• Title/Summary/Keyword: Physical Interaction

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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The Moderating Effect of the Physical Environmental-level Between Infant Teachers' Positive Play Beliefs and Teacher-infant Interaction (영아교사의 긍정적 놀이신념이 영아와의 상호작용에 미치는 영향에서 물리적 환경수준의 중재효과)

  • Lee, Mijin;Lee, Wanjung
    • Korean Journal of Childcare and Education
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    • v.15 no.6
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    • pp.41-57
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    • 2019
  • Objective: The purpose of this study was to investigate the moderate effect of the physical environmental-level between infant teachers' positive play beliefs and teacher-infant interaction. Methods: The subjects of this study were 483 teachers in charge of one-year-old and two-year-old infants in child care centers located in metropolitan areas. The data were collected by asking the teachers to respond to a questionnaire and the data collected were analyzed through correlation and hierarchical multi- regression analysis. Results: First, the positive play beliefs of the infant teacher, the physical environment level, and the teacher-infant interaction showed significant proportional correlations. Second, the physical environment level moderated the influence of the teacher's positive play beliefs on teacher-infant interaction. In particular, results showed that functional interior space configuration, outdoor playground composition and facilities among the sub-variables of the physical environment level had a moderating effect. Conclusion/Implications: The results of this study show that teachers with positive play beliefs have positive teacher-infant interaction when there is sufficient space available for infants and teachers. This indicates that the human and physical environments of child care centers can promote teacher-child interaction.

Equivalent Physical Damping Parameter Estimation for Stable Haptic Interaction (안정적인 햅틱 상호작용을 위한 등가 물리적 댐핑 추정)

  • Kim, Jong-Phil;Seo, Chang-Hhoon;Ryu, Je-Ha
    • The Journal of Korea Robotics Society
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    • v.1 no.2
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    • pp.135-141
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    • 2006
  • This paper presents offline estimation of equivalent physical damping parameter in haptic interaction systems where damping is the most important parameter for stability. Based on the previous energy bounding algorithm, an offline procedure is developed in order to estimate the physical damping parameter of a haptic device by measuring energy flow-in to the haptic device. The proposed method does not use force/torque sensor at the handgrip. Numerical simulation and experiments verified effectiveness of the proposed method.

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Analysis of Middle School Students' Verbal and Physical Interactions of Group Size in Small Group Learning Using Augmented Reality (소집단 크기에 따른 중학생의 증강현실을 활용한 소집단 학습에서 나타나는 언어적·물리적 상호작용)

  • Nayoon, Song;KiDoug, Shin;Taehee, Noh
    • Journal of The Korean Association For Science Education
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    • v.42 no.5
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    • pp.557-566
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    • 2022
  • This study analyzed paired middle school students' verbal and physical interactions in small group learning using augmented reality. Twelve 8th graders were paired to take classes of solubility and melting/boiling points based on augmented reality. These classes were videotaped and recorded. After the classes, all the students participated in a semi-structured interview. The results were analyzed in three sections; individual statement units of verbal interaction, interaction units of verbal interaction and physical interaction. In the individual statement units of verbal interaction, the proportion of information question/explanation was found to be high. In the interaction units of verbal interaction, the proportion of simple interaction was the highest, followed by elaborated interaction. Beneath the elaborate interaction, the proportion of cumulative interaction was found to be the highest, followed by reformative interaction. In the physical interaction, writing a worksheet and gazing at a virtual object were higher. On the basis of the results, effective ways to form a proper environment in small group learning using augmented reality are discussed.

Effects of Sensory Stimulation Program Conducted by Primipara on the Physical Growth and Mother-Infant Feeding Interaction for Full Term Infant (초산모의 감각자극 프로그램이 영아의 성장 및 수유시 모아 상호작용에 미치는 효과)

  • 김미예;장군자;김선희
    • Journal of Korean Academy of Nursing
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    • v.34 no.5
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    • pp.820-828
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    • 2004
  • Purpose: The purpose of this study was to identify the effectiveness of sensory stimulation program administered by primipara on the physical growth and mother-infant feeding interaction for the first 6 months of infancy. Method: Data were collected from December 1, 2001 to June 30, 2003. A total of 35 mothers and their infants were assigned to a control(n=17) and an experimental(n=18) group. Mothers in the experimental group received education related to sensory stimulation program and administered to their infants twice a day for 6 months. Both groups were measured the weight, length, head circumference and chest circumference of infants at 6 weeks, 10 weeks, 14 weeks, 18 weeks, and 22 weeks and the mother-infant feeding interaction at 6 weeks, 10 weeks through the home visiting. Result: Compared to the control group, the experimental group had significantly larger increases in head circumference for intervention period. In addition to, the experimental group showed significantly higher score in mother-infant interaction than control group. Conclusion: These data suggested that sensory stimulation program administered by primipara may improve the physical growth of full term infant and mother-infant feeding interaction.

A Cyber-Physical Information System for Smart Buildings with Collaborative Information Fusion

  • Liu, Qing;Li, Lanlan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.5
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    • pp.1516-1539
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    • 2022
  • This article shows a set of physical information fusion IoT systems that we designed for smart buildings. Its essence is a computer system that combines physical quantities in buildings with quantitative analysis and control. In the part of the Internet of Things, its mechanism is controlled by a monitoring system based on sensor networks and computer-based algorithms. Based on the design idea of the agent, we have realized human-machine interaction (HMI) and machine-machine interaction (MMI). Among them, HMI is realized through human-machine interaction, while MMI is realized through embedded computing, sensors, controllers, and execution. Device and wireless communication network. This article mainly focuses on the function of wireless sensor networks and MMI in environmental monitoring. This function plays a fundamental role in building security, environmental control, HVAC, and other smart building control systems. The article not only discusses various network applications and their implementation based on agent design but also demonstrates our collaborative information fusion strategy. This strategy can provide a stable incentive method for the system through collaborative information fusion when the sensor system is unstable in the physical measurements, thereby preventing system jitter and unstable response caused by uncertain disturbances and environmental factors. This article also gives the results of the system test. The results show that through the CPS interaction of HMI and MMI, the intelligent building IoT system can achieve comprehensive monitoring, thereby providing support and expansion for advanced automation management.

Development and Test of Effectiveness of a Prenatal Parental Role Education Program (산전 어머니역할교육 프로그램 개발과 그 효과)

  • Kim, Tae-Im
    • Child Health Nursing Research
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    • v.12 no.1
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    • pp.104-113
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    • 2006
  • Purpose: This study was conducted to develop and evaluate the effectiveness of a prenatal parental role education program. Methods: The participants were healthy primiparous women and their healthy newborn babies. 57 mother-infant diads(27 in the intervention group, 30 in the control group). For the intervention group, an additional 4 prenatal parental role education programs and 2 postnatal telephone calls(1st & 3rd week after birth) were provided. Data were analyzed by frequency, chi-square test, t-test and repeated measures ANOVA using SPSS PC+ 10.0 program. Results: Significant differences were found in self-confidence in maternal role performance, mother-infant interaction and infant physical growth between the two groups. This result indicate that the intervention program was effective in improving self-confidence in maternal role performance, mother-infant interaction and in facilitating infant physical growth. Conclusions: The prenatal parental role education program developed by the author was a very effective program in promoting maternal self-confidence, mother-infant interaction, and fostering infant's physical growth at 4 weeks after infant's birth.

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Changes in the Gross Motor Function, Self-esteem and Social Ability of Children with Spastic diplegia from Group Exercise : Case Study (그룹운동프로그램에 의한 뇌성마비 아동의 대동작 기능, 자아존중감 및 사회성의 변화 : 사례연구)

  • Lee, Eun-Jung;Song, Ju-Min
    • Journal of the Korean Society of Physical Medicine
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    • v.5 no.4
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    • pp.645-654
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    • 2010
  • Purpose : The purpose of this study was to investigate changes in the gross motor function, self-esteem and social ability of children with cerebral palsy from group exercise program for physical and emotional interaction. Methods : Five cerebral palsy children who live in U city were recruited this study. Exercise sessions were held for 1 hour per session, once per week, for 12 consecutive weeks. At pre-treatment and post-treatment, subject were tested gross motor function measure, self-esteem and social ability. Results : After 12 weeks of paticipation in the group exercise program for physical and emotional interaction, there were improvements for gross motor function measure, self-esteem and social ability. Conclusion : Group exercise program for physical and emotional interaction can improve gross motor function, self-esteem and social ability.

The Influence of the Relationship between Social Interaction, Role Acquisition, and Self-Identity of People with Physical Disabilities Participating in Daily Sports (생활체육에 참여하는 지체장애인의 사회적상호작용, 역할취득 및 자아정체성 간의 영향관계분석)

  • Park, JoongHeung;Park, JinWoo;Lee, HyunSu
    • 재활복지
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    • v.22 no.1
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    • pp.27-49
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    • 2018
  • The purpose of this study was to analyze the relationship between social interaction, role acquisition, and self-identity of people with physical disabilities participating in daily sports. In order to accomplish the purpose of this study, people with physical disabilities residing in Busan, Gyeongnam, and Gyeongbuk were set as a population. Among them, 384 people with physical disabilities participating in daily sports were sampled using convenience sampling. Data were analyzed by frequency analysis, exploratory factor analysis, reliability analysis, multiple regression analysis, and simple regression analysis using the SPSS 23.0 program. The results were as follows. As a result of analyzing the effects of participation level of daily sports for people with physical disabilities on social interaction, role acquisition, and self-identity, first, participation period had a significant effect on ego-identity. Second, participation time did not have a statistically significant effect on social interaction, role acquisition, and self-identity. Third, participation frequency had a significant effect on social interaction, role acquisition, and self-identity. In addition, social interaction, role acquisition, and self-identity showed a statistically significant correlation with positive effects as a result of analyzing the relationship between social interaction, role acquisition, and self-identity.

The Effects of Stabilization Exercise on Muscle Performance according to Bearing Surface (지지면에 따른 안정화 운동이 근수행력에 미치는 영향)

  • Park, Jae-Cheol;Han, Jong-Man;Kim, Yong-Seong;Kim, Yong-Nam
    • Journal of the Korean Academy of Clinical Electrophysiology
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    • v.10 no.1
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    • pp.39-44
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    • 2012
  • Purpose : This study purposed to analyze how dynamic stabilization exercise on an unstable surface, and static stabilization exercise on muscle strength and endurance. Methods : For this study we sampled 9 people for the unstable surface dynamic stabilization exercise group, 9 for the stable surface static stabilization exercise group, and 9 for the control group. In order to examine muscle strength and endurance, we measured changes in the maximal voluntary isometric contraction (MVIC) using a dynamometer before, 3 weeks after, and 6 weeks after the experiment. Results : First, with regard to change in muscle strength, flexion strength showed a significant change in interaction by time (p<0.05). Extension strength showed a significant change in interaction by time (p<0.05). Second, with regard to change in endurance, flexion endurance showed a significant change in interaction by time (p<0.05). Extension endurance showed a significant change in interaction by time (p<0.05). Conclusion : In conclusion, this study confirmed significant changes in interaction between the groups and by time with regard to changes in muscle strength and endurance. These results suggest the potential of surface dynamic stabilization exercise as a clinical intervention.