머노이드 로봇의 실시간 로봇 동작 생성 방법)

  • Seo, Bohyeong;Lee, Duk-Yeon;Choi, Dongwoon;Lee, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.528-536
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    • 2020
  • As humanoid robot technology advances, the use of robots for performance is increasing. As a result, studies are being conducted to increase the scope of use of robots in performances by making them natural like humans. Among them, the use of motion capture technology is often used, and there are environmental inconveniences in preparing for motion capture, such as the need for IMU sensors or markers attached to each part of the body and precise high-performance cameras. In addition, for robots used in performance technology, there is a problem that they have to respond in real time depending on the unexpected situation or the audience's response. To make up for the above mentioned problems, in this paper, we proposed a real-time motion capture system by using a number of RGB-D cameras and creating natural robot motion similar to human motion by using motion-captured data.

Digital Signage with Motion Graphics (모션 그래픽스의 디지털 사이니지 적용)

  • Park, Daehyuk
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.377-383
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    • 2020
  • Digital signage is constantly being researched as new digital video platform to replace existing signage market. Traditionally, It conveys various information combining still images with text. Nowadays, it is rapidly exchanging to multi digital platform by high specificaton system, improvement of internet speed and advancement of video and audio compression technology with HTML5 technology. Not only a single wide-screen display but also the combination and adjustment of screens with setop box, OLED, media facades, and lase beam projectors are transformed into various forms to enable creative and diverse attempts for graphic designers. This study focuses on the application of motion graphics in rapidly evolving future platform - digital signage, and looking forward to help digital video content creator, researchers, and motion graphic designers.

Category of positive game and approach of design for game designers (게임디자이너를 위한 포지티브게임의 범주와 디자인 접근)

  • Eun, Kwang-Ha;Lee, Dong-Lyeor;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.589-594
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    • 2012
  • In the initial stage, domestic games based online concentrated on game development focusing on income for some genres. However, various contents focusing on smart environment and social network are expanded at present and game materials are developed for more various objects. So, this study intends to examine new category, positive game, from the aspect of game designer for game approach based on various objects. And, game approaching process in the category based on pleasure was organized from the standpoint of designer, for the designer approach in the precedent stage of positive game development. From the aspect of designer, systemicity of game category and design approach are necessary to expand wire-wireless environment and new environment based on the convergence media to interactive contents focusing on games.

A Study on Colour Recognition Based on Aspect Ratio (형태의 비율에 따른 색채 지각 관련 연구)

  • Hong, Ji-Young;Shin, Jin-Seob
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.123-128
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    • 2020
  • Technology in digital video has changed the functions of the digital video field based on various platforms, including streaming, on-demand, interactive, and data-based services. The displays that provide the visual representations of these digital video contents have also been improving with various changes. There is a variety of display screen ratios currently available, with the ratio of the display screen being based on the intended purpose. This study conducted a psychophysics experiment to examine the correlation between colour properties and shape ratio based on the display screen ratio, and then analysed the results. The colours used in the experiment were visual perception-based Munsell colours, and the hue, brightness, and chroma attributes were analysed according to the shape ratio to examine colour properties. The analysis of the results of this study defined the significance of the study as basic data for future studies on colour property changes based on shape ratio, and suggested directions for future studies.

A Study of K-Pop Girl Group's Graduation System through the Application of the Scapegoat Mechanism - Focusing on <9 Muses of Star Empire> - (희생양 메커니즘 적용을 통한 케이팝 걸그룹의 졸업제도 연구 - <9 Muses of Star Empire>를 중심으로 -)

  • Lee, Hark-Joon;Kim, Jeong-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.63-71
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    • 2020
  • K-Pop is powerful. Once considered to be at the periphery of global music scene, it is now reaching the whole world. Not surprisingly, the media, domestic and foreign, have scrambled to unlock the secrets of K-Pop's phenomenal growth. In doing so, they have not failed to highlight the underside of its success, such as cut-throat competition among idol-group members and the programmed member replacement by their agencies. One of the most notable characteristics in this process is called, in their business jargon, 'the graduation system'. This paper attempts to explicate this management practice unique to K-pop industry. To do so, this paper draws on Rene Girard's work on desires, particularly his notion of mimesis, violence and the scapegoat mechanism. Based on a documentary film, interactive online sites and a monograph that have chronicled how the K-pop girl group <9 Muses> have 'graduated' during their debut process, this paper applies, as its main analytical tool, the scapegoat mechanism and attempts to explore on its basis what 'the system' entails for the K-pop industry in general and the actors working within it in particular.

Human Sense-Based Simulation-Experience Model for Interactive Art Production (인터랙티브 아트 제작을 위한 인간의 감각 기반 시뮬레이션-체험 결합 모델)

  • Liu, Ting-Ting;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.169-184
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    • 2021
  • Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.

Expansion of Poetry using Interactive Art (인터랙티비티(interactivity)를 이용한 시의 확장 - Golan Levin 의 를 중심으로)

  • Kim, Dong-Jo;Kang, Chang-Koo;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.571-575
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    • 2008
  • Recently, media mix, or mix Policy, the marketing mix, as several different personalities mixed media, as appropriate to maximize the effectiveness of interactive for the increased interest. This is the era of constrained expression of the existing inter-rack area or add to interactivity, the reproduction of the emerging relationship with the user, and extend it by looking for a new alternative, in this thesis is that the elements of these inter activity When applied to the area of the city would be extended. Only the concept of a writer at work that gives meaning to the poem from the perspective of the author's intent at the same time, and enjoy self-representation within the subjective meaning of work and how to seek grant. Therefore, work on the readers and writers are interactivity variety of ways to communication and effect relationship sincerity rise causes. This thesis at the interactivity are three ways to take advantage of the present work in the area of the author and sentimental self-image gain. First, the type of sentimental survey based on the rack at the interactivity to expand the city's area of representation, and second, through user existing types of active interaction in a variety of subjective interpretations allow us to escape, and Third, the interaction between the author and user way through the city to establish new forms of expression.

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Effects of Floor Type and Increasing Market Weight on Performance and Pork Quality of Finishing Pigs (돈방바닥과 출하체중 증가가 비육돈의 생산효율과 돈육품질에 미치는 영향)

  • Kim D. H.;Kang J. D.;Ha D. M.
    • Journal of Animal Environmental Science
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    • v.11 no.3
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    • pp.153-160
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    • 2005
  • This study was conducted to determine the effect of floor type of finishing building and increasing market weight of finishing Pigs on Performance, carcass traits and pork quality. Four hundred and forty-four finishing pigs were confined and administered with different floor type(concrete slat and bedded with sawdust) and increasing market weight(110kg to 130kg) of finishing building. The result obtained from this study were summarized as follows; 1. There was no significant difference between the floor type of finishing building in the body weight gain, feed intake and gain per feed. And also increasing market weight of finishing pigs was not affected the performance of finishing pigs. 2. Increasing market weight of finishing pigs affect the carcass yield. The market weight at 130kg showed more amount of each cut of carcass, especially the belly portion was higher, but backfat thickness was not different. 3. Carcass traits did not show any significant difference due to the difference of market weight of finishing pig and floor type of finishing building. 4. There was no significant difference in the chemical compositions and meat color of pork loin between the floor type of finishing building and increasing market weight of finishing pigs.

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