• Title/Summary/Keyword: Interactive Space

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A Study on Participatory design method with the application of Augmented Reality (증강현실을 활용한 사용자참여 디자인 방법에 관한 연구)

  • 변재형
    • Korean Institute of Interior Design Journal
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    • no.36
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    • pp.136-142
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    • 2003
  • This study suggest the development and application of the Interactive Design Toolkit as a participatory design method for general customer with the application of the Augmented Reality. The Toolkit is based on a PC-based image perception system and user can make virtual models and navigate in the virtual space by manipulating physical objects directly in real world. The toolkit can be used in the field of participatory design in systematically modularized and customizable design area including model house of apartment and system kitchen furniture. More improved design toolkit for enhancing reality and providing various Interaction method Is needed hereafter.

Dynamic Modeling and Adaptive Neural-Fuzzy Control for Nonholonomic Mobile Manipulators Moving on a Slope

  • Liu Yugang;Li Yangmin
    • International Journal of Control, Automation, and Systems
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    • v.4 no.2
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    • pp.197-203
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    • 2006
  • This paper addresses dynamic modeling and task-space trajectory following issues for nonholonomic mobile manipulators moving on a slope. An integrated dynamic modeling method is proposed considering nonholonomic constraints and interactive motions. An adaptive neural-fuzzy controller is presented for end-effector trajectory following, which does not rely on precise apriori knowledge of dynamic parameters and can suppress bounded external disturbances. Effectiveness of the proposed algorithm is verified through simulations.

A Microcomputer Program for Loading Pattern of Pallet and Container (컨테이너와 팔레트 적재패턴에 대한 마이크로 컴퓨터 프로그램)

  • Hwang, Hark;Lim, Joon-Mook
    • IE interfaces
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    • v.5 no.2
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    • pp.75-85
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    • 1992
  • A common problem for manufacturing industries, especially consumer goods industries, is how to establish standardized procedures for loading finished goods onto pallets or containers for subsequent storage and distribution. Utilizing previous research results on the palletizing problem, this paper develops micro-computer based programs which generate an optimum loading pattern leading to the minimum amount of unused pallet or container space. Development of pallet layout chart is also included in the computer programs. The results are displayed by computer-graphic. For the users who are unfamiliar with pallet loading problem and computer system, pull-down menu and user-computer interactive data input procedures are adopted.

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An interactive emotional space - ″Ubiquitous Life″ (인터랙티브 감성 공간 - 유비쿼터스 라이프)

  • 박효진;황상웅;안연하;심재원
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.466-468
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    • 2003
  • 유비쿼터스 컴퓨팅이라는 주제를 놓고, 예술가의 상상력과 과학자의 지식을 융합한 연구를 통해 다수의 사용자가 인터렉트 할 수 있는 감성공간을 구현하였다. 이와 같은 연구의 새로운 패러다임은 문화 산업과의 연계를 통한 창구효과를 통하여 경제적, 문화적 이익을 창출 할 수 있다. 아울러, 한국적인 가족 문화와 감성에 맞는 유비쿼터스 컴퓨팅의 연구는 분야에 제한 받지 않고, 다각적인 방법론으로 접근한다면 학제간의 연계발전을 가지게 되는 것은 물론. 편리한 미래의 생활 환경을 창출하는 상승효과를 이룰 것이다. 이러한 연구의 개념을 시각화한 설치 미술을 통한 Group context에 맞는 감성공간을 구현 하였다.

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Patterns Analysis of Outdoor Lighting by the Emotional Design (감성디자인으로 접근한 경관조명의 유형 분석)

  • Park, Byoung-Chul;Choi, An-Seop
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2006.05a
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    • pp.180-183
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    • 2006
  • The recognition of emotionality becomes so important that it is called 'emotional consumption society'. The emotional design, which is mostly concerned about users consensus and experiences, is understood from a interactive point of view, human, and space. Today, the emotional design is a new paradigm. From this point of view, this paper, which presents patterns analysis of outdoor lighting by the emotional design, applies expression techniques of the emotional design in Analysis process of outdoor lighting patterns. Also, this paper shows examples at analysis process.

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AN IMPLEMENTATION OF WEIGHTED L$_{\infty}$ - METRIC PROGRAM TO MULTIPLE OBJECTIVE PROGRAMMING

  • Lee, Jae-Hak
    • The Pure and Applied Mathematics
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    • v.3 no.1
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    • pp.73-81
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    • 1996
  • Multiple objective programming has been a popular research area since 1970. The pervasiveness of multiple objective in decision problems have led to explosive growth during the 1980's. Several approaches (interactive methods, feasible direction methods, criterion weight space methods, Lagrange multiplies methods, etc) have been developed for solving decision problems having multiple objectives. However there are still many mathematically challengings including multiple objective integer, nonlinear optimization problems which require further mathematically oriented research. (omitted)

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A Study on the Utilization of School Library Space by the Introduction of Information Commons (정보공유공간(Information Commons)의 도입을 통한 학교도서관 공간 활용 방안에 관한 연구)

  • Chung, Jae-Young
    • Journal of Korean Library and Information Science Society
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    • v.39 no.2
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    • pp.267-289
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    • 2008
  • The implication of space in school libraries more important than the other types of libraries because their main user is students who are affected by service environment. Let me consider the reality of our circumstance, the space is not enough in the school library, Therefore, it is essential to utilize of library space effectively. So, this study intends to suggest effective organization model of school library space, through introduced by the notion of information commons. The results show that they are integrated within school library, which, in addition to other functions, may include recreation center, and interactive community, circulation space, administrative offices and so on and suggest the library space design and management need to reflect the flexibility and inter-activeness of the space. Also, in order to acquiring human-centered aspect and openness, school library appropriate space planning for present needs and future expansion is imperative within school community.

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A Study on Digital Storytelling of Digital Experiential Space (디지털 체험 공간의 디지털 스토리텔링에 관한 연구)

  • Baik, Seung-Kook;Kwon, Ji-Hyuk;Lee, Ju-Hee;Son, Ki-Dong
    • Journal of Information Technology and Architecture
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    • v.10 no.3
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    • pp.361-370
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    • 2013
  • Digital Storytelling, one of the most efficient way of delivering contents and messages, is also being used at a digital experiential space as a communication strategy to lead interactions between digital contents and humans, also between a space and humans. This study aims to examine Digital storytelling which is used in digital experiential spaces and to discuss the interactivity of it. To go on this study, firstly, digital contents and digital storytelling of digital experiential space were analysed at an epistemology level. Secondly, it was discussed about space storytelling at a digital experiential space. Also, it was argued about interactivity and sensible experiences of a user, who is an active subject of digital experiential space. Lastly, digital storytelling, space storytelling and interactive elements of a specific digital experiential space, 'Pangyo iQarium', were examined in this study.

Interactive Facial Expression Animation of Motion Data using Sammon's Mapping (Sammon 매핑을 사용한 모션 데이터의 대화식 표정 애니메이션)

  • Kim, Sung-Ho
    • The KIPS Transactions:PartA
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    • v.11A no.2
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    • pp.189-194
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    • 2004
  • This paper describes method to distribute much high-dimensional facial expression motion data to 2 dimensional space, and method to create facial expression animation by select expressions that want by realtime as animator navigates this space. In this paper composed expression space using about 2400 facial expression frames. The creation of facial space is ended by decision of shortest distance between any two expressions. The expression space as manifold space expresses approximately distance between two points as following. After define expression state vector that express state of each expression using distance matrix which represent distance between any markers, if two expression adjoin, regard this as approximate about shortest distance between two expressions. So, if adjacency distance is decided between adjacency expressions, connect these adjacency distances and yield shortest distance between any two expression states, use Floyd algorithm for this. To materialize expression space that is high-dimensional space, project on 2 dimensions using Sammon's Mapping. Facial animation create by realtime with animators navigating 2 dimensional space using user interface.

Development of the Educational Simulator for Aircraft Dynamic Characteristic Analysis with the State-Space Method (상태.공간 방식에 의한 항공기 동특성 해석 교육 시뮬레이터 개발)

  • Yoon, Sun-Ju
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.17 no.1
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    • pp.9-16
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    • 2009
  • The analysis of an aircraft flight dynamics is recently very convenient because of the introduction of state-space method and a well-developed package software. The representation of a dynamic system is described as a simple form of matrix calculation and the unique form of model is available for the linear or nonlinear, time variant or time invariant, mono variable or multi variable system with state-space method. And this analysis can be simplified with the specific functions of a package software and it is very simplified to execute the simulation of the dynamic characteristics for an aircraft model with an interactive graphical treatment. The purpose of this study is to develope an educational flight simulator for the students who need to analyze the dynamic characteristics of an aircraft that is primarily to execute the simulation for the analysis of the transient response and frequency response of an aircraft stability. Furthermore the dynamic characteristics of an aircraft motion is set up as dynamical animation tool for the control response on 3-axis motions of an aircraft.

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