• Title/Summary/Keyword: 공간 인터랙션

Search Result 119, Processing Time 0.042 seconds

Research Trends and Development Prospects of Realistic Media S/W (실감미디어 S/W의 연구 동향과 발전 전망)

  • Lee, Jong-Hoon;Min, Byoung-Won;Oh, Yong-Sun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2011.05a
    • /
    • pp.71-72
    • /
    • 2011
  • 소프트웨어는 컴퓨터 및 시스템에 탑재되어 제품 및 서비스의 부가가치를 높이고 기업과 개인의 경쟁력을 향상시키는 핵심 기술로 국가 미래 산업 경쟁력의 원천이며, 기기 서비스 사람을 연결하는 산업 성장 엔진으로 임베디드 S/W, 시스템 S/W, 온라인 서비스 S/W, 지능형 S/W, 실감미디어 S/W로 분류가 되는데 이중에서 실감미디어 S/W는 미디어의 사실적인 표현 및 현장감 재현, 체험 공간 참여가 가능하도록 지원하는 S/W로서, 지능형 영상처리기술, 인터랙션기술 및 시뮬레이션 기술 등으로 구성된다. 단방향적인 시청각 서비스를 통한 감동전달 미디어 서비스에서 고품격의 미디어 서비스와 다양한 감각 기술을 활용한 혁신적이고 인간 친화적인 체감형 인터랙션 기술을 활용하여 미디어의 현실감을 극대화할 수 있는 실감미디어 S/W에 대한 국내외 기술의 개발 동향, 정책 동향, 사업 동향, 그리고 표준화 동향에 대해 고찰하고 발전 전망에 대해 논하고자 한다.

  • PDF

Exhibition Space Characteristics that Reflect the Expression Type of Interaction Design - Centered in Digital Media Exhibition Space of Seoul City - (인터랙션 디자인 표현유형을 반영한 전시공간 특성 - 서울지역 디지털미디어 전시공간을 중심으로 -)

  • Kim, Kyoung-Tae;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
    • /
    • v.25 no.5
    • /
    • pp.55-62
    • /
    • 2016
  • This study was to research and study whether the types of interaction design perform the effective functions and roles as the exhibition space that audiences want centered in the digital media exhibition space. It was to suggest effective space characteristics through analyzing how the interaction design was expressed at the exhibition space and its application. For the analysis, it completes theoretical inquiry on the classification of the space characteristics according to the concept type of interaction and design characteristics. Based on it, it directly visited the exhibition space that reflected the interaction design centered in Seoul City, experienced the given experience, and designed the analyzing frame by composing a checklist after the observation research. Through the designed analysis, it performed a site questionnaire to audiences. It induced the conclusion as follows after analyzing the case space that reflected the interaction design type. First, the program analysis of the space that has the variability is necessary through a variety of digital analysis as there is a limitation that the characteristic of digital media has. Second, in the concept type of the interaction design, it needs the interaction stage among people that can communicate with audiences and stimulate their senses through vidual factors. Third, in the characteristic of the interaction design, it should try to use effective contents to get over the limitation of the space through the interaction in the designated space in case of exhibition. In the following research, it needs to study on the variety of stage plans in detail by supplying contents to audiences and grafting to the exhibition space continuously through using the interaction design that uses digital media at there.

A Study on the Children's Hospital Waiting Room Environmental Graphic Design to Ease Phobic Psychology (심리적 공포 완화를 위한 아동병원 대기공간의 환경 그래픽 디자인 연구)

  • Yin, Xiang-Hua;Zhang, Chao;Yoo, Woo-Jong
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.3
    • /
    • pp.401-412
    • /
    • 2022
  • Children will present phobic psychology in the special environment in hospital. Therefore, children's psychological emotions should be taken into account in the construction of the hospital environment. After that, the three stages and seven emotional factors which stimulate children's emotions will be summarized and applied to the graphic performance in children's hospitals, so as to alleviate children's fear. Plus, through the analysis of domestic and foreign cases, the graphic representation types of children's hospitals are divided into modern design, illustration design, three-dimensional design, interactive design, and these emotional factors are integrated into the graphic representation for evaluation. Here comes the evaluation results: there are little or no emotional factors in modern design; there are less emotional factors in illustration design and three-dimensional design due to less feelings and experiences. However, the results show that children feel much better from all aspects because there are more emotional factors with the help of interactive design. Based on the above evaluation results, here comes the graphic design guidelines for children's hospital waiting room.

From Ambient to Interactive: Human-Digital Art Interaction on Public Display Based on the Spatial Relationship (공공디스플레이에서 공간적 상관관계를 고려한 인간과 디지털 아트의 상호작용)

  • An, Mi-Hye;Wohn, Kwang-Yun
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1069-1074
    • /
    • 2009
  • Public displays are evolving from a one-way display to an interactive medium which contains dynamic transition of various media. This study focuses on the interaction between human and digital technology-based art on public display from a HCI point of view, while several viewpoints exist on interactive public displays. We present a new interaction model which suggests different interactions depending on the viewer's distance and direction so that public display could offer rich media experiences. We have also and built an installation art to examine the efficacy of our interaction model. As such, we introduced two methodologies from HCI to derive our final interaction model. First of all, we analyze previous distance-dependent interaction models for public display in terms of context analytic approach, and propose an effective model for human-digital art interaction. Second, we introduce the concept of aura in HCI as user analytic approach to redefine interaction depending on the viewer's direction of attention. Thus, this study aims to suggest a new interaction model based on the previous two analyses to improve interaction between human and digital technology-based art on public display.

  • PDF

Design of Vision-based Interaction Tool for 3D Interaction in Desktop Environment (데스크탑 환경에서의 3차원 상호작용을 위한 비전기반 인터랙션 도구의 설계)

  • Choi, Yoo-Joo;Rhee, Seon-Min;You, Hyo-Sun;Roh, Young-Sub
    • The KIPS Transactions:PartB
    • /
    • v.15B no.5
    • /
    • pp.421-434
    • /
    • 2008
  • As computer graphics, virtual reality and augmented reality technologies have been developed, in many application areas based on those techniques, interaction for 3D space is required such as selection and manipulation of an 3D object. In this paper, we propose a framework for a vision-based 3D interaction which enables to simulate functions of an expensive 3D mouse for a desktop environment. The proposed framework includes a specially manufactured interaction device using three-color LEDs. By recognizing position and color of the LED from video sequences, various events of the mouse and 6 DOF interactions are supported. Since the proposed device is more intuitive and easier than an existing 3D mouse which is expensive and requires skilled manipulation, it can be used without additional learning or training. In this paper, we explain methods for making a pointing device using three-color LEDs which is one of the components of the proposed framework, calculating 3D position and orientation of the pointer and analyzing color of the LED from video sequences. We verify accuracy and usefulness of the proposed device by showing a measurement result of an error of the 3D position and orientation.

Collaborative 3D Design Workspace for Geographically Distributed Designers - With the Emphasis on Augmented Reality Based Interaction Techniques Supporting Shared Manipulation and Telepresence - (지리적으로 분산된 디자이너들을 위한 3D 디자인 협업 환경 - 공유 조작과 원격 실재감을 지원하는 증강현실 기반 인터랙션 기법을 중심으로 -)

  • SaKong Kyung;Nam Tek-Jin
    • Archives of design research
    • /
    • v.19 no.4 s.66
    • /
    • pp.71-80
    • /
    • 2006
  • Collaboration has become essential in the product design process due to internationalized and specialized business environments. This study presents a real-time collaborative 3D design workspace for distributed designers, focusing on the development and the evaluation of new interaction techniques supporting nonverbal communication such as awareness of participants, shared manipulation and tele-presence. Requirements were identified in terms of shared objects, shared workspaces and awareness through literature reviews and an observational study. An Augmented Reality based collaborative design workspace was developed, in which two main interaction techniques, Turn-table and Virtual Shadow, were incorporated to support shared manipulation and tele-presence. Turn-table provides intuitive shared manipulation of 3D models and physical cues for awareness of remote participants. Virtual shadow supports natural and continuous awareness of location, gestures and pointing of partners. A lab-based evaluation was conducted and the results showed that interaction techniques effectively supported awareness of general pointing and facilitated discussion in 3D model reviews. The workspace and the interaction techniques can facilitate more natural communication and increase the efficiency of collaboration on virtual 3D models between distributed participants (designer-designer, engineer, or modeler) in collaborative design environments.

  • PDF

Analysis of Mashup Performances based on Vector Layer of Various GeoWeb 2.0 Platform Open APIs (다양한 공간정보 웹 2.0 플랫폼 Open API의 벡터 레이어 기반 매쉬업 성능 분석)

  • Kang, Jinwon;Kim, Min-soo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.9 no.4
    • /
    • pp.745-754
    • /
    • 2019
  • As GeoWeb 2.0 technologies are widely used, various kinds of services that mashup spatial data and user data are being developed. In particular, various spatial information platforms such as Google Maps, OpenStreetMap, Daum Map, Naver Map, olleh Map, and VWorld based on GeoWeb 2.0 technologies support mashup service. The mashup service which is supported through the Open APIs of the platforms, provides various kinds of spatial data such as 2D map, 3D map, and aerial image. Also, application fields using the mashup service are greatly expanded. Recently, as user data for mashup have been greatly increased, there was a problem in mashup performance. However, the research on the mashup performance improvement is currently insufficient, even the research on the mashup performance comparison of various platforms has not been performed. In this paper, we perform comparative analysis of the mashup performance for large amounts of user data and spatial data using various spatial information platforms available in Korea. Specifically, we propose two performance analysis indexes of mashup time and user interaction time in order to analyze the mashup performance efficiently. Also, we implement a system for the performance analysis. Finally, from the performance analysis result, we propose a spatial information platform that can be efficiently applied to cases when user data increases greatly and user interaction occurs frequently.

Interaction media art in city public space utilization example analysis (도시 공공 공간에서 인터랙티브 미디어 아트 활용 사례 분석)

  • Zhang, jun-ling;Kim, se-hwa
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2007.11a
    • /
    • pp.885-888
    • /
    • 2007
  • As the development of the city, Emphasis the important characteristic of the such city which has the symbolic building and the diverse squares, In addition, Emphasis the Importance of the public art, Designated 9 examples which Media Artist and Design team who have the world famous, designed Interactive Media Art which applies flexibly in city public space. In view of these representation works, make the 7 Projects: Object, Interest enticement, Interactive, Place regional characteristic, Esthetics characteristic, Industry, Medium, Equipment as the datum, to analysis the Interactive media art characteristic of the modern public space.

  • PDF

A Proposal of Interactive Hologram Art (인터랙티브 홀로그램 아트의 제시)

  • Lim, Soo-Yeon;Kim, Sang-Wook
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2012.05a
    • /
    • pp.368-370
    • /
    • 2012
  • 이 연구는 관객과 상호작용이 가능한 홀로그램 아트의 구성방안을 제시한다. 이를 위하여 홀로그램을 디스플레이하고 인터랙션하는 방법을 설명한다. 제시하는 인터랙티브 홀로그램 아트는 홀로그램이 관객과의 상호작용을 통하여 새로운 미디어 예술을 보일 수 있다. 즉, 기존의 단순한 홀로그램 표현 기법에서 진화하여 공간에서 상호작용을 할 수 있도록 하여 새로운 미디어 아트에 적용할 수 있다.

  • PDF

Modeling of User Behavior and Interaction with Control Elements in the Car (자동차 실내에서 운전자 행동 및 조작요소와의 인터렉션 정보 모델링)

  • Park, Jeong-Soon
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2003.05a
    • /
    • pp.733-736
    • /
    • 2003
  • 자동차는 이제 단순한 운송 수단이 아닌 생활의 한 공간으로써 인식되어야 하며, 자동차 내부의 각종 편의장치 또한 사용자 중심적 견해에서 해석되어야 한다. 자동차 내부에는 운전에 관계된 조작장치 이외에도 오디오, 공기조절기와 같은 각종 편의장치들이 존재하며, 일반적 상황이 아닌 운전 작업 줌에 조작이 행해진다는 정에서 특히 사용자에 대한 배려가 이루어져야 한다고 볼 수 있다. 본 연구의 목적은 자동차 실내를 대상으로 하여 그 사용환경 내에서 사용자의 행위와 사용환경내 오브젝트와의 인터랙션에 대한 정보를 수집하고, 수집된 정보를 구조화하여 분석함으로써, 사용자 중심 디자인에 반영할 수 있는 정보모텔을 작성하는데 있다.

  • PDF