• Title/Summary/Keyword: Tangible Interface

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Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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Interface of EDI System and VPN with IPSec and L2TP for Speed efficiency and Security Level (전송효율과 보안수준을 고려한 EDI 시스템과 VPN의 IPSec와 L2TP의 연동)

  • Choi Byung-Hun;Lee Gun-Ho
    • The KIPS Transactions:PartC
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    • v.12C no.1 s.97
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    • pp.1-10
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    • 2005
  • Electronic Data Interchange(EDI) between a number of companies goes on increasing on the internet. Although a conventional EDI system reduces business process efforts, time, resources, etc., important information is easily and frequently exposed by well trained hackers and crackers, which inflict a severe loss on the company and even put the company under a crisis. This study integrates the conventional EDI system and Virtual Private Tet(VPN) to maximize an overall efficiency of speed and security in data transferring by the level of importance. The EDI system interfaced to IPSec and L2TP of VPN allows us to select two modes : the one focuses on a high speed with a low or a medium level security or the other does on a high level security with a low or a medium level speed. Both the company and the end users get a lot of tangible and intangible advantages by integrating the EDI system and VPN.

3D Simulation of Dental Implant Surgery Using Surgical Guide Stents (식립 보조도구를 이용한 3D 치아 임플란트 시술 시뮬레이션)

  • Park, Hyung-Wook;Kim, Myong-Soo;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.3
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    • pp.216-226
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    • 2011
  • Surgeon dentists usually rely on their experiential judgments from patients' oral plaster casts and medical images to determine the positional and directional information of implant fixtures and to perform drilling tasks during dental implant surgical operations. This approach, however, may cause some errors and deteriorate the quality of dental implants. Computer-aided methods have been introduced as supportive tools to alleviate the shortcomings of the conventional approach. In this paper, we present an approach of 3D dental implant simulation which can provide the realistic and immersive experience of dental implant information. The dental implant information is primarily composed of several kinds of 3D mesh models obtained as follows. Firstly, we construct 3D mesh models of jawbones, teeth and nerve curves from the patient's dental images using software $Mimics^{TM}$. Secondly, we construct 3D mesh models of gingival regions from the patient's oral impression using a reverse engineering technique. Thirdly, we select suitable types of implant fixtures from fixture database and determine the positions and directions of the fixtures by using the 3D mesh models and the dental images with software $Simplant^{TM}$. Fourthly, from the geometric and/or directional information of the jawbones, the gingival regions, the teeth and the fixtures, we construct the 3D models of surgical guide stents which are crucial to perform the drilling operations with ease and accuracy. In the application phase, the dental implant information is combined with the tangible interface device to accomplish 3D dental implant simulation. The user can see and touch the 3D models related with dental implant surgery. Furthermore, the user can experience drilling paths to make holes where fixtures are implanted. A preliminary user study shows that the presented approach can be used to provide dental students with good educational contents. With future work, we expect that it can be utilized for clinical studies of dental implant surgery.

SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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Design and Development of Interactive Therapy System for Children with Autism (발달장애아동을 위한 상호작용 치료시스템의 디자인 개발)

  • Choi, Min-Young;Lee, Hyun-Jhin;Lee, Jang-Han
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.777-788
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    • 2010
  • Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.

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Design & Construction of Korean Type Smart Work Center on the basis of User-Oriented Smart Work System (사용자를 지향한 스마트워크 시스템 기반의 한국형 스마트워크 센터 설계 및 구축)

  • Koo, Gun-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.73-81
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    • 2013
  • This research proposes design and construction of Korean type SWC based on user oriented smart work system. To achieve this proposal, the research suggested improvements of related law, changes to working environment, and strengthening information security for users, stronger Korean ICT based; the study investigated for an efficient and suitable Korean type SWC by analyzing Korean government plans and foreign developed countries' cases. The user-oriented smart work service platform suggested in this study aims to offer a solution to national crisis and establish infrastructure to knowledge-industry and creative-industry by collaborative smart work environment of 'Context Awareness' and 'Tangible User Interface'. As a result, smart work suggests methods to produce creative work by IT workers and efficient work environment for better standing in world competition. In conclusion, Korean SWC system is proved to be superior in satisfaction rate at 75.41%, 20.18% higher than average score shown in 5 categories in 5 countries from USA, Japan, and EU's which was 55.23%.

Tangible Interaction : Application for A New Interface Method for Mobile Device -Focused on development of virtual keyboard using camera input - (체감형 인터랙션 : 모바일 기기의 새로운 인터페이스 방법으로서의 활용 -카메라 인식에 의한 가상 키보드입력 방식의 개발을 중심으로 -)

  • 변재형;김명석
    • Archives of design research
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    • v.17 no.3
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    • pp.441-448
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    • 2004
  • Mobile devices such as mobile phones or PDAs are considered as main interlace tools in ubiquitous computing environment. For searching information in mobile device, it should be possible for user to input some text as well as to control cursor for navigation. So, we should find efficient interlace method for text input in limited dimension of mobile devices. This study intends to suggest a new approach to mobile interaction using camera based virtual keyboard for text input in mobile devices. We developed a camera based virtual keyboard prototype using a PC camera and a small size LCD display. User can move the prototype in the air to control the cursor over keyboard layout in screen and input text by pressing a button. The new interaction method in this study is evaluated as competitive compared to mobile phone keypad in left input efficiency. And the new method can be operated by one hand and make it possible to design smaller device by eliminating keyboard part. The new interaction method can be applied to text input method for mobile devices requiring especially small dimension. And this method can be modified to selection and navigation method for wireless internet contents on small screen devices.

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In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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e-Book Viewer's Quality Factors Influencing User Satisfaction: Comparison by Content Type (전자책 뷰어의 사용만족에 영향을 주는 품질 요인: 콘텐츠 유형별 비교)

  • Yun, Haejung;Kim, Doojong;Lee, Choong C.
    • The Journal of Society for e-Business Studies
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    • v.20 no.2
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    • pp.73-91
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    • 2015
  • Nowadays, 'books' are not limited to tangible items no longer, but can be intangible digital contents, along with advancement in e-Book technology and the growth of the markets. However, the role of e-Book viewers that links digital contents and readers has been rarely studied. In this study, therefore, we examined the effects of e-Book viewer's system quality (ease-of-use, functional diversity, interactivity) and design quality (convenient design, intuitive design, emotional design) on user satisfaction, and also tested if these relations are different by the content types (cartoon, novel, and learning contents). Research findings show that all the independent variables, except for interactivity, affect user satisfaction in overall groups. In viewing cartoon content, ease-of-use, convenient design, and emotional design were significant antecedents, and intuitive design and emotional design were found important factors in novel content, while functional diversity and interactivity affect user satisfaction in learning content. We expect these findings can provide useful insights to the providers of e-Book viewers.