• Title/Summary/Keyword: Interactive Method

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A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

Toward a Social Sciences Methodology for Electronic Survey Research on the Internet or Personal Computer check (사회과학 연구에 있어 인터넷 및 상업용 통신망을 이용한 전자설문 조사방법의 활용)

  • Hong Yong-Gee;Lee Hong-Gee;Chae Su-Kyung
    • Management & Information Systems Review
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    • v.3
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    • pp.287-316
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    • 1999
  • Cyberspace permits us to more beyond traditional face-to-face, mail and telephone surveys, yet still to examine basic issues regarding the quality of data collection: sampling, questionnaire design, survey distribution, means of response, and database creation. This article address each of these issues by contrasting and comparing traditional survey methods(Paper-and-Pencil) with Internet or Personal Computer networks-mediated (Screen-and-Keyboard) survey methods also introduces researchers to this revolutionary and innovative tool and outlines a variety of practical methods for using the Internet or Personal Computer Networks. The revolution in telecommunications technology has fostered the rapid growth of the Internet all over the world. The Internet is a massive global network and comprising many national and international networks of interconnected computers. The Internet or Personal Computer Networks could be the comprehensive interactive tool that will facilitate the development of the skills. The Internet or Personal Computer Networks provides a virtual frontier to expand our access to information and to increase our knowledge and understanding of public opinion, political behavior, social trends and lifestyles through survey research. Comparable to other technological advancements, the Internet or Personal Computer Networks presents opportunities that will impact significantly on the process and quality of survey research now and in the twenty-first century. There are trade-offs between traditional and the Internet or Personal Computer Networks survey. The Internet or Personal Computer Networks is an important channel for obtaining information for target participants. The cost savings in time, efforts, and material were substantial. The use of the Internet or Personal Computer Networks survey tool will increase the quality of research environment. There are several limitations to the Internet or Personal Computer Network survey approach. It requires the researcher to be familiar with Internet navigation and E-mail, it is essential for this process. The use of Listserv and Newsgroup result in a biased sample of the population of corporate trainers. However, it is this group that participates in technology and is in the fore front of shaping the new organizations of interest, and therefore it consists of appropriate participants. If this survey method becomes popular and is too frequently used, potential respondents may become as annoyed with E-mail as the sometimes are with mail survey and junk mail. Being a member of the Listserv of Newsgroup may moderate that reaction. There is a need to determine efficient, effective ways for the researcher to strip identifiers from E-mail, so that respondents remain anonymous, while simultaneously blocking a respondent from responding to a particular survey instrument more than once. The optimum process would be on that is initiated by the researcher : simple, fast and inexpensive to administer and has credibility with respondents. This would protect the legitimacy of the sample and anonymity. Creating attractive Internet or Personal Computer Networks survey formats that build on the strengths of standardized structures but also capitalize on the dynamic and interactive capability of the medium. Without such innovations in survey design, it is difficult to imagine why potential survey respondents would use their time to answer questions. More must be done to create diverse and exciting ways of building an credibility between respondents and researchers on the Internet or Personal Computer Networks. We believe that the future of much exciting research is based in the Electronic survey research. The ability to communicate across distance, time, and national boundaries offers great possibilities for studying the ways in which technology and technological discourse are shaped. used, and disseminated ; the many recent doctoral dissertations that treat some aspect of electronic survey research testify to the increase focus on the Internet or Personal Computer Networks. Thus, scholars should begin a serious conversation about the methodological issues of conducting research In cyberspace. Of all the disciplines, Internet or Personal Computer Networks, emphasis on the relationship between technology and human communication, should take the lead in considering research in the cyberspace.

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A User Profile-based Filtering Method for Information Search in Smart TV Environment (스마트 TV 환경에서 정보 검색을 위한 사용자 프로파일 기반 필터링 방법)

  • Sean, Visal;Oh, Kyeong-Jin;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.18 no.3
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    • pp.97-117
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    • 2012
  • Nowadays, Internet users tend to do a variety of actions at the same time such as web browsing, social networking and multimedia consumption. While watching a video, once a user is interested in any product, the user has to do information searches to get to know more about the product. With a conventional approach, user has to search it separately with search engines like Bing or Google, which might be inconvenient and time-consuming. For this reason, a video annotation platform has been developed in order to provide users more convenient and more interactive ways with video content. In the future of smart TV environment, users can follow annotated information, for example, a link to a vendor to buy the product of interest. It is even better to enable users to search for information by directly discussing with friends. Users can effectively get useful and relevant information about the product from friends who share common interests or might have experienced it before, which is more reliable than the results from search engines. Social networking services provide an appropriate environment for people to share products so that they can show new things to their friends and to share their personal experiences on any specific product. Meanwhile, they can also absorb the most relevant information about the product that they are interested in by either comments or discussion amongst friends. However, within a very huge graph of friends, determining the most appropriate persons to ask for information about a specific product has still a limitation within the existing conventional approach. Once users want to share or discuss a product, they simply share it to all friends as new feeds. This means a newly posted article is blindly spread to all friends without considering their background interests or knowledge. In this way, the number of responses back will be huge. Users cannot easily absorb the relevant and useful responses from friends, since they are from various fields of interest and knowledge. In order to overcome this limitation, we propose a method to filter a user's friends for information search, which leverages semantic video annotation and social networking services. Our method filters and brings out who can give user useful information about a specific product. By examining the existing Facebook information regarding users and their social graph, we construct a user profile of product interest. With user's permission and authentication, user's particular activities are enriched with the domain-specific ontology such as GoodRelations and BestBuy Data sources. Besides, we assume that the object in the video is already annotated using Linked Data. Thus, the detail information of the product that user would like to ask for more information is retrieved via product URI. Our system calculates the similarities among them in order to identify the most suitable friends for seeking information about the mentioned product. The system filters a user's friends according to their score which tells the order of whom can highly likely give the user useful information about a specific product of interest. We have conducted an experiment with a group of respondents in order to verify and evaluate our system. First, the user profile accuracy evaluation is conducted to demonstrate how much our system constructed user profile of product interest represents user's interest correctly. Then, the evaluation on filtering method is made by inspecting the ranked results with human judgment. The results show that our method works effectively and efficiently in filtering. Our system fulfills user needs by supporting user to select appropriate friends for seeking useful information about a specific product that user is curious about. As a result, it helps to influence and convince user in purchase decisions.

Evaluation and interpretation of the effects of heterogeneous layers in an OBS/air-gun crustal structure study (OBS/에어건을 이용한 지각구조 연구에서 불균질층의 영향에 대한 평가와 해석)

  • Tsuruga, Kayoko;Kasahara, Junzo;Kubota, Ryuji;Nishiyama, Eiichiro;Kamimura, Aya;Naito, Yoshihiro;Honda, Fuminori;Oikawa, Nobutaka;Tamura, Yasuo;Nishizawa, Azusa;Kaneda, Kentaro
    • Geophysics and Geophysical Exploration
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    • v.11 no.1
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    • pp.1-14
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    • 2008
  • We present a method for interpreting seismic records with arrivals and waveforms having characteristics which could be generated by extremely inhomogeneous velocity structures, such as non-typical oceanic crust, decollement at subduction zones, and seamounts in oceanic regions, by comparing them with synthetic waveforms. Recent extensive refraction and wide-angle reflection surveys in oceanic regions have provided us with a huge number of high-resolution and high-quality seismic records containing characteristic arrivals and waveforms, besides first arrivals and major reflected phases such as PmP. Some characteristic waveforms, with significant later reflected phases or anomalous amplitude decay with offset distance, are difficult to interpret using only a conventional interpretation method such as the traveltime tomographic inversion method. We find the best process for investigating such characteristic phases is to use an interactive interpretation method to compare observed data with synthetic waveforms, and calculate raypaths and traveltimes. This approach enables us to construct a reasonable structural model that includes all of the major characteristics of the observed waveforms. We present results here with some actual observed examples that might be of great help in the interpretation of such problematic phases. Our approach to the analysis of waveform characteristics is endorsed as an innovative method for constructing high-resolution and high-quality crustal structure models, not only in oceanic regions, but also in the continental regions.

A Study on Deliberative type of citizen participation: The case of The case of A Food Waste Recycling Facility in Ulsan City, Korea (숙의적 시민참여 모델 연구: 울산시 북구 음식물자원화시설 건립 사례)

  • Cho, Hyun-Suk
    • Journal of Science and Technology Studies
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    • v.6 no.1 s.11
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    • pp.1-30
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    • 2006
  • This paper is to analyse the case of citizen participation employed in the local government, Buk-gu (Northern District) in the city of Ulsan, Korea. A kind of deliberative type of citizen participation named' citizen jury' was exercised to resolve an environmental conflict between Buk-gu government and its residents. The conflict was caused by the construction of a food waste recycling facility near by some residential areas in Buk-gu. Theoretically this paper makes a typology of citizen participation methods. Two criteria are employed. First of all, lay citizens are the primary participant or not? Secondly, interactive communication is feasible or not among participants in the process of citizen participation. Four generic types of citizen participation are sorted out: technocratic, pluralist, direct/participatory, and deliberative type. Especially deliberative type of citizen participation is based on an idea of deliberative democracy. This paper argues that the case of citizen participation employed in Buk-gu belongs to deliberative type of citizen participation. The argument is based on the following reasons. Firstly, primary participants in deliberation process can be considered as lay citizens though they are selected form local NGOs and religious groups. According to a survey, most of participants said that they would participate in the process of deliberation in the capacity of lay citizens though they were selected by their own groups. Secondly, the citizen participation process was deliberately designed and implemented to facilitate competence of primary participants and fairness in the deliberation. Viewed from this analysis, this Buk-gu case can be safely considered an innovative method of citizen participation which is also very successful in resolving intractable environmental conflict in the local government.

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A Study on the Evaluation of Materials for Aircraft Turbofan Engine Using Data Base. (항공기용 터어보팬 엔진의 재료선정용 DATA BASE를 이용한 재료평가에 관한 연구)

  • Kim, Gwang-Bae;Bu, Jun-Hong;Kim, Hak-Bong;Im, Gyeong-Ho;Yu, Sang-Sin
    • Korean Journal of Materials Research
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    • v.1 no.3
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    • pp.156-167
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    • 1991
  • The purpose of this study is to develop a data base for material selection of turbofan engines, which is preferred in these days on many application due to their high performance with economical operation. Hundreds of Super Alloys have been developed by this time, each having special properties. Since it is very difficult task for a design engineer to select materials of adequate Properties for specific engine components, a good data bate is strongly desired to manage informations on various kinds of materials. However, no basic research is reported in this area so far in our country. The operating conditions such as temperature, pressure, rpm of spools are assumed to be provided by other mechanical studies. Creep rupture strength, corrosion resistance, yield strength, thermal expansion, melting point, etc., are considered as typical properties in this study to search a group of candidate materials. Formability, manufacturing or purchase cost can also be important variables to be considered. As a result of this study, a user-friendly computer program has been developed for input of new material information, interactive material selection, and output of selection results. Finally, discussion is presented from. the viewpoint of materials engineering. A method to evaluate the performance of the selected materials is also suggested.

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Appraisal of Breast Cancer Symptoms by Iranian Women: Entangled Cognitive, Emotional and Socio-Cultural Responses

  • Khakbazan, Zohreh;Roudsari, Robab Latifnejad;Taghipour, Ali;Mohammadi, Eesa;Pour, Ramesh Omrani
    • Asian Pacific Journal of Cancer Prevention
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    • v.15 no.19
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    • pp.8135-8142
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    • 2014
  • Background: Breast cancer is the most common cancer in Iranian women and usually features delayed presentation and late diagnosis. Interpretation of symptoms, as the most important step, has a significant impact on patient delay in seeking treatment. There is a dearth of studies on symptom appraisal and the process leading to seeking help in breast cancer patients. This study explored the perceptions and experiences of Iranian women with self-detected possible breast cancer symptoms. Materials and Methods: A qualitative method was conducted involving in-depth semi-structured interviews with 27 Iranian women with self-discovered breast cancer symptoms. Participants were purposefully selected from women who attended Cancer Institute of Tehran University of Medical Sciences during June 2012 to August 2013. The audiotaped interviews were transcribed and analyzed using conventional content analysis with MAXQDA soft ware version 10. The trustworthiness of the study was verified by prolonged engagement, member validation of codes, and thick description. Results: The main concepts emerging from data analysis were categorized in four categories: symptom recognition, labeling of symptoms, interactive understanding, and confronting the fear of cancer. Symptom recognition through breast self-examination, symptom monitoring and employing prior knowledge distinguished normal from abnormal symptoms and accompanied with perception of being at risk of breast cancer led to symptom labeling. Social interaction by selective disclosure and receiving reassurance from a consultant led to confirmation or redefinition of the situation. Perceived seriousness of the situation and social meanings of breast cancer as a stigmatized and incurable illness associated with loss of femininity were reasons for patient worries and fear. Conclusions: This study emphasized that entangled cognitive, emotional and socio-cultural responses affecting understanding of symptom seriousness require further investigation. It is suggested that programs aimed at shortening patient delay in breast cancer should be focused on improving women's knowledge and self-awareness of breast cancer, in addition to correcting their social beliefs.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

A Comparative Analysis of Verbal Interaction on Traditional Instruction and Flipped Learning (전통적 수업과 플립러닝 수업의 언어 상호작용 비교 분석)

  • Lee, Heesuk;Heo, Seojeong;Kim, Changsuk
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.113-126
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    • 2015
  • This study intends to investigate the features and the difference between traditional instruction and flipped learning through a comparative analysis of verbal interaction on those learning method. The videos of traditional instruction and flipped learning of 5th graders social class were recorded and transcribed, which were analyzed in Flanders verbal interaction model. The results were as follows: First, the flipped learning is composed of students' learning activity and a teacher's statement properly, while the traditional instruction consists of a teacher's statement mostly. Second, the traditional instruction tends to be directive classes that full of dominant, despotic, restrictive communication of teacher oriented. In contrast, the flipped learning is inclined to be nondirective with integrated, democratic, comprehensive, permissive communication of students oriented. Third, the flipped learning emphasizes students' activities and statement and reduces delivery of knowledge, meanwhile, the traditional instruction stresses delivery of content that the teacher centrally located. Lastly, the type of verbal interaction in traditional instruction is a one-way communication, students responding simply in teacher's lectures and questions. On the other hand, in flipped learning lessons, more interactive communication occurs, teachers complimenting students and accepting their comments.

Classification and Developmental Direction of Domestic Internet Advertising (국내 인터넷 광고의 유형과 발전방향에 대한 고찰)

  • 안성혜
    • Archives of design research
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    • v.16 no.3
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    • pp.241-252
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    • 2003
  • Currently while a phase of the Internet as an advertising media is firm, and Internet advertisement utilization of a company rises, and the consumers contact with various Internet advertisements. A lot of Internet advertisements of various forms made with new technology to develop rapidly are executed and will disappear again. Now, It is necessary to classify various types of the Internal advertisement which was made by a sharp environment change, and was tested of the last ten years and to classify expression techniques systematically. At the same time, we have to check a development direction of domestic Internet advertisement and trend. It is a point of time that Internet advertisement must be designed in a macroscopic dimension like the four medium advertisement by an advertisement strategy and an expression strategy. In this paper, first I classified a type of domestic Internet advertising into marketing, an advertisement purpose, an expression form, manufacture technology, and an express on method systematically in five sides so far And I tried to consider the form and characteristics. By next time, while examine change of internet marketing paradigm, I checked trend of recently domestic Internet advertising in accord to a change of consumer's use tendency and a change of Internet advertisement manufacture technology, and tried to consider the development course in the marketing side, the manufacture technical side, and the creative side. Finally, I wish to propose necessity of expression strategy establishment to promote development of the interactive advertisement technique that considered the creative side in order to raise an effect of Internet advertisement.

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