• Title/Summary/Keyword: Interaction Concept

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A Study on the Spatial Presentation Strategies for Cafe as 'The Third Space' - Focused on the cafes located in regions where 'Street culture' was formed - ('제3의 공간'으로서 카페의 공간연출 전략에 관한 연구 - '길(street) 문화'가 형성된 지역을 중심으로 -)

  • Moon, Geun-Yi;Lyu, Ho-Chang
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.68-77
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    • 2013
  • 'The Third space,' which is the concept that embraces sociological, spatial, and marketing concepts, refers to the place which is other than the home and the workplace and which is a comfortable frequented place where meditation, psychological relaxation, and social needs can be satisfied. 'The Third space' has the characteristics of comfort, openness, interactivity, playfulness, and diversity. In modern times, most of consumption spaces play the role of 'the Third space,' and the typical example is $Caf{\acute{e}}$. $Caf{\acute{e}}$ began from its origin with the characteristics of 'the Third space,' and recently it has become the complex cultural space of urban dwellers. $Caf{\acute{e}}$ as 'the Third space' has the characteristics of a healing space, communication space, personalized space, value-expressive space, culture and consumption space, nomad space. Such characteristics of $Caf{\acute{e}}$ are well represented in the cafes around the regions where 'street culture' has recently been formed. As examined through the examples, $Caf{\acute{e}}$ as 'the Third space' can be more strategically produced by establishing themes through storytelling, giving spatial identity through style creation, diversifying the sequence through complex space organization, and establishing interaction devices through experience elements.

Outline of Domain Theory As a New Approach to Software Reuse (S/W 재사용을 위한 새로운 접근법으로서의 Domain Theory의 개요)

  • Ham, Dong-Han;Kim, Jin-Sam;Ha, Su-Jung;Cho, Jin-Hee
    • 한국IT서비스학회:학술대회논문집
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    • 2002.11a
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    • pp.425-430
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    • 2002
  • Over the years, several different approaches have been proposed to enhance the practice of software reuse. These approaches vary in reuse abstraction levels or application domains they focus on. However, it seems that they do not adequately meet the needs of software designers in planning and managing reuse. One reason may be the lack of conceptually well-established framework supporting work domain analysis and modeling. As a new viable solution to this problem, Sutcliffe and his colleagues developed Domain Theory , which is introduced in this paper. Utilizing multidisciplinary perspective, such as cognitive psychology, management science, human-computer interaction, and software engineering. it provides a schematic framework that defines a comprehensive library of generic and reusable models of domain knowledge in terms of generic tasks and meta-domains. It also provides useful methods and guidelines for software reuse, emphasizing the concept of abstraction process in a designer s mind. This paper firstly gives a brief overview of fundamentals of software reuse. Next, it explains the foundation of domain theory and discusses its applicability to software reuse. In particular, the taxonomy of meta-domains and the types of generic tasks are described in more detail. Finally, the future research framework, which primarily addresses the problem of how to apply the domain theory to various work domains, is proposed.

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Design of game interface based on 3-Axis accelerometer for physical Interactive game (체감형 게임을 위한 3축 가속도 센서 기반 게임 인터페이스 개발)

  • Kim, Sung-Ho;Chae, Bu-Kyung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.4
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    • pp.538-544
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    • 2009
  • As the world game marcket has been recording weak growth, the development of new gane concept is required to attract the gamer's attention from those who were fed up with the previous game paradigm. Recently, the game which can recognize the player's motions and provide new interaction between the game and user is more popular than ever before. In the games with somesthesia based on Virtual Reality, the sense of the reality is considered the most important factor for drawing immersion from the gamers. In this work, a new type of 3-axis accelerometer based interactive game interface which can effectively recognize the gamer' motion is suggested. Furthermore, various experiments are carried out to verify the effectiveness of the proposed scheme.

The Concept of Ugliness Expressed in Modern Dress -Form the Middle of 1980's to 1994- (현대 복식에 표현된 추의 개념 -1980년대 중반부터 1994년까지를 중심으로-)

  • 안선경;양숙희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.19 no.2
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    • pp.173-189
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    • 1995
  • purpose of this study is to analyze the various phenomenon related to the subjectivism of aesthetic value for dress, which is impossible to describe with only functionalism, practically and objectivism of aesthetic value for dress based on Karl Rosencrantz\ulcorners theory of the Aesthetics of ugliness from the middle of 1980's to present. In other words, the ugliness had been selected and erected as the opposite meaning of beauty to head toward ultimate beauty, and clarify that ultimate beauty is achieved through the combination of beauty is achieved through the combination of beauty and ugliness. First, the ugliness and Rosencrantz\ulcorners theory of the Aesthetics of Ugliness had been examined theoretically in the aspect of the subjectivism of aesthetic value for dress and aesthetic category. The relationship between the artistic styles related to ugliness, such as Avant-garde, Primitivism of Expressionism, Grotesque, Decadence, Kitsch, Pastich\ulcornerParody, from the late 19c to present, and the dresses representing the ugly look such as Cyber Punk, Exotic look, Detester, Grunge, Hip-hop, etc, of 1990's had been studied by using photographic materials. In this study, the basic concepts of ugliness, including formlessness, inaccuracy and deformation, formed by K. Rosencrantz had been used to reveal the interaction between modem costume and the theory of ugliness.

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Development of the Convergent Education Service with the Application Type of the Textbook Development Tool and Class Management System (애플리케이션형 텍스트북 제작툴과 수업관리시스템의 융합형 교육서비스 개발방안)

  • O, Eun Seok;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.185-192
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    • 2012
  • It is the concept of this paper to build up the convergence type of the total class service system, and the goal is to develop the education services, which are differentiated from existing digital textbooks and development tools. We establish developmental programs and convergence strategies from market analyses related to apps and digital education. Then this paper proposes 'E-Class Author Service System (ECA)' as an education service system based on the tablet PC. It is the convergence system of the app type of textbook development tool and class management system. Teachers can produce and develop class materials and textbooks using the app type of textbook development tool in ECA service system. They can also add necessary functions from the class management system for efficient class progress. ECA improves the interaction and communication between a teacher, student and parents in the sever-based network. This study expects that ECA will achieve prior occupation of the app market as an educational app development tool and reduce private education expenses.

Battle Damage Analysis of Aircraft Wing Fuel Tanks by Hydrodynamic Ram Effect (항공기 날개 연료탱크의 수압램 전투손상 해석연구)

  • Kim, Jong-Heon;Jeon, Seung-Mun
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.34 no.4
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    • pp.17-24
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    • 2006
  • Hydrodynamic ram of aircraft fuel tanks is one of main ballistic battle damages of an aircraft and has great importance to airframe survivability design. Basic concept, physics and research history of hydrodynamic ram are investigated. The penetration and internal detonation of a simple fuel tank and ICW(Intermediate Complexity Wing) are analyzed by computational method. Structural rupture and fluid burst are analytically realized using general coupling and coupling surface interaction. The results such as fluid pressure, tank stress and displacement are shown and future research chances are suggested based on the study.

A study on the Development of a Driving Simulator for Reappearance of Vehicle Motion (I) (차량 주행 감각 재현을 위한 운전 시뮬레이터 개발에 관한 연구 (I))

  • Park, Min-Kyu;Lee, Min-Cheol;Son, Kwon;Yoo, Wan-Suk;Han, Myung-Chul;Lee, Jang-Myung
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.6
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    • pp.90-99
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    • 1999
  • A vehicle driving simulator is a virtual reality device which a human being feels as if the one drives a vehicle actually. The driving simulator is used effectively for studying interaction of a driver-vehicle and developing vehicle system of a new concept. The driving simulator consists of a vehicle motion bed system, motion controller, visual and audio system, vehicle dynamic analysis system, cockpit system, and etc. In it is paper, the main procedures to develop the driving simulator are classified by five parts. First, a motion bed system and a motion controller, which can track a reference trajectory, are developed. Secondly, a performance evaluation of the motion bed system for the driving simulator is carried out using LVDTs and accelerometers. Thirdly, a washout algorithm to realize a motion of an actual vehicle in the driving simulator is developed. The algorithm changes the motion space of a vehicle into the workspace of the driving simulator. Fourthly, a visual and audio system for feeling higher realization is developed. Finally, an integration system to communicate and monitor between sub systems is developed.

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An Analysis of Heterosis in the Silkworm, Bombyx mori (L.)

  • Singh, Tribhuwan;Saratchandra, Beera;Murthy, Geetha N.
    • International Journal of Industrial Entomology and Biomaterials
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    • v.5 no.1
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    • pp.23-32
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    • 2002
  • The introduction of hybrid and exploitation of heterosis has played a vital role in Indian sericulture industry, which clearly depicts a quantum jump in silk production during the last four decades. Since, the introduction of heterosis, progress in silkworm breeding has depended on success or failure in identifying better combiners. Systematic procedures developed have enabled the breeders to identify the best combiners by combining ability test, line ${\TIMES}$ tester analysis or $D^2$ analysis for maximum expression of heterosis. The level of heterosis expressed in the crossbreed population is determined by the interaction between genotype and prevailing environmental factors. Except some of the pre and post cocoon parameters, heterosis is invariably higher in single crosses compared to three-way and double crosses. However, during hot and humid season, when rearing of F1 bivoltine hybrid is unsuccessful at field level and indigenous races results in very low and poor quality yield, three-way and double crosses can play an important role as an intermediary technology. The objective of this article is to review briefly the concept and causes of heterosis, utilization of different forms of heterosis in silk production and its significance in silkworm, Bombyx mori breeding.

Flamelet Modelling of Soot Formation and Oxidation in a Laminar $CH_4-Air$ Diffusion Flame (화염편 모델을 이용한 층류확산화염장의 매연 생성 및 산화과정 해석)

  • Kim Gunhong;Kim Hoojoong;Kim Yongmo
    • Transactions of the Korean Society of Automotive Engineers
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    • v.13 no.1
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    • pp.68-75
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    • 2005
  • By utilizing a semi-empirical soot model, the applicability of the laminar flamelet concept fur simulating the formation and oxidation of soot in the laminar diffusion flame has been studied. The source terms for two transport equations of the soot formation and oxidation are calculated in the mixture fraction/scalar dissipation rate space for laminar flamelets and stored in a library. In this study, emphasis is given to the interaction associated with radiation and soot formation. The radiative heat loss is obtained by solving the radiative transfer equation using the unstructured grid finite volume method with the WSGGM. The calculated temperatures and soot volume fractions agree relatively well with the experimental data and the previous numerical results of Kaplan et al. using the detailed chemistry.

KOBIE: A Pet-type Emotion Robot (KOBIE: 애완형 감성로봇)

  • Ryu, Joung-Woo;Park, Cheon-Shu;Kim, Jae-Hong;Kang, Sang-Seung;Oh, Jin-Hwan;Sohn, Joo-Chan;Cho, Hyun-Kyu
    • The Journal of Korea Robotics Society
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    • v.3 no.2
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    • pp.154-163
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    • 2008
  • This paper presents the concept for the development of a pet-type robot with an emotion engine. The pet-type robot named KOBIE (KOala roBot with Intelligent Emotion) is able to interact with a person through touch. KOBIE is equipped with tactile sensors on the body for interaction with a person through recognition of his/her touching behaviors such as "Stroke","Tickle","Hit". We have covered KOBIE with synthetic fur fabric in order to can make him/her feel affection as well. KOBIE is able to also express an emotional status that varies according to the circumstances under which it is presented. The emotion engine of KOBIE's emotion expression system generates an emotional status in an emotion vector space which is associated with a predefined needs and mood models. In order to examine the feasibility of our emotion expression system, we verified a changing emotional status in our emotion vector space by a touching behavior. We specially examined the reaction of children who have interacted with three kind of pet-type robots: KOBIE, PARO, AIBO for roughly 10 minutes to investigate the children's preference for pet-type robots.

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