• Title/Summary/Keyword: interactive experiment

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Development of the 3 Dimensional Interactive Physics Experiment System (3차원 대화형 실험 학습 시스템 개발)

  • 이재기;최형림;임정환
    • The Journal of Information Systems
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    • v.6 no.2
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    • pp.165-188
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    • 1997
  • This paper describes about the development of the 3 Dimensional interactive physics experiment system using virtual reality technologies. Until now, most of the computer aided education systems have adopted one-sided learning way which only shows or tells. It excludes students during learning processes. To solve the problems of the one-sided learning way and to improve the educational productivity, the 3 Dimensional interactive physics experiment system is developed. The 3 Dimensional interactive physics experiment system introduced in this paper provides a new learning motivation for students and improves their educational effects through the 3 Dimensional graphics, realtime action, and realistic interactive experiment.

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Interactive Video Player for Supporting Learner Engagement in Video-Based Online Learning

  • YOON, Meehyun;ZHENG, Hua;JO, Il-Hyun
    • Educational Technology International
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    • v.23 no.2
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    • pp.129-155
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    • 2022
  • This study sought to design and develop an interactive video player (IVP) capable of promoting student engagement through the use of online video content. We designed features built upon interactive, constructive, active, passive (ICAP), and crowd learning frameworks. In the development stage of this study, we integrated numerous interactive features into the IVP intended to help learners shift from passive to interactive learning activities. We then explored the effectiveness and usability of the developed IVP by conducting an experiment in which we evaluated students' exam scores after using either our IVP or a conventional video player. There were 158 college students who participated in the study; 76 students in the treatment group used the IVP and 82 students in the control group used a conventional video player. Results indicate that the participants in the experiment group demonstrated better achievement than the participants in the control group. We further discuss the implications of this study based on an additional survey that was administered to disclose how usable the participants perceived the IVP to be.

Interactive Typography System using Combined Corner and Contour Detection

  • Lim, Sooyeon;Kim, Sangwook
    • International Journal of Contents
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    • v.13 no.1
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    • pp.68-75
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    • 2017
  • Interactive Typography is a process where a user communicates by interacting with text and a moving factor. This research covers interactive typography using real-time response to a user's gesture. In order to form a language-independent system, preprocessing of entered text data presents image data. This preprocessing is followed by recognizing the image data and the setting interaction points. This is done using computer vision technology such as the Harris corner detector and contour detection. User interaction is achieved using skeleton information tracked by a depth camera. By synchronizing the user's skeleton information acquired by Kinect (a depth camera,) and the typography components (interaction points), all user gestures are linked with the typography in real time. An experiment was conducted, in both English and Korean, where users showed an 81% satisfaction level using an interactive typography system where text components showed discrete movements in accordance with the users' gestures. Through this experiment, it was possible to ascertain that sensibility varied depending on the size and the speed of the text and interactive alteration. The results show that interactive typography can potentially be an accurate communication tool, and not merely a uniform text transmission system.

The Optimal Aiming Point that is Available in Shooting Game based a Bodily Sensation Type Arcade : Focused on Interactive Ride Gun (체감형 아케이드 기반 슈팅 게임에서 적용가능한 최적의 조준점 : 인터렉티브 라이드 건(Interactive Ride Gun)을 중심으로)

  • Choi, Yong-seok;Joo, Woo-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.531-532
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    • 2014
  • The visibility of the aiming point used in shooting game based on the present interactive gun ride is too low. This research tries to improve the visibility to apply the aiming point used in FPS(Fisrt Person Shooting) game to interactive gun shooting game in order to overcome the problem of an existing bodily sensation type arcade game. This research try to investigate the effective visibility through the experiment that 20's college students took part in. We identify the optimal aiming point from the results of this experiment. We will determine the compatability to use in the real commercial game to apply it to the ride based shooting game.

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Tangible Space and Interactive Technology

  • Yoon, Joong-Sun;Yoh, Myeung-Sook
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2687-2692
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    • 2003
  • Recent advancement in information technology requires new interpretations for the space among human, machines and environment. Investigation of space between information and human could lead to the proper ways, in which human and machines meet. Various concepts regarding space have been explored in terms of “virtual reality in cyberspace” and “embodiment in tangible space.” “Mom (embodiment),” space, virtuality, sensation/perception, and interactive technology are some of the key ideas to be explored. Human “Mom” is such a fundamental membrane through which human can interact with the environment physically and mentally. An embodied interaction paradigm, based on “Mom,” is investigated. This leads to interactive technology paradigm. Sound space is an invisible but a tangible space in a sense that it travels in emotional tremors and stimulates new sensations and perceptions. Three cases are introduced to experiment such tangible space as a new and proper interactive paradigm. Also, a historical model of interaction is reviewed, which includes electrical, symbolic, textual, graphical, tangible, and social interaction.

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Finding a method of narrative storytelling in interactive cinema (인터랙티브 영화에서의 서술적인 이야기 전개의 구조에 관한 방법론에 관하여)

  • Cho, Jae-Joon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1279-1286
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    • 2009
  • "Interactivity refers to the possibility of an audience actively participating in the control of an artwork or representation." Andy Cameron, Dissimulations Interaction can be described as a way or function that improves the participation of audiences/viewers to being immersed into the medium itself. Until now, however, in terms of interactive cinema, interaction has not shown a sufficient participation for audiences. Specifically, audiences/viewers described that the structure of storytelling has failed to satisfy their requirements, in order to participate in the structure of storytelling. The aim of the research itself, therefore, began to ask and wonder why audiences/viewers criticised the participation which audiences/viewers are able to control storytelling, in interactive cinema, could not satisfied them in order to control and follow a storyline of interaction. In general idea, in interactive cinema, the function which allows audiences/viewers to be immersed into the storylines, must allow the immediacies of interaction. Audiences/viewers must therefore be able to satisfy the general idea of interactive cinema through controlling the directions of every choice offered. They must also be able to be immersed in the interactive storylines. Which of the prime causes can be improved or re-considered, to satisfy the participation requirements of audiences/viewers? The intention of this research also began to investigate a suitable method of storytelling within a narrative structure of interactive medium (interactive cinema). Through questioning the matter (it will be described in a later chapter), this research will be focused on the relationship between narrative structured interaction and audiences/viewers, which is of prime importance in relation to interaction. To further the research, Pilot study (experiment with the basic interactive narrative structure) was offered in order to understand and maintain a suitable method of storytelling within a narrative structure of interactive cinema and it also was explored to understand how the aim of the research would be maintained for further qualitative research.

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A Study for Visual Perception of for Interactive Media Interface to Realize the Contents of Child Participation Type (아동 참여형 콘텐츠 구현을 위한 인터렉티브 미디어 인터페이스의 시지각 연구)

  • Oh, Moonseok;Won, Jongwook;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.101-112
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    • 2015
  • New media which appeared in accordance with the development of IT technology includes elements of the interaction to be developed as an interactive media. In the field of interactive media which can be most actively applied, there is the filed of experience exhibition based on the active participation of people who experienced. Interactive media applied to the experience exhibition area, in order to have an effective communication that is based on a high degree of immersion, has been utilized as a platform for educational contents. This study is intended to explore the elements of visual perception for developing an optimized interface in the perspective of children who are the main subject of educational contents to present the criteria for the development of an interface for children. Thus, this paper derives the elements by the analysis of the visual perception elements of children and the experiment for the immersion environment. By analyzing the results, this study is to present the criteria of the visual perception elements for the development of interactive media contents for children.

Robotics Projects at Pusan National University

  • Kwak, Seung-Chul;Sung, Ji-Hoon;Shim, In-Bo;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.814-819
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    • 2004
  • Soft engineering, based on symbiotic coexistence of human, machines and environment, is a new engineering field to explore the proper technology and the proper way of engineering. To explore soft engineering intents easily, various robot projects at Pusan National University conducted are presented. Thought experiment, interactive e-leaning, rapid prototyping engineering, biomimciry, tangibility, and ubiquity are concepts to be explored. Thought experiments projects are organized and performed, which include robot assembly game, Turing test, and robotics in science fiction. "Junk robot project" and "ubiquitous Pusan National University (u-PNU) project" have been organized. Also, bug robot project, interactive robot project, and interactive emotional robot projects are introduced. Weekly science fiction films are shown and discussed.

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The Effects of Karvonen Exercise Prescription in Acute Coronary Artery Disease Patients Reaching Age-Predicted Maximal Heart Rates with Exercise Stress Test

  • Kim, Chul;Kim, Young-Joo
    • Biomedical Science Letters
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    • v.19 no.3
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    • pp.254-260
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    • 2013
  • The purpose of this study was to survey the effects of Karvonen exercise prescription in coronary artery disease patients reaching age-predicted maximal heart rates with the exercise stress test on hemodynamic responses and cardiorespiratory fitness. The subject group was comprised of acute coronary syndrome (ACS) patients, who were divided into the maximal heart rate (MHR) group that included those who completed the test with their heart rates reaching the number of 220-age and the maximal dyspnea (MD) group that included those who could not continue the test due to respiratory difficulty and were asked to stop the test. Both groups had the exercise stress test before and after the experiment. In the exercise stress test before the experiment, the exercise prescription intensity of Karvonen was set at the target heart rates of 50~85% with a six-week exercise monitoring arrangement. As a result, there were no interactive effects in rest heart rate (RHR) according to time and group, but interactive effects were observed in maximal heart rate (MHR) (P=0.000). Both rest systolic blood pressure (RSBP) and rest diastolic blood pressure (RDBP) had no interactive effects according to time and group. Maximal systolic blood pressure (MSBP) showed significant interactive effects according to time and group (P=0.017). Maximal diastolic blood pressure (MDBP) showed no interactive effects according to time and group, while maximal rate pressure product (MRPP) showed significant interactive effects according to time and group (P=0.003). Maximal time (MT) had no interactive effects according to time and group. $VO_{2max}$ and maximal metabolic equivalent (MMET) showed significant interactive effects according to time and group (P=0.000, P=0.002, respectively), whereas maximal respiratory exchange ratio (MRER) and maximal rating of perceived exertion (MRPE) showed no interactive effects according to time and group. The exercise test that was discontinued as the subjects reached the predicted maximal heart rates considering age did not reach the maximal exercise intensity and accordingly showed low exercise effects when applied to Karvonen exercise prescription intensity. That is, the test should keep going by monitoring cardiac events, MRER and MRPE until the heart rates exceed the predicted MHR by up to 10~12 even after the subject reaches the predicted MHR considering age in the exercise stress test.

A Study on the Interactive Effect of Spoken Words and Imagery not Synchronized in Multimedia Surrogates for Video Gisting (비디오 의미 파악을 위한 멀티미디어 요약의 비동시적 오디오와 이미지 정보간의 상호 작용 효과 연구)

  • Kim, Hyun-Hee
    • Journal of the Korean Society for Library and Information Science
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    • v.45 no.2
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    • pp.97-118
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    • 2011
  • The study examines the interactive effect of spoken words and imagery not synchronized in audio/image surrogates for video gisting. To do that, we conducted an experiment with 64 participants, under the assumption that participants would better understand the content of videos when viewing audio/image surrogates rather than audio or image surrogates. The results of the experiment showed that overall audio/image surrogates were better than audio or image surrogates for video gisting, although the unsynchronized multimedia surrogates made it difficult for some participants to pay attention to both audio and image when the content they present is very different.