• Title/Summary/Keyword: Analog-based experience

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Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

Digilog Book: Augmented Reality based Temple Bell Experience (디지로그 북: 증강현실 기반 범종 체험)

  • Ha, Tae-Jin;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.456-460
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    • 2008
  • Digilog Book lets users feel analog book and digital contents by combining each advantage of analog sensibility and digital sensation. This paper mentions about technical details for implementing an example of Digilog book: a temple bell experience system. Our system includes providing multisensory feedback to users, substituting fiducial marker with figure marker, presenting visual effect when a temple bell appearing on a 2D plane, pushing augmented buttons using bare fingers for observation of the bell, and lastly pointing a specific part of the bell for obtaining description on that part. The implemented temple bell experience system can motivate users to experience cultural heritages of our country as educational contents.

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ISSUES IN FORMULATING PERFORMANCE-BASED APPROACHES TO REGULATORY OVERSIGHT OF NUCLEAR POWER PLANTS

  • YOUNGBLOOD R. W.;KIM I. S.
    • Nuclear Engineering and Technology
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    • v.37 no.3
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    • pp.231-244
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    • 2005
  • In recent decades, significant effort has led to risk-informed improvements to regulation. Performance-based approaches also promise significant gains in efficiency (level of safety versus effort). However, significant work remains to be done before performance-based approaches realize their full potential in regulation of nuclear power plants. This paper reviews key concepts related to performance-based regulation, discusses some applications of performance-based approaches, and identifies issues that still need to be addressed. Realistic, experience-based models of licensee performance are still lacking; this makes it difficult to assess the prospective effectiveness of any given regulatory approach, in light of the performance issues that it will actually face. Also, while 'compliance' is an intuitively straightforward concept to apply within a prescriptive implementation, its analog in a performance-based approach remains unclear. An overarching theme of the paper is that formal methods of decision analysis are very helpful in developing appropriate regulatory approaches, especially performance-based ones; this theme is illustrated at several points.

A study on interaction design of digital device for analog-based experience -Focused on multimedia mobile phone- (아날로그 경험 중심의 디지털 기기 개발을 위한 인터랙션 디자인 연구 -멀티미디어 휴대폰을 중심으로-)

  • Sung, Won-Kyu;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.290-295
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    • 2006
  • 지금까지 디지털 기기의 진화 과정을 볼 때 오직 기능적 발전만이 추구되고 그것을 사용하는 사용방식에 대한 진지한 고민은 부재하였다. 때문에 디지털 기기가 갖고 있는 버튼 위주의 획일적 사용방식은 사용자보다는 기기 중심의 디자인이 우선시되는 사회적 병리현상을 야기하고 있다. 반면 오랜 기간 인간이 다루어 온 전통적인 아날로그 도구들은 작업의 특성과 작업자의 상황에 맞도록 다양한 사용성을 고려하며 진화되어 왔다. 따라서 본 연구에서는 사용자들에게 익숙한 아날로그적 경험을 디지털 기기의 인터랙션 디자인에 적용시켜 보다 인간 중심적인 디지털 도구를 제안 하고자 한다. 연구의 목표는 다양한 기능이 복합된 대표적 디지털 기기인 휴대폰에 아날로그 경험을 접목시킴으로써 전통적인 도구들과 같이 디지털 기기의 자연스러운 인터랙션 스타일을 디자인하는 것이다. 이를 위하여 한정된 디바이스로 다양한 기능들을 조작해야 하는 모바일 기기에 적합한 아날로그 경험들에 대한 연구가 진행되었고, 기호와 조합으로 이루어진 카드놀이 메타포에서 그 단서를 발견할 수 있었다. 따라서 본 연구는 메타포로 제시한 카드놀이를 하며 일어나는 행위와 경험을 멀티미디어 휴대폰에 접목시켜 새로운 사용 방식을 제안하는 것이다. 예를 들어, 메뉴 선택의 경우 카드를 펼쳐 원하는 카드를 뽑으면 되는데 아래로 펼치면 그 카드의 수직 메뉴가, 옆으로 펼치면 그 카드의 수평 메뉴가 나타난다. 또 메뉴 안의 내용을 찾을 때는 카드를 뒤로 넘겨서 보게 되고 자신만의 개인적인 내용을 보고자 할 때는 카드를 은밀히 보는 듯한 행위를 취하면 된다. 즉 멀티미디어 폰 안의 내용뿐 아니라 사용하는 행위 자체도 하나의 즐거움이 되도록 카드놀이 경험을 새로운 인터랙션 스타일로 개발하여 그 가능성을 연구하였다.

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Comparing esthetic smile perceptions among laypersons with and without orthodontic treatment experience and dentists

  • An, Seong-Mu;Choi, Sun-Young;Chung, Young-Wook;Jang, Tae-Ho;Kang, Kyung-Hwa
    • The korean journal of orthodontics
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    • v.44 no.6
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    • pp.294-303
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    • 2014
  • Objective: The purpose of this study was to examine whether orthodontic treatment experience affects the individual's perception of smile esthetics and to evaluate differences among orthodontically treated laypersons, non-treated laypersons, and dentists by using computerized image alterations. Methods: A photograph of a woman's smile was digitally altered using a software image editing program. The alterations involved gingival margin height, crown width and length, incisal plane canting, and dental midline of the maxillary anterior teeth. Three groups of raters (orthodontically treated laypersons, non-treated laypersons, and dentists) evaluated the original and altered images using a visual analog scale. Results: The threshold for detecting changes in maxillary central incisor gingival margin height among laypersons was 1.5 mm; the threshold of dentists, who were more perceptive, was 1.0 mm. For maxillary lateral incisor crown width and height, the threshold of all three groups was 3.0 mm. Canting of the incisal plane was perceived when the canting was 3.0 mm among non-treated laypersons, 2.0 mm among treated laypersons, and 1.0 mm among dentists. Non-treated laypersons could not perceive dental midline shifts; however, treated laypersons and dentists perceived them when the shift was ${\geq}3.0mm$. Conclusions: Laypersons with and without orthodontic treatment experience and dentists have different perceptions of smile esthetics. Orthodontically treated laypersons were more critical than non-treated laypersons regarding incisal plane canting and dental midline shifts. Based on these findings, it is suggested that orthodontic treatment experience improved the esthetic perceptions of laypersons.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

A Study on the Automatic Test Strategy of the Electronic Circuit Board Using Artificial Intelligence (인공지능기법을 이용한 전자회로보오드의 자동검사전략에 대한 연구)

  • 고윤석
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.52 no.12
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    • pp.671-678
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    • 2003
  • This paper proposes an expert system to generate automatically the test table of test system which can highly enhance the quality and productivity of product by inspecting quickly and accurately the defect device on the electronic circuit board tested. The expert system identifies accurately the tested components and the circuit patterns by tracing automatically the connectivity of circuit from electronic circuit database. And it generates automatically the test table to detect accurately the missing components, the misplaced components, and the wrong components for analog components such as resistance, coil, condenser, diode, and transistor, based on the experience knowledge of veteran expert. It is implemented in C computer language for the purpose of the implementation of the inference engine using the dynamic memory allocation technique, the interface with the electronic circuit database and the hardware direct control. And, the validity of the builded expert system is proved by simulating for a typical electronic board model.

History museum exhibit exhibits behavior analysis based on the analysis and satisfaction - With Permanent Exhibition Hall of The National Museum of Korean Contemporary History - (역사박물관의 전시형태에 따른 관람자 행태 및 만족도 분석 - 대한민국역사박물관 상설전시관을 중심으로 -)

  • Lee, So-Young;Byun, Dae-Joong
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.22-32
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    • 2013
  • Today, the museum historical material and mental, physical culture and heritage to preserve the collection and exhibition organization rather than to recognize that culture acts as a community to respond to the subject of the attitude and the ability jeokgeukhwa also due to the trend of the times due to changes in lifestyle education and research, and public participation in culture by expanding the role of dissemination activities are becoming. Museum exhibit these changes as part of a combination of various technologies in the coexistence of digital and analog display direction proactive and aggressive behavior, such as visitors expect to have an evaluation of the public and communicate the expectations of the plan in the exhibition space, the larger the effect can feel. This effective display for visitors to watch the way for a systematic approach to provide direction to the urgent reality. Museum visitors experienced officials to improve the quality of research in a variety of ways spectators began to try and move the action was to put the attention on the characteristics. Visitors to visit the Museum of History and ages, categorized by the type of display any difference in the behavior of the visitor experience and attributes based on what is being investigated for the History Museum's exhibition of any exhibit to visitors that experience and is to an analysis.

A Study on the Cognitive Characteristics of Analog Image and Digital Image as a Symbolic Function in the Two-Dimensional Smartphone Form (2차원 스마트폰형상에 있어서 상징적 기능으로서 아날로그이미지 및 디지털이미지의 인지특성 연구)

  • Lee, Jin Seung;Kim, Jin Sung
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.17-33
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    • 2018
  • Humans process aesthetic functions of objects such as form, size, color, and texture through vision, while at the same time observe them with a symbolic function by a new psychological interpretation based on their past experience. Therefore, it is more important to study and understand the thoughts and psychological influences of how humans perceive with their eyes than what humans simply look with them. With this research purpose in the background, this study will demonstrate in detail the cognitive characteristics of analog and digital images as a symbolic function with a "formative" point of view. Five hypotheses were established, which were proven through the following tests: smartphone, most frequently used in our daily lives, is simplified to a two-dimensional line drawing form, which is set to instances where the R(radius) is applied to the horizontal line of the two-dimensional form of smartphone, where Run-in-R(radius) is applied, and R(radius) rounding is applied to the edges of those shapes. The shapes were combined to form 12 pairs, which was used in a test to the test subjects. As a result, some human characteristics were observed; in specific, some helped prove objectively how humans perceived analog and digital images as psychologically stronger as a symbolic function. If people's thoughts and feelings gained through such study could be stored in database as one value and be provided to product designers, I believe it could be developed into design form as a basic emotional design that consumers desire.

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Credibility of a Newly Developed Sham Moxibustion (피부 열전도 온도에 근거를 둔 거짓 뜸 개발 및 평가 연구)

  • Jang, Min-Ki;Yoon, Eun-Hye;Jung, Chan-Yung;Byun, Hyuk;Kim, Eun-Jung;Kim, Kyung-Ho;Kim, Kap-Sung;Lee, Seung-Deok
    • Journal of Acupuncture Research
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    • v.27 no.1
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    • pp.117-127
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    • 2010
  • Background : To demonstrate the efficacy of moxibustion therapy, randomized controled trials are required. But, clinical trials of moxibustion had limitations due to the absence of a sham moxibustion model for an appropriate placebo. Objectives : To develop a new sham moxibustion model based on the thermal characteristics of commercial indirect moxibustion, especially temperature, and to evaluate whether it could be applied in clinical trials. Methods : By applying heat insulation, we created a sham moxibustion device that was indistinguishable from a real one with the naked eye. It also stimulated heat but had inert remedial value. A clinical trial was performed on subjects to test double blinding. The subjects were randomly assigned into two groups, a treatment group and a sham group. Acupoint Zusanli($ST_{36}$) was used in each group for 3 times. A sham acupuncture credibility questionnaire was modified into a moxibustion credibility questionnaire and was filled out after treatment. Results : No major difference was detected in the subjects' baseline data. Most subjects and practitioners could not distinguish the sham moxibustion device from the real one. But, subjects who had experience of moxibustion therapy more likely to distinguish the sham moxibustion device from the real one than subjects who didn't have experience of moxibustion therapy. The treatment group showed a significant difference in the VAS(Visual Analog Scale) for intensity of sensation during treatment than that of the sham group. Conclusions : The sham moxibustion device in this study is proved sufficient and credible to be applied in investigations of the effect of moxibustion. But it is more appropriate for the people who don't have experience of moxibustion therapy.