• Title/Summary/Keyword: Design Interaction

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Idea Exploration for Product Innovation based on Product-User Interaction Modeling (제품-사용자 인터렉션 모델링을 통한 제품개선 아이디어탐색)

  • 박정순;이건표
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.28-29
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    • 1999
  • 제품을 사용한다는 것은 어떤 목적을 달성하기 위한 제품과 사용자 사이의 입력과 출력과정으로 해석할 수 있다. 이런 측면에서 제품과 사용자와의 관계를 고찰해 볼 때 최근에 부쩍 그 수가 늘어난 지능형 제품들은 이전의 제품들이 물리적이고 신체적인 자원의 투입과 이에 따른 기계적인 제품반응에 의해 사용자와 직접적이고 단순한 제어-피제어의 관계를 가졌던 것과는 달리 지적인 자원의 투입과 함께 제품으로부터 지적인 결과물을 출력받아 사용자가 이를 다시 해석해야하는 간접적이면서도 쌍방향적인 교류관계를 가진다.(중략)

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Collaborative 3D Design Workspace for Geographically Distributed Designers - With the Emphasis on Augmented Reality Based Interaction Techniques Supporting Shared Manipulation and Telepresence - (지리적으로 분산된 디자이너들을 위한 3D 디자인 협업 환경 - 공유 조작과 원격 실재감을 지원하는 증강현실 기반 인터랙션 기법을 중심으로 -)

  • SaKong Kyung;Nam Tek-Jin
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.71-80
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    • 2006
  • Collaboration has become essential in the product design process due to internationalized and specialized business environments. This study presents a real-time collaborative 3D design workspace for distributed designers, focusing on the development and the evaluation of new interaction techniques supporting nonverbal communication such as awareness of participants, shared manipulation and tele-presence. Requirements were identified in terms of shared objects, shared workspaces and awareness through literature reviews and an observational study. An Augmented Reality based collaborative design workspace was developed, in which two main interaction techniques, Turn-table and Virtual Shadow, were incorporated to support shared manipulation and tele-presence. Turn-table provides intuitive shared manipulation of 3D models and physical cues for awareness of remote participants. Virtual shadow supports natural and continuous awareness of location, gestures and pointing of partners. A lab-based evaluation was conducted and the results showed that interaction techniques effectively supported awareness of general pointing and facilitated discussion in 3D model reviews. The workspace and the interaction techniques can facilitate more natural communication and increase the efficiency of collaboration on virtual 3D models between distributed participants (designer-designer, engineer, or modeler) in collaborative design environments.

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Design and Evaluation of Motion-based Interface for Image Browsing in Mobile Devices (모바일 장치에서의 이미지 브라우징을 위한 동작 추적 기반 인터페이스의 설계 및 평가)

  • Yim, Sung-Hoon;Choi, Seung-Moon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.40-44
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    • 2009
  • In this paper, we evaluate the feasibility of a motion-based interaction for image browsing in the mobile device. We present the design of a motion-based interface and a navigation scheme. A designed interaction scheme was evaluated in a usability experiment alongside the conventional button-based interaction for image browsing. After enough training of user, the usability and the user task performance of the motion based interaction were significantly increased, approaching those of the button based interaction.

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Collocated Wearable Interaction for Audio Book Application on Smartwatch and Hearables

  • Yoon, Hyoseok;Son, Jangmi
    • Journal of Multimedia Information System
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    • v.7 no.2
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    • pp.107-114
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    • 2020
  • This paper proposes a wearable audio book application using two wearable devices, a smartwatch and a hearables. We review requirements of what could be a killer wearable application and design our application based on these elicited requirements. To distinguish our application, we present 7 scenarios and introduce several wearable interaction modalities. To show feasibility of our approach, we design and implement our proof-of-concept prototype on Android emulator as well as on a commercial smartwatch. We thoroughly address how different interaction modalities are designed and implemented in the Android platform. Lastly, we show latency of the multi-modal and alternative interaction modalities that can be gracefully handled in wearable audio application use cases.

Overstrength factors for SDOF and MDOF systems with soil structure interaction

  • Aydemir, Muberra Eser;Aydemir, Cem
    • Earthquakes and Structures
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    • v.10 no.6
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    • pp.1273-1289
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    • 2016
  • This paper addresses the concept of lateral overstrength; the ratio of actual lateral strength to design base shear force, for both SDOF and MDOF systems considering soil structure interaction. Overstrength factors are obtained with inelastic time history analysis for SDOF systems for period range of 0.1-3.0 s, five different aspect ratios (h/r=1, 2, 3, 4, 5) and five levels of ductility (${\mu}$=2, 3, 4, 5, 6) considering soil structure interaction. Structural overstrength for MDOF systems are obtained with inelastic time history collapse analysis for sample 1, 3, 6, 9, 12 and 15 storey RC frame systems. In analyses, 64 ground motions recorded on different site conditions such as rock, stiff soil, soft soil and very soft soil are used. Also lateral overstrength ratios considering soil structure interaction are compared with those calculated for fixed-base cases.

Numerical modeling of coupled structural and hydraulic interactions in tunnel linings

  • Shin, J.H.
    • Structural Engineering and Mechanics
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    • v.29 no.1
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    • pp.1-16
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    • 2008
  • Tunnels are generally constructed below the ground water table, which produces a long-term interaction between the tunnel lining and the surrounding geo-materials. Thus, in conjunction with tunnel design, the presence of water may require a number of considerations such as: leakage and water load. It has been reported that deterioration of a drainage system of tunnels is one of the main factors governing the long-term hydraulic and structural lining-ground interaction. Therefore, the design procedure of an underwater tunnel should address any detrimental effects associated with this interaction. In this paper an attempt to identify the coupled structural and hydraulic interaction between the lining and the ground was made using a numerical method. A main concern was given to local hindrance of flow into tunnels. Six cases of local deterioration of a drainage system were considered to investigate the effects of deterioration on tunnels. It is revealed that hindrance of flow increased pore-water pressure on the deteriorated areas, and caused detrimental effects on the lining structures. The analysis results were compared with those from fully permeable and impermeable linings.

Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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Sportive Kiosk Interface Design using Tangible Interaction (촉각적 인터랙션을 활용한 유희적 키오스크 인터페이스 디자인)

  • Lim, Byung-Woo;Jo, Dong-Hee;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.155-164
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    • 2008
  • Kiosk is an unmanned information system arranged in public places or commercial spaces so that a user may utilize information conveniently. Unlike a personal computer, it targets varied users' brackets, so we have to consider a user's characteristic in designing Kiosk Interface. However, in reality, the Kiosks of public places like subway stations are of Interface Design without considering users and become almost useless with serviceability falling. In this study, we attempt to point out such problems and suggest the concept as to the Interface Design in the public places for a more positive promotion method. For this purpose, we are about to look into the concept of Tangible Interaction and Interspace and the recreation experienced in the process of interaction between a human and a computer and study the sportive Kiosk Interface Design in the Interspace using the principle of the Tangible Interaction. For the conceptual Model in this study, we referred to ARTCOM(ART+COM) Project.

A Study on Design and Development of a VR-Tangible Interaction Therapy System for Autism Children (VR-Tangible Interaction을 이용한 발달장애 아동의 치료 시스템 디자인 개발 연구)

  • Lee, Hyun-Jin;Suh, Dong-Soo;Choi, Min-Young
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.215-224
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    • 2007
  • A VR-Tangible Interaction therapy system for autistic children has been designed and implemented. The purpose of this system is to provide a virtual interactive experience for autistic children to check their performances in various tasks and to provide them with the effect of a medical treatment. An interdisciplinary study was deployed by a group of designers, doctors, psychologists and engineers. 14 interaction scenarios were designed and developed. Scenarios include such tasks as to guess a person's feeling by watching his facial expressions, to choose what a person is gazing at, and to pop virtual balloons with a stick. A prototype system was developed and a pilot study made with 11 autistic children. The test showed that autistic children easily understood and enjoyed the virtual environment, and promising theraphy results were also found.

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A Study on Seismic Response of Pile Foundations for Aseismic Design (말뚝기호의 내진해석에 대한 연구)

  • 이인모;오진기
    • Geotechnical Engineering
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    • v.6 no.3
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    • pp.13-30
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    • 1990
  • In this paper, response of pile foundations under seismic loading is studied for use in aseismic design of deep foundations. Both the pseudostatic methods such as subgrade reaction theory by Reese, and elastic analysis by Poulos, and the dynamic methods proposed by, respectively, Prakash and Gazetas, are used for this study. The top displacements and maximum bending moments of example piles are obtained by each method mentioned above, and the results by each method are compared among others. The group pile effects are also considered approximately. The calculated results are compared with experimental results obtained by Novak in 1984. The pseudostatic methods, combined with dynamic group interaction factors, and the dynamic method proposed by Gazetas which considers both kinematic interaction and inertial interaction, separately, estimate the top displacements reasonably well : the method by Prakah or the pseudostatic methods combined with static group interaction factors may overestimate the top displacements and bending moments as well. Therefore, it is recommended to the the simple elastic analysis combined with dynamic group interaction factors for aseismic design of pile foundatins and to confirm the results by the Gaz etas' dynamic methods.

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