• Title/Summary/Keyword: Multi touch

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The Development Of Multi-Touch Interactive System About An Irregular Curved Surface (불규칙 곡면에 대한 멀티 터치 인터랙션 시스템 개발)

  • Kang, Maeng-Kwan;Kim, Jung-Hoon;Seo, In-Kyo;Lee, Sang-Wan;Jo, Sung-Hyun;Choi, Gyu-Hyeok;Lee, Dong-Hoon;Yoon, Tae-Soo
    • Annual Conference of KIPS
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    • 2011.04a
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    • pp.526-529
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    • 2011
  • 최근 각광 받고 있는 멀티 터치 인터랙션 시스템에서 기존의 디스플레이 방식인 벽면 디스플레이 방식의 네모난 형태의 디스플레이 방식이 아닌 볼록형(Convex) 불규칙 디스플레이 방식으로 산 모양의 디오라마 형태의 디스플레이에서 멀티 터치 인터랙션이 가능한 시스템을 제안한다. 먼저 볼록형 불규칙 표면의 산 디오라마를 제작을 하고 후면 투영 방식으로 프로젝터 영상을 산 디오라마 표면을 대상으로 디스플레이 하고 영상 분석 모듈을 통하여 터치 인터랙션 좌표 정보를 분석한다. 분석된 터치 인터랙션 좌표는 3D 좌표로 변환하고 디스플레이 모듈에 보내면 디스플레이 모듈에서는 인터랙션 메타포로 분석하고 결과를 콘텐츠에 실행시킴으로써 볼록형 불규칙 표면의 산 디오라마에서 멀티 터치 인터랙션에 따른 결과를 사용자가 체감 할 수 있도록 하였다. 본 시스템은 향후 다양한 디오라마 형태로 제작하여 목적에 맞는 전시 시스템으로의 디바이스나 체감형 아케이드 게임 디바이스로 활용이 가능할 것이다.

A Study for Developing the Competitive Swimming Suit Design with Korean Traditional Image (I) - Focused on the 5 traditional colors and Taeguk motive - (한국적 이미지의 경기용 수영복 디자인 개발에 관한 연구(I) - 오방색과 태극문을 중심으로 -)

  • 최경희;김민자
    • Journal of the Korean Society of Costume
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    • v.53 no.2
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    • pp.35-55
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    • 2003
  • The purpose of the study is to get some pieces of prior information to eventually develop competitive swimming suit designs with Korean traditional images. The study has been accomplished in following steps. First, as theoretical research, the history of swimming suit design and the requirements in designing competitive swimming suits were studied. Second, as practical research, at first, the trend of the competitive swimming suit designs in the national swimming suit market was examined. And then. the questionnaire surveys of both professional and amateur swimmers about their design preferences with purchasing and fabric-related tendencies were conducted for understanding professionals' characters more exactly. This data were analyzed through cross-analysis and multi-response analysis and x 2 was used. The results of this study can be summarized as follows : First, athletes' preferential design tendency for the swimming suit designs were examined in the aspects of style, color, pattern, logo, and accessary. In style, female athletes preferred an athletic one-piece style and male ones preferred a brief style. In color. neutral, mostly black was preferred most and cold color group like dark blue and navy blue next, regardless of sex. In addition, they preferred similar color coordination. In pattern, though solid fabrics were mostly preferred in both sexes, especially Taeguk motive were considered the most appropriate pattern to show Korean image. Besides, logo was considered importantly, and swimming caps and goggles of accessaries were generally used. Second, athletes' swimming suit purchasing tendency was as a following. the number of swimming suits possessed was more than 4 pieces. the durable period was less than 3 months. and the most important point considered in purchasing was an easy fitting for men and a design with an easy fitting for women. And most of swimming athletes preferred foreign products than domestic ones, which was attributed to excellent quality, easy fitting, and good design. and so on. Third, in fabric-related tendency, food touch, easy fitting. and opaqueness were considered importantly. and durability to chlorine, elasticity, color fastness, easy draining, lightness, and so on were demanded forward.

Performance of Conductive Gloves When Using Electronic Devices in a Cold Environment - Manual Dexterity, Usability and Thermoregulatory Responses - (겨울철 전자 기기 사용을 위한 전도성 보온장갑의 착용성 평가 - 손의 기민성과 사용성, 체온조절 반응을 중심으로 -)

  • Kwon, JuYoun;Jung, Dahee;Kim, Siyeon;Jeong, Wonyoung;Lee, Joo-Young
    • Fashion & Textile Research Journal
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    • v.22 no.5
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    • pp.686-695
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    • 2020
  • The present study evaluated the manual dexterity and usability of conductive gloves when operating touchscreen devices in the cold. Twelve male subjects (23.3±1.5 years in age) participated in three experimental conditions: no gloves, fabric conductive and lambskin conductive gloves. Manual dexterity was tested using both Purdue Pegboard (PP) and ASTM dexterity tests at an air temperature of 5℃ and air humidity of 30%RH. Glove usability was tested through the following touchscreen tests: tap, double tap, long tab, drag, flick, and multi-touch. The results showed that manual dexterity according to the PP (2.5 mm of a pin diameter) and ASTM tests (8 mm of a stick diameter) was worse for the two glove conditions than for the no glove condition (p<.005). PP dexterity was better for the fabric glove condition than for the lambskin glove condition (p<.05); however, there was no difference in ASTM dexterity between the two glove conditions. Hand and finger skin temperatures were higher for the glove conditions than the bare hand condition (p<.05), with no differences between the two glove conditions. The touchscreen usability was the best for the no glove condition, followed by fabric gloves (p<.05). Wearing either fabric or lambskin gloves diminishes hand dexterity while maintaining hand and finger temperatures at higher levels. For improved hand dexterity in dealing with small numbers, letters on a touchscreen in cold environments, we recommend wearing fabric conductive gloves rather than lambskin conductive gloves.

Multi-functional Automated Cultivation for House Melon;Development of Tele-robotic System (시설멜론용 다기능 재배생력화 시스템;원격 로봇작업 시스템 개발)

  • Im, D.H.;Kim, S.C.;Cho, S.I.;Chung, S.C.;Hwang, H.
    • Journal of Biosystems Engineering
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    • v.33 no.3
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    • pp.186-195
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    • 2008
  • In this paper, a prototype tele-operative system with a mobile base was developed in order to automate cultivation of house melon. A man-machine interactive hybrid decision-making system via tele-operative task interface was proposed to overcome limitations of computer image recognition. Identifying house melon including position data from the field image was critical to automate cultivation. And it was not simple especially when melon is covered partly by leaves and stems. The developed system was composed of 5 major modules: (a) main remote monitoring and task control module, (b) wireless remote image acquisition and data transmission module, (c) three-wheel mobile base mounted with a 4 dof articulated type robot manipulator (d) exchangeable modular type end tools, and (e) melon storage module. The system was operated through the graphic user interface using touch screen monitor and wireless data communication among operator, computer, and machine. Once task was selected from the task control and monitoring module, the analog signal of the color image of the field was captured and transmitted to the host computer using R.F. module by wireless. A sequence of algorithms to identify location and size of a melon was performed based on the local image processing. Laboratory experiment showed the developed prototype system showed the practical feasibility of automating various cultivating tasks of house melon.

Interactive electronic book utilizing tabletop display and digi-pet (테이블탑 디스플레이와 디지팻을 활용한 상호작용 전자책)

  • Song, dae-hyeon;Park, jae-wan;Lee, yong-chul;Kim, dong-min;Moon, joo-pil;Lee, chil-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.175-178
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    • 2009
  • In this paper, we describe about interactive electronic book utilizing tabletop display interface and digi-pet. Because of this system can define a lot of gestures using touch point of finger, help that user experiences electronic book effectively more than existent input device. Also, support 1 users in 1 input device in existent mode, but this system can expect various effect because support Multi-user. The digi-pet(digital pet) is physical tools that convey emotion between tabletop display platform and user. And this shows various results acting as assistance because becomes master of story of imagination and participate directly on talk and makes change of story. In this paper, we described about oriented electronic book system the future that combines tabletop display and Digi-pet. This system is expected that the usefulness is increased by leaps and bounds along with technology development forward.

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Large-scale Ambient Display Environment for providing Multi Spatial Interaction Interface (멀티 공간 인터랙션 인터페이스 제공을 위한 대규모 앰비언트 디스플레이 환경)

  • Yun, Chang Ok;Park, Jung Pil;Yun, Tae Soo;Lee, Dong Hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.30-34
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    • 2009
  • Recently, systems providing the interaction different according to an interval between a user and the display were developed in order to construct the ambient or the ubiquitous computing environment. Therefore, we propose a new type of spatial interaction system; our main goal is to provide the interactive domain in the large-scale ambient display environment. So, we divide into two zones of interaction dependent on the distance from the interaction surface interactive zone and ambient zone. In interactive zone, the users can approach the interaction surface and interact with natural hand-touch. When the users are outside the range of the interactive zone, the display shows only general information. Therefore, this system offers the various interactions and information to users in the ubiquitous ambient environment.

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Analyzing the Efficient Elements on Multi-Touch Based Device for Web Application (웹 어플리케이션을 위한 멀티터치 기반 시스템의 효율적 요소 분석)

  • Cho, Jae-Joon;Jang, Hyun-Su;Cho, Ok-Hue;Lee, Won-Hyung
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.915-920
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    • 2009
  • In terms of development of intelligent information devices, the most important element is the function which is able to deliver the information user wants to input on the device without complexities. By using the mean such as our voice, expression, gesture and physical contact we use in our daily routine, we are able to interact with device easily and simply. In this paper, we are initiated to present interactive surface system, in which allows users to use their hand gesture as a function of mouse and keyboard free, to be interacted within the platform of web application.

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Finding Smartphone's Factors which Affect Satisfaction or Dissatisfaction based on KANO Model (KANO 모델을 활용한 스마트폰의 만족 및 불만족 요인 분석)

  • Lee, Sang-Gun;Lee, Sin-Seok;Kang, Ju-Young
    • The Journal of Information Systems
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    • v.20 no.3
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    • pp.257-277
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    • 2011
  • The current study categorizes factors of smartphone into three, using KANO model: attractive factors which cause only product satisfaction, must-be factors for dissatisfaction, and one-dimensional factors for both. Based on it, it presents a new model for the effects that smartphone factors have on satisfaction or dissatisfaction. The purpose is to theoretically explain that smartphone factors on which companies and users place a high value can actually affect satisfaction or dissatisfaction. After choosing 15 factors out of 25 which had been selected through literature study, these were divided into attractive, must-be, and one-dimensional ones. 93 out of 109 questionnaires returned were used for analysis. After frequency analysis using SPSS were conducted on the surveys, the factors were grouped, based on KANO table. The grouping results are as follows. Attractive factors include 'expansion slots for external memory, battery desorption, brand awareness, mobile banking and internet telephony'. Must-be ones include 'multi-touch, information security, entertainment, information retrieval, location based service and SNS. Finally, 'screen visibility, size of internal memory, the amount of internal memory, battery life, and response to after-sales service' are classified as one-dimensional factors. A critical finding of this paper is that since the results are different depending on the operating system of smartphones, it must be taken into consideration in studies on smartphones. The wide and rapid spread of smartphones has changed people's lifestyle as well as business environment, which forces companies to compete with each other to adapt to the changed circumstances. In this competitive system, studies on smartphone factors of satisfaction and dissatisfaction are essential for firms to establish a new strategy. From this point of view, the present paper is expected to be a basic material for enterprises not only to develop goods and services that maximize customer satisfaction and minimize dissatisfaction, but also to establish the future business strategy.

LOHAS Fashion Design Development -Focus on Party Wear- (로하스 패션 디자인 개발 연구 -파티웨어를 중심으로-)

  • Cho, Min-Young;Park, Hye-Won
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.11
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    • pp.1733-1743
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    • 2009
  • The LOHAS trend is based on a present and future culture with a sustainable influence on the life of modem humans. This study examines the LOHAS trend to create a design that is practical and reflects a notion of LOHAS in quality. Design making is selected with three sub-themes under the concept 'With Us, Nature & High Touch' and the dress design that is suitable to the type and purpose of the parties following the concept. Theme A, "Neo-Classicism" is for a reception party. It made efficient use of 'Type of environmentally friendly material practical use + Type of multi-function design + Type of order production + Type of society morals design'. Theme B, "Between Virtual & Reality" is for a wedding reception. It made efficient use of 'Type of environmentally friendly material practical use + Type of multifunction design + Type of retrenchment design + Type of order production + Type of society morals design'. Theme C, "Arty Illusion" is for a cocktail party. It made efficient use of 'Type of Re-design + Type of nature motive practical use + Type of the higher sensitivity pursuit design + Type of order production + Type of society morals design'. This study explained that nature, environment, and a sense about society are put to practical use in fashion design through the creation of a fashion design to apply a LOHAS fashion design notion and a special quality.

A Study on the Metal Mesh for CuNx-Cu-CuNx Multi-layer Touch Electrode by Reactive Magnetron Sputtering (Reactive Magnetron Sputtering 적용 CuNx-Cu-CuNx 적층형 Metal Mesh 터치센서 전극 특성 연구)

  • Kim, Hyun-Seok;Yang, Seong-Ju;Noh, Kyeong-Jae;Lee, Seong-Eui
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.29 no.7
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    • pp.414-423
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    • 2016
  • In the present study, the $CuN_x-Cu-CuN_x$ layer the partial pressure ratio Cu metal of Ar and $N_2$ gas using a DC magnetron sputtering device, was generated by the In-situ method. $CuN_x$ layer was able to obtain a surface reflectance reduction effect from the advantages of the process and the external light. $CuN_x$ layer is gas partial pressure, DC the Power, the deposition time variable transmittance in response to the thickness and partial pressure ratio, the reflectance was measured. $Ar:N_2$ gas ratio 10:10(sccm), DC power 0.35 A, was derived Deposition time 90 sec optimum conditions. Thus, according to the optimal thickness and the composition ratio was derived surface reflectance of 20.75%. In addition, to derive the value of ${\Delta}$ Ra surface roughness of 0.467. It was derived $CuN_x$ band-gap energy of about 2.2 eV. Thus, to ensure a thickness and process conditions can be absorbed to maximize the light in a wavelength band in the visible light region. As a result, the implementation of the $12k{\Omega}$ base line resistance of using the Cu metal. This is, 5 inch Metal mesh TSP(L/S: $4/270{\mu}m$) is in the range of the reference operation.