• Title/Summary/Keyword: physical interactive interface

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Smart Social Grid System using Interactive Sketch Map (인터랙티브 스케치맵을 활용한 스마트 소셜 그리드 시스템)

  • Kim, Jung-Sook;Lee, Hee-Young;Lee, Ya-Ree;Kim, Bo-Won
    • Journal of Korea Multimedia Society
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    • v.15 no.3
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    • pp.388-397
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    • 2012
  • Recently, one of the received attraction fields in web based service is 'Human Relationship Service' that is called SNS. This relationship map service is able to deliver information to user more easily and visually because it is intuitive data that is linked with offline real world. While past map service put physical real information in the map, present map service is evolving into new communicative platform that expresses social relationship beyond simple search platform that shows real world. In this paper, we propose smart social grid system using sketch map that is based on online map service structure. This system has features such as standardized interface provision for various SNS, use to governance hub tool in case of establishing a personal network through expanded social grid, a role of bridge to mashup software linked with other SNS, user environment construction that reproduces social grid data, and the faster service setup by improved search technology.

Interactive electronic book utilizing tabletop display and digi-pet (테이블탑 디스플레이와 디지팻을 활용한 상호작용 전자책)

  • Song, dae-hyeon;Park, jae-wan;Lee, yong-chul;Kim, dong-min;Moon, joo-pil;Lee, chil-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.175-178
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    • 2009
  • In this paper, we describe about interactive electronic book utilizing tabletop display interface and digi-pet. Because of this system can define a lot of gestures using touch point of finger, help that user experiences electronic book effectively more than existent input device. Also, support 1 users in 1 input device in existent mode, but this system can expect various effect because support Multi-user. The digi-pet(digital pet) is physical tools that convey emotion between tabletop display platform and user. And this shows various results acting as assistance because becomes master of story of imagination and participate directly on talk and makes change of story. In this paper, we described about oriented electronic book system the future that combines tabletop display and Digi-pet. This system is expected that the usefulness is increased by leaps and bounds along with technology development forward.

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TMCS : Tangible Media Control System (감각형 미디어 제어 시스템)

  • 오세진;장세이;우운택
    • Journal of KIISE:Software and Applications
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    • v.31 no.10
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    • pp.1356-1363
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    • 2004
  • We propose Tangible Media Control System (TMCS), which allows users to manipulate media contents with physical objects in an intuitive way. Currently, most people access digital media contents by exploiting GUI. However, It provides limited manipulations of the media contents. The proposed system, instead of mouse and keyboard, adopts two types of tangible objects, i.e RFID-enabled object and tracker-embedded object. The TMCS enables users to easily access and control digital media contents with the tangible objects. In addition, it supports an interactive media controller which users can synthesize media contents and generate new media contents according to users' taste. It also offers personalized contents, which is suitable for users' preferences, by exploiting context such as user's profile and situational information. Therefore. the proposed system can be applied to various interactive applications such as multimedia education, entertainment and multimedia editor.

Information System for Multi-scale Urban Landscape using Internet Image Map (인터넷 영상지도를 활용한 축척별 도시경관 정보시스템)

  • Um, Jung-Sup;Choi, Ja-Hyun
    • Journal of Environmental Impact Assessment
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    • v.11 no.4
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    • pp.289-309
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    • 2002
  • Solutions of many landscape problems depend on area-wide assessment and interpretation of spatial and physical characteristics over the study area. The authors argue that the public awareness for an area-wide urban landscape appears to be very low due to limited chance to the information. Acknowledging these constraints, an operational, user-friendly information system has been developed by combining internet technology with GIS. In particular, integration among satellite data and digital maps takes advantage of each component, and enables the landscape structure to be visualized, interacted with and deployed all on the Web. The 1m resolution IKONOS data realistically identified the major type of landscape by large scale spatial precision while TM data revealed successfully the major parameters that influence an area-wide spatial structure in the study area. This system would play a crucial role in improving the public awareness for area-wide landscape information if it is operationally introduced into the Government since the highly user-friendly interface based on image maps provides a completely new means for disseminating information for area-wide landscape in a visual and interactive manner to the general public.

A study of interface with affordance theory for museum education mobile application improvement (박물관 교육 모바일 애플리케이션 개선을 위한 어포던스 이론 적용 인터페이스 연구)

  • Hwang, YunJa;Ahn, Mi-Lee
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.25-34
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    • 2014
  • The object of this study is to improve obstacles related with physical affordance and cognitive affordance by adopting Norman's theory for affordance of mobile application of museum education. As to conduct the study, I have selected the mobile device application of G museum for the need of observation and interviewing, and have applied think aloud protocol to analyse matters of affordance. By this study, learners will be possible to conduct appropriate behavior instantly under the circumstance of unfamiliar museum mobile environment because of sophisticated design to make learners perceive and understand information provided with designed interface based on realistic improvement that will be made by inspecting possible problems of affordance in position of museum education mobile system users. Additionally learners will be able to control contents of museum and to experience interactive learning which motivate exploratory activity to accomplish meaningful learning.

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Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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Interaction analysis of three storeyed building frame supported on pile foundation

  • Rasal, S.A.;Chore, H.S.;Sawant, V.A.
    • Coupled systems mechanics
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    • v.7 no.4
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    • pp.455-483
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    • 2018
  • The study deals with physical modeling of a typical three storeyed building frame supported by a pile group of four piles ($2{\times}2$) embedded in cohesive soil mass using three dimensional finite element analysis. For the purpose of modeling, the elements such as beams, slabs and columns, of the superstructure frame; and that of the pile foundation such as pile and pile cap are descretized using twenty noded isoparametric continuum elements. The interface between the pile and the soil is idealized using sixteen node isoparametric surface element. The soil elements are modeled using eight nodes, nine nodes and twelve node continuum elements. The present study considers the linear elastic behaviour of the elements of superstructure and substructure (i.e., foundation). The soil is assumed to behave non-linear. The parametric study is carried out for studying the effect of soil- structure interaction on response of the frame on the premise of sub-structure approach. The frame is analyzed initially without considering the effect of the foundation (non-interaction analysis) and then, the pile foundation is evaluated independently to obtain the equivalent stiffness; and these values are used in the interaction analysis. The spacing between the piles in a group is varied to evaluate its effect on the interactive behaviour of frame in the context of two embedment depth ratios. The response of the frame included the horizontal displacement at the level of each storey, shear force in beams, axial force in columns along with the bending moments in beams and columns. The effect of the soil- structure interaction is observed to be significant for the configuration of the pile groups and in the context of non-linear behaviour of soil.

A Study on the Development of a Quantified Module for the Evaluation of industrial Design Proposals (산업디자인 제품화 개발을 위한 정략적모듈의 개발)

  • 우흥룡;신학수;고을한;한석우;홍석기;김창현
    • Archives of design research
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    • v.9
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    • pp.801-810
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    • 1994
  • Design Problems are often both multidimensional and highly interactive. Very rarely does any part of a designed thing serve only one purpose. The activity of designing is thus a goal-directed activity and normally a goal-directed problem-solving activity. This means, problem solving is finding a way to get from some initial situation to a desired goal. Designers are transforming agents within a society whose goals are to improve the human condition through physical metamorphosis. Many theorist have agreed that designing involves problem solving or decision making. Accordingly evaluation plays an essential role in design activity. The evaluation factors include all attributes that have levels specified by quantitative and qualitative objectives Alternatives in multi-objective decision prOblems generally possess numerous attributes by which they can be described and compared. The evaluation factors include all attributes that have levels specified by quantitative and qualitative objectives. However since qualitative factors are difficult to quantify as numeral estimates, these factors have tended to be ignored without regard for their importance to human content. We adapted the Accumulative Evaluation Model as an evaluation algorithm for IDES. Industrial Design Evaluation System (IDES) consists of 3 major modules ( 1 Design Element, 2.Matrix, 3.Evaluation). It is intended to be an aid for design evaluation. The luther thinks IDES is a new design evaluation approach which could provide effective rating of design values to make value judgements. It is an attempt to provide industrial designers with access to design evaluation. The author's aim is to produce an Object-Oriented Evaluation System which can guide the designers and decision makers under complex design projects. It uses\ulcorner an Object-Oriented Programming for this prototype, Because of managing complexity (Flexibility and Reusability) and improving productivity(Extensibility & Maintainability and Programming by User) in software development process. The author has chose the C++ because it is a hybrid, rather than pure Object-Oriented Language.

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A Methodology for Consistent Design of User Interaction (일관성 있는 사용자 인터랙션 설계를 위한 방법론 개발)

  • Kim, Dong-San;Yoon, Wan-Chul
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.961-970
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    • 2009
  • Over the last decade, interactive devices such as mobile phones have become complicated drastically mainly because of feature creep, the tendency for the number of features in a product to rise with each release of the product. One of the ways to reduce the complexity of a multi-functional device is to design it consistently. Although the definition of consistency is elusive and it is sometimes beneficial to be inconsistent, in general, consistently designed systems are easier to learn, easier to remember, and causing less errors. In practice, however, it is often not easy to design the user interaction or interface of a multi-functional device consistently. Since the interaction design of a multi-functional device should deal with a large number of design variables and relations among them, solving this problem might be very time-consuming and error-prone. Therefore, there is a strong need for a well-developed methodology that supports the complex design process. This study has developed an effective and efficient methodology, called CUID (Consistent Design of User Interaction), which focuses on logical consistency rather than physical or visual consistency. CUID deals with three main problems in interaction design: procedure design for each task, decisions of available operations(or functions) for each system state, and the mapping of available operations(functions) and interface controls. It includes a process for interaction design and a software tool for supporting the process. This paper also demonstrates how CUID supports the consistent design of user interaction by presenting a case study. It shows that the logical inconsistencies of a multi-functional device can be resolved by using the CUID methodology.

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