• Title/Summary/Keyword: Users' Interactions

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The Platform Feature Appearing in Contemporary Architectural Interior Space - Focused on the Interior Design Projects of Rem Koolhaas - (현대 실내건축공간에 나타난 플랫폼적 특성 - 렘 콜하스의 실내공간 프로젝트를 중심으로 -)

  • Kim, Suk-Young
    • Korean Institute of Interior Design Journal
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    • v.24 no.2
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    • pp.58-66
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    • 2015
  • This study was conducted to determine a 'platform' as a mean of interactions between users in contemporary spatial design and network(web) and to verify the similarity between the platform and space of Rem Koolhaas, one of the leading contemporary architects of our time. A platform, referring to tangible or intangible structures designed for common use in a variety of ways, is activated by the networking effect of participants. Aided by the recent development of the IT industry encompassing computers and smart phones, the concept of platforms is extending to all areas of modern life, in general. In this study, the similarity between architectural space and platforms after reviewing the computer-related platforms, ecological features that refer to virtuous circulation, and various cases applied with platform thinking. Through this process, the platform feature of architectural platforms is defined as the 'open spatial system combined with control and freedom that acts more than one function and facilitates direct/indirect exchanges between users regardless of its type or size'. Establishing the criteria for spatial analysis based on this definition, analysis was conducted on interior design projects that were planned and conducted by Rem Koolhaas after 2000. As a result of this analysis, it was learned that Rem Koolhaas designs space using dual space structures where the extension and mixture of the user group, mixture of various functions defined by users, loose control that induces voluntary participation, community reinforcement, and inducement of accidental events, and opening and closing coexist. In addition, this design approach was found to be a design strategy similar to the concept of platforms that began to be developed in the IT field.

Interactive Authoring Tool for Mobile Augmented Reality Content

  • Jeon, Jiyoung;Hong, Min;Yi, Manhui;Chun, Jiyoon;Kim, Ji Sim;Choi, Yoo-Joo
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.612-630
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    • 2016
  • As mobile augmented reality technologies are spreading these days, many users want to produce augmented reality (AR) contents what they need by themselves. To keep pace with such needs, we have developed a mobile AR contents builder (hereafter referred to as MARB) that enables the user to easily connect a natural marker and a virtual object with various interaction events that are used to manipulate the virtual object in a mobile environment so that users can simply produce an AR content using natural photos and virtual objects that they select. MARB consists of five major modules-target manger, virtual object manager, AR accessory manager, AR content manager, and AR viewer. The target manager, virtual object manager and AR accessory manager register and manage natural target markers, various virtual objects and content accessories (such as various decorating images), respectively. The AR content manger defines a connection between a target and a virtual object with enabling various interactions for the desired functions such as translation/rotation/scaling of the virtual object, playing of a music, etc. AR viewer augments various virtual objects (such as 2D images, 3D models and video clips) on the pertinent target. MARB has been developed in a mobile application (app) format in order to create AR contents simply using mobile smart devices without switching to a PC environment for authoring the content. In this paper, we present the detail organizations and applications of MARB. It is expected that MARB will enable ordinary users to produce diverse mobile AR contents for various purposes with ease and contribute to expanding the mobile AR market based on spread of a variety of AR contents.

Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

A Qualitative Exploration of Folksonomy Users' Tagging Behaviors (폭소노미에 따른 웹 분류 연구 - 이용자 태깅 행위 분석을 중심으로 -)

  • Park, Hee-Jin
    • Journal of the Korean Society for Library and Information Science
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    • v.45 no.1
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    • pp.189-210
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    • 2011
  • This study aims to explore how users are tagging in order to utilize a folksonomy and whether they understand the social and interactive aspects of tagging in three different folksonomic systems, Connotea (www.connotea.org), Delicious(http://delicious.com), and CiteULike(www.citeulike.org). The study uses internet questionnaires, qualitative diary studies, and follow-up interviews to understand twelve participants' tagging activities associated with folksonomic interactions. The flow charts developed from the twelve participants showed that tagging was a quite complex process, in which each tagging activity was interconnected, and a variety of folksonomic system features were employed. Three main tagging activities involved in the tagging processes have been identified: item selection, tag assignment, and tag searching and discovery. During the tag assignment, participants would describe their tagging motivations related to various types of tags. Their perception of the usefulness of types of tags was different when their purpose was for social sharing rather than personal information management. While tagging, participants recognized the social potential of a folksonomic system and used interactive aspects of tagging via various features of the folksonomic system. It is hoped that this empirical study will provide insight into theoretical and practical issues regarding users' perceptions and use of folksonomy in accessing, sharing, and navigating internet resources.

Development of concentration measurement system in online education based on OpenCV (온라인 교육을 위한 OpenCV 기반 집중도 측정 시스템 개발)

  • Yim, Dae-Geun;Koh, Kyu Han;Jo, Jaechoon
    • Journal of Convergence for Information Technology
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    • v.10 no.11
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    • pp.195-201
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    • 2020
  • There have been many developments and innovations in the educational environments in line with the rapidly evolving information age. E-Learning is a representative example of this rapid evolution. However, E-Learning is challenging to maintain students' concentration because of the low engagement level and limited interactions between instructors and students. Additionally, instructors have limitations in identifying learners' concentration. This paper proposes a system that can measure E-learning users' concentration levels by detecting the users' eyelid movement and the top of the head. The system recognizes the eyelid and the top of the head and measures the learners' concentration level. Detection of the eyelid and the top of the head triggers an event to assess the learners' concentration level based on the users' response. After this process, the system provides a normalized concentration score to the instructor. Experiments with experimental groups and control groups were conducted to verify and validate the system, and the concentration score showed more than 90% accuracy.

UX Evaluation of Financial Service Chatbot Interactions (금융 서비스 챗봇의 인터렉션 유형별 UX 평가)

  • Cho, Gukae;Yun, Jae Young
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.61-69
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    • 2019
  • Recently, as a new ICT trend, emerging chatbots are actively introduced in the field of finance. Chatbot conducts services through the interaction of communication with users. The purpose of this study is to investigate the effect of interaction dialogue type on the efficiency, usability, sensibility and perceived security of financial service chatbot. Based on theoretical considerations, I have divided into closed conversation, open conversation, and mixed conversation type based on the conversation style based on the implementation method of chatbot. Three types of Financial Chatbot prototypes were made and the experiments were conducted after account inquiry, account transfer, Q & A financial task execution. As a result of experimental research analysis, chatbot's interaction dialogue type was found to affect efficiency and usability. Users have shown that the interaction of closed conversations and mixed conversations is an intuitive interface that allows financial services to be easily manipulated without error. This study will be used as a resource to improve the user experience that requires deep understanding of financial chatbot users who should consider both the emotional element of artificial intelligence that provides services through natural conversation and the functional elements that perform financial business can be.

A Study on IAM-Based Personal Data Protection Techniques in BaaS (BaaS에서 IAM을 이용한 개인정보 보호 기법에 관한 연구)

  • Mi-Hui Kim;Myung-Joe Kang
    • Journal of IKEEE
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    • v.27 no.4
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    • pp.548-555
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    • 2023
  • With the advancement of the internet, the use of personal information in online interactions has increased, underscoring the significance of data protection. Breaches of personal data due to unauthorized access can result in psychological and financial damage to individuals, and may even enable wide-ranging societal attacks aimed at those associated with the victims. In response to such threats, there is active research into security measures using blockchain to safeguard personal information. This study proposes a system that uses middleware and IAM (Identity and Access Management) services to protect personal information in a BaaS (Blockchain as a Service) environment where blockchain is provided via the Internet. The middleware operates on servers where IAM roles and policies are applied, authenticates users, and performs access control to allow only legitimate users to access blockchain data existing in the cloud. Additionally, to understand the impact of the proposed personal information protection method on the system, we measure the response time according to the time taken and the number of users under three assumed scenarios, and compare the proposed method and research related to personal information protection using blockchain in terms of security characteristics such as idea, type of blockchain, authentication, and confidentiality.

Research on Realizing Continuous Movements of Responsive Digital Humans (반응형 디지털 휴먼의 연속적 상호작용 시스템 개발)

  • Song-Won Kim;Ye-Jun Choi;David June-Sok Lee;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.5
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    • pp.919-926
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    • 2024
  • Digital humans have human-like forms, allowing for natural interaction with users, and are widely used in fields where communication such as information guidance, promotional marketing, and education is prevalent. Most digital humans pre-plan interaction scenarios with users and prepare actions accordingly. However, it is practically impossible to predict all scenarios, leading to unnatural movements in unexpected interaction situations. This paper describes a method for seamless and continuous realization of movements in interactions between users and digital humans. The study connects specific actions based on hand gestures recognized through a webcam with continuous situational awareness to enable digital humans to maintain a natural flow of movements. It is expected that in fields requiring interaction with humans, digital humans can become more familiar to people through this approach.

Effects of the Interaction with Computer Agents on Users' Psychological Experiences (컴퓨터 에이전트와의 상호작용이 사용자의 심리적 경험에 미치는 영향)

  • Park, Joo-Yeon
    • Science of Emotion and Sensibility
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    • v.10 no.2
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    • pp.155-168
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    • 2007
  • Social and psychological experiences in human-agent interactions are becoming more important than the task-oriented efficiency, as the influence of computer agents increases and human-agent interaction develops similarly with interpersonal interaction. Many previous studies aimed to increase social presence in human-agent interaction, in order to derive users' positive psychological experiences, by applying the factors of interpersonal communication to verbal and non-verbal communication of the agents. This study examined the effects of the exchanges of mutual self-disclosure, one of the most important communication acts in interpersonal communication, between users and interface agents. Users' attachment styles towards the perception of social presence, the evaluations toward the agents, user experiences, and the intentions for future interaction were also studied. The mediating role of social presence in dependent variables was, also, examined in this research. The results showed that exchanging self-disclosures with an agent increased the perceptions of social experience, friendly evaluations toward the agent, positive user experience, and the intentions for future interaction. Participants' attachment styles, also, affected the perceptions of the dependent variables. The effects of the exchanges of self-disclosure and participants' attachment styles were mediated by perceived social presence toward the agent. The findings of this study imply that the social and communicational aspects need to be considered in design of the agents seriously. The results also suggest that there may be differences in the psychological effects of agents on users according to the users' personality.

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Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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