• Title/Summary/Keyword: Interaction Concept

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A Prototype Design for a Real-time VR Game with Hand Tracking Using Affordance Elements

  • Yu-Won Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.47-53
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    • 2024
  • In this paper, we propose applying interactive technology in virtual environments to enhance interaction and immersion by inducing more natural movements in the gesture recognition process through the concept of affordance. A technique is proposed to recognize gestures most similar to actual hand movements by applying a line segment recognition algorithm, incorporating sampling and normalization processes in the gesture recognition process. This line segment recognition was applied to the drawing of magic circles in the <VR Spell> game implemented in this paper. The experimental method verified the recognition rates for four line segment recognition actions. This paper aims to propose a VR game that pursues greater immersion and fun for the user through real-time hand tracking technology using affordance Elements, applied to immersive content in virtual environments such as VR games.

A Study on Cultural Appropriation of Fashion Design in the Era of Globalization - Focusing on Traditional Culture - (세계화 시대의 패션디자인 문화적 전유에 관한 연구 - 전통문화를 중심으로 -)

  • Yu HE Chen;Chahyun Kim
    • Journal of Fashion Business
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    • v.28 no.3
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    • pp.69-89
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    • 2024
  • In the era of globalization, cultural appropriation, stemming from the interaction and clash of diverse cultures, remains inadequately defined, leading to controversy in many designs. This study aims to provide a theoretical basis for understanding cultural appropriation by comparing similar concepts and examining specific cases. It proposes methods for the rational use of traditional cultures in apparel to minimize controversy. Firstly, the study investigates the concept of cultural appropriation by exploring differences among related terms. Secondly, it examines instances of cultural appropriation in fashion through form, color, pattern, and material, drawing from papers and Google searches over the past decade. Thirdly, it categorizes representative cases by domestic and foreign fashion brands, analyzing the underlying reasons. The goal is to establish a theoretical foundation for developing culturally sensitive clothing products. Based on the findings, several measures are proposed: understanding and respecting cultural backgrounds through in-depth research on the history and significance of elements; collaborating with cultural groups and consulting experts for feedback; explaining the source of design inspiration to help consumers understand the cultural elements' meanings; avoiding the reinforcement of stereotypes and respecting cultural diversity and complexity; respecting intellectual property and ensuring moral and legal appropriateness; and learning from case studies of other designers' and brands' successes and failures.

A Folksonomy Ranking Framework: A Semantic Graph-based Approach (폭소노미 사이트를 위한 랭킹 프레임워크 설계: 시맨틱 그래프기반 접근)

  • Park, Hyun-Jung;Rho, Sang-Kyu
    • Asia pacific journal of information systems
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    • v.21 no.2
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    • pp.89-116
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    • 2011
  • In collaborative tagging systems such as Delicious.com and Flickr.com, users assign keywords or tags to their uploaded resources, such as bookmarks and pictures, for their future use or sharing purposes. The collection of resources and tags generated by a user is called a personomy, and the collection of all personomies constitutes the folksonomy. The most significant need of the folksonomy users Is to efficiently find useful resources or experts on specific topics. An excellent ranking algorithm would assign higher ranking to more useful resources or experts. What resources are considered useful In a folksonomic system? Does a standard superior to frequency or freshness exist? The resource recommended by more users with mere expertise should be worthy of attention. This ranking paradigm can be implemented through a graph-based ranking algorithm. Two well-known representatives of such a paradigm are Page Rank by Google and HITS(Hypertext Induced Topic Selection) by Kleinberg. Both Page Rank and HITS assign a higher evaluation score to pages linked to more higher-scored pages. HITS differs from PageRank in that it utilizes two kinds of scores: authority and hub scores. The ranking objects of these pages are limited to Web pages, whereas the ranking objects of a folksonomic system are somewhat heterogeneous(i.e., users, resources, and tags). Therefore, uniform application of the voting notion of PageRank and HITS based on the links to a folksonomy would be unreasonable, In a folksonomic system, each link corresponding to a property can have an opposite direction, depending on whether the property is an active or a passive voice. The current research stems from the Idea that a graph-based ranking algorithm could be applied to the folksonomic system using the concept of mutual Interactions between entitles, rather than the voting notion of PageRank or HITS. The concept of mutual interactions, proposed for ranking the Semantic Web resources, enables the calculation of importance scores of various resources unaffected by link directions. The weights of a property representing the mutual interaction between classes are assigned depending on the relative significance of the property to the resource importance of each class. This class-oriented approach is based on the fact that, in the Semantic Web, there are many heterogeneous classes; thus, applying a different appraisal standard for each class is more reasonable. This is similar to the evaluation method of humans, where different items are assigned specific weights, which are then summed up to determine the weighted average. We can check for missing properties more easily with this approach than with other predicate-oriented approaches. A user of a tagging system usually assigns more than one tags to the same resource, and there can be more than one tags with the same subjectivity and objectivity. In the case that many users assign similar tags to the same resource, grading the users differently depending on the assignment order becomes necessary. This idea comes from the studies in psychology wherein expertise involves the ability to select the most relevant information for achieving a goal. An expert should be someone who not only has a large collection of documents annotated with a particular tag, but also tends to add documents of high quality to his/her collections. Such documents are identified by the number, as well as the expertise, of users who have the same documents in their collections. In other words, there is a relationship of mutual reinforcement between the expertise of a user and the quality of a document. In addition, there is a need to rank entities related more closely to a certain entity. Considering the property of social media that ensures the popularity of a topic is temporary, recent data should have more weight than old data. We propose a comprehensive folksonomy ranking framework in which all these considerations are dealt with and that can be easily customized to each folksonomy site for ranking purposes. To examine the validity of our ranking algorithm and show the mechanism of adjusting property, time, and expertise weights, we first use a dataset designed for analyzing the effect of each ranking factor independently. We then show the ranking results of a real folksonomy site, with the ranking factors combined. Because the ground truth of a given dataset is not known when it comes to ranking, we inject simulated data whose ranking results can be predicted into the real dataset and compare the ranking results of our algorithm with that of a previous HITS-based algorithm. Our semantic ranking algorithm based on the concept of mutual interaction seems to be preferable to the HITS-based algorithm as a flexible folksonomy ranking framework. Some concrete points of difference are as follows. First, with the time concept applied to the property weights, our algorithm shows superior performance in lowering the scores of older data and raising the scores of newer data. Second, applying the time concept to the expertise weights, as well as to the property weights, our algorithm controls the conflicting influence of expertise weights and enhances overall consistency of time-valued ranking. The expertise weights of the previous study can act as an obstacle to the time-valued ranking because the number of followers increases as time goes on. Third, many new properties and classes can be included in our framework. The previous HITS-based algorithm, based on the voting notion, loses ground in the situation where the domain consists of more than two classes, or where other important properties, such as "sent through twitter" or "registered as a friend," are added to the domain. Forth, there is a big difference in the calculation time and memory use between the two kinds of algorithms. While the matrix multiplication of two matrices, has to be executed twice for the previous HITS-based algorithm, this is unnecessary with our algorithm. In our ranking framework, various folksonomy ranking policies can be expressed with the ranking factors combined and our approach can work, even if the folksonomy site is not implemented with Semantic Web languages. Above all, the time weight proposed in this paper will be applicable to various domains, including social media, where time value is considered important.

NUI/NUX of the Virtual Monitor Concept using the Concentration Indicator and the User's Physical Features (사용자의 신체적 특징과 뇌파 집중 지수를 이용한 가상 모니터 개념의 NUI/NUX)

  • Jeon, Chang-hyun;Ahn, So-young;Shin, Dong-il;Shin, Dong-kyoo
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.11-21
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    • 2015
  • As growing interest in Human-Computer Interaction(HCI), research on HCI has been actively conducted. Also with that, research on Natural User Interface/Natural User eXperience(NUI/NUX) that uses user's gesture and voice has been actively conducted. In case of NUI/NUX, it needs recognition algorithm such as gesture recognition or voice recognition. However these recognition algorithms have weakness because their implementation is complex and a lot of time are needed in training because they have to go through steps including preprocessing, normalization, feature extraction. Recently, Kinect is launched by Microsoft as NUI/NUX development tool which attracts people's attention, and studies using Kinect has been conducted. The authors of this paper implemented hand-mouse interface with outstanding intuitiveness using the physical features of a user in a previous study. However, there are weaknesses such as unnatural movement of mouse and low accuracy of mouse functions. In this study, we designed and implemented a hand mouse interface which introduce a new concept called 'Virtual monitor' extracting user's physical features through Kinect in real-time. Virtual monitor means virtual space that can be controlled by hand mouse. It is possible that the coordinate on virtual monitor is accurately mapped onto the coordinate on real monitor. Hand-mouse interface based on virtual monitor concept maintains outstanding intuitiveness that is strength of the previous study and enhance accuracy of mouse functions. Further, we increased accuracy of the interface by recognizing user's unnecessary actions using his concentration indicator from his encephalogram(EEG) data. In order to evaluate intuitiveness and accuracy of the interface, we experimented it for 50 people from 10s to 50s. As the result of intuitiveness experiment, 84% of subjects learned how to use it within 1 minute. Also, as the result of accuracy experiment, accuracy of mouse functions (drag(80.4%), click(80%), double-click(76.7%)) is shown. The intuitiveness and accuracy of the proposed hand-mouse interface is checked through experiment, this is expected to be a good example of the interface for controlling the system by hand in the future.

Finding Influential Users in the SNS Using Interaction Concept : Focusing on the Blogosphere with Continuous Referencing Relationships (상호작용성에 의한 SNS 영향유저 선정에 관한 연구 : 연속적인 참조관계가 있는 블로고스피어를 중심으로)

  • Park, Hyunjung;Rho, Sangkyu
    • The Journal of Society for e-Business Studies
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    • v.17 no.4
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    • pp.69-93
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    • 2012
  • Various influence-related relationships in Social Network Services (SNS) among users, posts, and user-and-post, can be expressed using links. The current research evaluates the influence of specific users or posts by analyzing the link structure of relevant social network graphs to identify influential users. We applied the concept of mutual interactions proposed for ranking semantic web resources, rather than the voting notion of Page Rank or HITS, to blogosphere, one of the early SNS. Through many experiments with network models, where the performance and validity of each alternative approach can be analyzed, we showed the applicability and strengths of our approach. The weight tuning processes for the links of these network models enabled us to control the experiment errors form the link weight differences and compare the implementation easiness of alternatives. An additional example of how to enter the content scores of commercial or spam posts into the graph-based method is suggested on a small network model as well. This research, as a starting point of the study on identifying influential users in SNS, is distinctive from the previous researches in the following points. First, various influence-related properties that are deemed important but are disregarded, such as scraping, commenting, subscribing to RSS feeds, and trusting friends, can be considered simultaneously. Second, the framework reflects the general phenomenon where objects interacting with more influential objects increase their influence. Third, regarding the extent to which a bloggers causes other bloggers to act after him or her as the most important factor of influence, we treated sequential referencing relationships with a viewpoint from that of PageRank or HITS (Hypertext Induced Topic Selection).

Secondary Science Teachers' Concepts of Good Science Teaching (좋은 과학수업에 대한 중등 과학교사의 인식)

  • Lee, Bongwoo
    • Journal of The Korean Association For Science Education
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    • v.36 no.1
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    • pp.103-112
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    • 2016
  • The purpose of this study is to investigate secondary science teacher's concepts of good science teaching. To do these, I have developed a questionnaire composed of 32 good teachings on education content, instructional method, instructional environment and atmosphere and assessment categories. 136 secondary science teachers have participated in the questionnaire and were requested to show agreement. Additionally, they were requested to describe the best science teachings that they have experienced. Results are as follows: First, the best science teaching that science teachers thought is a teaching that is in full accord with students' level in education content category, a teaching with an energetic interaction in instructional method category, a teaching in a trustful atmosphere in instructional environment and atmosphere category, a teaching in which students could learn something through a teaching-related assessment in assessment category. Second, secondary science teachers thought that a self-directed learning, a differentiated instruction and a teaching with diverse materials are not important factors in good science teaching. Third, there is a difference between good teaching that secondary science teachers have conceived and good teaching that they have experienced. It shows that science teachers did not precisely understand what good science teaching is. Additionally, I discussed the need of finding a case on good science teachings and a support of an interaction-focused teaching.

XSLT Stylesheet Design for Building Web Presentation Layer (웹 프리젠테이션 레이어 생성을 위한 XSLT 스타일쉬트 설계)

  • 채정화;유철중;장옥배
    • Journal of KIISE:Software and Applications
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    • v.31 no.3
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    • pp.255-266
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    • 2004
  • In the Web-based information systems, separating the business process logic from the data and presentation logic brings about a wide range of advantages. However, this separation is not easily achieved; even the data logic may be not separated from the presentation layer. So, it requires to define an model for business processes, and then to map the model into the user's dynamic interface using the logic separating strategy. This paper presents a stylesheet method to recognize the process by extending XSLT (Extensible Stylesheet Language Transformations), in order to achieve the logic separation. To do this, it provides an specification of the business process, and a scheme that extracts business model factors and their interactions using a Petri-net notation to show the business model into the process point of view. This is an attempt to separate users' interaction from the business process, that is, dynamic components of interaction Web document from the process structure of Web applications. Our architecture consist mainly of an XSLT controller that is extended by a process control component. The XSLT controller is responsible for receiving the user requests and searching the relevant templet rule related to different user requests one by one. Separation of concerns facilities the development of service-oriented Web sites by making if modular. As a result, the development of service-oriented Web sites would be very easy, and can be changed without affecting the other modules, by virtue of the modularization concept. So, it is easy to develop and maintain the Web applications in independent manner.

Design Trend and Improvement Strategies of Contents Developed by Teachers -Focus on Prizewinner of the Research Competition on Educational Informatization- (교사 개발 콘텐츠의 설계 동향과 개선 방안 -교육정보화연구대회 입상작을 중심으로-)

  • Jo, Miheon
    • Journal of The Korean Association of Information Education
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    • v.19 no.3
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    • pp.311-322
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    • 2015
  • This study analyzed the trend and problems in the design of contents developed by teachers, and suggested strategies for improvement. It analyzed the contents ranked as the first level in the Research Competition on Educational Informatization for the last 3 years. Concerning the 8 types of instructional activities and the 6 types of knowledge acquisition, most contents took limited types(i.e., the individual tutoring type, the concept learning type and the principle learning type). In addition, when the contents were evaluated according to the quality certification criteria for educational software, it was found that the quality level of the design was low in many criteria. When the content analysis was applied for the in-depth analysis of design characteristics, various problems were found in the areas such as evaluation, feedback and learning objectives. Also other common problems were found in the design areas such as level-based differentiated learning, interaction between students and contents, presentation of text and narration, utilization of information on a student, screen design, the content level appropriate for students. In relation to the problems found from the analysis, some strategies for improvement were suggested concerning the following topics: question selection and guidance for evaluation, content and types of feedback, statement of learning objectives, selection of content, interaction, and screen design.

A Study on a Geodesign Interface for Creative Spatial Design (창의적 공간설계를 위한 Geodesign Interface 연구)

  • Lee, Sol-Ji;Kim, Eun-Hyung
    • Journal of Cadastre & Land InformatiX
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    • v.46 no.2
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    • pp.325-340
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    • 2016
  • Geodesign was suggested by Dangermond(2009) as a next paradigm of GIS to be a future basis for spatial planning and design. Ko(2015) also suggested a geodesign methodology that uses spatial information from a landscape designer's perspective. Spatial planning and design fundamentally require creativity and efficiency but Ko's methodology did not include the creativity aspect. To complement the deficiency, this paper expand the research scope to deal with a designer's cognitive limits and to provide better experiences for the landscape designers. An interface was designed to improve the designer's creativity based on interactions that were derived from a script of landscape design. The expanded methodology for both efficiency and creativity is suggested for the interface by analyzing preceding researches. ESRI's GeoPlanner for ArcGIS, as a first geodesign software, is compared to improve the interface in terms of creativity. One of the difficulties as a thesis is that it is not easy to measure the improvement of design creativity physically and quantitatively. This paper tried to eliminate any stumbling block in supporting creativity and to help designers find new orders in design subconsciousness and to reach a new concept. In addition, the interface to express instantaneous design ideas would be a guide to overcome the designer's cognitive limits.

Simulation of Solid Particle Sedimentation by Using Moving Particle Semi-implicit Method (고체 입자형 MPS법을 이용한 토사물 퇴적 시뮬레이션)

  • Kim, Kyung Sung;Yu, Sunjin;Ahn, Il-Hyuk
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.24 no.1
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    • pp.119-125
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    • 2018
  • The particle based computational fluid dynamics (CFD) method, which follow Lagrangian approach for fluid dynamics, fluid particle behavior by tracking all particle calculation physical quantities of each particle. According to basic concept of particle based CFD method, it is difficult to satisfy continuum theory and measure influences from neighboring particle. Article number density and weight function were used to solve aforementioned issue. Difficulties continuum mean simulate non-continuum particles such as solid including granular and sand. In this regard, the particle based CFD method modified solid particle problems by replacing viscous and surface tension forces friction and drag forces. In this paper, particle interaction model for solid particle friction model implemented to simulate solid particle problems. The broken dam problem, which is common to verify particle based CFD method, used fluid or solid particles. The angle of repose was observed in the simulation results the solid particle not fluid particle.