• Title/Summary/Keyword: Visual Interaction

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Development of Automatic Design System for Plastic Injection Mold using Auto CAD (AUTO CAD를 이용한 프라스틱 사출금형 자동설계의 개발에 관한 연구)

  • 이태홍
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2000.04a
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    • pp.397-402
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    • 2000
  • In this paper, we have been concerned with development of plastic mold design system by using Auto CAD. We provides a interface and interaction for mold designer who can select optimal mold base and mold parts within Auto CAD environment. We use the paramatric design method and an essential elements group forms. This program made for using Visual Lisp, DCL and Visual Basic that could easily get a database which is built to mold base and parts within Auto CAD. We provide 6 types mold base and 35 parts database for designer. In addition, it will be lined to mold cost and not only 2-D but also 3-D models

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A Study On Parameter Measurement for Artificial Intelligence Object Recognition (인공지능 객체인식에 관한 파라미터 측정 연구)

  • Choi, Byung Kwan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.15-28
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    • 2019
  • Artificial intelligence is evolving rapidly in the ICT field, smart convergence media system and content industry through the fourth industrial revolution, and it is evolving very rapidly through Big Data. In this paper, we propose a face recognition method based on object recognition based on object recognition through artificial intelligence. In this method, Were experimented and studied through the object recognition technique of artificial intelligence. In the conventional 3D image field, general research on object recognition has been carried out variously, and researches have been conducted on the side effects of visual fatigue and dizziness through 3D image. However, in this study, we tried to solve the problem caused by the quantitative difference between object recognition and object recognition for human factor algorithm that measure visual fatigue through cognitive function, morphological analysis and object recognition. Especially, The new method of computer interaction is presented and the results are shown through experiments.

Research on Scene Features of Mixed Reality Game Based on Spatial Perception-Focused on "The Fragment" Case Study

  • Li, Wei;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.24 no.4
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    • pp.601-609
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    • 2021
  • This article combines literature and empirical research based on space perception theory and the case study of mixed reality game "The Fragment." It is concluded that the mixed reality scene under space perception has a three-level visual definition. This definition carries out a corresponding level analysis of the scenes of the "The Fragment" game and draws up the constituent factors of the mixed reality game scene characteristics. Finally, through questionnaire data investigation and analysis, it is verified that the three factors of virtual reality coexistence, human-computer interaction, and local serviceability can better explain the characteristics of mixed reality game scenes. At the end of the study, it is concluded that the definition of three levels of visual hierarchy and the constituent factors of mixed reality game scenes can provide reference and help for other mixed-reality game designs and a brief description of future research plans.

Framework analysis of Speed-running : Towards a Comparison Between the Normal Gameplayer and Speed Runners (스피드 러닝 프레임워크 분석 : 일반 게임플레이어와 스피드 러너 간의 비교를 중심으로)

  • Thiago, Araujo Silva;Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.337-339
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    • 2020
  • Speed-run is a gameplay style in what the player tries to finish the game as quickly as possible. The purpose of this study is to observe and analyze the difference between a normal player and a speed runner in a speed run to better understand their interaction with the game and to extrapolate the applications of the analyzed frameworks to scenarios that extent normal gameplay. For this purpose, MDA (Mechanic, Dynamic, Aesthetics) and DPE (Experience, Design, Play) were used. As a result, the average player was found to focus on aesthetics or affects while the speed runner focused on mechanics and gameplay.

Semiotic Interpretation of Beauty Camera App Interface Design Elements: Centered on Roland Barthes' Semiotics

  • Yongfeng Liu
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.213-224
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    • 2024
  • This study utilizes Roland Barthes' semiotic theory to explore how interface design elements of beauty camera apps, such as filters and stickers, icons and buttons, layout and structure, function as symbols of self-expression, and their impact on users' social identity and personal image. Through in-depth analysis of applications like BeautyPlus, Ulike, MeituPic, and Faceu, this research found that these apps emphasize usability, visual appeal, and social interactivity in their design. These elements not only enhance user experience and operational efficiency but also reflect popular cultural trends and aesthetic preferences. From Barthes' perspective, these interface elements have become "myths" with specific social meanings, which are naturalized in daily use and promote the widespread acceptance of particular aesthetic standards. These interface design elements are not just tools for self-expression; they are also powerful cultural symbols that shape modern social interactions and visual culture. This research offers a new perspective to understand the interactions between individuals and society in the digital age, emphasizing the role of technology, culture, and social interaction in shaping contemporary human behavior and social relationships.

Gesture Recognition by Analyzing a Trajetory on Spatio-Temporal Space (시공간상의 궤적 분석에 의한 제스쳐 인식)

  • 민병우;윤호섭;소정;에지마 도시야끼
    • Journal of KIISE:Software and Applications
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    • v.26 no.1
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    • pp.157-157
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    • 1999
  • Researches on the gesture recognition have become a very interesting topic in the computer vision area, Gesture recognition from visual images has a number of potential applicationssuch as HCI (Human Computer Interaction), VR(Virtual Reality), machine vision. To overcome thetechnical barriers in visual processing, conventional approaches have employed cumbersome devicessuch as datagloves or color marked gloves. In this research, we capture gesture images without usingexternal devices and generate a gesture trajectery composed of point-tokens. The trajectory Is spottedusing phase-based velocity constraints and recognized using the discrete left-right HMM. Inputvectors to the HMM are obtained by using the LBG clustering algorithm on a polar-coordinate spacewhere point-tokens on the Cartesian space .are converted. A gesture vocabulary is composed oftwenty-two dynamic hand gestures for editing drawing elements. In our experiment, one hundred dataper gesture are collected from twenty persons, Fifty data are used for training and another fifty datafor recognition experiment. The recognition result shows about 95% recognition rate and also thepossibility that these results can be applied to several potential systems operated by gestures. Thedeveloped system is running in real time for editing basic graphic primitives in the hardwareenvironments of a Pentium-pro (200 MHz), a Matrox Meteor graphic board and a CCD camera, anda Window95 and Visual C++ software environment.

A Study on the Types of Design Problem Solving by Analogical Thinking - Focused on the Analysis of Associated Words and Sketch - (유추적 사고에 의한 디자인 문제해결의 유형 - 연상된 단어와 스케치 분석을 중심으로 -)

  • Choi, Eun-Hee;Choi, Yoon-Ah
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.63-70
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    • 2007
  • Analogy in problem solving is similarity-based reasoning facilitated by verbal and visual operation. This similarity-based reasoning generally supports initial phase of idea search. Therefore, this study intends to infer the types of problem solving by tracing the analogy use of verbal and visual representation through a experimental research. According to the result of this research, the types of problem solving by analogy are classified into 'evolving', 'divergent', and 'poor conversion' type. Firstly, 'evolving type' is distinguished between 'combination type' associated different contents to develope a new design and 'transformation type' associated similar words and sketches to be continuously revised and developed. In these types usually structural analogy rather than surface analogy is used. Secondly, in 'divergent type' associated words or sketches are individually represented, and among them one design solution is selected. In this type usually surface analogy is used. Thirdly, in 'poor conversion type' interaction between verbal representation and visual representation does not go on smoothly, and the generation of idea is poor. In here surface analogy is mostly used. These findings could form the basis of skill development of idea generation and conversion in design education.

Analytical Design Methodology for Recommending VDT Workstation Settings and Computer Accessories Layout

  • Rurkhamet, Busagarin;Nanthavanij, Suebsak
    • Industrial Engineering and Management Systems
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    • v.3 no.2
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    • pp.140-150
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    • 2004
  • Repetitive stress injury at the wrist has been reported as a common injury among visual display terminal (VDT) users (i.e., computer users). Adjusting a VDT workstation (computer table and chair) to maintain a correct seated posture while operating a keyboard is perhaps the most frequently recommended preventive solution. This paper proposes an analytical design methodology based on ergonomic design principles for recommending appropriate VDT workstation settings and layout of individual computer accessories on the computer table. The proposed design methodology consists of two interrelated phases: (1) determination of VDT workstation settings, and (2) design of computer accessories layout. Based on the information about the VDT user, dominant task to be performed, typing skill, and degrees of physical and visual interactions between the user and computer accessories, adjustment and layout solutions are recommended to allow having a correct seated posture while minimizing both physical and visual movements. The results from an experiment show that when adjusting the workstation and locating the computer accessories according to the recommendations given by the proposed design methodology, the user's hand movements can be significantly reduced.

A Study on the Visual Evaluation of Coloration of the Shirts and Neckties (셔츠와 넥타이의 배색에 대한 시각적 평가 연구)

  • Lee, Myoung-Hee;Choi, Eu-Gene
    • The Research Journal of the Costume Culture
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    • v.15 no.6
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    • pp.982-995
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    • 2007
  • The purpose of this study was to investigate the differences of the visual image evaluation according to coloration of men's dress shirts and neckties, and perceiver's gender. Subjects were 336 males and females living in Seoul. Five dimensions of visual evaluation were derived by factor analysis: elegance/intelligence, sociability, potency/attractiveness, individuality, and manliness. White shirts were evaluated highly in elegance/intelligence, and blue shirts were shown the manliest. Women evaluated the blue shirts manlier than men did. Dark blue neckties were evaluated highly in elegance/intelligence and sociability, and red ties were perceived to be very distinctive. Black shirts and white shirts with silvery gray ties were perceived to be the most elegant and intelligent. Blue shirts with dark blue ties was evaluated highly in sociability and potency/attractiveness, and black shirts with yellow ties were evaluated the highest in individuality. The evaluations of elegance/intelligence, potency/attractiveness, and manliness had significant interaction effects between the color of shirts and neckties. White shirts and blue shirts with dark blue ties were perceived to be more elegant and intelligent, potent, attractive and manlier than with red ties.

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A Case Study on Characteristics of Environmental Design for Nursing Home in Japan - Focused on 5 Facilities in Tokyo - (일본 도심형 노인전문요양시설의 환경디자인 특성에 관한 사례연구 - 대동경소재 5개 시설을 중심으로 -)

  • 윤영선;변혜령
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.143-153
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    • 2004
  • This research aimed to assess nursing homes for the elderly with geriatric diseases in Japan, and to prepare the knowledge basis to develop nursing home for the elderly with geriatric diseases in Korea. For this, researcher visited 5 facilities in Tokyo from October 3 to October 9 in 2002, collected data by observations, interviews, and visual materials by taking photographs. Visual materials were analyzed according to the environmental assessment matrix consisted of supportiveness, flexibility, efficiency in perception, accessibility, safety, amenity, and social Interaction that were assorted and were given a name by these researchers in the process of this research. Among the characteristics of environmental design of the analysis cases, 992 items picked out from 722 visual materials were used in the analysis. The data were analyzed using the frequency and percentage with SPSS 11 program. The analysis results were the fellowing. The characteristics of recent nursing home design in Japan tended to focus on supportiveness, amenity, and efficiency in perception but to leave much desired in flexibility and safety. In each space, space to support outdoor activities tended to focus on efficiency in perception, space to support living activities tended to focus on amenities, space to support treatment and living tended to focus on supportiveness, space to support administration and operation tended to focus on supportiveness, and space to support movement tended to focus on amenities.