• Title/Summary/Keyword: Tangible space

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RealBook: A Tangible Electronic Book Based on the Interface of TouchFace-V (RealBook: TouchFace-V 인터페이스 기반 실감형 전자책)

  • Song, Dae-Hyeon;Bae, Ki-Tae;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.551-559
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    • 2013
  • In this paper, we proposed a tangible RealBook based on the interface of TouchFace-V which is able to recognize multi-touch and hand gesture. The TouchFace-V is applied projection technology on a flat surface such as table, without constraint of space. The system's configuration is addressed installation, calibration, and portability issues that are most existing front-projected vision-based tabletop display. It can provide hand touch and gesture applying computer vision by adopting tracking technology without sensor and traditional input device. The RealBook deals with the combination of each advantage of analog sensibility on texts and multimedia effects of e-book. Also, it provides digitally created stories that would differ in experiences and environments with interacting users' choices on the interface of the book. We proposed e-book that is new concept of electronic book; named RealBook, different from existing and TouchFace-V interface, which can provide more direct viewing, natural and intuitive interactions with hand touch and gesture.

Prospect users' perceptions of TSI technologies: An analysis of focus group interviews with adolescents (실감공간기술(Tangible Space Initiative)에 대한 잠재적 수용자의 인식: 청소년을 대상으로 한 포커스 그룹 인터뷰를 중심으로)

  • Yang, Yeon-Hee;Yang, Hae-Young;Kim, Joo-Han
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.598-607
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    • 2007
  • 본 연구에서는 실감공간에 대한 청소년의 반응을 바탕으로 향후 기술 개발 방향에 대한 조언을 하기 위하여 총 41명의 학생을 대상으로 소집단 포커스 그룹 인터뷰를 시행하였다. 청소년들이 자주 사용하는 미디어의 종류와 이유, 미디어 사용에서 느끼는 불편한 점, 그들이 상상하는 미래형 미디어의 모습과 실감공간기술에 대한 반응을 묻고, 그 결과를 유형화하였다. 연구 결과 포커스 그룹 인터뷰 참가자들은 자주 사용하는 미디어로 휴대폰과, 인터넷, MP3, 활자 매체 등을 꼽았다. 활자매체의 장점으로는 높은 몰입도를, 인터넷의 장점으로는 편리한 인터페이스, 핸드폰의 장점으로는 이동성이 제기되었다. 그러나 핸드폰과 관련하여 청소년들은 불편한 인터페이스, 작은 용량과 빨리 닳는 배터리를 단점으로 지적했고 뉴미디어 공통적으로 느린 속도, 미디어에 의존하게 되는 강박증적 증세, 사생활 침해의 문제와 대인관계유지에 있어서의 부작용, 높은 이용료 등의 문제가 제기되었다. 이들은 일상생활이 미디어 이용에 의해 방해받고 있으며 미디어 이용으로 인해 불필요한 '필요'가 생겨나고 있다고 지적했다. 미래형 미디어에 대한 바람은 기존 미디어의 단점이 보완, 개선되는 측면에서 제시되었다. 더욱 편리해진 인터페이스와 기존 뉴미디어의 장점이 접목되는 방향의 미디어 통합도 요청되었다. 그러나 실감공간기술에 대해서는 긍정적인 반응보다는 부정적인 반응을 수적으로 우세해 주목을 끌었다. 진화된 형태의 미디어에 대해 긍정적인 반응을 보일 것이라는 예상과는 달리 실감공간기술이 기존의 면 대 면 대인관계를 파괴할 것이며 사생활을 침해하고 건강에 부정적인 영향을 미칠 것이라는 등의 거부감과 공포를 구체적으로 피력한 것이다. 이러한 두려움(fear)은 선행연구에 따르면 사람들이 새로운 매체에 대해 갖는 두려움과 이로부터 발생하는 두려움에 대한 대응은 혁명적 변화의 가능성을 억압하여 기존의 질서와 새로운 질서가 공존하는 기간을 늘림으로써 미시적 차원에서 단절적 역사의 경험을 완화시키는 기능을 하는 것으로 해석된다. 따라서 연구 결과 나타난 실감공간 기술에 대한 부정적인 반응도 이러한 맥락에서 해석될 수 있다. 즉 인터뷰 참가자들이 피력한 두려움은 뉴미디어 도입과 함께 반복되는 현상이며 이것은 새로운 현상이 아니다. 두려움은 기존 질서와 새로운 질서가 공존하는 기간을 연장시킴으로써 완충재로서 기능한다. 따라서 향후 기술 개발과 확산 과정에서 실감공간기술의 긍정적인 면모에 대한 적극적인 홍보가 필요하며 수용자들의 바람과 신기술에 대한 공포감을 이해하고 이를 기술 개발 방향 설정에 적극적으로 반영하는 자세가 요청된다고 하겠다.

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An Empirical Study of Comprehensive Health Screening Medical Service Quality with Kano Model and PCSI Index (Kano 모델 및 PCSI 지수를 활용한 종합건강검진 의료서비스 품질에 대한 실증적 연구)

  • PARK, Ae-Jun
    • The Journal of Industrial Distribution & Business
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    • v.10 no.7
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    • pp.71-82
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    • 2019
  • Purpose - This study aims to identify the priorities of medical service quality improvement by customer satisfaction characteristics and potential customer satisfaction improvement (PCSI) index based on the dualistic quality classification of Kano Model (1984) for Comprehensive Health Screeening Center in General Hospitals and Centers only for Comprehensive Health Screening and suggest a direction for future improvement. Research design, data, and methodology - Through advanced research on health screening medical service quality, this study set four service quality factors, including tangible, human, process and supportive factors, and 39 measurement items. Based on these items, the study used 117 questions, which consist of dualistic quality factors, customer satisfaction coefficients, positive and negative questions for PCSI index and questions for current satisfaction. 300 effective samples were collected for adults in their 20s who experienced health screening service in Seoul, Gyeonggi-do and Incheon within the past two years. Collected data were input in the quality evaluation duality table to categorize quality factors and calculate customer satisfaction coefficients by Timko(1993). The study also analyzed PCSI index in comparison with current satisfaction and identified priorities in quality improvement. Results - It was found that the most urgent factors to improve the quality in both groups were adequate waiting hours and emergency response for complications, which are process factors classified as unitary quality. It is urgently needed to improve the quality as the PCSI index was high in supportive factors (complaint response team) as attractive quality in Comprehensive Health Screening Center in General Hospitals and in process factors (prevention of infection) as unitary quality in Centers only for Comprehensive Health Screening. As the PCSI index was low in space use as a tangible factor, it was found that the current level can be maintained instead of improvement. Conclusions - To improve the health screening medical service quality, it is required to focus on process factors (adequate waiting hours, emergency response for complications, prevention of infection) and supportive factors (complaint response team) among service qualities perceived by users. It is proposed to ensure continuous efforts to manage and reinforce priorities as a direction for future improvement in health screening service.

The Platform Feature Appearing in Contemporary Architectural Interior Space - Focused on the Interior Design Projects of Rem Koolhaas - (현대 실내건축공간에 나타난 플랫폼적 특성 - 렘 콜하스의 실내공간 프로젝트를 중심으로 -)

  • Kim, Suk-Young
    • Korean Institute of Interior Design Journal
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    • v.24 no.2
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    • pp.58-66
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    • 2015
  • This study was conducted to determine a 'platform' as a mean of interactions between users in contemporary spatial design and network(web) and to verify the similarity between the platform and space of Rem Koolhaas, one of the leading contemporary architects of our time. A platform, referring to tangible or intangible structures designed for common use in a variety of ways, is activated by the networking effect of participants. Aided by the recent development of the IT industry encompassing computers and smart phones, the concept of platforms is extending to all areas of modern life, in general. In this study, the similarity between architectural space and platforms after reviewing the computer-related platforms, ecological features that refer to virtuous circulation, and various cases applied with platform thinking. Through this process, the platform feature of architectural platforms is defined as the 'open spatial system combined with control and freedom that acts more than one function and facilitates direct/indirect exchanges between users regardless of its type or size'. Establishing the criteria for spatial analysis based on this definition, analysis was conducted on interior design projects that were planned and conducted by Rem Koolhaas after 2000. As a result of this analysis, it was learned that Rem Koolhaas designs space using dual space structures where the extension and mixture of the user group, mixture of various functions defined by users, loose control that induces voluntary participation, community reinforcement, and inducement of accidental events, and opening and closing coexist. In addition, this design approach was found to be a design strategy similar to the concept of platforms that began to be developed in the IT field.

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.

File System for Performance Improvement in Multiple Flash Memory Chips (다중 플래시 메모리 기반 파일시스템의 성능개선을 위한 파일시스템)

  • Park, Je-Ho
    • Journal of the Semiconductor & Display Technology
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    • v.7 no.3
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    • pp.17-21
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    • 2008
  • Application of flash memory in mobile and ubiquitous related devices is rapidly being increased due to its low price and high performance. In addition, some notebook computers currently come out into market with a SSD(Solid State Disk) instead of hard-drive based storage system. Regarding this trend, applications need to increase the storage capacity using multiple flash memory chips for larger capacity sooner or later. Flash memory based storage subsystem should resolve the performance bottleneck for writing in perspective of speed and lifetime according to its physical property. In order to make flash memory storage work with tangible performance, reclaiming of invalid regions needs to be controlled in a particular manner to decrease the number of erasures and to distribute the erasures uniformly over the whole memory space as much as possible. In this paper, we study the performance of flash memory recycling algorithms and demonstrate that the proposed algorithm shows acceptable performance for flash memory storage with multiple chips. The proposed cleaning method partitions the memory space into candidate memory regions, to be reclaimed as free, by utilizing threshold values. The proposed algorithm handles the storage system in multi-layered style. The impact of the proposed policies is evaluated through a number of experiments.

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Development of an Augmented Reality Puzzle Game Detecting Hand Posture Using HSV Color Space in Real Time (HSV 컬러 영역을 이용한 실시간 손동작 검출 증강현실 퍼즐 게임 개발)

  • Kim, Minhyuk;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.79-86
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    • 2014
  • There have been many trials for development of games using augmented reality. This paper presents a 2D puzzle game system using HSV color space to detect hand posture from an input image by smart device's cameras in real time. The developed game in this paper brings smart devices and the computer vision closer. Also this game can be a new interactive technology utilizing both the mobility of smart devices and the tangible interactivity of virtual reality in education and entertainment environments.

Deformable Object Model for Improving Reality (실감성 향상을 위한 변형 물체 모델)

  • 전성원;김영일;허진헌;전차수;박세형
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.10a
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    • pp.768-773
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    • 2004
  • Developed in this paper a mass-spring engine to represent and manipulate deformable objects. The deformable object model is a basic technology in the ‘Tangible Space Initiative’. The mass-spring model consists of structural, shear and bending springs. Various forces like external, friction, gravity, spring, and damping forces are considered and collision with planes and spheres are treated. When a sphere collide mass-spring model, mass-spring engine calculates external force to interface mass-spring model. A prototype system is implemented in C on an MS windows machine.

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Automatic analysis of Heart Rate Variability of a tangible game user on NUI space (NUI 공간에서 체감형 게임을 통한 사용자의 심박변이도 자동분석)

  • Lee, Hyun-Ju;Shin, Dong-Il;Shin, Dong-Kyoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1689-1692
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    • 2013
  • NUI(Natural User Interface)는 사용자가 신체부위를 사용하여 인터페이스 할 수 있는 기술이다. 본 연구에서는 NUI 공간에서 체감형 게임을 시행하였다. 게임은 태권도게임으로 사용자와 컴퓨터간의 대련이며, 게임 시 사용자의 심전도 신호를 측정하였다. 사용자는 심전도데이터를 게임 시에 사용자 프로파일로 전송한다. 전송받은 심전도신호로 사용자의 심박변이도를 분류하여 분류기 실험을 시행하고 정확도를 측정하였다. 실험은 체감형 게임 시행 전과 시행 후의 상태로 나누어 실험하였으며, 분류기는 Decision Tree를 사용하였다. 실험결과 심박변이율은 게임 시행 후 정확도가 4.16% 높게 도출되었다.

A Study on Kitchen Use Behaviors through User Observation - Focused on Small-sized Apartments in Shanghai, China - (사용자 관찰을 통한 부엌 사용 행태 연구 - 중국 상해 소형아파트를 중심으로 -)

  • Kim, Myoung;Choi, Kyung-Ran
    • Korean Institute of Interior Design Journal
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    • v.24 no.3
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    • pp.121-128
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    • 2015
  • As a neighboring country belonged to the same cultural sphere with the Northeast Asia, China is recently emerging as a center of the world's economy. The social transformations caused by the rapid economic growth are bringing changes in the Chinese housing culture and thus, it is considered that the identification of a user's need concerning a new housing space and social and cultural understanding on China are necessary. Accordingly, this research intended to conduct the basic research on the Chinese housing space design by observing the small apartment users in Shanghai area in terms of not only the tangible element of the residential space type but also the intangible elements such as lifestyle, values, behaviors, etc. The research range was limited to the kitchen area at the center of a house as a place where the exchanges among the family members are most frequently occur, and the research was carried out in the following methods. First, the effective user research method for the analysis of the Chinese small apartment kitchen users was studied through the literature investigation. Second, the 6 families of a research target were selected focused on the small apartments in Shanghai, China and the user research was performed using three methods of User observation, Video ethnography, and Contextual inquiry. Third, the research results were analyzed focused on the flow of human traffic in the kitchen area and user's behaviors. What were identified as a result take account of the human traffic movements in the kitchen areas around the sink-counter-cook top, cooking behaviors and meal areas outside of the kitchen. Through this, the need for the effective organization of the sink-counter-cook top, arrangement of meal area, and placement of storage by section for the kitchen space of China were drawn based on the understanding of the cooking process, and it was identified that such results require comprehensive understanding of Chinese housing culture.