• Title/Summary/Keyword: Intuitive Interface design

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Spray Modeling: An Augmented Reality Based Tangible 3D Modeling Interface (스프레이 모델링: 증강현실 기반의 실체적인 3차원 모델링 인터페이스 제안)

  • Jung, Hee-Kyoung;Nam, Tek-Jin
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.119-128
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    • 2005
  • This paper presents an intuitive 3D modeling interlace based on a field study and prototype development. The process and tools of modeling were observed in workshops of professional design model making, day modeling, wood caning and glass crafting. The Spray Modeling interlace was developed from the observational analysis of the field study. It is a 3D modeling interface which combines particle spraying and day modeling in Virtual or Augmented Reality space. Virtual volume particles are sprayed on frames in Augmented Reality space as day modeling. It adopts a real air spay gun as a tangible interface device which provides coherent sound and air-force feedback. The prototype development and a user study showed that the interface supports new patterns of form development and expression. Control interfaces and requirements of auxiliary devices were found to be improved. This study examines the potential of the new interlace for designers working in 3D virtual and augmented reality. The new spraying interface is also expected to be used as an alternative interface in 3D computer workspace, games, education software and media art.

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The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.69-78
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    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

A Study on New Gameplay Based on Brain-Computer Interface (BCI 기반의 새로운 게임 플레이 연구)

  • Ko, Min-Jin;Bae, Kyoung-Woo;Oh, Gyu-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.749-755
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we propose game play elements that can effectively utilizing the BCI devices and produce a game prototype adopting the BCI device based on such game play elements. Next, we verify it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices. The results will give a guideline for effective game design methodology for making BCI based games.

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Interactive Design System for Automatic Generation of Procedural Patterns (절차적 패턴의 자동 생성을 위한 인터랙티브 디자인 시스템)

  • 강재구;황용호;홍현기
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.10
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    • pp.603-609
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    • 2004
  • Procedural texture has many advantages that its representation is extremely compact and unfixed in resolution. However, it can be difficult for an end-user having no programming skill to build and debug. This paper presents a new interactive design system for procedural texture generation. The user's interactive design process based on multi-layer operations is represented with a graph structure, which consists of the data node, the operation and the output. Since our system generates automatically a shading language, a user who is not acquainted with implicit concepts can make procedural texturing by using an intuitive and flexible interface. Simulation results showed that the proposed method can make a variety of texture patterns efficiently.

The Fourth Industrial Revolution and Multimedia Converging Technology: Pervasive AR Platform Construction using a Mobile Robot based Projection Technology (4 산업혁명과 멀티미디어 융합 기술 : 모바일 로봇 기반 이동형 프로젝션 기술을 이용한 Pervasive AR 플랫폼 구축)

  • Chae, Seungho;Yang, Yoonsik;Han, Tack-Don
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.298-312
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    • 2017
  • The fourth industrial revolution is expected to show technological innovation that develops among different fields beyond boundaries through the convergence and integration of fields. With the development and convergence of digital technology, users can receive information anywhere in the world. In this paper, we propose an adaptive interaction concept in a various environment by using a mobile robot based on projection augmented reality (AR). Most previous studies have aimed fixed projector or projection for a pre-designed environment. Thus, they provide only limited information. To overcome the abovementioned problem, we provide the adaptive information by implementing a projection AR system that can be mounted on the mobile robot. For that, the mobile robot based on the projection system was defined as Pervasive AR. Pervasive AR is configured with a pervasive display, a pervasive interface, and seamless interaction. The Pervasive AR technology enables the user to access information immediately by expanding the display area into real space, which implies an environment of intuitive and convenient interaction by expanding the user interface. This system can be applied to various areas, such as a home environment and a public space.

HUMAN INTERFACE TO MULTIMEDIA DATABASE SYSTEMS

  • Higuchi, Kazugide;Tada, Masahiro;Ogino, Akihiro;Sato, Ayumi;Yano, Emi;Kobayashi, Hayato;Kato, Toshikazu
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.274-277
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    • 2002
  • To transmit users' intentions that vary with each person, intuitive and hi-directional interactions between users and a computer are necessary. We considered these interactions by dividing them into two spaces, physical space and informational space. Informational space supports human thinking process by arranging and visualizing much information. Physical space reproduces the real world where various restrictions exist to virtual space. From the viewpoint of three aspects - contents model, kansei model and context model - we defined the style of the interaction between user and multimedia database. In this paper, for the purpose of examining the way to realize the interaction based on these models, we developed interior design coordination support system and garden coordination system, and then evaluated them.

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Parallel Generation of NC Tool Paths for Subdivision Surfaces

  • Dai Junfu;Wang Huawei;Qin Kaihuai
    • International Journal of CAD/CAM
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    • v.4 no.1
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    • pp.47-53
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    • 2004
  • The subdivision surface is the limit of recursively refined polyhedral mesh. It is quite intuitive that the multi-resolution feature can be utilized to simplify generation of NC (Numerical Control) tool paths for rough machining. In this paper, a new method of parallel NC tool path generation for subdivision surfaces is presented. The basic idea of the method includes two steps: first, extending G-Buffer to a strip buffer (called S-Buffer) by dividing the working area into strips to generate NC tool paths for objects of large size; second, generating NC tool paths by parallel implementation of S-Buffer based on MPI (Message Passing Interface). Moreover, the recursion depth of the surface can be estimated for a user-specified error tolerance, so we substitute the polyhedral mesh for the limit surface during rough machining. Furthermore, we exploit the locality of S-Buffer and develop a dynamic division and load-balanced strategy to effectively parallelize S-Buffer.

Flowchart Programming Environment for Process Control (PC 기반 제어기를 위한 Flowchart 활용 프로그래밍 환경의 개발)

  • 이희원;김기원;민병권;이상조;김찬봉
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.10a
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    • pp.1240-1243
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    • 2004
  • For agile production methods, manufacturing system requires development of a motion controller which has flexibility of general-purpose motion controller and productivity of specialized-purpose one. In this study we developed the Flowchart Programming development environment for Motion language and Process Control. The controller designed on this environment can be used as a general purpose motion controller of a machining tool. Design of control programming based on a flowchart has the advantage of reducing the time consumed and intuitive interface for users. We create the solution with the Microsoft Visio for the flowchart-based platform and OPC for the process communication..

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Ensemble Engine: Framework Design for Visual Novel Game Production

  • Choi, Jong In;Kang, Shin Jin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.5
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    • pp.11-17
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    • 2019
  • In this study, we propose an ensemble engine, which is a framework for game engine optimized for visual novels genre, focusing on storytelling among various game genres. The game of Visual Nobel genre is based on multi-ending story and features branching of various scenarios according to user's choice. The proposed engine supports various multi-scenarios and multi-endings based on nodes according to the characteristics of these genres. In addition, it provides a convenient and intuitive user interface that not only enhances user immersion but also provides VR function to maximize the sense of presence. We will demonstrate the usefulness of the proposed game engine by designing the framework of a game engine suitable for this feature and actually creating variety stories automatically.

Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.