• Title/Summary/Keyword: Digital-physical

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Implementation of Korea - Computer Access Assessment System (K-CAAS) for Persons with Physical Disabilities (지체장애인의 컴퓨터 접근 평가 시스템 구현)

  • Yook, Ju-Hye;Kim, Jin-Sul;Oh, Hyun-Jung
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.335-342
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    • 2012
  • The purpose of the study was to develop a computer access assessment system for improving computer access of individuals with physical disabilities for the first time in Korea. Korea-Computer Access Assessment System (K-CAAS) presented in this article tests five user skills of aim, drag, menu, scan, and switch. Skill levels of the five test areas could be set as low, middle, and high according to individuals' characteristics. All tests have their default set in each level, and skill levels can be selected and controlled by the abilities and goals of a user. Tests could be selected for users' training and their results could be traced and shown. Therefore, the K-CAAS is a training program to improve computer access skills as well as an assessing program. It would help users with physical disabilities operate a computer by themselves as improving their computer access skills.

SmartPuck System : Tangible Interface for Physical Manipulation of Digital Information (스마트 퍽 시스템 : 디지털 정보의 물리적인 조작을 제공하는 실감 인터페이스 기술)

  • Kim, Lae-Hyun;Cho, Hyun-Chul;Park, Se-Hyung
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.4
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    • pp.226-230
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    • 2007
  • In the conventional desktop PC environment, keyboard and mouse are used to process the user input and monitor displays the visual information as an output device. In order to manipulate the digital information, we move the virtual cursor to select the desired graphical icon on the monitor The cursor represents the relative motion of the physical mouse on the desk. This desktop metaphor does not provide intuitive interface through human sensation. In this paper, we introduce a novel tangible interface which allows the user to interact with computers using a physical tool called "Smartpuck". SmartPuck system bridges the gap between analog perception and response in human being and digital information on the computer. The system consists of table display based on a PDP, SmartPuck equipped with rotational part and button for the user's intuitive and tactile input, and a sensing system to track the position of SmartPuck. Finally, we will show examples working with the system.

Digital Stress of Consumers in Using Digital Goods (디지털 제품 관련 소비자 스트레스에 관한 연구)

  • Kim, Jung-Eun;Yeo, Jung-Sung
    • Journal of Families and Better Life
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    • v.25 no.3 s.87
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    • pp.119-135
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    • 2007
  • The purpose of this study is to find out the level of digital stress that people experience and to investigate the effects of socio-economic variables on that. To collect data, structured questionnaire was developed and 1,200 questionnaires were distributed through internet. There were 2 dimensions in this study to examine digital stress. First dimension was about the devices themselves: computers and the other digital goods. Second dimension was about the time digital stress occurring in consumers' decision-making process: purchasing and using. Based on Yeo&Kim(2004), sub-dimensions of purchasing and using aspects were chosen. 5 sub-dimensions in purchasing side were new technology, cost, variety of alternatives, warranty service, and informational problem 6 sub-dimensions in using field were mal(or impaired)-functioning. physical aspects, immaturity in use, pressure to use, addiction to use, and informational problem. As independent variables, sex, age, educational level, digitalization acceptability and computer usability were used. The overall level of digital stress was around the average point which was not as high as expected. Digital stress of purchasing was higher than that of using. First, in purchasing aspects, the level of digital stress was relatively high in cost, variety of alternatives and warranty service. Hence, clear communications with consumers about the distinctive aspects and cost of digital devices in market are needed. Secondly, in using side, mal-functioning and physical aspects were relatively more powerful stressors. In the other words, the more serious problems were not from the characteristics of individual consumers but from those of products. Producers should put their best efforts to reduce imperfection (defectiveness) and develop user-friendly digital devices. Also, users' individual efforts to overcome the problems that can be solved privately are necessary. Finally, it was discovered that sex and computer usability were very important variables on digital stress. To extend computer usability of consumers and get over digital illiteracy, it is essential to expand the paths to give chances for people to contact with computers and other digital goods. Still there are lots of people whore computer-illiterate or low-skilled at computers. In policies or educational programs made by government, communities, or schools, more attention should be paid to the digitally vulnerable groups.

A Study on the Time-based Digital Rental Workplace (시간제 디지털 임대 사무환경의 구성에 관한 연구)

  • Han, Seung-Hoon;Jung, Suk-Ju
    • Korean Institute of Interior Design Journal
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    • v.15 no.2 s.55
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    • pp.118-126
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    • 2006
  • This study aims at analyzing the characteristics and trends of future workplace in reference to the case for Digital Nomad Space (DNS). For this study, it has been investigated how to converge meanings of the digital environment and physical office space by which surveys to potential digital nomads were fulfilled. As a result, the types and the properties of future workplace in digital environment have been obtained. This study also includes general characteristics and design aspects of the time-based ubiquitous rental workplace followed by investigating future trends of the digital era. Thus, suggestions of spatial requirements of the digitalized office towards the practical level in the architectural interior design is proposed, and DNS has special features such as the cultural complex and ICT-based facilities with free accessibility to existing information and data over the air.

A Study of Product Design Process Model for Digital Environment (디지털 환경에서의 제품 디자인 프로세스 모형 연구)

  • 조성근
    • Journal of the Korean Professional Engineers Association
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    • v.35 no.5
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    • pp.78-84
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    • 2002
  • From designers' viewpoint, today, the major environmental change can be found in the digital environment. Especially, more than the development of physical product which can be characterized as the backup of old function and realization of new function in the field of product design, as the digital product development of program style that exists without substance is deepened, the development of the digital design media has been accelerating. However, it is the recent matter that the link with educational system about the added value which could be embodied by digitech, and the interdisciplinary research about producing goods become regular. The construction of the industrial design development process based on the digital environment must be the major research object. Therefore, the goal of my research is to present the concept of the product design process model required in the digital environment.

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A Qualitative Case Study on Critical Success Factors of Digital Textbook-Based Instruction (디지털교과서 활용수업의 핵심성공요인에 관한 질적 사례연구)

  • Ahn, Soonsun;Leem, Junghoon
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.49-60
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    • 2013
  • The purpose of this study was to analyze inductively Critical Success Factors of Digital Textbook-Based Instruction based on qualitative research. To accomplish the purpose of the study, D elementary school in Incheon, one of digital textbook model schools, was selected as the school for observation. Three fifth graders and their teacher were interviewed and their six lessons were used for analyzing teaching and learning activities in digital textbook-based instruction. The results of the study, 'the use of systematic strategies based on multimedia features', 'information literacy-related questions and answers', 'specific guidance and help', 'the stability of the physical system and equipment', 'active collaborative learning and interaction', 'individual self-directed learning', 'consideration of emotional/physical changes', 'selection and concentration based upon available resources were identified as critical success factors of digital textbook-based instruction.

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Exploring dietitians' views on digital nutrition educational tools in Malaysia: a qualitative study

  • Zahara Abdul Manaf;Mohd Hafiz Mohd Rosli;Norhayati Mohd Noor;Nor Aini Jamil;Fatin Hanani Mazri;Suzana Shahar
    • Nutrition Research and Practice
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    • v.18 no.2
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    • pp.294-307
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    • 2024
  • BACKGROUND/OBJECTIVES: Dietitians frequently use nutrition education tools to facilitate dietary counselling sessions. Nevertheless, these tools may require adaptation to keep pace with technological advancements. This study had a 2-fold purpose: first, to identify the types of nutrition education tools currently in use, identify their limitations, and explore dietitians' perspectives on the importance of these tools; second, to investigate the features that dietitians prefer in digital nutrition education tools. SUBJECTS/METHODS: A semi-structured face-to-face interview was conducted among 15 dietitians from selected public hospitals, primary care clinics, and teaching hospitals in Malaysia. Inductive thematic analysis of the responses was conducted using NVivo version 12 software. RESULTS: Most dietitians used physical education tools including the healthy plate model, pamphlets, food models, and flip charts. These tools were perceived as important as they facilitate the nutrition assessment process, deliver nutrition intervention, and are time efficient. However, dietitians described the current educational tools as impersonal, outdated, limited in availability due to financial constraints, unhandy, and difficult to visualise. Alternatively, they strongly favoured digital education tools that provided instant feedback, utilised an automated system, included a local food database, were user-friendly, developed by experts in the field, and seamlessly integrated into the healthcare system. CONCLUSION: Presently, although dietitians have a preference for digital educational tools, they heavily rely on physical nutrition education tools due to their availability despite the perception that these tools are outdated, impersonal, and inconvenient. Transitioning to digital dietary education tools could potentially address these issues.

A Study on Applied Elements fo the Extension of User Experience in Digital Space (디지털 공간에서 나타나는 사용자 경험의 확장을 위한 적용 요소에 관한 연구)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.23 no.1
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    • pp.52-60
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    • 2014
  • The purpose of this study is to analyze about the extension of user experience in the digital space. Through the digital technology and virtual space, the city's new environment is being changed. it makes people activate their aesthetic experience. Simultaneously, it elevates satisfaction levels regarding people's aesthetic experience. Research methods and settings of the range to study on the Extension of User Experience are as follows: First, establish digital space's characteristics comparing digital space at the structural change-points in modern society. Second, experience's approch way through the digital media in the contemporary space. And understand the concept about a variety of User Experience. Third. to classify the elements of access control for the user experience. Experience is being expanded through the generation process. Fourth, investigate analysis of the case studies, focused on the architecture and space design_Media installations that appear in the city park, the city's landmark buildings facade, the building facade by offering commercially applied for brand marketing_ announced through the media recently. Also, it is to look at the physical elements through digital media and to analyze the applicability of the public space. Therefore, the new approach to digital implementation shall be determined by looking in the direction of the user approaches.

Investigation of Physical Imaging Properties in Various Digital Radiography Systems (다양한 디지털 방사선 시스템의 물리적 영상 특성 조사)

  • Jeong, Hoi-Woun;Min, Jung-Hwan;Yoon, Yong-Su;Kim, Jung-Min
    • Journal of radiological science and technology
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    • v.40 no.3
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    • pp.363-370
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    • 2017
  • We aimed to evaluate the physical imaging properties in various digital radiography systems with charged coupled device (CCD), computed radiography (CR), and indirect flat panel detector (FPD). The imaging properties measured in this study were modulation transfer function (MTF) wiener spectrum (WS), and detective quantum efficiency (DQE) to compare the performance of each digital radiography system. The system response of CCD were in a linear relationship with exposure and that of CR and FPD were proportional to the logarithm of exposure. The MTF of both CR and FPD indicated a similar tendency but in case of CCD, it showed lower MTF than that of CR and FPD. FPD showed the lowest WS and also indicated the highest DQE among three systems. According to the results, digital radiography system with different type of image receptor had its own image characteristics. Therefore, it is important to know the physical imaging characteristics of the digital radiography system accurately to obtain proper image quality.

Augmented Plasticity: Giving Morphological Editability to Physical Objects (증강가소성: 물리적 오브젝트에 형태적 편집가능성 부여하기)

  • Lee, Woo-Hun;Kang, Hye-Kyoung
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.225-234
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    • 2006
  • Product designers sketch various ideas of foreground figures(detail design) onto background figures(basic form) and evaluate numerous combinations of them in the late stages of design process. Designers have to test their ideas elaborately with a high-fidelity physical model that looks like a real product. However, due to the requirements of time and expense in making high-fidelity design models, it is impossible to evaluate such a number of combinatorial solutions of background and foreground figures. Contrary to digital models, physical design models are not easily modifiable and so designers cannot easily develope ideas through iterative design-evaluation process. To address these problems, we proposed a new concept 'Augmented Plasticity' that gives morphological editability to a rigid physical object using Augmented Reality technology and implemented the idea as Digital Skin system. Digital Skin system figures out the position and orientation of object surface with ARToolKit visual marker and superimposes a deformed surface image seamlessly using differential rendering method. We tried to apply Digital Skin system to detail design, redesign of product, and material exploration task. In consequence, it was found that Digital Skin system has potential to allow designers to implement and test their ideas very efficiently in the late stages of design process.

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