• Title/Summary/Keyword: Tangible Object

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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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A Study on Symbolism of Chairs in the Viewpoint of Human Essential Desires (인간의 본질적 욕구의 관점에서의 본 의자의 상징성에 관한연구)

  • Min, Chan-Hong;Yoon, Young
    • Korean Institute of Interior Design Journal
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    • no.17
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    • pp.37-44
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    • 1998
  • Chair is one of objects which are closely connected with human body and is a symbol which represents human essence and culture. Symbolism embodies the meaning of expression through transfering the immaterial structure to tangible form. Therefore chair embodies the essential internal desires of human by means of its symbolic representation. In order to understand the essential human desires included in the symbolism of chair it is necessary to consider these desires with respect to cultural and historical context. in this study four essential internal desires of human are investigated through the symbolic representation of chair that is the desires on human psychological comfort authority freedom and eroticism. The purpose of this study is to emphasize the necessity of the design approach based on the understanding of essential internal desires of human which is pursued from the object by user.

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Review of Recent Trends and Technology for Additive Manufacturing (적층제조기술 응용사례 및 최신기술동향)

  • Lee, Jaehyang;Park, Sung-Jun
    • Journal of Institute of Convergence Technology
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    • v.6 no.1
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    • pp.1-5
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    • 2016
  • Additive manufacturing is converting a digitally designed object into a tangible three dimensional solid using an additive process where materials are applied in successive layers with no or very limited material waste. It can be distinguished form traditional manufacturing which begins with a fixed amount of raw material and removes excess to arrive at the final product. Generally there are five stages to the additive manufacturing supply chain, namely materials, systems, software, application design and production. In this paper, recent market trends and technology about additive manufacturing based on supply chain are analyzed and reviewed.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

Virtual Tactical Map : Military Briefing Tools for Virtual Training based on Augmented Reality (가상 전술 지도 : 증강현실에 기반한 군사 훈련 브리핑 도구)

  • Jung Kyung-Boo;Lee Sang-Won;Choi Byung-Uk;Jeong Seung-Do
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.4C
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    • pp.341-350
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    • 2006
  • The sand table training is one of the most effective training method in military operations which can accomplish missions such as simulation and rehearsal without limitations related to time, space, money and so on. Previous sand table training has many problems like that the sand table cannot represent real field condition because of its physical properties. So, it is hard to be preserved and impossible to include much of information into them. In this paper, we make an approach based on Augmented Reality(AR) to solve these problems and propose an efficient military training briefing tool with virtual sand table environment described as actual battle field Virtual Tactical Map(VTM) can realize a virtual military training with simple action like moving marker or tangible interface by hand. Real-time state information of VTM gives us more organic intelligence for entire situation. Tangible AR interface provides users with a contents authoring tool that is natural, intuitive and easy to deal with as interaction between user in real world and system that augmented real world with virtual object. VTM is a newly designed military training briefing tools. A military training content can be reproduced and it is possible that user uses this content later. Thus, it shows us potential possibilities of AR applications on military leaning field.

A Study on the Research Tendency of Sensibility Study in Space Study - Focused on Keyword Analysis of research papers - (공간연구에 있어서 감성적 연구경향에 관한 연구 - 연구논문의 키워드분석을 중심으로 -)

  • Jung, A-Young;Oh, Young-Keun
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.157-165
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    • 2008
  • This study confirm the value and the importance of the human sensibility study to add up the new meaning, and to suggest a new value of Korean sensibility study through the understanding of current statusand trend of the sensibility study in the space. The method of the study was to collect date related to the sensibility study and to analyze it focusing on its details. The date was collected from researches published on the website since the establishment of Korean Institute of Interior Design and Architectural Institute of Korea and selected at the keyword search comer. The data was extracted under keywords of research object, research purpose, research method, and analysis method. And then it was quantified with HAYASH lll program and used for analyses according to its pattern and feature. The study shows that nowadays categories representing the current status and trend of the sensibility studies in space consist of the environment, the human, and the space. The contemporary study for sensibility puts the importance on a object and a subject of the study like the environment harmonized with human and space, the humans the subject that essentially uses the spate, and the space for the architecture and the interior that puts human in. Accordingly, the study for human sensibility should develop into the study for the design focused on the intangible relationship such as 'information', 'elements for space design', 'sensibility' beyond the existing tangible categories of environment, human, and space. In addition, in the method ways of study and analysis, those studies for the sensible relationship are required to develop into new types of study applying research methods of various studies beyond the traditional border between human studies, social science, and natural science.

Implementation of a DI Multi-Touch Display Using an Improved Touch-Points Detection and Gesture Recognition (개선된 터치점 검출과 제스쳐 인식에 의한 DI 멀티터치 디스플레이 구현)

  • Lee, Woo-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.1
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    • pp.13-18
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    • 2010
  • Most of the research in the multi-touch area is based on the FTIR(Frustrated Total Internal Re리ection), which is just implemented by using the previous approach. Moreover, there are not the software solutions to improve a performance in the multi touch-blobs detection or the user gesture recognition. Therefore, we implement a multi-touch table-top display that is based on the DI(Diffused Illumination), the improved touch-points detection and user gesture recognition. The proposed method supports a simultaneous transformation multi-touch command for objects in the running application. Also, the system latency time is reduced by the proposed ore-testing method in the multi touch-blobs detection processing. Implemented device is simulated by programming the Flash AS3 application in the TUIO(Tangible User Interface Object) environment that is based on the OSC(Open Sound Control) protocol. As a result, Our system shows the 37% system latency reduction, and is successful in the multi-touch gestures recognition.

READY MADE Creative Gymnastic for Designers (READY MADE디자이너를 위한 창조적인 훈련 연구)

  • Bruno, Marco
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.365-374
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    • 2006
  • A 'Readymade' is an everyday object selected and designated as art. The term was coined by Marcel Duchamp to describe his artistic process based on the attempt to destroy the notion of the uniqueness of the art object: his influence went for beyond the art world affecting all design activities based on creativity. The purpose of this study is to investigate the ready-made technique from an educational point of view. Starting from Duchamp experience and his further influence on the design world, the study aims to demonstrate the value of the ready-made technique as a basic element in the education of young designers. The research method is based on the empirical observation of the results of the same project assigned to forty different students in different universities. The collected results were grouped in four families according to each specific generative method: constructive, conceptual, aggregative and elaborative. These four categories, derived by the observation of the results, represent tangible variations of the same disciplined technique. This flexibility demonstrates the value of the ready-made process as a foundation practice particularly indicated for young designers. These are the main skills students developed through its application to design projects; exploring and reconsidering attitude, recycling issues, new identity to familiar objects, focus on ideas.

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Development of 4D System Linking AR and 3D Printing Objects for Construction Porject (AR과 3D 프린팅 객체를 연계한 건설공사 4D 시스템 구성 연구)

  • Park, Sang Mi;Kim, Hyeon Seung;Moon, Hyoun Seok;Kang, Leen Seok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.41 no.2
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    • pp.181-189
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    • 2021
  • In order to increase the practical usability of the virtual reality(VR)-based BIM object in the construction site, the difference between the virtual image and the real image should be resolved, and when it is applied to the construction schedule management function, it is necessary to reduce the image gap between the virtual completion and the actual completion. In this study, in order to solve this problem, a prototype of 4D model is developed in which augmented reality (AR) and 3D printing technologies are linked, and the practical usability of a 4D model linked with two technologies is verified. When a schedule simulation is implemented by combining a three-dimensional output and an AR object, it is possible to provide more intuitive information as a tangible image-based schedule information when compared to a simple VR-based 4D model. In this study, a methodology and system development of an AR implementation system in which subsequent activities are simulated in 4D model using markers on 3D printing outputs are attempted.

Development of effective management strategy for geographical database based on the concept of intellectual property rights (지리정보DB의 효율적 유통관리 방안 연구 - 지적재산권 설정을 중심으로 -)

  • 양광식;이종열;이영대
    • Spatial Information Research
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    • v.11 no.1
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    • pp.73-88
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    • 2003
  • Geographical data sets are expensive to create and are very easy to copy because the intellectual property rights for the distribution should be protected. The main object of copyright law is to encourage expression of ideas in tangible form and it extend only to original works, it is limited to control the balance of interests between data producers and user. Because the development of a useful legal framework for both private and public activity in this field is an important issue. This paper presents an intial attempt at such a the effective management strategy intended to support continuing research into the legal protection of geographical information.

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