• Title/Summary/Keyword: Tangible Interaction

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The Influence of Uncertainty and Social Support on General Well-being among Hemodialysis Patients (혈액투석 환자가 지각하는 불확실성과 사회적 지지가 안녕감에 미치는 영향)

  • Kim, Youn-Jin;Choi, Hee-Jung
    • The Korean Journal of Rehabilitation Nursing
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    • v.15 no.1
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    • pp.20-29
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    • 2012
  • Purpose: The purpose of this study was to explore factors affecting uncertainty and general well-being based on Uncertainty in Illness Theory. Methods: Data were collected from 125 outpatients who had received hemodialysis. The path model among four concepts, such as period of hemodialysis, social support, uncertainty, and general well-being, was tested. Tangible support, positive social interaction, affectionate, and emotional/informational support were measured as social support. Adaptation in the model was operationalized as general well-being which consisted of anxiety, depression, positive well-being, self-control, and general health. Results: All paths were statistically significant at the level of ${\alpha}$=.05. The significant paths were the path from period of hemodialysis to uncertainty (t=-2.86), social support to uncertainty (t=-2.01), uncertainty to general wellbeing (t=-2.85), and social support to general well-being (t=3.55). Conclusion: Patients who perceived low uncertainty and high social support were likely to feel well-being. Therefore, nurses should give patients appropriate information according to their needs and have meaningful interaction with patients to reduce their uncertainty and render social support.

A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

A Study on Effectiveness and Preference of Tangible Fitness Game (체감형 운동게임의 효과와 선호도에 대한 연구)

  • Kim, Eui-Young;Park, Chang-Hoon;Kim, Dae-Geun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.67-77
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    • 2012
  • With the development of tangible interface in recent years, the interest in interactive exercise games to improve health-related physical fitness has been increased. We believe that this kind of serious game should provide not only motion sensing of the action required to play sports but also a specific effectiveness of exercise. This paper will show how a serious exercise game affects theirs heart rate and preference. For the experiments, we used an exercise game named GalaxyBike for aerobics exercise which is developed by the Interaction Media Research Center of Hoseo University. In the experiments, players' heart rate was measured during the warming-up, exercise and cooling-down periods by a wireless heart-rate measuring instrument. After they played the exercise game, a survey was conducted to see how they like this serious exercise game. The findings of the study suggest that the serious exercise game providing both video game and exercise would make a contribution to the improvement of health-related physical fitness since it serves to increase the heart rate and motivation.

An Exploratory Study on Management Performance of Logistics Companies in Japan (일본 물류기업의 경영성과에 관한 탐색적 연구)

  • Koo, Kyoung-Mo
    • Journal of Korea Port Economic Association
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    • v.33 no.4
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    • pp.99-116
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    • 2017
  • This paper analyzes the characteristics of change in economic indicators logistics business performance indicators in Japan over the past decade. We compare the differences in management performance of groups related to logistics business strategy. This is because we want to show that the logistics business strategy is reflected in the management performance. Research methods include correlation analysis, crossover analysis, and variance analysis. The main results are as follows. First, logistic companies' sales are highly correlated with economic indicators such as GDP, trade value, and stock price. Second, there is a correlation between the business sectors and the proportion of tangible assets. It is understood that different business strategies are appropriate for each industry and each period. Third, the effects of business strategy variables on business performance variables were significant. In particular, the interaction effect of three variables showed a difference in the effect on the yield. The results of this study provide a better understanding of how logistics companies achieve a high performance in the changing economic environment over the past decade.

A study on the development of the tabletop tiled display system and its application for high-resolution visualization (고해상도 가시화를 위한 테이블탑 타일드 디스플레이 시스템 개발 및 적용에 관한 연구)

  • Park, Kyoung-Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.10
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    • pp.2079-2087
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    • 2009
  • This paper describes the iTABLE tabletop tiled display system which is designed for displaying high-resolution scientific visualization. Unlike other tabletop systems that typically use a projection-based single display, iTABLE system is suitable for visualizing and sharing high-resolution data, and it is capable of facilitating group interaction with interactive data visualizations on a table and distributed collaborative visualizations with other tiled displays. First, it surveys prior works on tabletop and tiled display systems as well as scientific visualization, and it describes the design and implementation of iTABLE system, and middleware and an infrared camera-based tangible user interface designed for iTABLE system. It will then discuss some high-resolution scientific visualization applications developed for iTABLE followed by conclusions and future research directions.

Interactive Technology: Soft Engineering

  • Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2682-2686
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    • 2003
  • Recent paradigm in technology shifts from object-based technology to environment-based technology. Issue here is interaction among human, machines, and environment. This requires new interpretations for the space among them. Holistic interactions based on “Mom (embodiment)” suggest a good starting point for this endeavor. The past, present, future of technology are presented in terms of technology’s fundamental virtue: “humanizing technology” or “technology serving human.” Interactive technology initiative (ITI) is an interdisciplinary research group to search for the proper technology and the proper way of implementing technology: “interactive technology” or “soft engineering.” Some experimental activities conducted by ITI are presented in this organized session, “Interactive Technology.” Metatechnology, soft engineering, “Mom (embodiment),” holistic interactions, tangible space, and ubiquitous computing are key concepts in interactive technology.

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Emotional Robotics based on iT_Media

  • Yoon, Joong-Sun;Yoh, Myeung-Sook;Cho, Bong-Kug
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.804-809
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    • 2004
  • Intelligence is thought to be related to interaction rather than a deep but passive thinking. Interactive tangible media "iT_Media" is proposed to explore these issues. Personal robotics is a major area to investigate these ideas. A new design methodology for personal and emotional robotics is proposed. Sciences of the artificial and intelligence have been investigated. A short history of artificial intelligence is presented in terms of logic, heuristic, and mobility; a science of intelligence is presented in terms of imitation and understanding; intelligence issues for robotics and intelligence measures are described. A design methodology for personal robots based on science of emotion is investigated. We investigate three different aspects of design: visceral, behavioral, reflective. We also discuss affect and emotion in robots, robots that sense emotion, robots that induce emotion in people, and implications and ethical issues of emotional robots. Personal robotics for the elderly seems to be a major area in which to explore these ideas.

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스위칭 옵션을 고려한 IT 벤처 기업 가치 평가에 관한 사례 연구

  • 이현정;정종욱;이정동;김태유
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2001.11a
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    • pp.307-337
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    • 2001
  • In this paper, we propose the valuation frame of the IT(Information Technology) ventures using ROV(Real Options Valuation) model. Generally, ROV can comprises the traditional valuation method such as DCF(Discounted Cash Flow), which can measure only the tangible value of a firm from the expected future earnings, in that ROV can additionally measure the intangible value such as the strategic value of a firm in the uncertain environment. We set up the hypothetic IT venture future investment plan and assume that there are a growth option and a switching option consequently along the investment time horizon, which are caused by each characteristics of ventures and IT technologies, especially modularity. In the case that there are several embedded real options in the firm's investment plan in a row, we should apply the compound option pricing model as a real option valuation model in order to consider the value interaction between real options. In an addition, we present the results of optimal investment timing analysis using real options approach and compare them. with those of the original assumed investment timing.

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On the Service Design Using Service Satisfaction Index (서비스 만족지수를 고려한 서비스 설계)

  • Kim, Jun-Hong
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.31 no.3
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    • pp.52-60
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    • 2008
  • This paper proposed a service satisfaction index in the service design. We utilize the service blueprint as the basic tool for the service process analysis, construct a service flow fishbone diagram which consists of the encounters representing the interaction between customer and service deliverer. To evaluate the service satisfactions of the service element a service satisfaction function is used. The service satisfaction function has the generic properties of the prospect theory with the probabilistic utility value in order to evaluate the service bundle which Is constructed by tangible and intangible service elements. A numerical example using the A/S service of Electronic Co. is presented for the verification.

Augmented Reality based Interactive Storyboard System (증강현실 기반의 인터랙티브 스토리보드 제작 시스템)

  • Park, Jun
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.17-22
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    • 2007
  • In early stages of film or animation production, storyboard is used to visually describe the outline of a story. Drawings or photographs, as well as the texts, are employed for character / item placements and camera pose. However, commercially available storyboard tools are mainly drawing and editing tools, not providing functionality for item placement and camera control. In this paper, an Augmented Reality based storyboard tool is presented, which provides an intuitive and easy-to-use interface for storyboard development. Using the presented tool, non-expert users may compose 30 scenes in his or her real environments through tangible building blocks which are used to fetch corresponding 3D models and their pose.

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