• Title/Summary/Keyword: Tangible

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TMCS : Tangible Media Control System (감각형 미디어 제어 시스템)

  • 오세진;장세이;우운택
    • Journal of KIISE:Software and Applications
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    • v.31 no.10
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    • pp.1356-1363
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    • 2004
  • We propose Tangible Media Control System (TMCS), which allows users to manipulate media contents with physical objects in an intuitive way. Currently, most people access digital media contents by exploiting GUI. However, It provides limited manipulations of the media contents. The proposed system, instead of mouse and keyboard, adopts two types of tangible objects, i.e RFID-enabled object and tracker-embedded object. The TMCS enables users to easily access and control digital media contents with the tangible objects. In addition, it supports an interactive media controller which users can synthesize media contents and generate new media contents according to users' taste. It also offers personalized contents, which is suitable for users' preferences, by exploiting context such as user's profile and situational information. Therefore. the proposed system can be applied to various interactive applications such as multimedia education, entertainment and multimedia editor.

A Study on the Characteristics of Children's Experience Exhibition Based on Tangible User Interface (TUI(Tangible User Interface)기반의 어린이 체험전시 특성 분석 연구)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.341-348
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    • 2020
  • This study is a basic research towards diffusion of discourse regarding TUI-based experience exhibition. In that purpose this study tries to find out the development type of children's experience exhibition using TUI by analyzing children's experience exhibition phenomena that are changing in digital environment. For the sake of this research, cases of experience exhibitions were analyzed and characteristics were derived based on TUI(Tangible User Interface) and on the types of tangibles. As results of this study, TUI elements were found in the order of interactive planes, connection of bits and atoms, and environmental media and Tangibles were ranked in the order of stuff, planes, devices, and space types. This fact shows that TUI is actively used in experience exhibitions where children's active participation and extended experience is necessary.

Does Tangible Clue influence on Perceived Risk and Overall Satisfaction? : Focused on the Customers at Family Restaurants in South Korea (유형적 근거가 지각된 위험 및 총만족에 미치는 영향 (패밀리레스토랑 고객을 대상으로))

  • Yoon, Tae-Hwan;Lee, Gang-Chun;Choi, Young-Jun
    • Culinary science and hospitality research
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    • v.21 no.5
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    • pp.38-49
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    • 2015
  • The purpose of this study was to investigate tangible clues influence on perceived risk and overall satisfaction of customers at family restaurant in South Korea. In this research overall CFA and SEM were employed to analyze the data. Tangible clues were divided to 3 factors and perceived risk to 6 factors. Tangible clue 1 'physical evidence', had negative(-) influence on financial risk(p<0.01), performance risk(p<0.01) and psychological risk(p<0.001). Tangible clue 2 'employee' affected negatively(-) time risk(p<0.001), performance risk(p<0.001), psychological risk(p<0.01) and social risk(p<0.001). And tangible clue 3 'service process' influenced negatively(-) physical risk(p<0.01), time risk(p<0.05), financial risk (p<0.001) and performance risk(p<0.01). And among customer's perceived risks, 3 factors(time risk~p<0.001, performance risk~p<0.001, social risk~p<0.001) influenced negatively(-) their overall satisfaction. Through these results, it appears that customers perceive various tangible clues and risks at family restaurants. And they are likely to satisfy or dissatisfy according to their perceived risks. As a result, food service companies need to research various customers' perceived risks as important marketing strategy, and reduce them for increase and induction of customers' satisfaction.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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An Experiment on Tangible User Interaction by Developing Astronomy Learning System (촉각적 사용자 상호작용을 이용한 별자리 교육 시스템 개발 연구)

  • 이태일
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.16-17
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    • 2000
  • 폭발적인 편재성의 증가로 인해 테크날러지는 이제 인간에게 어디서든 접근 가능한 것이 되었음과 동시에, 모순적이게도 "보이지 않게" 되었다. 그러나, 이러한 모순적인 이중성은 필연적이며 테크날러지의 시대상을 바라보는 데에 더없이 유용하다. 어떻게 하면 이러한 테크날러지와 함께 살아갈 것인가\ulcorner (중략)

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Augmented Reality Based Tangible Interface For Digital Lighting of CAID System (CAID 시스템의 디지털 라이팅을 위한 증강 현실 기반의 실체적 인터페이스에 관한 연구)

  • Hwang, Jung-Ah;Nam, Tek-Jin
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.119-128
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    • 2007
  • With the development of digital technologies, CAID became an essential part in the industrial design process. Creating photo-realistic images from a virtual scene with 3D models is one of the specialized task for CAID users. This task requires a complex interface of setting the positions and the parameters of camera and lights for optimal rendering results. However, the user interface of existing CAID tools are not simple for designers because the task is mostly accomplished in a parameter setting dialogue window. This research address this interface issues, in particular the issues related to lighting, by developing and evaluating TLS(Tangible Lighting Studio) that uses Augmented Reality and Tangible User Interface. The interface of positioning objects and setting parameters become tangible and distributed in the workspace to support more intuitive rendering task. TLS consists of markers, and physical controller, and a see-through HMD(Head Mounted Display). The user can directly control the lighting parameters in the AR workspace. In the evaluation experiment, TLS provide higher effectiveness, efficiency and user satisfaction compared to existing GUI(Graphic User Interface) method. It is expected that the application of TLS can be expanded to photography education and architecture simulation.

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