• Title/Summary/Keyword: Interaction guide

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Study on the Significance of Health Services Research Methods for Studying Traditional Korean Medicine (한의학 연구에 있어 의료서비스연구가 갖는 의의 고찰)

  • Park, Yu-Ri;Seo, Sang-Rok;Kim, Young-Jin;Kim, Yu-Lee;Kim, Jae-Hyo;Ahn, Seong-Hun;Sohn, In-Chul
    • Korean Journal of Acupuncture
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    • v.27 no.2
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    • pp.79-94
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    • 2010
  • Objectives : Many researchers in western societies raised questions on methodological limitations of randomized controlled trial (RCT) for studying Complementary and Alternative Medicine (CAM), and they have tried to find alternatives to RCT. Some of them recently have interest in health service research as one of the alternatives. Discussing the significance of health services research in CAM studies will be helpful to guide the researchers in Korea who are also interested in developing an appropriate research methodology for traditional Korean medicine. Methods : Previous studies on methodological issues of studying CAM and health service researches published in western societies until 2009 were searched mainly from Pubmed. The definition, main research domains, and research methods of health service research and the significance of it for researches on CAM were summarized. Results & Conclusions : Health service researches are important in two aspects. First, health service researches evaluate the actual practice of CAM, including the individualized diagnosis as well as treatment and interaction between practitioners and patients. Second, when evaluating the outcomes, they put an emphasis on subjective evaluation by patients as well as objective evaluation by doctors. Thus, it can reflect the treatment goals of CAM which is improving the overall quality of life and the physical and psychological health. Therefore, health services researches such as descriptive studies, qualitative studies, outcomes studies including economic evaluation, and whole systemic research should be more utilized in order for studying traditional Korean medicine.

Effect of Customized Fertilizer Application and Soil Properties on Amino Acids Composition in Rice Grain

  • Sung, Jwakyung;Lee, Yejin;Chun, Hyenjung;Ha, Sangkeun;Sonn, Yeonkyu;Lee, Jongsik
    • Korean Journal of Soil Science and Fertilizer
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    • v.48 no.5
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    • pp.464-468
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    • 2015
  • Our government has performed to support the nation-wide application of customized fertilizer based on soil-testing results and crop nutrient balance in order to promote the environment-friendly agriculture and to respond the global environment guide-line since 2010. This study was performed at the selected local paddy fields (Hwaseong-si, Uiseong-gun and Miryang-si) with different soil chemical properties in 2012. The contents of amino acids measured showed an increasing trend with fertilization, and glutamic acid was the most abundant amino acid followed by aspartic acid, leucine and alanine. However, valine, isoleusine, tyrosine and lysine were not significantly affected by fertilization. The significant differences in grain N, expressed as a crude protein, and amino acids dose was observed between experimental sites (p<0.001), treatments (p<0.01 to 0.001) and interaction of both factors (p<0.01 to 0.001). In our experiment the following order of carbon skeleton backbones to produce amino acids was observed irrespective of experiment sites and fertilization: ${\alpha}$-ketoglutarate > oxalate > pyruvate > 3-phosphoglycerate > phosphoenolpyruvate. In conclusion, customized fertilizer had no difference in amino acids compared to the conventional-NPK practice which was higher than in no fertilization, and also the normal paddy represented slightly higher amino acids compared to the reclaimed. Further study based on the present results is required to investigate what is main factor to amino acids between genetic and environmental factors.

Stable Anisotropic Freezing Modeling Technique Using the Interaction between IISPH Fluids and Ice Particles (안정적이고 이방성한 빙결 모델링을 위한 암시적 비압축성 유체와 얼음 입자간의 상호작용 기법)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.5
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    • pp.1-13
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    • 2020
  • In this paper, we propose a new method to stable simulation the directional ice shape by coupling of freezing solver and viscous water flow. The proposed ice modeling framework considers viscous fluid flow in the direction of ice growth, which is important in freezing simulation. The water simulation solution uses the method of applying a new viscous technique to the IISPH(Implicit incompressible SPH) simulation, and the ice direction and the glaze effect use the proposed anisotropic freezing solution. The condition in which water particles change state to ice particles is calculated as a function of humidity and new energy with water flow. Humidity approximates a virtual water film on the surface of the object, and fluid flow is incorporated into our anisotropic freezing solution to guide the growth direction of ice. As a result, the results of the glaze and directional freezing simulations are shown stably according to the flow direction of viscous water.

A study on the design of a virtual environment for the joint experience of online concert viewers -Focused on viewers' immersion and platform's loyalty- (온라인 콘서트 시청자의 공동 체험을 위한 가상 환경 디자인 연구 -시청자의 몰입감과 향후 사용 의향을 중심으로-)

  • XU, GE;Park, Sujin;Lee, Sangwon
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.43-54
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    • 2022
  • COVID-19 provided visitors with new online concerts that gradually increased in many ways. The disadvantage of current online concerts is that cannot make full use of the interaction with others. We hope to provide online concert audiences with the same experience as offline. This study was conducted under the condition that the audience watched online concerts and movies individually or group. Experimental results confirm that watching online concerts collectively will increase the sense of immersion. It can be used as a design guide for the virtual public viewing environment in the future.

Digital Technology and Fashion Features in the Contents of Korean Virtual Idol Groups (한국 가상 아이돌 그룹의 콘텐츠에 나타난 디지털 기술 및 패션의 특징)

  • JIAYI XUE;Seunghee Suh
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.110-125
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    • 2023
  • Virtual idol groups are a product of changes in cultural content and development of digital technology. The purpose of this study is to derive the characteristics of technical expression and fashion of virtual idol groups of Korean entertainment companies, and the significance of this study is to provide basic data for creating a new content business model for virtual idol groups. The research method of this study consisted of literature research and case analysis. Korean virtual idol groups 'K/DA', 'Aespa', and 'Eternity', which show the evolved business model of the entertainment industry through rapid advances in digital technology, were selected as the subject of case analysis for this study, and newspaper articles were searched by keywords and analyzed. As a result of the study, the technical expressions shown in Korean virtual idol groups were 'implementation of realistic content through interaction technology', 'delicate motion expression through motion capture technology', and 'convergence of information between the real world and virtual world through AR technology', 'provision of experience similar to reality by VR technology' and 'formation of cultural contents by Deep Real technology' were deriven. In addition, the characteristics of the Korean virtual guide idol group's fashion are 'marketing strategy through collaboration with fashion items', 'giving recognition as a digital fashion icon of real existence', 'creating a sensuous image as a fashion brand ambassador' and 'fashion style expression of the Z generation's sensibility'.

Considerable Factors According to Classification of Social Robot Services (소셜 로봇 서비스의 유형화에 따른 유형별 고려 요소)

  • Lee, Ki-Lim;Jeong, Min-Ji;Choi, Seungyeon;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.8
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    • pp.883-892
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    • 2018
  • Recently, as interest in social robots to support physical convenience and emotional sympathy has increased, and social internet has developed, a social robot has evolved as various services simply beyond robot function. Therefore, to develop a social robot service effectively, it is required to study the functional application and methods of interaction between user and social robot service. The purpose of this study is to classify social robot services and to suggest the types of elements that need to be considered in service development. To do this, we conducted in-depth case studies and analysis based on the theoretical definitions and characteristics of social robots. Then, based on the sympathy and functions, we classified social robot services into 1) emotional support type, 2) companion type, 3) guide type, and 4) life support type. In addition, in this study, we derive the considerable factors according to the classified types for the development of effective social robot services. This study will contribute to the understanding and development of various services using a social robot.

Multi - Modal Interface Design for Non - Touch Gesture Based 3D Sculpting Task (비접촉식 제스처 기반 3D 조형 태스크를 위한 다중 모달리티 인터페이스 디자인 연구)

  • Son, Minji;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.5
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    • pp.177-190
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    • 2017
  • This research aims to suggest a multimodal non-touch gesture interface design to improve the usability of 3D sculpting task. The task and procedure of design sculpting of users were analyzed across multiple circumstances from the physical sculpting to computer software. The optimal body posture, design process, work environment, gesture-task relationship, the combination of natural hand gesture and arm movement of designers were defined. The preliminary non-touch 3D S/W were also observed and natural gesture interaction, visual metaphor of UI and affordance for behavior guide were also designed. The prototype of gesture based 3D sculpting system were developed for validation of intuitiveness and learnability in comparison to the current S/W. The suggested gestures were proved with higher performance as a result in terms of understandability, memorability and error rate. Result of the research showed that the gesture interface design for productivity system should reflect the natural experience of users in previous work domain and provide appropriate visual - behavioral metaphor.

Study on the Application of Comic Panel Direction in VR Animation - Focusing on <Mescaformhill: Missing Five> (만화의 칸 연출을 적용한 VR 애니메이션 연구 - <Mescaformhill: Missing Five>를 중심으로)

  • Park Sukyung;Lee Taegu;Choi Suhyeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.253-258
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    • 2023
  • In comics, panels serve a variety of dramatic purposes, including controlling the flow of the story through the size, placement, and order of panels; directing the eye to where characters or specific actions take place; expressing the passage or sequence of time; and using backgrounds, lighting, and color to emphasize emotion and convey mood. When applied to VR animation, these comic panels can give users a more immersive experience of the cartoon world in the VR space. In the VR animation "Mescaformhill: Missing Five," produced in 2022, the comic panels directing is very important to guide the viewer's attention, and in the VR space, the camera angle can be freely changed to realize various visual effects, and the physical interaction brings the comic panels directing to life. This can open up new ways of storytelling in VR animation and contribute to its successful expansion into new mediums.

A Review of Cross-Cultural Design to Improve User Engagement for Learning Management System

  • Farhan Hanis Muhmad Asri;Dalbir Singh;Zulkefli Mansor;Helmi Norman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.2
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    • pp.397-419
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    • 2024
  • Online learning has become a widespread practice for students and teachers in acquiring and delivering knowledge. Education platforms have become prominent in the 21st century with the evolution of technology and the accessibility to online learning. As a result, various learning management systems (LMSs) have been introduced to facilitate online interaction between users. For instance, communication between students and teachers at school. However, there is a need to emphasise user engagement in LMS to enhance the online learning experience amongst students since the design of LMS affects user engagement. This study utilised a systematic literature review (SLR) that examined 74 articles published between 2014 and 2023, focusing on cross-cultural design (CCD), user-centred design (UCD), and usability in LMS design. This study aimed to review CCD and its association with UCD, user interfaces (UI), and user experience (UX) in the context of LMS. CCD has been introduced as an approach to design that embraces different cultures, languages, and social contexts, while UCD plays a significant role in defining user engagement for LMS. All elements in CCD and UCD help create a better user experience for LMS. Besides, this study reviewed the usability of selected LMS to give insights to developers in creating a positive user engagement. An insight into cultural factors that influence the usability of LMS has revealed their value for LMS design, such as the UI/UX elements. Initially, this study may guide future researchers in improving education quality by emphasising CCD and LMS usability, which can enhance user engagement.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.