• Title/Summary/Keyword: Multi-touch tabletop

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Survey: Tabletop Display Techniques for Multi-Touch Recognition (멀티터치를 위한 테이블-탑 디스플레이 기술 동향)

  • Kim, Song-Gook;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.84-91
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    • 2007
  • Recently, the researches based on vision about user attention and action awareness are being pushed actively for human computer interaction. Among them, various applications of tabletop display system are developed more in accordance with touch sensing technique, co-located and collaborative work. Formerly, although supported only one user, support multi-user at present. Therefore, collaborative work and interaction of four elements (human, computer, displayed objects, physical objects) that is ultimate goal of tabletop display are realizable. Generally, tabletop display system designs according to four key aspects. 1)multi-touch interaction using bare hands. 2)implementation of collaborative work, simultaneous user interaction. 3)direct touch interaction. 4)use of physical objects as an interaction tool. In this paper, we describe a critical analysis of the state-of-the-art in advanced multi-touch sensing techniques for tabletop display system according to the four methods: vision based method, non-vision based method, top-down projection system and rear projection system. And we also discuss some problems and practical applications in the research field.

Survey: The Tabletop Display Techniques for Collaborative Interaction (협력적인 상호작용을 위한 테이블-탑 디스플레이 기술 동향)

  • Kim, Song-Gook;Lee, Chil-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.616-621
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    • 2006
  • Recently, the researches based on vision about user attention and action awareness are being pushed actively for human computer interaction. Among them, various applications of tabletop display system are developed more in accordance with touch sensing technique, co-located and collaborative work. Formerly, although supported only one user, support multi-user at present. Therefore, collaborative work and interaction of four elements (human, computer, displayed objects, physical objects) that is ultimate goal of tabletop display are realizable. Generally, tabletop display system designs according to four key aspects. 1)multi-touch interaction using bare hands. 2)implementation of collaborative work, simultaneous user interaction. 3)direct touch interaction. 4)use of physical objects as an interaction tool. In this paper, we describe a critical analysis of the state-of-the-art in advanced multi-touch sensing techniques for tabletop display system according to the four methods: vision based method, non-vision based method, top-down projection system and rear projection system. And we also discuss some problems and practical applications in the research field.

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Implementation of Multi-touch Tabletop Display for Human Computer Interaction (HCI 를 위한 멀티터치 테이블-탑 디스플레이 시스템 구현)

  • Kim, Song-Gook;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.553-560
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    • 2007
  • 본 논문에서는 양손의 터치를 인식하여 실시간 상호작용이 가능한 테이블 탑 디스플레이 시스템 및 구현 알고리즘에 대해 기술한다. 제안하는 시스템은 FTIR(Frustrated Total Internal Reflection) 메커니즘을 기반으로 제작되었으며 multi-touch, multi-user 방식의 손 제스처 입력이 가능하다. 시스템은 크게 영상 투영을 위한 빔-프로젝터, 적외선 LED를 부착한 아크릴 스크린, Diffuser 그리고 영상을 획득하기 위한 적외선 카메라로 구성되어 있다. 시스템 제어에 필요한 제스처 명령어 종류는 상호작용 테이블에서의 입력과 출력의 자유도를 분석하고 편리함, 의사소통, 항상성, 완벽함의 정도를 고려하여 규정하였다. 규정된 제스처는 사용자가 상호작용을 위해 스크린에 접촉한 손가락의 개수, 위치, 그리고 움직임 변화를 기준으로 세분화된다. 적외선 카메라를 통해 입력받은 영상은 잡음제거 및 손가락 영역 탐색을 위해 간단한 모폴로지 기법이 적용된 후 인식과정에 들어간다. 인식 과정에서는 입력 받은 제스처 명령어들을 미리 정의해놓은 손 제스처 모델과 비교하여 인식을 행한다. 세부적으로는 먼저 스크린에 접촉된 손가락의 개수를 파악하고 그 영역을 결정하며 그 후 그 영역들의 중심점을 추출하여 그들의 각도 및 유클리디언 거리를 계산한다. 그리고 나서 멀티터치 포인트의 위치 변화값을 미리 정의해둔 모델의 정보와 비교를 한다. 본 논문에서 제안하는 시스템의 효율성은 Google-earth를 제어하는 것을 통해 입증될 수 있다.

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Development of the FishBowl Game Employing a Tabletop Tiled Display Coupling With Mobile Interfaces (모바일 인터페이스와 테이블탑 타일드 디스플레이를 연동한 FishBowl 게임 개발)

  • Kong, Young-Sik;Park, Kyoung-Shin
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.57-66
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    • 2010
  • In the prior works on tabletop systems, a projection-based tabletop surface is mostly used to display computer images, and the participants interact with the display surface by hand multi-touching or using some tangible objects. In this research, however, we developed the FishBowl game that employs a scalable tabletop tiled display with infrared camera tracking coupled with PDA mobile interfaces. The focus of this game is to enhance user interactivity and realistic experience by coupling the high-resolution tabletop virtual environment and PDA mobile interface. This paper describes the game design followed by the system design and its detailed implementations. It also discusses the system usability and recommendation for its improvements after interviewing game players and then concludes with future research directions.

RealBook: A Tangible Electronic Book Based on the Interface of TouchFace-V (RealBook: TouchFace-V 인터페이스 기반 실감형 전자책)

  • Song, Dae-Hyeon;Bae, Ki-Tae;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.551-559
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    • 2013
  • In this paper, we proposed a tangible RealBook based on the interface of TouchFace-V which is able to recognize multi-touch and hand gesture. The TouchFace-V is applied projection technology on a flat surface such as table, without constraint of space. The system's configuration is addressed installation, calibration, and portability issues that are most existing front-projected vision-based tabletop display. It can provide hand touch and gesture applying computer vision by adopting tracking technology without sensor and traditional input device. The RealBook deals with the combination of each advantage of analog sensibility on texts and multimedia effects of e-book. Also, it provides digitally created stories that would differ in experiences and environments with interacting users' choices on the interface of the book. We proposed e-book that is new concept of electronic book; named RealBook, different from existing and TouchFace-V interface, which can provide more direct viewing, natural and intuitive interactions with hand touch and gesture.

Tabletop Collaborative Game Design based on Inclusive Education Methodology (통합 교육 방법론에 기반한 테이블탑 협업 게임 디자인)

  • Im, Seunghyen;Kim, Hyoungnyoun;Park, Ji-Hyung
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 2014
  • Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.

Interactive electronic book utilizing tabletop display and digi-pet (테이블탑 디스플레이와 디지팻을 활용한 상호작용 전자책)

  • Song, dae-hyeon;Park, jae-wan;Lee, yong-chul;Kim, dong-min;Moon, joo-pil;Lee, chil-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.175-178
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    • 2009
  • In this paper, we describe about interactive electronic book utilizing tabletop display interface and digi-pet. Because of this system can define a lot of gestures using touch point of finger, help that user experiences electronic book effectively more than existent input device. Also, support 1 users in 1 input device in existent mode, but this system can expect various effect because support Multi-user. The digi-pet(digital pet) is physical tools that convey emotion between tabletop display platform and user. And this shows various results acting as assistance because becomes master of story of imagination and participate directly on talk and makes change of story. In this paper, we described about oriented electronic book system the future that combines tabletop display and Digi-pet. This system is expected that the usefulness is increased by leaps and bounds along with technology development forward.

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Development of Edutainment Contents using the Multi-touch Table Top Display (멀티터치 테이블 탑 디스플레이를 활용한 에듀테인먼트 콘텐츠 구현)

  • Bak, Seon Hui;Lee, Jeong Bae;Kim, Eung Soo;Lee, Chang Jo
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1569-1577
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    • 2015
  • Recently, the development of IT technology, utilization of smart devices 3-5-year-old infants Upon smart device penetration rate per household increases has also sharply increased. In this paper, the educational contents for kid are considered and implemented by reflecting this trend. Content that has been produced in this paper are based on learning theory of constructivism, was to be performed naturally learn the content of the table-top display of applying the NUI technology. Also, the content creation that can help you learn infants through experiments crafted tabletop display interface content, it is believed to be the basis for the improvement of usability.

General Touch Gesture Definition and Recognition for Tabletop display (테이블탑 디스플레이에서 활용 가능한 범용적인 터치 제스처 정의 및 인식)

  • Park, Jae-Wan;Kim, Jong-Gu;Lee, Chil-Woo
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06b
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    • pp.184-187
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    • 2010
  • 본 논문에서는 터치 제스처의 인식을 위해 시도된 여러 방법 중 테이블탑 디스플레이상에서 HMM을 이용한 제스처의 학습과 사용에 대해 제안한다. 터치 제스처는 제스처의 획(stroke)에 따라 single stroke와 multi stroke로 분류할 수 있다. 그러므로 제스처의 입력은 영상프레임에서 터치 궤적에 따라 변하는 방향 벡터를 이용하여 방향코드로 분석될 수 있다. 그리고 분석된 방향코드를 기계학습을 통하여 학습시킨 후, 인식실험에 사용한다. 제스처 인식 학습에는 총 10개의 제스처에 대하여 100개 방향코드 데이터를 이용하였다. 형태를 갖추고 있는 제스처는 미리 정의되어 있는 제스처와 비교를 통하여 인식할 수 있다. (4 방향 드래그, 원, 삼각형, ㄱ ㄴ 모양 >, < ) 미리 정의되어 있는 제스처가 아닌 경우에는 기계학습을 통하여 사용자가 의미를 부여한 후 제스처를 정의하여 원하는 제스처를 선택적으로 사용할 수 있다. 본 논문에서는 테이블탑 디스플레이 환경에서 사용자의 터치제스처를 인식하는 시스템을 구현하였다. 앞으로 테이블탑 디스플레이 환경에서 터치 제스처 인식에 적합한 알고리즘을 찾고 멀티터치 제스처를 인식하는 연구도 이루어져야 할 것이다.

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