• Title/Summary/Keyword: interaction relations

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A Study of Pattern-based Gesture Interaction in Tabletop Environments (테이블탑 환경에서 패턴 기반의 제스처 인터렉션 방법 연구)

  • Kim, Gun-Hee;Cho, Hyun-Chul;Pei, Wen-Hua;Ha, Sung-Do;Park, Ji-Hyung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.696-700
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    • 2009
  • In this paper, we present a framework which enables users to interact naturally with hand gestures on a digital table. In general tabletop applications, one gesture is mapped to one function or command. Therefore, users should know these relations, and make predefined gestures as input. In contrast, users can make input gesture without cognitive load in our system. Instead of burdening users, the system possesses knowledge about gesture interaction, and infers proactively users' gestures and intentions. When users make a gesture on the digital surface, the system begins to analyze the gestures and designs the response according to users' intention.

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Sequential Causal Analyses of Exchange Party's Characteristic, Exchange Relation Perception, Relationship Quality and Behavioral Intention : Customer's Perspective (교환당사자의 특성, 교환관계 지각, 관계품질 및 행동의도의 순차적 인과관계 : 미용서비스 이용고객의 관점에서)

  • An, Bong-Geun;Ju, Ki-Jung
    • Journal of the Korean Operations Research and Management Science Society
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    • v.36 no.2
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    • pp.15-32
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    • 2011
  • The research for exchange relationship in customer's perspective is meaningful especially in service, considering distinctive characteristics of service operations such as customer participation in the process whereas most of the recent related researches have been focused on employee's interaction with organization, leader, team and customer. In this study for beauty art service, the exchange party's characteristic is defined with beauty salon's reputation, staff's professionalism and customer's self-esteem. Also the exchange relation perception is classified into symbolism and interaction, Then the directional relations on customer's perspective are empirically investigated in the sequential order of the exchange party's characteristics, the exchange relation perception, the relationship quality and behavioral intention. In addition, the study examined the meditation effect via relationship quality between the exchange relation perception and the behavioral intention. Followings are confirmed from the statistical test with structural equation modelling:Symbolism is significantly caused by all of professionalism, reputation and self-esteem in the descending order of effect size whereas interaction is significantly influenced by only professionalism. The exchange relation perception has significant effect on the relationship quality, in turn which significantly affects behavioral intention. The exchange relation perception shows the significant indirect effect meditated by relationship quality and the insignificant direct effect on behavioral intention. This paper concludes with contribution of this study, managerial implication of the research findings and further research issues.

Transaction Pattern between Real Life and Games Centered on Players (플레이어의 현실과 게임내의 교류패턴)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.95-107
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    • 2012
  • Communication skill to maintain personal relationships is a crucial factor in our social life. However, even though a number of people are experiencing difficulty in communication owing to their poor interpersonal interchanges in real life, they are interacting with virtual characters in artificially created virtual space. In order to remedy such a lack of communication among game players, first, they need to search appropriate ways to communicate each other in real life, but not in virtual space, or to create a game space as a new place for interaction among them by utilizing advantages of the game world. To accomplish such an aim, it is necessary to precede the research on what kind of relations or characteristics for game players' interaction to others in the real life and game world. For the reason, in this paper, we investigate interaction patterns of game players in real life and in the virtual space. In order to perform this investigation, an ego-gram, which demonstrates the pattern of the ego states as a field-oriented approach is used as the research method. The result shows that there are differences between patterns in each spaces. so, we apply a factor analysis and analyse the relationship between the transaction pattern of players in two spaces using the ego-gram.

An Experiment of User Experience and Neurophysiological Patterns during Watching and Playing a Video Game (게임콘텐츠의 시청행위와 게임행위의 사용자 경험과 뇌파반응특성)

  • Jang, Han-Jin;Kim, Si-Sung;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.19-32
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    • 2015
  • Presence, flow, and arousal are interesting user experiences provided by video and people's demand for media which responds to personal interest is getting strong. This research compares video watching and game play by conducting a survey and measuring brain wave to find out the difference of those user experiences in the two media. As a result, all the three user experiences were proved to be significantly higher in game play than video watching. And those EEG frequencies which are known to be related to the state of flow were also measured higher scalp distribution of the game play group. Finally, presence, arousal, and EEG(${\alpha}$, ${\beta}$, ${\delta}$) were found to have influence on the flow state in game play. This research is intended to prove above relations by experiment and make a contribution to the theoretical and methodological improvement in the related area.

Automatic Map Generation without an Isolated Cave Using Cell Automata Enhanced by Binary Space Partitioning (이진 공간 분할로 보강된 셀 오토마타를 이용한 고립 동굴 없는 맵 자동 생성)

  • Kim, Ji-Min;Oh, Pyeong;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.59-68
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    • 2016
  • Many researchers have paid attention to contents generation within the area of game artificial intelligence these days with various reasons. Efforts on automatic contents generation without game level designers' help were continuously progressed in various game contents. This study suggests an automatic map generation without an isolated cave using cellular automation enhanced by binary space partitioning(BSP). In other words, BSP makes it possible to specify the number of desired area and cellular automation reduces the time to search a path. Based upon our preliminary simulation results, we show the usefulness of our automatic map generation by applying the contents generation using cell automation, which is enhanced by BSP to games.

Generation of AI Agent in Imperfect Information Card Games Using MCTS Algorithm: Focused on Hearthstone (MCTS 기법을 활용한 불완전 정보 카드 게임에서의 인공지능 에이전트 생성 : 하스스톤을 중심으로)

  • Oh, Pyeong;Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.79-90
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    • 2016
  • Recently, many researchers have paid attention to the improved generation of AI agent in the area of game industry. Monte-Carlo Tree Search(MCTS) is one of the algorithms to search an optimal solution through random search with perfect information, and it is suitable for the purpose of calculating an approximate value to the solution of an equation which cannot be expressed explicitly. Games in Trading Card Game(TCG) genre such as the heartstone has imperfect information because the cards and play of an opponent are not predictable. In this study, MCTS is suggested in imperfect information card games so as to generate AI agents. In addition, the practicality of MCTS algorithm is verified by applying to heartstone game which is currently used.

A Study on Understandability and Information Acquisition according to Message Presenting Type of Government: Focusing on Environmental Awareness of Information Acceptor (정부의 메시지 제시 유형에 따른 이해 용이성과 정보습득에 관한 연구: 정보 수용자들의 환경의식을 중심으로)

  • Kim, Eun-Hee
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.187-197
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    • 2016
  • This research analyzed the relationship and the interaction effect between information understandability and information acquisition level in accordance with government's official message presentation types, in other words, press release in text form, infographic that visualize a large amount of information, and webtoon that helps to understand convoluted information in interesting ways. As a result of research, it was confirmed that there exist both main effect and interaction effect in official message types presented by government and information understandability according to the environmental awareness. In addition, the main effect per each variable was confirmed between official message types presented by government and information understandability according to the environmental awareness; however, the interaction effect per each variable was not confirmed. Such research result is meaningful in that it provides the government with basic data in obtaining the effectiveness and usefulness of the information dependent of the official message types presented by government to the information consumer facing the era of government 3.0.

Understanding of Region As an Interaction among Space, Time, and Society (공간, 시간, 사회/자연의 상호관계성에 의한 지역이해)

  • Park, Kyu-Taeg;Lee, Sang-Yool
    • Journal of the Korean association of regional geographers
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    • v.5 no.2
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    • pp.15-27
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    • 1999
  • The purpose of this study is to make a conceptual framework for comprehensively and dynamically understanding region which is based on an interaction among space, time, and society. Region is not naturally and objectively given, but socially constructed based on material space, and such a socially constructed region takes an active role for changing society because of the conflicts either within the region or among the regions. Particularly the social theory which tries to establish the new perspectives to the interaction between space and society is not much concerned about the relations between space and time and also those between society and nature. The theory of space and time scale is needed to deeply understand space, time, and society/nature.

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Dynamic Analysis of Offshore Structures Considering External Fluid-Structure Interaction (외부유체-구조물의 상호작용을 고려한 해양구조물의 동적해석)

  • Hwang, Chul-Sung;Paik, In-Yeol
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.9 no.1
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    • pp.271-281
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    • 2005
  • The effects of radiation damping is used to compensate the truncated boundary which is relatively close to the structure-fluid interface in the fluid element surrounding the submerged structures. An efficient ring element is presented to model the shell and fluid element which fully utilizes the characteristics of the axisymmetry. The computational model uses the technique which separate the meridional shape and circumferential wave mode and gets similar result with the exact solution in the eigenvalues and the earthquake analysis. The fluid-structure interaction techniques is developed in the finite element analysis of two dimensional problems using the relations between pressure, nodal unknown acceleration and added mass assuming the fluid to be invicid, incompressible and irrotational. The effectiveness and efficiency of the technique is demonstrated by analyzing the free vibration and seismic analysis using the added mass matrix considering the structural deformation effect.

The Effect of Digital Signage and Smart Media Convergence on Memory and Attitude According to the Level of Engagement and Interactivity (디지털 사이니지와 스마트 미디어 융합이 인게이지먼트와 상호작용성 수준에 따라 기억과 태도에 미치는 영향)

  • Han, Kwang-Seok
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.1-7
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    • 2017
  • This study examined how the memory effect and the brand attitude effect differ according to the interaction (high / low) and the involvement (high / low) of digital signage. The two-way MANOVA analysis using SPSS 18 was used for the empirical analysis. The results of this study are as follows: First, GRM is recalled if the level of interactivity and inffence of digital signage is low, but if both conditions are high, ARM recalls. Second, if the interaction of digital signage is low and the level of engagement is high, a lot of memory information is formed that forms the overall attitude of the product. In addition, even though the interaction level is high and the engagement is low, the attitude cognitive response through the overall evaluation is formed rather than the attribute information. Third, brand attitude was positive when interactivity level was high and engagement level was high.