• Title/Summary/Keyword: 공간 인터랙션

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Gadget Arms: Interactive Data Visualization using Hand Gesture in Extended Reality (가젯암: 확장현실을 위한 손 제스처 기반 대화형 데이터 시각화 시스템)

  • Choi, JunYoung;Jeong, HaeJin;Jeong, Won-Ki
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.2
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    • pp.31-41
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    • 2019
  • Extended Reality (XR), such as virtual and augmented reality, has huge potential for immersive data visualization and analysis. In XR, users can interact with data and other users realistically by navigating the shared virtual space, allowing for more intuitive data analysis. However, creating a visualization in XR also poses a challenge because complicated, low-level programming is required, which hinders broad adaptation in visual analytics. This paper proposes an interactive visualization authoring tool based on hand gesture for immersive data visualization-Gadget Arms. The proposed system provides a novel user interaction to create and place visualization in the 3D virtual world. This simple, but intuitive, user interaction enables user designs the entire visualization space in the XR without using a host computer and low-level programming. Our user study also confirmed that the proposed user interaction significantly improves the usability of the visualization authoring tool.

Interactive Motion Retargeting for Humanoid in Constrained Environment (제한된 환경 속에서 휴머노이드를 위한 인터랙티브 모션 리타겟팅)

  • Nam, Ha Jong;Lee, Ji Hye;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.1-8
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    • 2017
  • In this paper, we introduce a technique to retarget human motion data to the humanoid body in a constrained environment. We assume that the given motion data includes detailed interactions such as holding the object by hand or avoiding obstacles. In addition, we assume that the humanoid joint structure is different from the human joint structure, and the shape of the surrounding environment is different from that at the time of the original motion. Under such a condition, it is also difficult to preserve the context of the interaction shown in the original motion data, if the retargeting technique that considers only the change of the body shape. Our approach is to separate the problem into two smaller problems and solve them independently. One is to retarget motion data to a new skeleton, and the other is to preserve the context of interactions. We first retarget the given human motion data to the target humanoid body ignoring the interaction with the environment. Then, we precisely deform the shape of the environmental model to match with the humanoid motion so that the original interaction is reproduced. Finally, we set spatial constraints between the humanoid body and the environmental model, and restore the environmental model to the original shape. To demonstrate the usefulness of our method, we conducted an experiment by using the Boston Dynamic's Atlas robot. We expected that out method can help the humanoid motion tracking problem in the future.

Structural study on storytelling of VR contents (VR 콘텐츠의 스토리텔링에 대한 구조적 연구)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.295-300
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    • 2019
  • Modern society is the era of convergence, and storytelling requires the necessity of storytelling in which two types of data types, emotional stories and information, are fused. Particularly, in the case of VR contents, the user must directly participate in the content and select the information through the process of freely searching $360^{\circ}$ space, so that the user can interact with the content immediately. Therefore, there is a limit to access to the existing storytelling method, and it is considered that the implementation of 'convergent storytelling' that meets two areas of sensitivity and information is considered to be an urgent genre. In this paper, we focus on the spatial characteristics of VR contents, and then, as a way to effectively implement 'convergent storytelling' in VR contents, We propose a custom system by organizing the type into a circle structure. Based on this, it is expected that the technology will be developed into a research of a personalized system that meets two areas of emotion and information by utilizing the context recognition process for VR content and interaction in the fourth industrial revolution era.

Interactive media facade based on image processing (영상처리 기반의 인터랙티브 미디어파사드에 관한 연구)

  • Jun, Ha-Ree;Yun, Hyun-Jung
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.46-54
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    • 2015
  • Development of digital technology is advancing to levels which influence the formation of city landscapes and spaces. The use of media facade is creating modernized city-spaces with contemporary application of various digital mediums. In this way, media facade functions as media-art in an artistic point of view, while also providing the means for buildings to become landmarks in a city-scape point of view. Going a step further, media facade using interaction is drawing a lot of attention as it enables communication with the city inhabitants instead of one-way contents provision. This paper will research such interactive media facade using transparent display glass currently being used as construction building material and its potential growth.

Development of a Interactive Stereoscopic Image Display System using Invisible Interaction Surface Generation (비가시성 인터랙션 표면 생성을 통한 인터랙티브 입체영상 시연 시스템 개발)

  • Lee, Dong-Hoon;Yang, Hwang-Kyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.3
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    • pp.371-379
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    • 2011
  • In this paper, we propose a development methodology of interactive stereoscopic image display system. In our case, we consider a multiple touch recognition technique as the interaction method. That's because we want to guarantee multiple user access and interaction to the content without any restriction. In this case, however, some restrictions are occurred on account of the distance between display and participants. For this reason, this paper propose an invisible interaction surfaces which are generated in the air. This surface is utilized as interaction medium instead of the display wall. We also present an effective way to generate and edit interactive stereoscopic images based on Game Engine.

A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

Experiencing the 3D Color Environment: Understanding User Interaction with a Virtual Reality Interface (3차원 가상 색채 환경 상에서 사용자의 감성적 인터랙션에 관한 연구)

  • Oprean, Danielle;Yoon, So-Yeon
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.789-796
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    • 2010
  • The purpose of this study was to test a large screen and rear-projected virtual reality (VR) interface in color choice for environmental design. The study piloted a single three-dimensional model of a bedroom including furniture in different color combinations. Using a mouse with an $8'{\times}6'$ rear-projector screen, participants could move 360 degree motion in each room. The study used 34 college students who viewed and interacted with virtual rooms projected on a large screen, then filled out a survey. This study aimed to understand the interaction between the users and the VR interface through measurable dimensions of the interaction: interest and user perceptions of presence and emotion. Specifically, the study focused on spatial presence, topic involvement, and enjoyment. Findings should inform design researchers how empirical evidence involving environmental effects can be obtained using a VR interface and how users experience the interaction with the interface.

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Sportive Kiosk Interface Design using Tangible Interaction (촉각적 인터랙션을 활용한 유희적 키오스크 인터페이스 디자인)

  • Lim, Byung-Woo;Jo, Dong-Hee;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.155-164
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    • 2008
  • Kiosk is an unmanned information system arranged in public places or commercial spaces so that a user may utilize information conveniently. Unlike a personal computer, it targets varied users' brackets, so we have to consider a user's characteristic in designing Kiosk Interface. However, in reality, the Kiosks of public places like subway stations are of Interface Design without considering users and become almost useless with serviceability falling. In this study, we attempt to point out such problems and suggest the concept as to the Interface Design in the public places for a more positive promotion method. For this purpose, we are about to look into the concept of Tangible Interaction and Interspace and the recreation experienced in the process of interaction between a human and a computer and study the sportive Kiosk Interface Design in the Interspace using the principle of the Tangible Interaction. For the conceptual Model in this study, we referred to ARTCOM(ART+COM) Project.

The Development of Mobile-based User Inferface Framework for Virtual Environments (가상환경에서의 인터랙션을 위한 모바일 시스템용 인터페이스 프레임워크 개발)

  • Kim, Seok-Hwan;Cho, Yong-Joo
    • The KIPS Transactions:PartB
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    • v.14B no.5
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    • pp.343-350
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    • 2007
  • Virtual environment is an interactive multimedia space that allows users to experience realistic sensory feedbacks and interactions as they do in real world. There have been some work on the development of two-dimensional user interface for supporting interactions in a virtual environment. However, most of them were designed for specific virtual environments and hence could not be easily deployed to other virtual worlds. To address this problem, some frameworks were developed for building two-dimensional user interfaces for virtual environment, but they had limitations in usability or flexibility. In this paper, we present the HIVE framework, which is designed to help ease the development of two-dimensional user interface for the virtual environment while satisfying the requirements of both usability and flexibility. The HIVE framework utilizes XML and scripting capability, dynamic module loading, XML and script language for usability. It provides module reading, configuration, and event processing mechanism for flexibility. This paper first explains the HIVE framework and describes the applications developed for some virtual environments followed by discussing the future research directions.

A Study on Applying the Concepts of the Interaction Design Concept on Local Performance-art Space (지역 공연문화시설 활성화를 위한 인터랙션디자인 개념 적용 연구)

  • Hong, Sung-Woo;Kang, Hae-Gyoung;Son, Kwang-Ho
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.146-150
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    • 2006
  • The purposed of this study is to analyze the performance-art facilities. Research methods were reference study (interaction, local performance-art facilities) and research on the actual condition (on 4 local performance-art facilities for field investigation). Consequently emotional interractive space design makes people satisfied with their five senses, communication with people increase and enable people to experience something new that they haven't experienced before transcending time and space. Interaction design is designing experience of user through the interaction for human, thing, system, and space. The result of this research is to found out the possibility of emotional interaction design concept applied in public service area as a plan to revitalize the performance-art facilities.

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