• Title/Summary/Keyword: tangible contents

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A Case Study on Tangible Contents Development for Contactless Physical Education (비대면 체육 교육을 위한 실감 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.47-57
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    • 2022
  • Demands for tangible contents using VR/AR technologies are much bigger as contactless services such as sports, physical activity, and fitness are expanded after COVID-19. A variety of technologies such as an offer and analysis of tangible data through a sensor technology, users' physical movement sensing through a motion recognition sensor, a real-time measurement of a physical skeleton point a multiple access to a real-time video, and AI training are being utilized as main technologies. This case study utilized motion recognition technologies as the study on tangible contents necessary for indoor-based physical education, sports, and fitness in the contactless environment and suggested cases to develop the physical measurement contents by design approach for the measurement assessment necessary for the development in tangible contents. The research established lists of the measurement assessment based on professionals' consultations within the measurement assessment function through the test to plan tangible contents and developed tangible contents by reflecting them as assessment measurement elements of tangible contents. The research can be utilized as the design approach of industrial companies which intend to develop tangible contents as well as reference cases of the research on contactless tangible contents for the sports and physical education.

Industrialization issues of VR-Tangible Interaction Contents and its application case study on Autism Remedy system (VR-Tangible Interaction을 활용한 산업화 콘텐츠 개발과 발달장애 치료 프로그램 개발에의 적용 사례 연구)

  • Lee Hyun-Jhin
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.53-61
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    • 2005
  • This study reviewed research and design directions on VR-Tangible interaction and explored market-driven approach of VR-tangible interaction applications. As a case study, we studied autism remedy system based on VR-tangible interaction design. Literature and field study has done on autism and its remedy methodologies. Based on observation process about patients, therapists, and remedy programs, interaction factors for autism remedy are found and then design strategy, system configuration, and remedy contents scenarios are set up to solve time and resource problems, presence problems, and efficiency issues of remedy results.

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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.

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.

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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Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.2
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    • pp.77-88
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    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.

A Design and Implementation of Tangible Educational Contents

  • Kim, So-Young;Kim, Heesun
    • International Journal of Advanced Culture Technology
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    • v.4 no.4
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    • pp.64-69
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    • 2016
  • Currently on the school education site, various multimedia contents are used to effectively deliver knowledge to the students and increase interest in class. The majority of the multimedia contents currently used in classes are composed of visual and auditory information. This paper intends to maximize actuality and immersion in the content by adding olfactory information to the existing visual and auditory data. Tangible contents were developed based on the details of aromatic plants learned in the fifth grade of elementary school. The shape and explanation of the aromatic plants are displayed with visual and auditory information, and an aroma spraying application is used to allow the students to smell the aromatic plants. After conducting the class using the developed contents, the students' satisfaction of the class, as well as their overall academic understanding, were investigated. Upon doing so, it was discovered that the students' academic understanding and satisfaction increased in comparison to classes comprised of only visual and auditory contents.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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A study of Design Application in Tangible User Interface

  • Zhang, Xiaofang;Kim, Se-hwa
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.943-948
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    • 2009
  • In the research of HCI (Human-Computer Interaction), we always use the GUI(graphical user interface) of graphics input devices until we invent TUI (tangible user interface) which is used to control the computer by hand-touching or other subjects. In this study, we investigate and classify several TUI for the most part in business with the theory and concept of Tangible Bits by Hiroshi Ishii & Brygg Ullmer in order to research the development of TUI.

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The Collaboration Expression in the Modern Fashion Design - Focusing on the Collaboration of Korean Cultural Contents - (현대 패션디자인에서의 콜래보레이션 표현성 - 한국적 문화콘텐츠의 응용을 중심으로 -)

  • Lee, Eun-Sook;Kim, Sae-Bom
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.4
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    • pp.99-111
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    • 2012
  • This study intends to explore the collaborative expression in the modern fashion design by analyzing the collaboration of motifs symbolizing Korean cultural identity. As for the data research, in order to examine the expressional objects of collaboration in the collections of the fashion designers from Korea and overseas who have applied the Korean culture among their collections posted on the Internet sites, www.firstview.com, and www.style.com from 2005 to 2012 were collected for analysis. 923 pictures used in the analysis sheet. As for the research method, the content analysis method was used. In the modern fashion design, the collaborative expression in the motifs symbolizing Korean cultural identity are limited to tangible expression, intangible expression, integrated expression. The results of this study were as follows. First, in the tangible expression, traditional tangible assets are used in the shapes, items, colors, materials, patterns and details to symbolize uniquely Korean image. The intangible expression, the applicability for Korean intangible assets include the master's (intangible cultural assets) and the craftsmanship of the modern designers being collaborated onto the contemporary customs to express the Korean traditional culture in a realistic or an abstract trend. The hybride expression, it is to represent Korean thoughts and values using the tangible elements. Second, The expressivity of collaboration of each year mostly shows integrated expression, intangible expression and tangible expression were shown respectively. The trend of seasonal collaboration expressivity was muchly the integrated expression in most seasons, and intangible expression and tangible expression followed respectively. It is recognizable that the expressivity of collaboration of each designer was; integrated expression was muchly shown in Lie Sang Bong and Lee Young Hee's works, Duri Jung showed much of intangible expression, and much tangible expressivity was shown in Carolina Herrera.

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