• Title/Summary/Keyword: Design Interaction

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Ergonomic Design of Warning Sounds Used in Cars (차량 내 경고음의 인간공학적 설계에 관한 연구)

  • Choi, Kwang-I;Lee, Han-Na;Choe, Jae-Ho;Jung, Eui-S.
    • Journal of Korean Institute of Industrial Engineers
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    • v.35 no.1
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    • pp.101-108
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    • 2009
  • This study aims to design ergonomic warning sound that is not confusing and enhancing preference. Four factors of the warning sound represented as interval, chord, reverberation and pitch were selected as independent variables. And, perceived urgency, perceived criticality, degree of confusion and user preference are measured as dependent variables. An experiment was conducted in silent lab environment. Warning sounds were given in 90dB constantly to subjects through stereo speakers. A statistical analysis revealed that interval was significant for perceived urgency; also interval and chord were both effective for perceived criticality. Pitch, interval, chord and the interaction between pitch and chord were effective in degree of confusion, so were reverberation, the interaction between reverberation and pitch and the interaction between reverberation and chord for preference. This study characterized the situation under which warning sounds are required into three types in terms of urgency and criticality; and found the right warning sound that the subjects perceived to best represent the situation through the validation study. These findings are expected to help the designer choose the right warning sound according to the situational contexts in which such warning sounds are implemented.

A Study on the Effectiveness of the Instructional Design for Further Interaction on English Learning in a CMC Based Language Learning Environment: Focusing on University General English Education (CMC기반의 영어학습 환경에서 상호작용 촉진을 위한 교수설계가 영어학습에 미치는 효과 : 교양 영작문 과목을 중심으로)

  • 정양수
    • Korean Journal of English Language and Linguistics
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    • v.3 no.2
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    • pp.281-308
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    • 2003
  • The purpose of this study is to determine the effects of CMC-based English learning. In this study, CMC components were found to provide circumstances of facilitating interactions between student-student and student-student-teacher, which enabled students to accomplish language learning tasks. Findings of this study are as follows: First, CMC based language learning experience helps students have positive attitudes toward their English language learning. Second, student-student-instructor interaction group outperformed other groups in academic achievement and class activity participation. Third, cooperative learning groups more actively participated in the class activity than the individual learning group resulting in better academic performances. These findings supported the fact that cooperative learning with CMC components are useful in bringing more class participation and positive attitude that were believed to foster language learning than other groups in traditional language learning environments. This study suggests that the instructor needs to use instructional design strategies helpful to facilitate active interactions between instructors and students in order to achieve better effectiveness of English learning in a CMC based learning environment.

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Construction of Skin Color Map for Resolving Hand Occlusion in AR Environments (증강현실 환경에서 손 가림 해결을 위한 피부 색상 정보 획득)

  • Park, Sang-Jin;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.2
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    • pp.111-118
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    • 2014
  • In tangible augmented reality (AR) environments, the user interacts with virtual objects by manipulating their physical counterparts, but he or she often encounters awkward situations in which his or her hands are occluded by the augmented virtual objects, which causes great difficulty in figuring out hand positions, and reduces both immersion and ease of interaction. To solve the problem of such hand occlusion, skin color information has been usefully exploited. In this paper, we propose an approach to simple and effective construction of a skin color map which is suitable for hand segmentation and tangible AR interaction. The basic idea used herein is to obtain hand images used in a target AR environment by simple image subtraction and to represent their color information by a convex polygonal map in the YCbCr color space. We experimentally found that the convex polygonal map is more accurate in representing skin color than a conventional rectangular map. After implementing a solution for resolving hand occlusion using the proposed skin color map construction, we showed its usefulness by applying it to virtual design evaluation of digital handheld products in a tangible AR environment.

A piecewise linear transverse shear transfer model for bolted side-plated beams

  • Li, Ling-Zhi;Jiang, Chang-Jiu;Su, Ray Kai-Leung;Lo, Sai-Huen
    • Structural Engineering and Mechanics
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    • v.62 no.4
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    • pp.443-453
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    • 2017
  • The performance of bolted side-plated (BSP) beams is affected by the degree of transverse partial interaction, which is a result of the interfacial slip caused by transverse shear transfer between the bolted steel plates and the reinforced concrete beams. However, explicit formulae for the transverse shear transfer profile have yet to be derived. In this paper, a simplified piecewise linear shear transfer model was proposed based on force superposition principle and simplification of shear transfer profiles derived from a previous numerical study. The magnitude of shear transfer was determined by force equilibrium and displacement compatibility condition. A set of design formulae for BSP beams under several basic load cases was also derived. Then the model was verified by test results. A worked example was also provided to illustrate the application of the proposed design formulae. This paper sheds some light on the shear force transfer mechanism of anchor bolts in BSP beams, and offers a practical method to evaluate the influence of transverse partial interaction in strengthening design.

The Effect of Game Contents on User's Intention of Use in Mobile Social Network Games (모바일 소셜네트워크 게임에서 콘텐츠요인이 지속적 사용의도에 미치는 영향)

  • Lee, Han-Ho;Kim, Si-Sung;Lee, Min-Seop
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.17-26
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    • 2015
  • The purpose of this research is to suggest a guideline for direction of content design and resource allocation to make mobile social network game (mobile SNG) production more efficient. We assumed that commercial purpose of mobile SNG is to improve uses' intention of use of the game, and from previous researches we selected flow, social interaction, self efficacy, competition, and reward as the factors which have influence on the intention of use. Finally, improvement of user experiences related to social interaction, self efficacy, competition, and reward is considered as the purpose of the mobile SNG contents. We surveyed university students in Gangwon, South Korea who have used mobile SNG. It took 3 weeks and 244 survey papers were used for analysis. The method for analysis was hierarchial regression analysis using SPSS 18.0. As a result, we found that the user experiences related to self efficacy, reward, competition, social interaction provided by SNG contents are all have positive influence on the user's intention of use and weighed the influence of each factors.

Understanding Robust Design with Paper Helicopter Experiment (종이 헬리콥터 실험을 통한 강건설계의 이해)

  • Byun, Jai-Hyun;Kim, Yong Tae;Lee, Min Ji
    • Journal of Korean Institute of Industrial Engineers
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    • v.39 no.5
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    • pp.374-382
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    • 2013
  • Robust design method developed by Genichi Taguchi has been very popular since the 1980s and there have been many academic and applied research works on this topic. However, college students and engineers in companies have had difficulty in understanding the method. This paper presents a procedure to implement the robust design method by an easy-to-execute paper helicopter experiment. A crossed array was adopted, which consists of a resolution IV fractional factorial design with 6 control factors and a factorial design with 3 noise factors. Three performance measures were analyzed; signal-to-noise ratio, mean, and standard deviation of the falling time of the paper helicopter that is to be maximized. Control-noise interaction plots are also given to evaluate the degree of the sensitivity of each level of the control factors to the noise factors. The procedure presented in this paper can be helpful to those who want to have basic knowledge in the robust design method.

A Structured Method of User Data for User Interface Design in Home Network (홈 네트워크에서 UI 디자인을 위한 사용자 데이터 구조화에 관한 연구)

  • Jung, Ji-Hong;Kim, R.Young-Chul;Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.2
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    • pp.61-66
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    • 2007
  • The networked home is connected to the external world using a high speed network. The devices inside the house are connected using a wired and wireless network. Acquiring the user data is an essential step for designing the user interface in user centered design. In networked home, the numbers of use cases are exponentially increased because connected use cases are considered. Because the user data for networked home are too complicated, they are acquired and analyzed by a structured methodology. We surveyed 40 people to acquire the context data home and analyzed by 5W1H (Who, Where, What, When, Why, How). We established a framework for the user data using tasks, user, time, space, objects and environment. The data for home context was structured by our framework. This framework makes simple the home context and is helpful for user interface design in home network.

A Study on Design for the Interactive VR Fashion Show (상호작용 기반의 VR 패션쇼 디자인 설계)

  • Ahn, Duck Ki;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.25-34
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    • 2020
  • This study is a VR system design designed to evaluate the impact of interaction on user experience analyzed by developer's perspective for the interactive VR fashion show. In the VR fashion show design, we produced an interactive system through the four interactive elements of camera viewpoint, cloth, effects, and sound. The interactive design system is proposed based on three application facto rs in VR space design: speed, range, and mapping. The study focused on the user experience based on format conversion to apply the Unity3D engine using 3D model, animation, 2D UI design, and simulation.

A Study on the Interactive space of Contemporary City - focused on interactive space of citize - (현대도시에서 나타나는 상호작용 공간에 대한 연구 - 시민과 상호작용하는 공간을 중심으로 -)

  • Koh, Gwi-Han;Kim, Jung-Gon
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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    • pp.57-64
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    • 2012
  • The ideologie of modern society as per something to phenomenology problem is to show various different looks. The community space is spring from Greek and Roman of community place by agora and forum is make a active communicate to interpersonally. Subject to centrically In the context, this paper is study on the Sustainable development for community space about interactive space. and focusing is Response to human of interact in each other intelligent space. And this paper suggestion is composition method of community space in technology advanced, Interactive interface form for human, sustainable to community space direction elements. First, I'll rearrange the distinctive features of modern society through references of various scholars. This is to understand how interactivity affects the whole society and what is the importance of this interactive wave. Second, I'll analyze several trends of modern community space and figure the change of methodology of design based on the advancement of design technology. This is to understand the interactive relation of the subjects. Third, I'll seek how community space design has changed in modern society and under which process design is made. This is to clarify the fact that the portion of interaction will increase in future design according to the intervention of equipment, which is one of the objects of interaction space.

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Precedent based design foundations for parametric design: The case of navigation and wayfinding

  • Kondyli, Vasiliki;Bhatt, Mehul;Hartmann, Timo
    • Advances in Computational Design
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    • v.3 no.4
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    • pp.339-366
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    • 2018
  • Parametric design systems serve as powerful assistive tools in the design process by providing a flexible approach for the generation of a vast number of design alternatives. However, contemporary parametric design systems focus primarily on low-level engineering and structural forms, without an explicit means to also take into account high-level, cognitively motivated people-centred design goals. We present a precedent-based parametric design method that integrates people-centred design "precedents" rooted in empirical evidence directly within state of the art parametric design systems. As a use-case, we illustrate the general method in the context of an empirical study focusing on the multi-modal analysis of wayfinding behaviour in two large-scale healthcare environments. With this use-case, we demonstrate the manner in which: (1). a range of empirically established design precedents -e.g., pertaining to visibility and navigation- may be articulated as design constraints to be embedded directly within state of the art parametric design tools (e.g., Grasshopper); and (2). embedded design precedents lead to the (parametric) generation of a number of morphologies that satisfy people-centred design criteria (in this case, pertaining to wayfinding). Our research presents an exemplar for the integration of cognitively motivated design goals with parametric design-space exploration methods. We posit that this opens-up a range of technological challenges for the engineering and development of next-generation computer aided architecture design systems.