• Title/Summary/Keyword: Design in Everyday Life

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Impact Analysis of nonverbal multimodals for recognition of emotion expressed virtual humans (가상 인간의 감정 표현 인식을 위한 비언어적 다중모달 영향 분석)

  • Kim, Jin Ok
    • Journal of Internet Computing and Services
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    • v.13 no.5
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    • pp.9-19
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    • 2012
  • Virtual human used as HCI in digital contents expresses his various emotions across modalities like facial expression and body posture. However, few studies considered combinations of such nonverbal multimodal in emotion perception. Computational engine models have to consider how a combination of nonverbal modal like facial expression and body posture will be perceived by users to implement emotional virtual human, This paper proposes the impacts of nonverbal multimodal in design of emotion expressed virtual human. First, the relative impacts are analysed between different modals by exploring emotion recognition of modalities for virtual human. Then, experiment evaluates the contribution of the facial and postural congruent expressions to recognize basic emotion categories, as well as the valence and activation dimensions. Measurements are carried out to the impact of incongruent expressions of multimodal on the recognition of superposed emotions which are known to be frequent in everyday life. Experimental results show that the congruence of facial and postural expression of virtual human facilitates perception of emotion categories and categorical recognition is influenced by the facial expression modality, furthermore, postural modality are preferred to establish a judgement about level of activation dimension. These results will be used to implementation of animation engine system and behavior syncronization for emotion expressed virtual human.

Survey of Actual Condition and Improvement on Facilities for People with Physical Disabilities - Focusing on Outdoor Spaces of 5 Cultural facilities In Seoul City - (지체장애인 이동 편의시설 실태조사 및 개선방안 -서울권 5개 주요 문화시설의 외부공간을 중심으로 -)

  • 김신원;강태순
    • Journal of the Korean Institute of Landscape Architecture
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    • v.31 no.3
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    • pp.1-16
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    • 2003
  • The ultimate goal of this research is to establish the movement rights of people with physical disabilities. To achieve this goal, the authors have investigated the regulation and restrictions of physical facilities to guarantee the movement rights and investigated how well these facilities were constructed. The authors then have analyzed and compared the results. The purposes of this research are as follows. First, the authors investigated and analyzed the present conditions of selected public facilities to propose improvement measures for the disabled, pregnant and seniors so that they could actively participate in cultural activities as normal people do. Second, the designs resulting from this research are provided so as to be helpful to disabled people in everyday life, which is different from previously conducted research. Third, the authors have selected facilities with outdoor areas to differentiate the results from those reported recently through research conducted on indoor buildings. The final step of this research is to provide basic design data on outdoor areas to establish true movement rights for the disabled. According to these research findings, the shortest moving distance cannot be guaranteed only by establishing facilities that follow the Article 3 law about guarantee of convenience improvement for the disabled. If the movement path is not regulated, the facility standards may not exist in one part and the part itself may become obscured and the distance could become longer than necessary. Accordingly, for real movement rights the movement path should be guaranteed not to be violated by other obstacles. The results of this study offer convenience when moving within the outdoor space of cultural facilities by providing direct information for the disabled. The value of this study is that it is the first study on movement rights and movement paths for people with physical disabilities.

Design and Diagnosis Case of Energy Eefficiency Diagnostic Solution based on IoT (사물인터넷 기반 에너지 효율 진단 솔루션의 설계 및 진단 사례)

  • Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.6 no.1
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    • pp.23-30
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    • 2020
  • This paper proposes energy management directions to discover the factors of energy loss in homes and buildings and to find ways to improve them. We designed a diagnostic content app for everyday life so that not only housing experts but also the general public can use the detachable thermal imaging camera, which is a strong point of popularity and convenience. The diagnostic results using the app were analyzed using Energy Finder, an energy efficiency diagnostic solution. The survey was conducted on the senior center which is in the blind spots and facilities of the energy welfare area. The target of diagnosis was energy efficiency diagnosis by selecting 30 senior centers for over 15 years from 600 locations located in Naju City, Jeollanam-do. The overall diagnosis was good, but it is considered that the place classified as 7th grade needs to be supplemented to improve energy efficiency.

Effects of Physical Computing Education Using App Inventor and Arduino on Industrial High School Students' Creative and Integrative Thinking (앱 인벤터와 아두이노를 이용한 피지컬 컴퓨팅 교육이 공업계 고등학생의 창의·융합적 사고에 미치는 영향)

  • Choi, Sook-Young;Kim, Semin
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.45-54
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    • 2016
  • The purpose of this study is to investigate the effects of Android application programming education to control Arduino using App Inventor on industrial high school students' creative and integrative thinking ability. We developed an instructional content based on integrative learning and creative problem-solving model and taught a class on it. The result of this study showed that there was a significant improvement in divergent thinking and motivation items among the sub elements of creative problem solving. In addition, students' survey on the integrated thinking has shown that many students think that they could design an IoT system applied to everyday life based on the knowledge they have learned in this class. Therefore, it can be confirmed that physical computing education using App Inventor and Arduino has a positive effect on students' creative and integrative thinking ability.

Development of Non-Motorized Lifting Chair For the Elderly (고령자를 위한 무동력 기립보조의자 개발)

  • Kim, Hyeon Jun;Yeo, Hyeon Jin;Kim, Sung Soo;Chang, Sung Ho;Lee, Sang Ho;Bae, Ik Soon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.38 no.4
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    • pp.226-232
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    • 2015
  • The aging of Korea is rapidly advancing in an unprecedented rate in the world. Indoor and outdoor safety accidents involving the elderly frequently occur, with elderly population increasing. Because the physical strength of elderly is decreased, it is necessary to develop devices that aid the everyday life of the elderly to prevent safety accidents. Among many activities, the motions of standing from and sitting on a chair require much physical strength from particular body parts, which causes an overload for particular body parts. To the elderly the repeating motion of standing from and sitting down on a chair is burdensome, because they do not have enough physical strength compare to young persons. As a result the elderly could be injured or falling during standing or sitting. Therefore, the development of a lift chair that considers the problems mentioned above is necessary to prevent the safety accidents of the elderly. The study designed a non-motorized lift chair that comfortably aids the standing and sitting down motion for the use of the elderly by reflecting the anthropometric data of the Korean elderly over 65 years old. Also the design was implemented to smoothly aid the standing motion by considering the knee angle of the elderly when standing. Because the regained strength to stand from a chair is depend on the knee angle. Unlike existing lift devices, this device utilizes a tilting mechanism that does not use electric power so that the product could be composed inexpensively than existing chairs released in the market.

Design and Implementation of Convenience System Based on IoT (IoT를 기반한 편의 시스템 설계 및 구현)

  • Ui-Do Kim;Seung-Jin Yu;Jae-Won Lee;Seok-Tae Cho;Jae-Wook Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.165-172
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    • 2024
  • In this paper, we designed a smart home system that can be used intuitively and easily in everyday life, such as sending text messages to users, providing various information and scheduling using smart AI, and providing lighting and atmosphere suitable for the atmosphere in situations such as listening to music using neopixels, as well as using ESP32, RFID, and Google Cloude Console using raspberry pie. As a result of the experiment, it was confirmed that security characters were normally sent to users when RFID was recognized on ESP32 connected to Wi-Fi even if the power was reconnected, and smart AI using Neopixel lighting, Raspberry Pie, and voice recognition, which calculated frequency, also changed the recognition rate over distance, but it worked.

A Design of Transducer Interface Protocol for Context-aware Middleware (상황인식 미들웨어를 위한 트랜스듀서 인터페이스 프로토콜 설계)

  • Jang, Dong-Wook;Sohn, Surg-Won;Han, Kwang-Rok;Sun, Bok-Keun
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.9
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    • pp.45-55
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    • 2011
  • Context awareness technologies are based on efficient sharing of environment information of ubiquitous sensors in everyday life, and users require this awareness technologies to get quality of services. However, the application has been restricted due to its varieties of sensors and many different methods of communications. Therefore, IEEE 1451 standard has been published to interface between sensors and network layer. But it does not connect to a middleware because IEEE 1451 is for transducer standards. This paper presents a transducer and application interface protocol which connect to the context-aware middleware by defining a protocol to obtain context information using XML. We have implemented a bridge health monitoring system and railroad monitoring system in which different sensors and users' application are used to prove the efficacy of proposed interface protocols.

A Study on the Place Identity of Shin-Cheorwon with the Intrinsic Everydayness -By Using Photovoice Methodology- (일상성이 내재된 신철원 장소정체성 연구 - 포토보이스 방법론을 활용하여 -)

  • Suh, Joon Won;Chung, Da Ae;Park, Yunju
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.1
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    • pp.53-67
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    • 2022
  • This study started from recognizing the need to study place identity from the perspective of residents experiencing the place in daily life. The subject area of the study, Shin-Cheorwon, Galmal-eup, Cheorwon-gun, Gangwon-do area, had a low population until the division of Korea in 1945. Since then, the residents have created the milieu under Shin-Cheorwon's regional historic and cultural context. Thus, the study on this area can show the formation of the interrelationship of the region and residents. The purpose of this study is to understand the meaning and identity of the everyday places of Shin-Cheorwon. Photovoice was chosen as the method for successful Participatory Research; Participant's active intervention stage, 'Documentation (4th step)', Narration (5th step), researcher's analysis stage 'Ideation (6th step)' were specifically used. As a result, the following characteristic of the places chosen by participants could be found: the meaning and relationship with the residents, similarities, and differences in people shown based on their age, length of residence, etc. Through this, participants recollected the past places, found the meaning of the place of the present, and deduced the placeness that Shin-Cheorwon should have in the future. The study identified the place identity that holds the perspective of the residents in their daily life and provides implications on the follow-up studies of place identity. In addition, it is expected that it will apply to urban planning and spatial design in further studies of how residents perceive the space formed by urban development using photovoice methodology.

A Study on The New Conceptual Faucet Design to Which Flow-meter is attached (유량 측정기기 부착 수전금구 디자인에 관한 연구)

  • 박성룡
    • Archives of design research
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    • v.17 no.2
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    • pp.351-362
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    • 2004
  • Generally, they respond to a phenomenon, with their any way, which they have looked at in their surroundings, and also put into their action successively and variously according as what it is. A person who has not so much problems in experiential education added to mental and physical ability prefers controlling his manner by himself as seeing, listening and feeling to being cured it by other physical support. Meanwhile, even though there are tools that we use conveniently in everyday life, it is sometimes required that user is able to control his action by himself with a certain interactive function to deal with a accidental situation. For example, in the home, when they were cooking, washing dishes and taking a bath they would not often control their minds on how to act about flowing water through the faucet going back and forth between saving and easygoing. By reasons of those statements, the project has been studied to propose the new conceptual faucet which digital technology is applied to, for recognizing the volume of water flowed through water pipe as counting it with built-in flow meter, and then saving water as controling the water-flow with faucet lever. It means that homemakers can observe the flow rate of water from the faucet placed in front of the sink in kitchen and control it right away for saving water. For studying this project, the kinds and features of the various flow-meters that measure the volume of water-flow were researched and analyzed for taking a reasonable type to the new ideal faucet. According to this analyzing, turbine-flow-meter was selected as appropriate form for the digital display-built-in faucet that would be presented in this project. As the next step, the basic structure was created for developing a new conceptual faucet. Finally two models have been presented through several steps for making the suitable shape to the new style faucet.

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An Explorative Study on Development Direction of a Mobile Fitness App Game Associated with Smart Fitness Wear (스마트 피트니스 웨어 연동형 모바일 피트니스 앱 게임의 개발 방향 탐색)

  • Park, Su Youn;Lee, Joo Hyeon
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1225-1235
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    • 2018
  • In this study, as a part of practical and customized smart contents development planning research related to smart fitness contents associated with smart wear that can monitor physical activity, we investigated the potential needs for smart fitness contents through research. As a result, the potential needs for smart fitness contents is 'accessibility to use', 'inducement of interest', 'diverse story line' were derived at the stage of 'before exercise', 'Real - time voice coaching', 'accurate exercise posture monitoring', and 'personalized exercise prescription' were derived at the stage of 'during exercise'. At the stage of 'after exercise', 'substantial reward system', 'grading system', 'body figure change monitoring' and 'everyday life monitoring' were derived. At the stage of 'connection to the next exercise', 'triggering exercise motivation', 'high sustainability' wear derived.