• Title/Summary/Keyword: Interactive Text

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Case Study Analysis of Digital Education Design to Basic Concept Design Trend by Target of Education Needs in UK and Sweden (디지털 교육매체의 기초 컨셉디자인 동향 파악을 위한 선진국 사례 분석 - 영국과 스웨덴의 사용자 니즈를 중심으로 -)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.345-366
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    • 2014
  • From the beginning of Digital text book in 2007, there are many kinds of digital text book such as English, Science etc at Public education. Above many problems at the beginning like just using paper text book's scan data as digital text book, now use special contents and design for only digital text book. But only for digital text book not for other. There is gap between advanced country of education and us. This is research based on LG europe design center in London, UK target is UK, Sweden by heuristic analysis, question investigation to get Target's UX with digital education media. Advancement of digital and interest of education bring the world development of digital education device. UK, where is education advanced nation, is using lot's of digital education device which is interactive board, digital desk etc. Result of Analysis of Digital Education Design trend by Target of Education Needs apply rough Design by LG europe design center. We can get more sophisticated needs and UX result by target then Korea that can use for our future Digital education design plan. Also help to reduce gap between advanced country and Korea.

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.

The Creation of Dental Radiology Multimedia Electronic Textbook (멀티미디어기술을 이용한 치과방사선학 전자 교과서 제작에 관한 연구)

  • Kim Eun-Kyung;Cha Sang-Yun;Han Won-Jeong;Hong Byeong-Hee
    • Imaging Science in Dentistry
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    • v.30 no.1
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    • pp.55-62
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    • 2000
  • Purpose: This study was performed to develop the electronic textbook (CD-rom title) about preclinical practice of oral and maxillofacial radiology, using multimedia technology with interactive environment. Materials and Methods: After comparing the three authoring methods of multimedia, i.e. programming language, multimedia authoring tool and web authoring tool, we determined the web authoring tool as an authoring method of our electronic textbook. Intel Pentium II 350 MHz IBM-compatible personal computer with 128 Megabyte RAM, Umax Powerlook flatbed scanner with transparency unit, Olympus Camedia l400L digital camera, ESS 1686 sound card, Sony 8 mm Handycam, PC Vision 97 pro capture board, Namo web editor 3.0, Photoshop 3.0, ThumbNailer, RealPlayer 7 basic and RealProducer G2 were used for creating the text document, diagram, figure, X-ray image, video and sound files. We made use of javascripts for tree menu structure, moving text bar, link button and spread list menu and image map etc. After creating all files and hyperlinking them, we burned out the CD-rom title with all of the above multimedia data, Netscape communicator and plug in program as a prototype. Results and Conclusions : We developed the dental radiology electronic textbook which has 9 chapters and consists of 155 text documents, 26 figures, 150 X-ray image files, 20 video files, 20 sound files and 50 questions with answers. We expect that this CD-rom title can be used at the intranet and internet environments and continuous updates will be performed easily.

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Research on Developing a Conversational AI Callbot Solution for Medical Counselling

  • Won Ro LEE;Jeong Hyon CHOI;Min Soo KANG
    • Korean Journal of Artificial Intelligence
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    • v.11 no.4
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    • pp.9-13
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    • 2023
  • In this study, we explored the potential of integrating interactive AI callbot technology into the medical consultation domain as part of a broader service development initiative. Aimed at enhancing patient satisfaction, the AI callbot was designed to efficiently address queries from hospitals' primary users, especially the elderly and those using phone services. By incorporating an AI-driven callbot into the hospital's customer service center, routine tasks such as appointment modifications and cancellations were efficiently managed by the AI Callbot Agent. On the other hand, tasks requiring more detailed attention or specialization were addressed by Human Agents, ensuring a balanced and collaborative approach. The deep learning model for voice recognition for this study was based on the Transformer model and fine-tuned to fit the medical field using a pre-trained model. Existing recording files were converted into learning data to perform SSL(self-supervised learning) Model was implemented. The ANN (Artificial neural network) neural network model was used to analyze voice signals and interpret them as text, and after actual application, the intent was enriched through reinforcement learning to continuously improve accuracy. In the case of TTS(Text To Speech), the Transformer model was applied to Text Analysis, Acoustic model, and Vocoder, and Google's Natural Language API was applied to recognize intent. As the research progresses, there are challenges to solve, such as interconnection issues between various EMR providers, problems with doctor's time slots, problems with two or more hospital appointments, and problems with patient use. However, there are specialized problems that are easy to make reservations. Implementation of the callbot service in hospitals appears to be applicable immediately.

A study on the Emotional Communication of Interactive Media Art and Audience -a focus on the affects of exhibition interpretation medium- (인터랙티브 미디어 아트와 관객과의 감성 커뮤니케이션에 관한 연구 -전시 해석매체가 미치는 영향을 중심으로-)

  • Jung, Myun-Joo;Son, Ju-Young
    • Science of Emotion and Sensibility
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    • v.14 no.3
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    • pp.415-424
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    • 2011
  • Interactive media art can be said to be art in which audience participation and communication through interaction is considered to be most important Previously the role of the audience is to unilately accepted the artist's message, whereas the role of the audience observing interaction media has been changed to the point of the producer, actively participating in completing the artwork through interaction. This study analyzed the interaction and communication between the audience and interactive media artworks from the audience's point of view (in the view of reception theory) by the investigation of the case of the artworks that were on exhibition. Employing the exhibition interpretation medium with docent explanation and wall text was experienced how to improve audience's communication when they watched the artworks. The docent explained the intention of artists and their artworks in the manner of storytelling and induced the audience to focus naturally on the artworks. As the result, the role of the exhibition interpretation medium was found to be significantly high in enhancing the degree of emotional communication with the artworks, so in this study I attempted to present that the role of the docent is an important factor for enhancing the audience participation and emotional communication through interaction with the artworks.

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TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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Implementation of Interactive Media Content Production Framework based on Gesture Recognition (제스처 인식 기반의 인터랙티브 미디어 콘텐츠 제작 프레임워크 구현)

  • Koh, You-jin;Kim, Tae-Won;Kim, Yong-Goo;Choi, Yoo-Joo
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.545-559
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    • 2020
  • In this paper, we propose a content creation framework that enables users without programming experience to easily create interactive media content that responds to user gestures. In the proposed framework, users define the gestures they use and the media effects that respond to them by numbers, and link them in a text-based configuration file. In the proposed framework, the interactive media content that responds to the user's gesture is linked with the dynamic projection mapping module to track the user's location and project the media effects onto the user. To reduce the processing speed and memory burden of the gesture recognition, the user's movement is expressed as a gray scale motion history image. We designed a convolutional neural network model for gesture recognition using motion history images as input data. The number of network layers and hyperparameters of the convolutional neural network model were determined through experiments that recognize five gestures, and applied to the proposed framework. In the gesture recognition experiment, we obtained a recognition accuracy of 97.96% and a processing speed of 12.04 FPS. In the experiment connected with the three media effects, we confirmed that the intended media effect was appropriately displayed in real-time according to the user's gesture.

A Train Ticket Reservation Aid System Using Automated Call Routing Technology Based on Speech Recognition (음성인식을 이용한 자동 호 분류 철도 예약 시스템)

  • Shim Yu-Jin;Kim Jae-In;Koo Myung-Wan
    • MALSORI
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    • no.52
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    • pp.161-169
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    • 2004
  • This paper describes the automated call routing for train ticket reservation aid system based on speech recognition. We focus on the task of automatically routing telephone calls based on user's fluently spoken response instead of touch tone menus in an interactive voice response system. Vector-based call routing algorithm is investigated and mapping table for key term is suggested. Korail database collected by KT is used for call routing experiment. We evaluate call-classification experiments for transcribed text from Korail database. In case of small training data, an average call routing error reduction rate of 14% is observed when mapping table is used.

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Analysis of Group Process with Instant Messaging Technology

  • Park Sanghyuk;Cho Namjae
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2003.11a
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    • pp.41-54
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    • 2003
  • This study examines group process patterns when Instant Messaging is used for decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of a group, when appropriately organized, can enhance creative production of outcomes. A qualitative analysis is conducted on communication patterns based on text-based conversation protocols. Specifically, this research tries to extend existing studies on group-work by focusing on the interactive communication process among participants. Study results include that the production of creative outcome depends on the temporal sequence of discussion pattern among group members. (1) Appropriate control of the discussion process is essential to obtain a high level of performance. (2) It is also important to set up discussion rules and rules for the use of communication medium in the early stages of the discussion . (3) Active participants use various protocol types while less-active members rely mainly on 'cognitive' protocols.

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A Study on Multimedia Processor Architecture (멀티미디어 프로세서 아키텍쳐에 관한 연구)

  • Park, Chun-Myoung;Lee, Taek-Keun
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.1177-1180
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    • 2005
  • This paper present a method of constructing the multimedia processor architecture. The proposed multimedia processor architecture be able to handle each text, sound, and video in one chip. Also it have interactive function that is a characteristics of multimedia. Specially, the proposed multimedia processor be able to addressing nodes in memory map without software, and it is completely reconfigurable depend on data. Also it as able to process time and space common that have synchronous/asynchronous and it is able to protect continuous and dynamic media bus collision, and local and overall common memory structure. The proposed multimedia processor architecture apply to virtual reality and mixed reality.

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