• 제목/요약/키워드: Interactive Space

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Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • 대한인간공학회지
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    • 제33권3호
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

현대도시에서 나타나는 상호작용 공간에 대한 연구 - 시민과 상호작용하는 공간을 중심으로 - (A Study on the Interactive space of Contemporary City - focused on interactive space of citize -)

  • 고귀한;김정곤
    • 한국실내디자인학회논문집
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    • 제21권5호
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    • pp.57-64
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    • 2012
  • The ideologie of modern society as per something to phenomenology problem is to show various different looks. The community space is spring from Greek and Roman of community place by agora and forum is make a active communicate to interpersonally. Subject to centrically In the context, this paper is study on the Sustainable development for community space about interactive space. and focusing is Response to human of interact in each other intelligent space. And this paper suggestion is composition method of community space in technology advanced, Interactive interface form for human, sustainable to community space direction elements. First, I'll rearrange the distinctive features of modern society through references of various scholars. This is to understand how interactivity affects the whole society and what is the importance of this interactive wave. Second, I'll analyze several trends of modern community space and figure the change of methodology of design based on the advancement of design technology. This is to understand the interactive relation of the subjects. Third, I'll seek how community space design has changed in modern society and under which process design is made. This is to clarify the fact that the portion of interaction will increase in future design according to the intervention of equipment, which is one of the objects of interaction space.

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상호작용성 영향요인이 적용된 공간디자인 프로세스에 관한 연구 - 상호작용 행태지원 프로그래밍 프로세스를 중심으로 - (A Study on the Design Process of Interactive Space with the Influential Factors on the Interactivity - Focus on Programming Process for Supporting Interactive Behaviors -)

  • 이정민
    • 한국실내디자인학회논문집
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    • 제20권5호
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    • pp.23-33
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    • 2011
  • Starting with 21st Century, the role of the design has been widened and designers began to regard the psychological and behavioral factors as main design considerations. These factors are the core elements especially in designing interactive space. This research proposed the user-centered design methodology for interactive space. It developed Programming Process for Supporting Interactive Behaviors. To compose the process, this research analyzed the influential factors on the interactivity and the results were applied on the process. This newly proposed Programming Process contains four basic stages which are 'Opportunity Identification Cell', 'Intersubject Cell', 'Interaction & Interface Cell', and 'Programming Solution Cell'. More detailed tasks are also specified for each stage. This research asserts that the design process for Interactive space should differ from the past design processes in the fact that it puts much more attention on systemizing the psychological and behavioral elements than before. Therefore the design process for Interactive space should be reinforced with the data related to these psychological and behavioral understandings. The Programming Process of this paper is an attempt to enlarge the roles of these data in designing interactive space, and thus it is an attempt to accommodate the contemporary user-centered design paradigm.

Tangible Space and Interactive Technology

  • Yoon, Joong-Sun;Yoh, Myeung-Sook
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.2687-2692
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    • 2003
  • Recent advancement in information technology requires new interpretations for the space among human, machines and environment. Investigation of space between information and human could lead to the proper ways, in which human and machines meet. Various concepts regarding space have been explored in terms of “virtual reality in cyberspace” and “embodiment in tangible space.” “Mom (embodiment),” space, virtuality, sensation/perception, and interactive technology are some of the key ideas to be explored. Human “Mom” is such a fundamental membrane through which human can interact with the environment physically and mentally. An embodied interaction paradigm, based on “Mom,” is investigated. This leads to interactive technology paradigm. Sound space is an invisible but a tangible space in a sense that it travels in emotional tremors and stimulates new sensations and perceptions. Three cases are introduced to experiment such tangible space as a new and proper interactive paradigm. Also, a historical model of interaction is reviewed, which includes electrical, symbolic, textual, graphical, tangible, and social interaction.

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상호작용하는 건축공간에서 나타나는 생태학적 특성에 관한 연구 (A Study on Ecological characteristic in Interactive architecture)

  • 고귀한
    • 한국실내디자인학회논문집
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    • 제21권4호
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    • pp.121-128
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    • 2012
  • Interactive space became one of the modern contemporary society design paradigms. For elevating the interactive effect, we need Interactive design development which uses the influential factors on the interactivity. Digital technology is resulted in a change to a society as well as to the life of human and its way of communication. This study is inquiry into the relations and the common characteristics between ecological architecture space and eco-centric environmental philosophy by making a comparative research. This aims to examine type of spatial contexts for performed through literature research for theory by interactive space and case studies for ecological construction elements to design. And the range of case study is limited to interaction space in addition of interactive elements and user interface. And analysis conclusion is show the many type. Five principles that draw at ecological design conceptualization process, whole unity, variety of organic at ecological design conceptualization process, circularity, homeostasis, allness, biological evolution, diversity have involved with concept that presents in ecological esthetics and organic property of ecology-system.

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유비쿼터스 사회에서 나타나는 현대 공간에 관한 연구 - 인터렉티브 공간을 중심으로 - (A Study on contemporary space in Ubiquitous society - Focusing on Interactive space -)

  • 고귀한
    • 한국실내디자인학회논문집
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    • 제21권3호
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    • pp.50-57
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    • 2012
  • In Ubiquitous era. architecture is not the old building adapting ubiquitous technology. In order to take the role as new architectural paradigm in space, environment and technology, it has to develop technology continuously and experimental architecture at the same time. it must have co-evolution of architectural field and others through organic network. by that, the evolution of space will be in the way that combines space which is responded to human emotion and user-centric human-friendly. It will be the new paradigm of Ubiquitous digital space. Digital technology resulted in a change to a society as well as to the life of human and its way of thinking. Due to those changes, new terms or concepts come out and a new meaning is added to the conventional concepts. This aims to examine type of spatial contexts for interaction design experience. This study is performed through Literature research for theory by interactive space and case studies for construction elements to design. The range of case study is limited to interaction space in addition of interactive elements and user interface. And analysis conclusion is show the many type, First, Interactive space has special purpose for make a interaction by intelligent elements.(sensor, program, algorithm, New-technology) Second, Interactive space was cooperation with various professional for space purpose. Third. Interactive space is self-develop by algorithm, program, sensor network and that is harmonize with user. finally. Interaction space is show the temper elements about allness, metastatic, activeness, liquidity, relationship. That was written by ecological theory.

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존 듀이의 경험이론을 통한 이용자 공간 지각 특성 연구 (Study on the Characteristics of the User Space Perception through the Use Dewey's Theory of Experience)

  • 고귀한;김정곤;강민기
    • 한국실내디자인학회논문집
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    • 제22권3호
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    • pp.100-107
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    • 2013
  • In smart era, concept of User experience has been an important issue both in academic and practical areas in recent years. Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user?centered design methodology which uses the influential factors on the interactivity. As, well developed information technology made a lot of changes to various fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system. So, a user's movement in the space in more than just a movement itself-user's movement now forms a important spatial structure that leads the narrative of the space. in this research, I will come up with the problems that the interactive space has right now, and analyze what the public space must have, and combine them with interactive space by HCI theory. architecture space is not the old space adapting digital technology. In order to take the role as new space paradigm. environment and technology, it has to develop technology continuously and experimental space at the same time. It must have co-evolution of architecture space field and others through organic network. by that, the evolution of space will be in the way that combines space which is responded to human emotion and user centric human friendly.

대공간구조물의 Interactive Media 적용 사례 분석 (A Case Study on Using Interactive Media of Large Space Structure)

  • 김식;윤성원
    • 한국공간구조학회논문집
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    • 제11권4호
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    • pp.71-78
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    • 2011
  • 인터랙티브 미디어의 적용사례를 보면 공공공간의 경우 내 외부의 소규모 공간에 관객과 작품이 상호 작용할 수 있도록 도와주고 있으며, 일반건축물은 외벽이나 벽면에 LED 프로젝터 등을 설치하여 정보전달과 광고를 위해 광범위하게 사용되고 있는 것을 알 수 있다. 반면에 일반건축물과 공공공간의 인터랙티브 미디어의 적용과는 다르게, 대공간 구조물의 지붕에 인터랙티브 미디어를 적용한 연구에 관한 사례는 부족한 실정이다. 이 논문은 기존 일반건축물과 공공공간건물의 인터랙트 미디어를 적용한 사례를 11개의 대공간 구조물 사례 결과와 비교하여 콘텐츠, 디스플레이, 인터페이스, 기술장치 등 4 가지 항목으로 분석하였다. 대공간구조물은 (39%) 컨텐츠를 대부분 활용하여 인터랙티브 미디어를 전달하고 있으며, 차츰 놀이(27%), 광고(17%), 메시지(17%)의 순서로 다양하게 전달하는 것으로 분석되었다.

인터렉티브 미디어 체험에 따른 전시공간에 대한 공간 만족도 및 인지도 분석 (Analyses on Satisfaction and Perception for Space according to Experiencing Interactive Media in Exhibition Halls)

  • 송유영;이지현;김수영
    • 설비공학논문집
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    • 제24권3호
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    • pp.271-280
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    • 2012
  • This study examines the influence of experiencing interactive media in exhibition halls on the satisfaction and perception for the exhibition space. Field measurements and surveys were performed in two exhibition halls where various interactive media were exhibited. Results imply that experiencing interactive media was important to enhance understanding the information provided by them. In order to improve satisfaction for the exhibition halls, the layout of space need to be organized effectively in a way that visitors easily feel interest in the contents and information exhibited in the space. Also, in order to keep better perception for exhibition space, the information provided in the space should be organized clearly and open to visitors easily. The flow of visitors' traffic in the exhibition space should be perceived easily by the visitors. Multiple linear regression indicated that the space should be organized effectively with good visual composition that surrounds the exhibits in order to improve satisfaction level for the exhibition hall. In addition, various information provided by the media contributed to improve perception for the exhibition hall.

상호작용 공간 모달리티의 건축기호적 특징 - 질베르 시몽동의 기술의 정보·형태화 관점 - (The Archi-Semiotic Characteristics of Spatial Modality in Interactive Space - Focus on Gilbert Simondon's Information of Technology -)

  • 서준호
    • 한국실내디자인학회논문집
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    • 제22권1호
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    • pp.75-84
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    • 2013
  • This study focuses on Gilbert Simondon's individuation theory, a core concept of his technological philosophy, and spatial modality in interactive space as the schema of interactive operation. The study examines spatial modality as the technology of an interaction-enabler that has archi-semiotic characteristics in the designed space by aspects of examples. They are based on ideas and properties of a combined environment and the concept of information, which form Simondon's individuation theory. In the process of technological individuation, spatial modality has the characteristics of archi-semiotics from a combined environment and information. The first of the three properties is representation through semiosis and the information surface. Second is the context by relation works and perception, and third are the symbolic aspects, which could create Placeness by meaning. Combining meaningful constructive and deconstructive spaces could result in space for interactive communication. Spatial modality makes it possible to interact with users and spaces. In fact, it could have a particular semiotic mode of address and become a semiotic and contextual base. As a basic investigation of spatial modality, this study will contribute to interactive space design research.