• Title/Summary/Keyword: physical interactive interface

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The Development of Interactive Tiled Display Applications Using the iTILE Framework (iTILE 프레임워크를 이용한 인터랙티브 타일드 디스플레이 응용프로그램 개발)

  • Kim, Seok-Hwan;Kim, Min-Young;Kim, Su-Hwa;Kim, Ji-Hyoun;Min, Chul-Kee;Cho, Yong-Joo;Park, Kyoung-Shin
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.487-492
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    • 2009
  • There will be many large displays in common public places, and we expect that these displays will give users many convenient interactive services. However, due to the physical size, typical mouse and keyboard are not suitable for user interactions on large displays. Recently there are many studies investigating on new interaction techniques and input devices developed for user interactions in a large display. In this paper, we describe the iTILE framework designed to help develop the interactive tiled display applications. Then we describe two iTILE applications using the tape switch interface and the tangible interface with infrared camera and markers.

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피지컬 인터페이스의 구현에 관한 연구

  • 오병근
    • Archives of design research
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    • v.16 no.2
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    • pp.131-140
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    • 2003
  • The input for computer interaction design is very limited for the users to control the interface by only using keyboard and mouse. However, using the basic electrical engineering, the input design can be different from the existing method. Interactive art using computer technology is recently emersed, which is completed by people's participation. The electric signal transmitted in digital and analogue type from the interface controled by people to the computer can be used in multimedia interaction design. The electric circuit design will be necessary to transmit very safe electric signal from the interface. Electric switch, sensor, and camera technologies can be applied to input interface design, which would be alternative physical interaction without computer keyboard and mouse. This type of interaction design using human's body language and gesture would convey the richness of humanity.

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Using Secondary Display in Interactive FPS Game and Its Availability (체감형 FPS 게임에서 보조 Display의 활용성)

  • Park, Chang-Bum;Park, Won-Bae;Paik, Doo-Won
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.29-36
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    • 2010
  • As more and more advanced technology implemented in Computer Game, various of technical skill must be applied to satisfy the demand of the users specifically in the immersion and convenience of the games. As a result, The number of interactive games, which are controlled by user's physical action so that make the games more immersible, are increasing. In Addition, as the amount of information that happens in the games increases, many studies are going on to provide efficient user-interface. In this study, we develop an interactive game using a controller designed by us, which consist of Wii controller and an attached secondary display that provides game information to user. In addition, we conduct a survey with questions about immersion and convenience of the game to understand how users feel when doing the suggested game, and to compare our game environment with general FPS game environment that uses mouse and keyboard.

A Study on the Interactive Architecture in Nature Environment

  • Baek, Seung-Man
    • Journal of the Regional Association of Architectural Institute of Korea
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    • v.20 no.6
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    • pp.41-46
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    • 2018
  • The context of innovation in which we evolve today, subtracts us in a spacial reality and virtuality (digital) that aimed less and less to interact with natural processes which could converge to new possible relationships in the world. We constantly live in presence of fluctuations and imperceptible natural energies (wind, solar radiation, etc.) defined by flows, their own physicality, which remains without being virtual, elusive. This study first outlines how these energies already exploited within the framework of production, could be thought as interactive of our habitat's space dimension, as a prolongation of a physical and material environment built by men and for men, giving rise to new social, cultural dynamics, and making natural complexity of our space vivid, comprehensible with new visual and physical clues. In recent days, where lifestyles are changing, architecture no longer needs to limit its scope of creation to only built structures. Based on a deeper understanding of human and through new potential advanced technologies (kinetic system, etc), it is time to fundamentally diagnose what environments or devices contribute to our lives. Architecture becomes ${\ll}interface{\gg}$, step up its fundamental role, and newly defines the sturdy image and tectonics of existing environment, establishing a stance to search for a new typology. In the end, building will show two simultaneous and distinctive connections related to its physical existence: reality in its function and irreductibility, in its ability to forge new dynamic connections with its environment, hybridizing the spatial dimension to a new form of physicality, adaptive and incessantly flexible in the dimension time, becoming a vessel for ever changing contemporary lifestyles.

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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A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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A Study of the Types of Metaphor Reflected on the Sonic Interactive Objets (동작 기반 인터랙티브 사운드 오브제에 나타난 메타포 유형 연구)

  • Kim, Hee-Eun;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.185-201
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    • 2016
  • This study aims to define the basic design elements of a sonic interactive object and relate them with the different metaphor types including physical metaphor, gestural metaphor, sound metaphor, and embodied metaphor that are reflected on the interface, gesture, sound, and embodied experience. It discusses how the concept mapping can be effectively done by utilizing metaphor and considering the relationships between the types of metaphor when designing a sonic interactive object. This study has a significance in the aspect that it expanded the area of metaphor to embodied experience and subdivided the types of metaphor including visual, sound, gestural and tactile information. Furthermore, it attempted to analyze the design elements of a sonic interactive object in relation to the types of metaphor. A researcher or a designer, therefore, can use this study as a reference to design concept mapping of a sonic interactive object, in a way that the design elements and metaphor types work together effectively to enable a visitor to recognize what they are expected to do with the object more intuitively.

Reference Model and Architecture of Interactive Cognitive Health Advisor based on Evolutional Cyber-physical Systems

  • Lee, KangYoon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.8
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    • pp.4270-4284
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    • 2019
  • This study presents a reference model (RM) and the architecture of a cognitive health advisor (CHA) that integrates information with ambient intelligence. By controlling the information using the CHA platform, the reference model can provide various ambient intelligent solutions to a user. Herein, a novel approach to a CHA RM based on evolutional cyber-physical systems is proposed. The objective of the CHA RM is to improve personal health by managing data integration from many devices as well as conduct a new feedback cycle, which includes training and consulting to improve quality of life. The RM can provide an overview of the basis for implementing concrete software architectures. The proposed RM provides a standardized clarification for developers and service designers in the design and implementation process. The CHA RM provides a new approach to developing a digital healthcare model that includes integrated systems, subsystems, and components. New features for chatbots and feedback functions set the position of the conversational interface system to improve human health by integrating information, analytics, and decisions and feedback as an advisor on the CHA platform.