• 제목/요약/키워드: Tangible

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Tactile feedback in tangible space

  • Yun, Seung-Kook;Kang, Sung-Chul;Yang, Gi-Hun;Kwon, Dong-Soo
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.1802-1807
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    • 2005
  • Tangible interface can be understood as a newly defined concept, which can provide an effective and seamless interaction between the human as a subjective existence and the cyberspace as an objective existence. Tactile sensation is essential for many exploration and manipulation tasks in the tangible space. In this paper, we suggest the design of an integrated tactile sensor-display system that provides both of sensing and feedback with kinesthetic force, pressure distribution, vibration and slip/stretch. A new tactile sensor with PDVF strips and display system with bimorph actuators has been developed and integrated by developed signal processing algorithm. In the scenario of haptic navigation in the tangible space, tactile feedback system is successfully experimented.

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Towards Tangible Shopping in Virtual World

  • Syamsuddin, Muhammad Rusdi;Juasiripukdee, Pan;Kwon, Yong-Moo
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.373-375
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    • 2009
  • This paper introduces the concept of Tangible Shopping conducting in virtual world. The main idea of this paper is to combine the concept of web 2.0 mashup into shopping activities in virtual world. Feature of annotation and web browsing are also included in this concept. This research aims to enhance web shopping activities from the conventional approach into new way which deliver tangible shopping experiences to users. At the beginning, we review the state-of-the-art of virtual worlds and Web 2.0 Mashup. Next, we review our related work. Then, we address the design and implementation of tangible shopping in virtual worlds.

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증강현실 기반 상호작용과 시뮬레이션을 이용한 휴대용 전자제품의 설계품평 (Design Evaluation of Portable Electronic Products Using AR-Based Interaction and Simulation)

  • 박형준;문희철
    • 한국CDE학회논문집
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    • 제13권3호
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    • pp.209-216
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    • 2008
  • This paper presents a novel approach to design evaluation of portable consumer electronic (PCE) products using augmented reality (AR) based tangible interaction and functional behavior simulation. In the approach, the realistic visualization is acquired by overlaying the rendered image of a PCE product on the real world environment in real-time using computer vision based augmented reality. For tangible user interaction in an AR environment, the user creates input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. For functional behavior simulation, we adopt state transition methodology to capture the functional behavior of the product into a markup language-based information model, and build a finite state machine (FSM) to controls the transition between states of the product based on the information model. The FSM is combined with AR-based tangible objects whose operation in the AR environment facilitates the realistic visualization and functional simulation of the product, and thus realizes faster product design and development. Based on the proposed approach, a product design evaluation system has been developed and applied for the design evaluation of various PCE products with highly encouraging feedbacks from users.

패밀리레스토랑의 유형적 단서가 고객의 지각된 위험 및 만족에 미치는 영향(서울지역 대학생을 대상으로) (The Influences of Tangible Clues on Customer's Perceived Risk and Satisfaction at Family-Restaurants (Focused on University Students in Seoul))

  • 이정자;윤태환
    • 한국식품조리과학회지
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    • 제22권3호통권93호
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    • pp.355-362
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    • 2006
  • The purpose of this study was to investigate the influences of tangible clues on university students' perceived risks and satisfaction at family-restaurants in Seoul. The performances of 3 tangible clues(physical evidence, employee, service process) negatively influenced the student's perceived risks. This result indicated that tangible clues can reduce the negative characteristics of service (intangibility, inseparability, perishability and variability) toward student customers at family restaurants. Meanwhile, financial risk, performance risk and social risk negatively influenced their overall satisfaction. Performance risk had the strongest negative influence on student customers' overall satisfaction, indicating that university students were much more interested in performance and utility about menu, food and service quality than in other factors at family restaurants. As a result, food-service corporations need to manage suitably various tangible clues as an important marketing strategy to diminish their customers' perceived risk and raise their satisfaction.

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

  • 이현진;서동수;최민영
    • 디자인학연구
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    • 제20권3호
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    • pp.215-224
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    • 2007
  • 본 연구에서는 발달장애 아동을 위한 VR-Tangible Interaction 치료 시스템을 디자인하고 개발하였다. 본 치료시스템의 목적은 감각통합치료, 사회성 훈련, 협응능력 측정의 세 분야에 있어 발달장애 아동이 VR과 Tangible Interaction을 즐겁게 체험하는 과정에서 아동의 능력을 진단하고 자연스럽게 치료효과를 얻을 수 있도록 하는 것이다. 디자이너와 의사, 심리학자, 공학자가 학제적인 연구를 통하여 총 14종의 인터랙션 시나리오를 작성하고 콘텐츠를 디자인했다. 표정을 보고 사람의 마음 짐작하기, 상대방이 바라보고 있는 대상이 어느 것인지 맞추기, 지시봉으로 가상의 풍선 터뜨리기 등의 인터랙션이 디자인되었다. 프로토타입 시스템을 제작하고 임상테스트를 실시한 결과 발달장애 아동들이 VR-Tangible Interaction이라는 새로운 환경에 자연스럽게 적응하는 것을 확인할 수 있었으며 긍정적인 치료효과들을 예견하게 하는 정성적, 정량적인 결과들을 얻을 수 있었다.

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Understanding the Creation of Abstract Concepts beyond the Intangible and Tangible Materials of Land Art

  • Nam, Jinvo
    • 인간식물환경학회지
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    • 제24권6호
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    • pp.685-691
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    • 2021
  • Background and objective: Understanding abstract art as an art form requires depth of thought. Moreover, understanding land art as abstract art is challenging, given its focus on the minimalism and abstract concepts. Much focus, research, and work were actively conducted in the 1970s, as it represented an abstract expression of minimalism. The characteristics of minimalism connote abstract meanings in the use of materials. Nevertheless, the original research of works or artists has often been mentioned, but few studies have analyzed the abstract language of land art materials. The aim of this study is to thus determine the abstract meanings of materials in land art from the 1970s to the 2010s. Methods: Art-based research was employed to address the aim. This study classified the land art materials into intangible and tangible materials, where intangible materials focused on lines, circles, and labyrinths, and tangible materials focused on the earth, stones, wood, and snow. Results: Intangible and tangible materials of land art conveyed various abstract meanings. Intangible materials were reflective of connection and symbiosis with nature, delivering abstract languages of 'take-nothing,' 'reflection' and 'opportunity.' Tangible materials reflected the abstract concepts of 'intervention,' 'resistance,' 'unliving,' and 'change,' and conveyed caveats. In other words, taken together, intangible and tangible materials were presented in symbiosis-and with caveats-and delivered messages for the present and the future. Interestingly, intangible materials inherently reflect symbiosis and communicate caveats in works based on a non-contextualized present and future. Conclusion: Interpretation of the abstract languages derived from intangible and tangible materials could imply a symbiosis between humans and nature, while conveying the message that caveats, to humans, are still ongoing. This relationship plays a significant role in an artist's selection of a medium, which is reflective of abstract beliefs reflected in contemporary, nature-based works created on Earth.

가족의 여가활동을 위한 텐저블 전자 주사위 게임 인터페이스 개발 (Tangible Electronics Dice Game interface Development for Family Leisure)

  • 옥수열
    • 한국정보통신학회논문지
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    • 제13권9호
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    • pp.1787-1794
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    • 2009
  • 본 논문에서는 거실에서의 가족이 즐길 수 있는 IPTV 게임에 활용될 수 있으며, 유년기 자녀들의 게임 중독을 막을 수 있는 텐저블 전자 주사위 인터페이스를 제안한다. 제안된 텐저블 전자 주사위 인터페이스는 실제 주사위와 가능한 유사하게 설계되어 직접적이고 직관적인 조작으로 사용자들이 사용할 수 있도록 하였다. 제안된 인터페이스는 외부 장치를 필요로 하지 않는 자립식(self-contained) 장치이다. 실험을 통해 제안된 주사위 인터페이스가 PC나 IPTV 환경에서 동작하는 게임에 효과적으로 적용될 수 있음을 확인할 수 있다. 앞으로 이 장치를 현재 개발중인 IPTV 게임 등에 적용하여 실용성을 검증할 예정이다.

IPA (Importance-Performance Analysis)를 활용한 유무형 외식 상품 속성 연구 - 만두전문점을 중심으로 - (Analysis of Tangible and Intangible Attributes in Foodservice products by IPA - Focus on Dumpling shops -)

  • 오지은;조미숙
    • 한국식생활문화학회지
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    • 제31권2호
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    • pp.149-160
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    • 2016
  • This study utilized importance and performance analysis (IPA) in order to improve and plan tangible (menu) and intangible (service) products at dumpling shops. Menu attributes for tangible products were classified into sensory factor, health factor, hygiene factor, and external factor. Attributes for intangible products were classified into response factor, visual factor, spatial factor, package factor, and promotion factor. In IPA analysis of tangible products, sensory factor and hygiene factor were located in Quadrant I (Keep up the good work). Health factor was located in Quadrant III (Low priority for management) and the external factor was located in Quadrant II (Possible overkill). In IPA analysis of intangible products, response factor and visual factor were located in Quadrant I, whereas promotion factor was located in Quadrant III. The attributes related to kindness of staff and space for customers in the store were more important, but due to their low performance level, they were located in Quadrant IV (Concentrate management here). Thus, the product planner should improve attributes of the related product immediately. As a result, the development of competitive products within the market is possible.

MULTI-SENSOR DATA FUSION FOR FUTURE TELEMATICS APPLICATION

  • Kim, Seong-Baek;Lee, Seung-Yong;Choi, Ji-Hoon;Choi, Kyung-Ho;Jang, Byung-Tae
    • Journal of Astronomy and Space Sciences
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    • 제20권4호
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    • pp.359-364
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    • 2003
  • In this paper, we present multi-sensor data fusion for telematics application. Successful telematics can be realized through the integration of navigation and spatial information. The well-determined acquisition of vehicle's position plays a vital role in application service. The development of GPS is used to provide the navigation data, but the performance is limited in areas where poor satellite visibility environment exists. Hence, multi-sensor fusion including IMU (Inertial Measurement Unit), GPS(Global Positioning System), and DMI (Distance Measurement Indicator) is required to provide the vehicle's position to service provider and driver behind the wheel. The multi-sensor fusion is implemented via algorithm based on Kalman filtering technique. Navigation accuracy can be enhanced using this filtering approach. For the verification of fusion approach, land vehicle test was performed and the results were discussed. Results showed that the horizontal position errors were suppressed around 1 meter level accuracy under simulated non-GPS availability environment. Under normal GPS environment, the horizontal position errors were under 40㎝ in curve trajectory and 27㎝ in linear trajectory, which are definitely depending on vehicular dynamics.

LED 기반 텐지블 프로그래밍 도구개발 및 적용 (Development and Application of Tangible Programming Tool based on Dotmatrix LED)

  • 심재권;이원규;권대용
    • 컴퓨터교육학회논문지
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    • 제18권1호
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    • pp.35-43
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    • 2015
  • 텐지블 프로그래밍 도구는 그래픽 인터페이스 기반의 프로그래밍 방식과는 달리 컴퓨터를 사용하지 않고 손으로 조작하여 프로그래밍 할 수 있는 도구이다. 어린학생을 대상으로 알고리즘을 설계하고 시뮬레이션 하는 경험을 제공하여 논리적 사고 능력을 향상시킬 수 있다. 본 연구에서는 기존에 개발된 텐지블 프로그래밍 도구를 분석하여 도출된 문제점을 수정 보완하기 위해 다수의 명령어를 하나의 블록에 맵핑, 즉시적인 결과 확인, 다양한 수준의 알고리즘 표현이 가능하도록 설계 후 B-Bricks를 개발하였다. 개발한 B-Bricks를 초등학교 4-6학년 29명을 대상으로 적용한 결과, 문항의 난이도가 상승할수록 정답률이 감소하고 문제풀이시간이 증가하는 것으로 분석되었다.