• Title/Summary/Keyword: Context of interaction

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Interface for in-situ Authoring of Augmented Reality Contents on a Mobile Device Environment (모바일 환경 증강현실 콘텐츠 현장 저작 인터페이스)

  • Lee, Jeong-Gyu;Lee, Jong-Weon
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.1-9
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    • 2010
  • This paper introduces a difference between mobile Augmented Reality (AR) authoring and desktop AR authoring, and suggests an interface system that can be applied to in-situ authoring of AR contents on a mobile device. The mobile devices have enabled users to use the AR system anytime and anywhere. It is now necessary to create user's individualized context information using mobile devices on the spot. To author AR contents easily with mobile devices, we need to maximize the convenience of mobile systems, which have yet limitation. To do so, this paper suggests new interaction approaches that manage augmented contents using visual cues and other simple attribute settings. In addition, to solve the problem that users have to hold their mobile devices to track markers while authoring contents, this system enables users to author contents in environment based on captured images. This interface system also can make cooperation environment for more than one users to author contents. This paper verifies the usefulness of the proposed interface by user tests. The results of an analyzing users' comments show that the proposed interface is suitable for in-situ mobile authoring system.

Building Polyphonic Narrative of (시각화전략을 통한 <지구를 지켜라>의 다성적 내러티브 구축)

  • Kim, Byeong-Jung
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.140-147
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    • 2009
  • The narrative in the post modern age specially changed the relationship between the writer and the audience. There has been discussions in digital story telling on the format where the audience directly get involved in the plot and change it. However, relevant research has a problem that makes it hard to be applied to unilateral narrative analysis. However, in this context, Save the Green Planet utilizes the narrative that emphasizes the role of the audience while keeping the media characteristics of the movie. Save the Green Planet is read in a monophonic manner by the audience. The audience is led, through different voices provided by the movie, to create another plot that is restructured by themselves other than the explicit plot. This paper aims to examine how the elements constituting the narrative of Save the Green Planet restructure a new plot, and examine the restructured narrative between the interaction of the two plots.

Proposal of a Hand Motion and Control Method Matching System for Interaction Optimized for Mixed Reality Control - Focusing on Meta Interface and Augmented Behavior (혼합현실 컨트롤에 최적화된 인터랙션을 위한 손 동작과 컨트롤 방식 Matching체계의 제안 - Augmented Behavior와 Meta Interface를 중심으로)

  • Lee, SaYa;Lee, EunJong
    • Smart Media Journal
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    • v.11 no.9
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    • pp.81-93
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    • 2022
  • In an era where non-face-to-face meetings become common, eXtended Reality(XR) is rapidly developing and filling areas that are not satisfied in online meetings based on existing photos/video method. In particular, general users are also able to easily access and use HMD-type mixed reality devices. However, the basic operations applied in HMD-type in Mixed Reality(MR) with hands as the main input tool do not have a standardized system, and each manufacturer operates in a separate response to each other's hand movements. Therefore, this study considered that a systematic hand motion matching system considering the usability and efficiency of operations performed in mixed reality was necessary, and conducted a study to clarify this. First, the basic operation performed in the MR environment and its attributes were investigated, and at the same time, the structure of the hand and the attributes of the possible hand movements were identified. Based on the identified properties, it is intended to present a system that can intuitively and efficiently match basic operation properties in the MR environment with subtle operation properties according to the structure/context of the hand.

A Study on Hand Gesture Recognition with Low-Resolution Hand Images (저해상도 손 제스처 영상 인식에 대한 연구)

  • Ahn, Jung-Ho
    • Journal of Satellite, Information and Communications
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    • v.9 no.1
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    • pp.57-64
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    • 2014
  • Recently, many human-friendly communication methods have been studied for human-machine interface(HMI) without using any physical devices. One of them is the vision-based gesture recognition that this paper deals with. In this paper, we define some gestures for interaction with objects in a predefined virtual world, and propose an efficient method to recognize them. For preprocessing, we detect and track the both hands, and extract their silhouettes from the low-resolution hand images captured by a webcam. We modeled skin color by two Gaussian distributions in RGB color space and use blob-matching method to detect and track the hands. Applying the foodfill algorithm we extracted hand silhouettes and recognize the hand shapes of Thumb-Up, Palm and Cross by detecting and analyzing their modes. Then, with analyzing the context of hand movement, we recognized five predefined one-hand or both-hand gestures. Assuming that one main user shows up for accurate hand detection, the proposed gesture recognition method has been proved its efficiency and accuracy in many real-time demos.

An Exploratory Grounded Theory Study on Content and Structure of Future Education in Smart Home Services (미래 교육 콘텐츠 구성요건에 관한 근거이론연구: 스마트홈서비스 환경을 중심으로)

  • Won, Jong-Seo;Lee, Jung-woo
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.432-448
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    • 2018
  • Education will be undergoing major changes with the 4th industrial revolution. As education contents will be important in future smart home service, in-depth interviews were conducted against experts and analyzed by the grounded theory approach. Eleven categories emerged through the analysis. In order for educational content to be utilized in smart home services, value creation (central phenomenon) seems to be most critical with preceding overcome of hamlet syndrome. Diversity of content and connectivity (context) should be ensured, and studies that could enhance user experience (intermediary situations) should be conducted and reflected in the content curation and realtime response (interaction strategy). As a result, it can be inferred that the education content service can be expanded in smart home services while satisfying self-development desire of individuals through these processes. Additional selective coding revealed four immediate need area: self-development, home-improvement, health care, and mindful healing.

A Study on Enhancing Emotional Engagement in Learning Situation - Based on Development Case of English Learning Serious Game 'Word Collectrian' (학습 장면에서 감정 개입을 촉진하기 위한 기능성 게임의 활용 - 단어 시각화 기반의 영어 학습용 기능성 게임 '워드 콜렉트리안' 제작 사례를 바탕으로)

  • Lee, Haksu;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.95-106
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    • 2012
  • Emotion is very important feature in educational situation. Because it has high influence to memory, educational achievement, motivation. This study tried to find out possibility of serious game as emotional engagement tool in educational situation. We did our pilot experiment to elementary school students who are english as second language. In this L2 learning situation, we did our basic experiment with English language learning serious game called 'Word Collectrian". Word Collectrian has some features for emotional engagement. It has interaction for dynamic word visualization, providing context video for word usage, putting visualized word on learner's virtual home. According to experimental result, word Collectrian has possibility for educational achievement and emotional engagement effect.

Schemes for Managing Semantic Web Data in Ubiquitous Environment (유비쿼터스 환경을 고려한 시맨틱 웹 데이터 관리 기법 연구)

  • Kim, Youn-Hee;Kim, Jee-Hyun
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.1-10
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    • 2009
  • One important issue to generalize the ubiquitous paradigm is the development of user-centralized and intelligent ubiquitous computing systems. Sharing knowledge and correct communication between users and devices are needed to be aware of continuous changed context information and infer services for which users are suited. The goal of this paper is to describe and manage effectively the meaning of services or data which each device offers for interaction between users and devices based on semantic relationships and reasoning. In this paper, we represent semantic data using OWL and design a ubiquitous based intelligent system. We propose some index structures and strategies to process queries classified by each subsystem and adopt labeling schemes to identify classes and resources in the semantic data. We can find devices which satisfies various user's requests exactly and quickly using the proposed strategies.

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Improving Government Website Chatbot UX Based on User Journey Map: A Focus on NTIS Chatbot ND (사용자 여정 지도를 기준으로 정부 웹사이트 챗봇 UX 개선: NTIS의 챗봇 ND 를 중심으로)

  • Haeyoon Lee;Inyoung Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.601-606
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    • 2024
  • Today, governments are evolving into digital governments that actively leverage digital technologies to promote national development. Government websites play a crucial role as key elements in reshaping the interaction between individuals and the government. Within this context, government website chatbots play an important role in facilitating citizens' easy access to information. However, the chatbot ND on the National R&D Knowledge Information Portal (NTIS) exhibits low usage rates. This study proposes a framework based on user journey mapping to address the usability issues of chatbot ND. By delineating the user journey into pre-usage, in-usage, and post-usage stages, the study aims to identify points of inconvenience experienced by users at each stage and provide enhanced user experiences.

Protocol Design for Opportunistic Direct M2M Communication in Wearable Computing Environment (웨어러블 단말과 이웃 단말 간 기회기반 직접 사물통신 프로토콜 설계)

  • Oh, Young-Ho;Lee, Jae-Shin;Kang, Soon-Ju
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.2
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    • pp.151-163
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    • 2014
  • The recent wearable device's applications concentrates on providing diverse services such as location based service, context aware service to the users. These various services are implemented by the interactions between the wearable device and the user. In the legacy system, the interaction requires certain explicit configuration from the user. If the user is unfamiliar with the IT technology, it will be impossible to get the wanted service. Therefore, a new autonomous communication concept among neighbor devices is essential for people who is unfamiliar with the IT technology. The implicit human computer interface enables the user to acquire the services, even though the user don't know the IT technology. In this paper, we propose two BLE based protocols (B-LIDx protocol, B-PniP). B-LIDx protocol is the protocol for locationing the mobile device in indoor. B-PniP is a zero-configure opportunistic direct M2M communication protocol between neighbor devices to achieve the autonomous communication concept with zero-configuration. The protocol's evaluations are performed by measuring the time for finding the location of a mobile device in actual environment and aligning the time spent in services using the B-PniP.

Mobile service design supporting for Sales Business work (영업직 비즈니스맨을 위한 모바일 서비스 디자인 개발에 관한 연구 -터치 폰 위젯 서비스를 중심으로-)

  • Lee, Hyun-Jhin;Pak, Hye-Yeon;Jang, Dae-Seok
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.895-900
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    • 2009
  • This study focused on user centered design methodology on mobile service design, Especially we designed business supporting service for sale persons with heavy mobile uses in their works. We used contextual inquiry interview to understand user's work context and mobile usage. The findings are applied to the service concept, And information architecture, interaction design, GUI design is followed. As a result of design research, Post widget service is designed for instant information organization and functional relationship. And Memory box widget service is designed for business network management and contextual findability. Those services are developed for widget design on touch based phone platform.

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