• Title/Summary/Keyword: Tangible

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Tangible Media Aided Design System

  • Kim, Gwon-Pil;Park, Min-Chul
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.437-439
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    • 2002
  • Tangible user interfaces have attracted strong attention in the HCI(Human and Computer Interface) community for their ability to take advantage of skills humans develop in the real world. We are developing "tangible media aided design system" which employs physical objects i.e., brick as interfacing media for 3D graphic modeling. This system is targeting for persons who are afraid of experiencing 3D graphic modeling and virtual space, or have a sense of reluctance in approaching to them. Our approach suggests the easiest way for people to experience computer system and virtual space carefree while developing and improving their space sense. This work is one of initial explorations of media aided design system using tangible user interfaces.

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Tangible AR interaction based on fingertip touch using small-sized non-square markers

  • Park, Hyungjun;Jung, Ho-Kyun;Park, Sang-Jin
    • Journal of Computational Design and Engineering
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    • v.1 no.4
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    • pp.289-297
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    • 2014
  • Although big-sized markers are good for accurate marker recognition and tracking, they are easily occluded by other objects and deteriorate natural visualization and level of immersion during user interaction in AR environments. In this paper, we propose an approach to exploiting the use of rectangular markers to support tangible AR interaction based on fingertip touch using small-sized markers. It basically adjusts the length, width, and interior area of rectangular markers to make them more suitably fit to longish objects like fingers. It also utilizes convex polygons to resolve the partial occlusion of a marker and properly enlarges the pattern area of a marker while adjusting its size without deteriorating the quality of marker detection. We obtained encouraging results from users that the approach can provide better natural visualization and higher level of immersion, and be accurate and tangible enough to support a pseudo feeling of touching virtual products with human hands or fingertips during design evaluation of digital handheld products.

Critical Factors Affecting Consumer Acceptance of Online Health Communication: An Application of Service Quality Models

  • Lee, Jung Wan
    • The Journal of Asian Finance, Economics and Business
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    • v.4 no.3
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    • pp.85-94
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    • 2017
  • The paper examines critical factors affecting consumer behavioral intentions in accepting online health communication through social networking sites. Unlike recent research under this topic, the paper assimilates some components of service quality dimensions and consumer behavior theories. The paper employs factor analysis and structural equation modelling analysis with latent variables to identify critical factors from the survey data collected from Korean consumers. The results of the study identifies three major constructs: consumer needs for health information, the perceived value of tangible attributes of health information providers, and the perceived value of intangible attributes of health information providers. The results show that consumer needs for health information and the tangible and intangible attributes of health information providers should be considered as important antecedents of accepting online health communication through social networking sites. The findings suggest that the success of online health communication via social networking sites largely depends on the tangible and intangible attributes of health information providers.

Vision-based Human-Robot Motion Transfer in Tangible Meeting Space (실감만남 공간에서의 비전 센서 기반의 사람-로봇간 운동 정보 전달에 관한 연구)

  • Choi, Yu-Kyung;Ra, Syun-Kwon;Kim, Soo-Whan;Kim, Chang-Hwan;Park, Sung-Kee
    • The Journal of Korea Robotics Society
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    • v.2 no.2
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    • pp.143-151
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    • 2007
  • This paper deals with a tangible interface system that introduces robot as remote avatar. It is focused on a new method which makes a robot imitate human arm motions captured from a remote space. Our method is functionally divided into two parts: capturing human motion and adapting it to robot. In the capturing part, we especially propose a modified potential function of metaballs for the real-time performance and high accuracy. In the adapting part, we suggest a geometric scaling method for solving the structural difference between a human and a robot. With our method, we have implemented a tangible interface and showed its speed and accuracy test.

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TangibleScreen : Enhancing Interactivity through Object-centric Projection (TangibleScreen 객체중심 프로젝션을 통한 상호작용성 향상)

  • Shin, Seon-Hyung;Kim, Joung-Hyun Gerard
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.1
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    • pp.19-27
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    • 2003
  • Most interaction schemes in virtual environment are indirect in one way or another. ln particular, without a haptic device (which introduces its own problems due to its cumbersomeness), users must rely on visual (or/and aural) feedback, and can not directly appreciate the 3Dness of the interaction object even with stereoscopy. This causes a drop in object presence because people are used to, for instance, observing objects in one's hand, rotating and manipulating them with physical contact. To alleviate this problem, this paper proposes a hand-held cubic screen, named TangibleScreen, on which the appearance of the target interaction object is projected. We choose the Relief Texture Mapping as the rendering method to correctly generate the viewer dependent textures to be projected on the non-planar surfaces of the TangibleScreen.

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Tele-Present Guitarist based on a Tangible Glove and a Smartphone (Tangible Glove 및 Smartphone 기반 Tele-Present Guitarist)

  • Kim, Hyung-Suk;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.23-25
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    • 2012
  • 본 논문에서는 smartphone과 Arduino, Max/Msp를 이용한 모바일 미디어 아트 시스템을 제안한다. 시스템의 입력장치로 flexible센서가 부착된 tangible glove와 smartphone의 app이 사용되었고 이들의 조작 데이터는유(무)선 시리얼통신 및 TCP/IP 통신을 통해 원격지 서버상의 Max/Msp 어플리케이션으로 전달된다. 서버는 전달된 데이터를 기반으로 서버와 연결되어 있는 로봇 기타리스트의 열손가락을 제어하고 사운드 및 제반 영상을 출력한다. 결과적으로 사용자는 연주자인 동시에 관객으로서 시각, 촉각, 청각의 다양한 감각을 동시에 만족하고, 시스템에 몰입할 수 있게 된다. 본 논문에서는 기존 미디어 아트 시스템들이 가지고 있었던 사용자의 단순 참여라는 1차원적인 논리에서 벗어나고자 다양한 시스템의 결합을 통해 작품참여를 유도하였고 이를 통해 사용자가 그들만의 고유한 작품을 생성함으로써 기존의 미디어 아트 시스템과의 차별성을 도모하였다.

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Design and Implementation of Video GIS for Web Applications

  • Yoo, Jae-Jun;Choi, Kyoung-Ho;Jang, Byoung-Tae;Lee, Jong-Hun
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.396-398
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    • 2003
  • Recently as users' requests for geographic information systems are being more various, several new functions are being added to existing geographic information systems. One of them is linkage of spatial geographic data and video / image data to offer more realistic information of geographic objects to users. Geographic information systems implementing this function are called video geographic information system. In this paper, we design and implement a video geographic information system for providing map data, video data and link information of them to web applications. We 1) design system architecture of a video geographic information system, 2) analyze some processes to construct link information of map data and video data, 3) design database schema to store map data, video data, and link information, and 4) design some XML/GML schema used to query and retrieve these data for web applications.

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Accuracy Analysis for a Mobile Mapping System

  • Lee, Seung-Yong;Kim, Seong-Baek;Choi, Ji-Hoon;Jang, Byoung-Tae
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.603-605
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    • 2003
  • Constructing a geo-spatial database of Graphic Information Systems(GIS) in various applications is suffering from the difficulty of data acquisition, which is labor-intensive and time consuming. In order to provide the spatial data rapidly and accurately, 4S-Van, a prototype mobile mapping system, has been developed. This paper presents a novel approach for an analysis for Mobile Mapping Systems. Furthermore, we discuss the accuracy of measurements using images acquired from the 4S-Van. The first part of this paper introduces accuracies of other mobile mapping systems. Then, we describe main features of the 4S-Van and our proposed method for an analysis accuracies, which can be applicable to other mobile mapping systems. The last part of paper concludes with a summary and our suggestions for implementation of mobile mapping system.

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