• Title/Summary/Keyword: Invisible environment

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Digital Content Interactions Using RFID/NFC-based Tangible Interfaces in Augmented Reality Environments (증강현실 환경하에서 RFID/NFC 기반의 탠저블 인터페이스를 활용한 디지털 콘텐츠 상호작용)

  • Seo, Dong Woo;Lee, Jae Yeol;Kim, Jae Sung
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.2
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    • pp.159-170
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    • 2015
  • Radio-Frequency Identification (RFID) or Near Field Communication (NFC) technology has many advantages over other visual interfaces since it does not require line-of-sight alignment, can identify multiple tags simultaneously, and does not destroy the integrity of original objects. In addition, smart devices such as smartphone and smartpad have NFC/RFID readers which can provide mobile and natural interactions with digital and physical contents. Augmented reality has an excellent visual interaction capability with digital contents in a real environment by embedding digital contents into the physical world. In this paper, we propose a new approach to digital content interactions using RFID/NFC-based tangible interfaces in augmented reality environments that utilize invisible interfaces in addition to marker-based visual interfaces. By combining the advantages of invisible and visual interfaces, more intuitive interactions with digital contents can be provided, which can remove the difficulty of using typical AR paddles that are widely used in AR interactions. In particular, a semantic AR ontology is defined to provide more convenient interactions. Through the semantic ontology-based inferencing, physical querying and filtering are effectively supported. We will show the effectiveness and advantage of the proposed approach by demonstrating implementation results.

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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A Case Analysis on the Brickworks and Plastering Works of the Earth Construction according to the Periodical Perspective (흙건축 공법의 시대적 관점에 따른 조적 및 미장시공 사례분석)

  • Lee, JongKook;Kim, Cheol;Kim, TaeKyung;Kim, DerkMoon
    • KIEAE Journal
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    • v.8 no.2
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    • pp.3-9
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    • 2008
  • We intend to offer theoretical bases of earth construction technology through the analysis of cases of brickworks and plastering works in the city of Gumi, Kyeongsangbukdo. We search for those instances of earth buildings to confirm the trend that earth construction is recognized as environment-friendly, sustainable and newly spotlighted field to alternatives of building construction. We made a frame of analysis through theoretical consideration about earth construction and prior study. Then, we analyzed the selected buildings which is selected by priority in the city of Gumi as authorized preservation value, cultural assets and recently built modern constructions. We found out some problems in structural strength, durability and fire proofing and the invisible development of technologies of earth construction method in this case analysis.

The Kinetography Model - a Mean of Producing Space Scores, Based on Recording Users' Movement in Space

  • Ardelean, Ioana
    • International Journal of Advanced Culture Technology
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    • v.7 no.4
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    • pp.308-312
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    • 2019
  • When one enters a space, perceives the material geometry of that space. Walking inside buildings or across the city is generating a geometry of moving bodies that fills the space. These two geometries coexist: a static geometry of the space and an invisible one of the moving bodies. The space that we actually experience, whether interior or exterior, is a continuous network of voids. Individuals' movement will fill the network of voids that we understand as "the city". Our environment of voids and borders is organized by the means of architecture and urbanism. The geometry generated by motion affects both the limits and the voids, thus space can be defined by the tandem of the moving bodies and their environment. We propose in this study a mean of investigating users' movement and thus understanding the qualities of space while introducing the concept of space scores as analytical maps and design tools.

Location-based Routing Mechanism for Route Discovery (Low-Rate WPAN에서 경로탐색을 위한 위치기반 라우팅 메카니즘)

  • Lee, Jae-Jo;Heo, Joon;Hong, Choong-Seon;Lee, Dae-Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.9B
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    • pp.808-817
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    • 2004
  • Many researchers are now working in the Low-Rate WPAN environment. Low-Rate WPAN has as its goal the enhancing computer use by making many sensors available throughout the physical environment, but making them effectively invisible to the user. Low-Rate WPAN environment consists of wireless sensor devices that may move often. Movement of hosts results in a change in routes and the need of some mechanism for determining new routes. This paper suggests an approach to utilize location information to improve performance of a routing mechanism for Low-Rate WPAN Environment. Accordingly, we proved that the proposed mechanism results in a significant reduction in a number of routing messages when comparing with existing mechanisms.

A Study on Digital Clothing Design by Characteristics of Ubiquitous Environment (유비쿼터스 환경 특성에 의한 디지털 의류 디자인에 관한 연구)

  • Kim, Ji-Eon
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.23-36
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    • 2007
  • It is important that ubiquitous technology changes paradigm of thought, not simple definition in the 21st digital era. Characteristics of ubiquitous computing are pervasive, disappearing, invisible, calm through environment. As IT Technology develops, designers, computer scientists, chemists, performance artists cooperate in order to find out the best way to make desirable digital clothing in the future, with the merit of each part. Digital clothing defines clothes of new generation equipped computer, digital installations. Digital clothing design demands intercept of electromagnetic waves, light-weight and esthetic appearance, for it is attached high-technology equipment near body. The purpose of this study is to analyze design features of digital clothing according to ubiquitous characteristics. The methods of this study are documentary research of previous study and case study. In the theoretical study, ubiquitous characteristics are function-intensive by convergence, interactivity, embedded mobility and human & emotion-oriented attributes. Based on ubiquitous characteristics, digital clothing design classified function-intensive design by convergence, design for Interactivity and multi-sensible & emotion-oriented design, because embedded mobility is a basic element of ubiquitous environment. The early days digital clothing design is function-intensive design, and have esthetic appearances and design for interactivity increasingly. Recently digital clothing design is expressed multi-sensible and emotion-oriented design.

Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.2
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    • pp.77-88
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    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.

An Analysis of Outdoor Space in Elementary School Design based on the Possibility of Forming a Sense of Place for Children: With Focus on the Spatial Planning before the Occupation (아동의 장소성 구축가능성으로 본 초등학교시설의 외부공간계획 분석: 사용자 점유이전의 공간계획을 중심으로)

  • Rieh, Sun-Young
    • Journal of the Korean Institute of Educational Facilities
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    • v.15 no.5
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    • pp.13-20
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    • 2008
  • The sense of place at school environment becomes more important as children increasingly spend more time in school and children's attachment to the environment affects the cognition development of children. The goal of this research is to identify characteristics that enhance the sense of place for children in outdoor space and check the possibilities of forming it in the school environments. Through the analysis of design document and design report for schematic design of elementary school which is executed through Korean Institute of Educational Facilities between 2002-2005, 47cases from 32elementary schools are analyzed. As a result it is found that designers tend to orient towards the visual aspects compared to other invisible aspects such as thermal comfort and participation of children, which is extracted as a key characteristics of forming a sense of place for children. More attention is required to enhance the sense of place in school environment to support the child development in everyday space.

Design the Smart Object based on WBAN(Wireless Body Area Network) - Smart Belt (WBAN(Wireless Body Area Network) 기반 스마트 오브젝트 설계 - 스마트벨트)

  • Burn, U-In;Kim, Tae-Su;Cho, Weduke
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.674-678
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    • 2008
  • Our research is for development of smart object in WBAN environment. Too many smart object in various computing device were developed, but users always attention to their lot of smart objects and any personal things now. So we need smart object that classification and management all of user's personal devices and any effects in invisible and seamless system. We discussed how develop do that object in WBAN(Wireless Body Area Network) system and how make components in this system to wireless network in this paper.

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The Design of A Context Mining System to Minimize Users' Direct-Feedback in Ubiquitous Environment (유비쿼터스 환경에서 사용자의 직접 피드백을 최소화하기 위한 컨텍스트 마이닝 시스템 설계)

  • Choi Young-Hwan;Lee Sang-Yong
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2005.11a
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    • pp.263-266
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    • 2005
  • 현재 유비쿼터스 환경에서 대부분의 시스템이 개인화된 추천 서비스를 위한 컨텍스트 인식 과정에서 사용자의 직접 피드백을 받는 경우가 많다. 다양한 서비스가 사용자 주변에 존재한다고 하더라도 사용자가 서비스를 받기 위해 직접 피드백을 하는 경우가 많아지면 invisible service를 받을 수 없게 된다. 본 논문에서는 마이닝 기법을 기반으로 사용자의 프로파일 생성과 갱신, 선호도를 예측하여 효율적인 서비스를 제공하는 컨텍스트 마이닝 시스템을 제안한다. 본 시스템에서는 초기프로파일을 생성할 때만 사용자의 직접 피드백을 이용하고, 사용자 프로파일의 갱신과 선호도 예측, 추천 둥 컨텍스트 마이닝 과정에서는 사용자의 행동과 사용자와 유사한 그룹의 선호도, 그리고 사용자의 주변 환경과 같은 컨텍스트 정보를 이용하여 직접 피드백을 최소화한다.

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