• Title/Summary/Keyword: Tangible Interface Game

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Physical Interactive Game on the Digital Desk (디지털 데스크상의 체감형 게임 구현)

  • Chung, Jee-Hoon;Yun, Tae-Soo;Lee, Dong-Hoon;Yang, Hwang-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.11-18
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    • 2005
  • Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.

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Design and Implementation of a Health Care System using Tangible Interface (텐저블 인터페이스를 이용한 건강관리 시스템 설계 및 구현)

  • Kim Kyu-Jong;Shin Ki-Bo;Lee Byung-Joo;Choi Kyung-Sub;Choi Young-Mee;Choo Moon-Won
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.523-528
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    • 2005
  • In this paper, we designed and made a bicycle with tangible interface using a game to make a tangible interface for health-care system. In particular, through a survey of the preference of users, we have showed a tangible machine which is possible to recognize users' control as a form of tangible interface, have presented the controllable method of a game contents, have provided the contents reality maximized using game AI and game physics.

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A Study on the Development of an Distributed Tabletop System Game Using EBITA Framework (EBITA 프레임워크를 활용한 분산 테이블탑 시스템용 게임 개발에 관한 연구)

  • Kim, Min-Young;Cho, Yong-Joo
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.129-138
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    • 2009
  • In this research, a new tabletop system is developed to provide a high resolution display by using multiple displays and computers connected through networks, based on a master/slave architecture. This distributed tabletop system is built to be scalable by just adding slave computers and monitors without modifying any software. Moreover, a EBITA (Environment for Building Interactive Tangible Applications) framework is developed to support constructing interactive games running on this scalable tabletop platforms. EBITA framework consists of the tangible interface module based on the infrared camera tracking system, and the modules that allow easy development of the graphical programs on a distributed environment. This paper describes the tangible interface based on the camera tracking system and EBITA framework. It also introduces a game built with the EBITA framework.

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A Study on a Stress Measurement Algorithm Based on ECG Analysis of NUI-applied Tangible Game Users (NUI가 적용된 체감형 게임의 사용자 심전도 분석에 의한 스트레스 측정 알고리즘 연구)

  • Lee, Hyun-Ju;Shin, Dong-Il;Shin, Dong-Kyoo
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.73-80
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    • 2013
  • NUI(Natural User Interface) allows users to directly interact with surrounding digital devices using their voices or body motions without additional input/output interface devices. Our study has been carried out on human users who play a tangible game with body motions in the NUI-applied smart space. ECG was measured for 60 seconds duration before and after playing the game to determine user stress levels, and the measured signals were analyzed through an improved Random Forest algorithm. In order to experiment by a supervised learning, users additionally input whether or not the user felt stress. Moreover, the improved algorithm showed 1.04% higher accuracy than existing algorithm.

Cubic Tangible User Interface Development for Mobile Environment (모바일 환경을 위한 큐빅형 텐저블 사용자 인터페이스 개발)

  • Ok, Soo-Yol
    • Journal of the Korean Society for Precision Engineering
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    • v.26 no.10
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    • pp.32-39
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    • 2009
  • Most mobile devices provide limited input interfaces in order to maximize the mobility and the portability. In this paper, the author proposes a small cubic-shaped tangible input interface which tracks the location, the direction, and the velocity using MEMS sensor technology to overcome the physical limitations of the poor input devices in mobile computing environments. As the preliminary phase for implementing the proposed tangible input interface, the prototype design and implementation methods are described in this paper. Various experiments such as menu manipulation, 3-dimensional contents control, and sensor data visualization have been performed in order to verify the validity of the proposed interface. The proposed tangible device enables direct and intuitive manipulation. It is obvious that the mobile computing will be more widespread and various kinds of new contents will emerge in near future. The proposed interface can be successfully employed for the new contents services that cannot be easily implemented because of the limitation of current input devices. It is also obvious that this kind of interface will be a critical component for future mobile communication environments. The proposed tangible interface will be further improved to be applied to various contents manipulation including 2D/3D games.

Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.166-177
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    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.

Development of the FishBowl Game Employing a Tabletop Tiled Display Coupling With Mobile Interfaces (모바일 인터페이스와 테이블탑 타일드 디스플레이를 연동한 FishBowl 게임 개발)

  • Kong, Young-Sik;Park, Kyoung-Shin
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.57-66
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    • 2010
  • In the prior works on tabletop systems, a projection-based tabletop surface is mostly used to display computer images, and the participants interact with the display surface by hand multi-touching or using some tangible objects. In this research, however, we developed the FishBowl game that employs a scalable tabletop tiled display with infrared camera tracking coupled with PDA mobile interfaces. The focus of this game is to enhance user interactivity and realistic experience by coupling the high-resolution tabletop virtual environment and PDA mobile interface. This paper describes the game design followed by the system design and its detailed implementations. It also discusses the system usability and recommendation for its improvements after interviewing game players and then concludes with future research directions.

Development of Multi Card Touch based Interactive Arcade Game System (멀티 카드 터치기반 인터랙티브 아케이드 게임 시스템 구현)

  • Lee, Dong-Hoon;Jo, Jae-Ik;Yun, Tae-Soo
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.87-95
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    • 2011
  • Recently, the issue has been tangible game environment due to the various interactive interface developments. In this paper, we propose the multi card touch based interactive arcade system by using marker recognition interface and multi-touch interaction interface. For our system, the card's location and orientation information is recognized through DI-based recognition algorithm. In addition, the user's hand gesture tracking informations are provided by the various interaction metaphors. The system provides the user with a higher engagement offers a new experience. Therefore, our system will be used in the tangible arcade game machine.

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.

Tangible Electronics Dice Game interface Development for Family Leisure (가족의 여가활동을 위한 텐저블 전자 주사위 게임 인터페이스 개발)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.9
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    • pp.1787-1794
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    • 2009
  • In this paper, the author proposes a tangible electronic dice which can be used for IPTV games for familiy meeting in living room and prevents game addiction of young children. The tangible electronic dice was designed to be as similar to traditional dices as possible in order for people to operate the tangible electronic dice with direct and intuitive manipulation. The proposed tangible electronic dice is self-contained so that no external devices are needed. The experiments show that the dice can be effectively applied to games running in PC and IPTV environments. The author will verify the practicality of the dice by applying the dice to IPTV games which are currently being developed.