• Title/Summary/Keyword: human-interactive

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Interactive Music Performance Content for Infants' emotional regulation Improvement (유아의 정서조절능력 향상을 위한 인터랙티브 음악연주 콘텐츠 제안)

  • Park, Min-kyung;Choi, Ye-ji;Park, Yeong-mi;Jang, Se-jin;Park, Sui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.141-144
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    • 2018
  • During human development, rapid emotional growth develops in infancy, and emotional regulation affects positive emotional development. Therefore, it is important for infants to learn how to control their emotions in infancy. In this study, we propose music-based media content that can improve the emotional regulation ability of infants. In other words, this study suggests a projector-based interactive content that plays various musical instruments through movement of the body following the music on the basis of the Eurhythmics education. Children were asked to perform five instruments: bass, drums, tambourines, castanets, and maracas in their physical movements using their hands, arms, and legs, so that physical activity had a positive impact on the child's emotional regulation. This music - based interactive content is expected to provide an environment that can help improve the emotional regulation by concentrating the attention of children.

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Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.3
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    • pp.1-15
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    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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Design and Development of the Multiple Kinect Sensor-based Exercise Pose Estimation System (다중 키넥트 센서 기반의 운동 자세 추정 시스템 설계 및 구현)

  • Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.3
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    • pp.558-567
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    • 2017
  • In this research, we developed an efficient real-time human exercise pose estimation system using multiple Kinects. The main objective of this system is to measure and recognize the user's posture (such as knee curl or lunge) more accurately by employing Kinects on the front and the sides. Especially it is designed as an extensible and modular method which enables to support various additional postures in the future. This system is configured as multiple clients and the Unity3D server. The client processes Kinect skeleton data and send to the server. The server performs the multiple-Kinect calibration process and then applies the pose estimation algorithm based on the Kinect-based posture recognition model using feature extractions and the weighted averaging of feature values for different Kinects. This paper presents the design and implementation of the human exercise pose estimation system using multiple Kinects and also describes how to build and execute an interactive Unity3D exergame.

Communication Characteristics of Fashion Shows Using Digital Images (디지털 영상을 활용한 패션쇼의 커뮤니케이션 특성)

  • Hong, Hye Rim;Kim, Young In
    • Journal of the Korean Society of Costume
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    • v.64 no.6
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    • pp.1-15
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    • 2014
  • In the fashion industry, the thing that shows the latest trends and makes issues is the fashion show. The function of fashion shows is changing from a promotional mean to a method of communication with customers. Recently, some fashion shows have used digital images and omitted traditional parts of a fashion show such as models, stages, garments, music and audiences. In this study, 30 fashion shows that used digital images were selected from the 2000-2010 collections of Paris, Milan, London and New York, and its communication characteristics were analyzed and discussed. The three categories of the communication characteristics are as follows: First, the shows used digital images as stage sceneries or effects to create desired stage effects. The digital images were used as extra tools to reinforce the concept of the fashion show. Second, the fashion shows used real-time videos to extend its presentation into the virtual space. The interactive videos were designed to encourage audiences to actively participate in the show. Third, the digital images were the focus of the show for the internet-only digital fashion shows. Since the Internet is not constrained by time or space, multi-faceted, communication between audiences and fashion designers or among audiences is possible. In addition, the number of audience it can reach is higher than traditional fashion shows. Digital images will be used more often in the fashion shows. In the future, fashion shows will try to become more interactive with audiences through the use of new digital image technology.

Real-time Implementation and Application of Pointing Region Estimation System using 3D Geometric Information in Real World (실세계 3차원 기하학 정보를 이용한 실시간 지시영역 추정 시스템의 구현 및 응용)

  • Han, Yun-Sang;Seo, Yung-Ho;Doo, Kyoung-Soo;Kim, Jin-Tae;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.2
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    • pp.29-36
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    • 2008
  • In this paper we propose a real-time method to estimate a pointing region from two camera images. In general, a pointing target exists in the face direction when a human points to something. Therefore, we regard the direction of pointing as the straight line that connects the face position with the fingertip position. First, the method extracts two points in the face and the fingertips region by using detecting the skin color of human being. And we used the 3D geometric information to obtain a pointing detection and its region. In order to evaluate the performance, we have build up an ICIGS(Interactive Cinema Information Guiding System) with two camera and a beam project.

A Research on Developing a Card News System based on News Generation Algorithm (알고리즘 기반의 개인화된 카드뉴스 생성 시스템 연구)

  • Kim, Dongwhan;Lee, Sanghyuk;Oh, Jonghwan;Kim, Junsuk;Park, Sungmin;Choi, Woobin;Lee, Joonhwan
    • Journal of Korea Multimedia Society
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    • v.23 no.2
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    • pp.301-316
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    • 2020
  • Algorithm journalism refers to the practices of automated news generation using algorithms that generate human sounding narratives. Algorithm journalism is known to have strengths in automating repetitive tasks through rapid and accurate analysis of data, and has been actively used in news domains such as sports and finance. In this paper, we propose an interactive card news system that generates personalized local election articles in 2018. The system consists of modules that collects and analyzes election data, generates texts and images, and allows users to specify their interests in the local elections. When a user selects interested regions, election types, candidate names, and political parties, the system generates card news according to their interest. In the study, we examined how personalized card news are evaluated in comparison with text and card news articles by human journalists, and derived implications on the potential use of algorithm in reporting political events.

A Study on The Youtube-Using Education In the Untact Period -A Focus On The National Makeup Certification (언택트(untact) 시대의 유튜브 활용 교육에 관한 연구 -메이크업 국가자격을 중심으로)

  • Shin, Yu-Jin;Kim, Keum-Ran
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.81-86
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    • 2020
  • This study aimed to speculate on Youtube for national certification education in makeup in the Untact period derived from the pandemic phenomenon such as the COVID 19. For the purpose, this study surveyed perception on Youtube on national certification education, characteristics of the programs, selection standards, continuance and recommendation intention and supplementations. The results are: The perception on Youtube was very positive(75.5%); Among characteristics, the mean value of informativeness was 3.54, that of play speed control as an advantage was 4.07 and that of feedback limit as a disadvantage was 3.64. In respect to selection standards, 44.5% of the subjects selected a program based on professionalism; 82.0% had continuance intention and 82.6% had recommendation intention. As for the needs of supplementation, the mean value of sanitation education was 4.20, that of updated regulations was 4.13 and that of feedback was 4.0. Therefore, it is suggested that if an interactive education system is supplemented in exact information and feedback, Youtube makeup certification programs will be further facilitated as useful education materials for makeup development.

A Study on the Emotional Space Expression Characteristics applying Digital Media - Centered on the Experience of a Cognitive Process - (디지털 미디어를 적용한 감성 공간 표현 특성에 관한 연구 - 인지 과정의 체험 중심으로 -)

  • Jung, Eun-Ha;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.115-123
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    • 2009
  • The change of digital technology caused not only the whole human life but also the change of a thinking form and an expression method of human beings. Also, the interactive communication structure became to form in space structure, and space users also get changed to an active system. The interaction between a human being and space, which uses digital media as a medium, makes a human being experience sensitivity through a cognitive process of a human being. The present research aimed to find out characteristics and expression of emotional space applied with digital technology based on the relationship between media space and cognitive functioning and to realize new emotional space. The research method was to define on digital media and experience by cognition of a human being through a literature research and a precedent research and to consider on approach to emotional space through experience of a cognition process like this. Based on the theory like this, the present research progressed by focusing on dramatized characteristics of experience in the digital media space and emotional space expression by induced characteristics. Through the analysis like this, the space applied with digital media could appear as a field of communication that can experience by forming mutual relation through perception of a human being. Additionally, the space induces active participation of a human being through various productions of media and responds to movement, and thus, this suggested infinite possibility as emotional space that can try new experience by stimulating a sense as effect of a cognitive process of a human being.

A Ftudy of Force Generation Algorithm Based on Virtual Environments (가상환경에서의 힘생성기법 연구)

  • 김창희;황석용;김승호
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.1714-1717
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    • 1997
  • A human operator is able to perform some tasks smoothly with force feedvack for the teleoperation or a virtual device in a the virtual environments. This paper describes a virtual force generation method with which operator can feel the interactive force between virtula robot and artificial environments. A virtual force generation algortihm is applied to generate the contact force at the arbitrary point of virtual robot, and the virtual force is displayed to the human operator via a tendon master arm consisted with 3 motors. Some experiments has beencarried out to verify the effectiveness of the force generation algorithm and usefulness of the developed backdrivable master arm.

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