• Title/Summary/Keyword: Tangible Interaction

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A Study on Designing a System for Effective Anaesthetic Procedure in the Near Future (근 미래 수술실에서 효율적인 마취과정을 위한 시스템 디자인 연구)

  • Yang, Sung-Ho
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.19-26
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    • 2008
  • In the medical environment today, new technology has compelled new work paradigm, as it has been other areas of our lives. However it is very difficult to see the changes that have been taken place, even though new computer technology has changed the medical industry so rapidly. In this study, new concept of human computer interaction focusing on tangible interaction for anaesthetic procedure in an operating theatre has been explored with a 5 years technological and social perspective. This project is not intended to redesign the equipment itself but to focus on enhanced human computer interaction concepts. The exper iment shows that how new technology affects anaesthetic nurses' work in an operating theatre in the near future to improve quality of the medical service by helping to increase work efficiency and enhance patient satisfaction. As a result of the study, the KEY brings new visions to the anaesthetic nurses via various types of interaction. Thanks to the KEY, the nurse is really free from the machines so that he can keep attention to patient most of the time during the whole operation. The discussion in this study is still preliminary, and further elaboration is strongly needed. It might be certain that additional further studies, such as high-fidelity prototyping and logistical user testing, should be followed not only to refine and communicate the ideas to audiences, but as a means of stimulating and generating further ideas.

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A study of effective contents construction for AR based English learning (AR기반 영어학습을 위한 효과적 콘텐츠 구성 방향에 대한 연구)

  • Kim, Young-Seop;Jeon, Soo-Jin;Lim, Sang-Min
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.10 no.4
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    • pp.143-147
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    • 2011
  • The system using augmented reality can save the time and cost. It is verified in various fields under the possibility of a technology by solving unrealistic feeling in the virtual space. Therefore, augmented reality has a variety of the potential to be used. Generally, multimodal senses such as visual/auditory/tactile feed back are well known as a method for enhancing the immersion in case of interaction with virtual object. By adapting tangible object we can provide touch sensation to users. a 3D model of the same scale overlays the whole area of the tangible object; thus, the marker area is invisible. This contributes to enhancing immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In this paper, sound feedback is considered. By further improving immersion learning augmented reality for children with the initial step learning content is presented. Augmented reality is in the intermediate stages between future world and real world as well as its adaptability is estimated more than virtual reality.

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SenseMessenger : The Haptic Sense Generator based on Motion Recording (센스메신져 : 움직임 패턴 기반 햅틱 재생 장치)

  • Lim, Soo-Hyun;Cho, Hyun-Sang;Jang, Sun-Yeon;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.954-960
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    • 2009
  • In this paper, we propose "SenseMessenger" as a novel interaction method to capture and play tactile sense to let users feel enhanced sense experience. To improve this, we reconstructed the process of making cocktail to be digitalized for reinforcing the quality of user's experience, and designed cup-shaped devices, Sense Messenger, which is consist of Sense-recorder, Sense-player, and Sense-table. And, using these devices with common users, we discussed future applications.

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A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
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    • v.17 no.2
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    • pp.5-14
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    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

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Information Technology Usage to Improve the Perceived Quality of Healthcare Service

  • Vilivong, Chindavanh;Cho, Namjae
    • Journal of Information Technology Applications and Management
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    • v.21 no.2
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    • pp.31-48
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    • 2014
  • The concept of Health Related Quality of Life and its determinants have evolved since the 1980s. Although many researchers have published articles of technology usage in hospitals and the installation of technology based healthcare system, the research about applying the information technology to improve the patients' perceived quality of healthcare services is still limited. In general, services are deeds, processes and performances that are essentially concerns of the consumer. The healthcare service quality depends on tangible factors, such as equipments, facilities, and the quality of hospital staff and also the intangible ones. The main purpose of this work is to establish new model and find out the contribution of information technology to enhance the patients' perceived quality of healthcare service. We attempted to examine the main information technology related factors in 3 aspects, namely quality of information, the technology accessibility and the community that can improve patients' perceived quality of healthcare services. Offline and online questionnaires were used to measure the patients' perceived quality and were distributed to 384 people in 2 countries, Laos and South Korea. A principle component analysis and multiple regressions were used to verify our model. Results show that the use of information technology has partial positive effect on patient-physician interaction in both countries. However, patient knowledge and patient autonomy which are the 2 dimensions of patient-physician interaction has significant positive effect on patients' perceived quality of healthcare service.

Tangible Interaction : Application for A New Interface Method for Mobile Device -Focused on development of virtual keyboard using camera input - (체감형 인터랙션 : 모바일 기기의 새로운 인터페이스 방법으로서의 활용 -카메라 인식에 의한 가상 키보드입력 방식의 개발을 중심으로 -)

  • 변재형;김명석
    • Archives of design research
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    • v.17 no.3
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    • pp.441-448
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    • 2004
  • Mobile devices such as mobile phones or PDAs are considered as main interlace tools in ubiquitous computing environment. For searching information in mobile device, it should be possible for user to input some text as well as to control cursor for navigation. So, we should find efficient interlace method for text input in limited dimension of mobile devices. This study intends to suggest a new approach to mobile interaction using camera based virtual keyboard for text input in mobile devices. We developed a camera based virtual keyboard prototype using a PC camera and a small size LCD display. User can move the prototype in the air to control the cursor over keyboard layout in screen and input text by pressing a button. The new interaction method in this study is evaluated as competitive compared to mobile phone keypad in left input efficiency. And the new method can be operated by one hand and make it possible to design smaller device by eliminating keyboard part. The new interaction method can be applied to text input method for mobile devices requiring especially small dimension. And this method can be modified to selection and navigation method for wireless internet contents on small screen devices.

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The Internationalization of Korean Software-related New Venture on Resource Based Perspectives - The Bundle of Tangible and Intangible Resources - (자원기반관점에서의 한국 소프트웨어개발 벤처기업의 국제화 - 가시적 자원과 비가시적 자원의 조합을 중심으로 -)

  • Lee, Keun-Hee;Kim, Jung-Po
    • International Area Studies Review
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    • v.13 no.2
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    • pp.393-416
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    • 2009
  • This paper explores the technology resource-based determinants influencing internationalization performance of Korean software-related new ventures. On the ground of the study by Zahra et al.(2003), this paper aims to test empirically in Korea how interaction effects of tangible and intangible technological resources, as firm capability, are related to software new ventures' internationalization performance. The test results shows that intangible technological resource represented by R&D intensity is not significantly related to internationalization performance, but reveals that intangible technological resource represented by strength of technological cooperation network and technological reputation is positively and significantly associated with internationalization performance. Internationalization performance is more significantly and positively associated with the interactions of tangible technological resource and intangible technological resource than those resources respectively. The implication for the findings in the paper is that cutting edge technological capability of software new ventures can be more closely associated with internationalization performance if those resources are fully utilized or leveraged by intangible resources acquired by cooperation with local networks and created through technological reputation of new ventures.

3D Pottery Modeling in Augmented Reality (증강현실 기반의 3차원 도자기 모델링 시스템)

  • Han, Gab-Jong;Hwang, Jane;Choi, Seung-Moon;Kim, Gerard Joung-Hyun
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.19-26
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    • 2007
  • This paper presents an augmented reality based modeling system that can provide pottery design experiences to the user. Augmented reality offers natural 3D interaction, a tangible interface, and integration into the real environment. In addition, six modeling techniques that mimics the hand movements in real world deformation process and an occlusion based interaction technique is provided for pottery modeling. The developed interface facilitates fast and intuitive pottery design. The AR pottery system can be used for pottery prototyping/design and educational purposes.

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The Development of Interactive Tiled Display Applications Using the iTILE Framework (iTILE 프레임워크를 이용한 인터랙티브 타일드 디스플레이 응용프로그램 개발)

  • Kim, Seok-Hwan;Kim, Min-Young;Kim, Su-Hwa;Kim, Ji-Hyoun;Min, Chul-Kee;Cho, Yong-Joo;Park, Kyoung-Shin
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.487-492
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    • 2009
  • There will be many large displays in common public places, and we expect that these displays will give users many convenient interactive services. However, due to the physical size, typical mouse and keyboard are not suitable for user interactions on large displays. Recently there are many studies investigating on new interaction techniques and input devices developed for user interactions in a large display. In this paper, we describe the iTILE framework designed to help develop the interactive tiled display applications. Then we describe two iTILE applications using the tape switch interface and the tangible interface with infrared camera and markers.

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A Study on the Servicescape Design Process Creating the Whole Service Experiences (총체적 서비스 경험을 만드는 서비스 스케이프 디자인과정 연구)

  • Ahn, Ju-Young
    • Korean Institute of Interior Design Journal
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    • v.17 no.6
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    • pp.63-70
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    • 2008
  • The service sector is growing and service is complicated with various customer needs in the competitive markets. Bill Hollins urges that services must be designed. I believe that service experiences must be designed with servicescape as an environment surrounding services. Servicescape is the physical and social environments of service. Service experiences do not depend only on the aesthetic impression of physical servicescape. One of the main characteristics of services is that the most value of services are accomplished from interaction between customer and service encounters. The design of physical servicescape affects the interaction between customer and service encounters and the behavior of both customer and service suppliers' including social factors such as display emotions and the interpersonal distance between customers. Servicescape design should control tangible and intangible area of service events. In addition servicescape design creates customer's good experiences in the servicescape. This research proposes the possibilities and proper design process of servicescape design. Servicescape Design should control the activities including interrelations of participants, efficient service delivery process, and the united images of services for creating the satisfied service experience values.