• Title/Summary/Keyword: Interactive surface

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Multimodal Interaction on Automultiscopic Content with Mobile Surface Haptics

  • Kim, Jin Ryong;Shin, Seunghyup;Choi, Seungho;Yoo, Yeonwoo
    • ETRI Journal
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    • v.38 no.6
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    • pp.1085-1094
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    • 2016
  • In this work, we present interactive automultiscopic content with mobile surface haptics for multimodal interaction. Our system consists of a 40-view automultiscopic display and a tablet supporting surface haptics in an immersive room. Animated graphics are projected onto the walls of the room. The 40-view automultiscopic display is placed at the center of the front wall. The haptic tablet is installed at the mobile station to enable the user to interact with the tablet. The 40-view real-time rendering and multiplexing technology is applied by establishing virtual cameras in the convergence layout. Surface haptics rendering is synchronized with three-dimensional (3D) objects on the display for real-time haptic interaction. We conduct an experiment to evaluate user experiences of the proposed system. The results demonstrate that the system's multimodal interaction provides positive user experiences of immersion, control, user interface intuitiveness, and 3D effects.

PIGG - Program for Interactive Grid Generation (대화형 격자구성 코드(PIGG) 개발)

  • Seo John S.;Kim Moon Sang;Yoon Yong Hyun
    • Journal of computational fluids engineering
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    • v.1 no.1
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    • pp.1-8
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    • 1996
  • 본 논문은 전산 유체 역학에서 필요한 3차원 다구획 격자구성 프로그램을 개발한 것이다. 유동장에 격자를 구성하는 것은 유동해석 방정식을 푸는 것 보다 일반적으로 시간이 더 소요되므로 격자구성 시간을 단축하기 위해서 사용자 편의를 도모하는 컴퓨터 화면과의 대화형 코드를 개발하였다. PIGG라고 부르는 본 격자구성 프로그램은 형상 모델링, 표면격자 구성, 유동장격자 생성, 그리고 격자의 재구성에 이르는 일련의 과정이 대화형/화면게시 형태로 수행된다. 본 PIGG를 이용하여 전통적인 전투기 형상 격자를 구성한 결과 많은 시간을 단축할 수 있었다.

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A STEREOSCOPIC VISUALIZATION OF FRACTAL IN 3D SPACE WITH INTERACTIVE CUTTING AND PARAMETER SETTING

  • Yamamoto, Hiroki;Makino, Mitsunori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.649-654
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    • 2009
  • In this paper, we propose "InFra-VC", an interactive Fractal viewer on virtual reality system. Fractal impresses us very much and is expected to model some natural phenomenon effectively. Therefore, their visualization is necessary for us to study their beauty as well as structure. InFra-VC can represents a cutting plane of the fractal figure, so that the user can see and enjoy its internal structure. Moving position of the cutting surface, we can easily understand its internal structure. Additionally, InFra-VC can store situation as VRML format file at any time. This feature enables us to see the structure by a VRML viewer on common PC.

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A Study on User's Mental Model for Services and User Interface of Interactive TV -Focusing on a Comparison DCATV and IPTV (인터랙티브 의 서비스 및 인터페이스에 TV 대한 사용자의 멘탈모델에 관한 연구 -DCATV(Digital Cable TV)와 IPTV(Internet Protocol TV) 비교를 중심으로)

  • Yeoun, Myeong-Heum;Ryu, Su-Min;Han, Ah-Reum;Cheon, Jeong-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1038-1044
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    • 2009
  • Interests for User Interface directly influencing on usability are also growing as the competition between DCATV and IPTV come to the surface, according to getting activated Interactive TV market. Therefore, this study has the purpose to understand mental models of users for Interactive TV service & Interface. The methods for this study are as follows. First, as the step considering literature study, we compared differences between DCATV and IPTV and caught up the concepts of DCATV and IPTV among some types of Interactive TV. Second, we examinated and analysed Hello TV, C&M, Broad&TV, MegaTV, myLGtv as the step of analysis for examples for Interactive TV. Third, as the step of researches observing users we analysed usability problems caused by differences of mental models between DCATV and IPTV. As a result, we could find there are some differences for mental model of users in Interface & services between DCATV and IPTV Especially, it was found that users feel confused very much regarding perception of real time broadcasting and VOD. We regards this findings can be used as basic for concept makings of Interactive TV, when TV interface is developed in the future.

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A Study on the Automatic Elimination of Free Edge for Sheet Metal Forming Analysis (박판성형해석을 위한 자동 프리에지 제거에 관한 연구)

  • 유동진
    • Transactions of Materials Processing
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    • v.13 no.7
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    • pp.614-622
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    • 2004
  • A new approach for the automatic elimination of free edges in the finite element model for the analysis of sheet metal forming processes is presented. In general, the raw finite element model constructed from an automatic mesh generator is not well suited for the direct use in the downstream forming analysis due to the many free edges which requires tedious time consuming interactive graphic operations of the users. In the present study, a general method for the automatic elimination of free edges is proposed by introducing a CAD/CAE hybrid method. In the method a trimmed parametric surface is generated to fill the holes which are orginated from the free edges by using the one step elastic finite element analysis. In addition, mesh generation algorithm is suggested which can be used in the general trimmed surface. In order to verify the validity of the proposed method, various examples including actual automobile sheet metal parts are given and discussed.

Real-Time Water Surface Simulation on GPU (GPU기반 실시간 물 표면 시뮬레이션)

  • Sung, Mankyu;Kwon, DeokHo;Lee, JaeSung
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.12
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    • pp.581-586
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    • 2017
  • This paper proposes a GPU based water surface animation and rendering technique for interactive applications such as games. On the water surface, a lot of physical phenomenon occurs including reflection and refraction depending on the viewing direction. When we represent the water surface, not only showing them in real time, but also make them adjusted automatically. In our implementation, we are able to capture the reflection and refraction through render-to-texture technique and then modify the texture coordinates for applying separate DU/DV map. Also, we make the amount of ratio between reflection and refraction change automatically based on Fresnel formula. All proposed method are implemented using OpenGL 3D graphics API.

Interactive VFX System for TV Virtual Studio (TV 가상 스튜디오용 인터랙티브 VFX 시스템)

  • Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.21-27
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    • 2015
  • In this paper, we presents visual effect(water, fire, smoke) simulation and interaction system for TV virtual studio. TV virtual studio seamlessly synthesizes CG background and a live performer standing on a TV green studio. Previous virtual studios focus on the registration of CG background and a performer in real world. In contrast to the previous systems, we can afford to make new types of TV scenes more easily by simulating interactive visual effects according to a performer. This requires the extraction of the performer motion to be transformed 3D vector field and simulate fluids by applying the vector field to Navier Stokes equation. To add realism to water VFX simulation and interaction, we also simulate the dynamic behavior of splashing fluids on the water surface. To provide real-time recording of TV programs, real-time VFX simulation and interaction is presented through a GPU programming. Experimental results show this system can be used practically for realizing water, fire, smoke VFX simulation and the dynamic behavior simulation of fish flocks inside ocean.

Motion of Stone Skipping Simulation by Physically-based Analysis (물리기반 해석을 통한 물수제비 운동 시뮬레이션)

  • Do, Joo-Young;Ra, Eun-Chul;Kim, Eun-Ju;Ryu, Kwan-Woo
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.3
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    • pp.147-156
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    • 2006
  • Physically-based simulation modeling is to simulate the real world by using physical laws such as Newton's second law of motion, while other modelings use only geometric Properties. In this paper, we present a real time simulation of stone skipping by using the physically-based modeling. We also describe interaction of a stone on the surface of water, and focus on calculating the path of the stone and the natural phenomena of water The path is decided by velocity of the stone and drag force from the water The motion is recalculated until the stone is immersing into the water surface. Our simulation provides a natural motion of stone skippings in real time. And the motion of stone skippings are generated by give interactive displays on the PC platforms. The techniques presented can easily be extended to simulate other interactive dynamics systems.

Design Algorithm of Flexible Propeller by Fluid-Structure Interactive Analysis (유체-구조 반복해석법에 의한 유연 프로펠러의 설계 알고리듬 개발)

  • Jang, Hyun-Gil;Nho, In Sik;Hong, Chang-Ho;Lee, Chang-Sup
    • Journal of the Society of Naval Architects of Korea
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    • v.49 no.6
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    • pp.528-533
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    • 2012
  • Flexible composite propellers are subject to large deformation under heavy loading, and hence the hydrodynamic performance of deformed propeller might deviate from that of the metallic propeller under negligible deformation. To design the flexible propeller, it is therefore necessary to be able to evaluate the structural response of the blades to the hydrodynamic loadings, and then the influence of the blade deformation upon the hydrodynamic loadings. We use the lifting-surface-theory-based propeller analysis and design codes in solving the hydrodynamic problem, and the finite-element-method program formulated with 20-node iso-parametric solid elements for the analysis of the structural response. The two different hydrodynamic and structural programs are arranged to communicate through the carefully-designed interface scheme which leads to the derivation of the geometric parameters such as the pitch, the rake and the skew distributions common to both programs. The design of flexible propellers, suitable for manufacturing, is shown to perform the required thrust performance when deformed in operation. Sample design shows the fast iteration scheme and the robustness of the design procedure of the flexible propellers.

A Study on the 3D Object Representation based WebSD Using X3D (X3D를 이용한 WebSD기반 3D Object 표현에 대한 연구)

  • 이성태;김이선;기우용;이윤배
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.4
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    • pp.632-638
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    • 2002
  • Extensible 3D(X3D) is a software standard for defining interactive web and broadcast-based 3D content integrated with multimedia. The data size of Web3D representation based on polygon meshes is so large that transferring practical data fast is a hard problem. This paper proposes 3D object structure, a new framework for compact 3D representation with high quality surface shape. By utilizing a free form surface technique, qualified surface are transferred with limited amount of data size and rendered. 3D graphic structure can be regarded ad both polygon meshes and free form surfaces. Therefore, it can be easily integrated to existing Web3D data formats, for example VRML & XML. 3D object structure also enables modeling free form surface shapes intuitively with polygon modeling like operations.