• Title/Summary/Keyword: tangible contents

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The useful of the tangible contents for watching Royal ancestral ritual in the Jongmyo shrine and the Sajikdan (종묘와 사직단 제례 실감형콘텐츠 활용 방안)

  • Kim, HeeJae;Choi, HeeSoo
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.87-88
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    • 2016
  • 서울시에 소재하고 있는 종묘와 사직단은 제례의식이 거행되던 곳으로 실제 재현은 1년에 약 한번 정도 진행되며 이것을 보기위해 관람객이 몰리게 된다. 이것은 일종의 병목현상처럼 일어나고 있다. 이러한 병목현상을 해소하고, 평소 관람객에게도 실제 재현과 같은 효과를 보여주기 위하여 실감형 콘텐츠를 활용하고자 한다. 마이크로소프트(MS)의 증강현실(AR)기기 '홀로렌즈(Hololens)' 기법을 바탕으로 관람자들에게 이용의 편의를 보완할 수 있는 방법을 제안한다.

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Projector-based Tangible Menu System in Virtual Environment (가상환경에서의 프로젝터 기반 텐저블 메뉴 시스템)

  • Lee, Young-Bo;Yun, Chang-Ok;Yun, Tae-Soo;Lee, Dong-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.277-280
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    • 2006
  • 본 논문에서는 가상현실(Virtual Reality) 환경에서 사용자의 입력을 처리할 수 있는 프로젝터 기반의 텐저블 메뉴 시스템을 제안한다. 텐저블 메뉴 시스템이란 텐저블 인터페이스(Tangible Interface)의한 형태로서 가상현실을 체험하고 있는 사용자가 프로젝터를 통해 메뉴 스크린에 투영된 영상을 보면서 디지털 정보를 제어하는 직관적인 상호작용을 지원하는 장치이다. 텐저블 인터페이스의 또다른 형태로서, 디지털 데스크(Digital Desk) 시스템의 경우 프로젝터의 영상이 투영되는 대상이 되는 데스크의 위치가 항상 고정되어 있기 때문에 본 논문에서 제안하는 휴대 가능한 메뉴 시스템에 적용하지 못하는 단점을 가지고 있다. 따라서 본 논문에서는 가상 환경에서의 사용자의 입력이 가능한 메뉴의 위치를 실시간으로 추적하여 메뉴 스크린에 투영되는 영상을 자동으로 보정할 수 있는 방법을 제시한다. 제안된 시스템은 가상 환경상에서 높은 몰입감을 유지할 수 있으며, 가상현실 및 증강현실에서 사용자와의 유연한 상호작용이 가능한 인터페이스 시스템으로 사용 될 수 있다.

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Comparison of User Interaction Alternatives in a Tangible Augmented Reality Environment (감각형 증강현실 기반 상호작용 대안들의 비교)

  • Park, Sang-Jin;Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.6
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    • pp.417-425
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    • 2012
  • In recent years, great attention has been paid to using simple physical objects as tangible objects to improve user interaction in augmented reality (AR) environments. In this paper, we address AR-based user interaction using tangible objects, which has been used as a key component for virtual design evaluation of engineered products including digital handheld products. We herein consider the use of two types (product-type and pointer-type) of tangible objects. The user creates input events by touching specified parts of the product-type object with the pointer-type object, and the virtual product reacts to the events by rendering its visual and auditory contents on the output devices. The product-type object is used to reflect the geometric shape of a product of interest and to determine its position and orientation in the AR environment. The pointer-type object is used to recognize the reference position of the pointer (or finger) in the same environment. The rapid prototype of the product is employed as a good alternative to the product-type object, but various alternatives to the pointer-type object can be considered according to fabrication process and touching mechanism. In this paper, we present four alternatives to the pointer-type object and investigate their strong and weak points by performing experimental comparison of their various aspects including interaction accuracy, task performance, and qualitative user experience.

The Effect of Health Consciousness and Playfulness on Intention to Use Tangible Fitness Game: Extended TAM (건강의식과 유희성이 체감형 피트니스 게임수용에 미치는 영향: 확장된 기술수용모델)

  • Jang, Han-Jin;Noh, Ghee-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.1-11
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    • 2017
  • This research verified that how Health-Consciousness and Enjoyment can have influence on the Technology Acceptance Model(TAM) using Structural Equation Model(SEM) to suggest a Tangible Fitness Game(TFG) acceptance model. First of all, perceived usefulness and ease of use, the core factors of TAM could influence on the intention to use TFG, so the applicability of TAM was confirmed in the context of using TFG. Health-consciousness, defined as some beliefs and interests on the importance of health, was found to have an positive effect on perceived usefulness and have an influence on the intention to use TFG. Enjoyment also influenced on the intention to use through usefulness and ease of use. This research contributes to make elaborate theoretical accounts by verifying some factors influencing on the intention to use TFG using Extended Technology Acceptance Model.

Cubical User Interface for Toy Block Composition in Augmented Reality (증강 현실에서의 장난감 블록 결합을 위한 큐브형 사용자 인터페이스)

  • Lee, Hyeong-Mook;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.363-367
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    • 2009
  • We propose Cubical User Interface(CUI) for toy block composition in Augmented Reality. The creation of new object by composing virtual object is able to construct various AR contents effectively. However, existing GUI method requires learning time or is lacking of intuitiveness between act of user and offered interface. In case of AR interfaces, they mainly have been supported one handed operation and it did not consider composition property well. Therefore, the CUI provide tangible cube as the manipulation tool for virtual toy block composition in AR. The tangible cube which is attached multi-markers, magnets, and buttons supports free rotation, combination, and button input. Also, we propose two kinds of two-handed composing interactions based on CUI. First is Screw Driving(SD) method which is possible to free 3-D positioning and second is Block Assembly(BA) method which support visual guidance and is fast and intuitive. We expected that proposed interface can apply as the authoring system for content such as education, entertainment, Digilogbook.

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A Smart Puck System Using Tangible Interfaces (텐저블 인터페이스를 활용한 스마트퍽 시스템 개발)

  • Bak, Seon Hui;Lee, Jeong Bae;Lee, Heeman
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.341-342
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    • 2015
  • 본 연구에서는 자연스러운 손가락 터치를 이용하여 입력과 출력을 제공하고 있는 테이블 탑 디스플레이 인터페이스가 가지고 있는 물리적인 한계점을 극복하고 직관적인 조작을 통한 상호작용할 수 있는 차별화된 새로운 텐저블 인터페이스인 스마트퍽 시스템을 개발하였다.

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A Study on Tangible Gesture Interface Prototype Development of the Quiz Game (퀴즈게임의 체감형 제스처 인터페이스 프로토타입 개발)

  • Ahn, Jung-Ho;Ko, Jae-Pil
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.235-245
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    • 2012
  • This paper introduce a quiz game contents based on gesture interface. We analyzed the off-line quiz games, extracted its presiding components, and digitalized them so that the proposed game contents is able to substitute for the off-line quiz games. We used the Kinect camera to obtain the depth images and performed the preprocessing including vertical human segmentation, head detection and tracking and hand detection, and gesture recognition for hand-up, hand vertical movement, fist shape, pass and fist-and-attraction. Especially, we defined the interface gestures designed as a metaphor for natural gestures in real world so that users are able to feel abstract concept of movement, selection and confirmation tangibly. Compared to our previous work, we added the card compensation process for completeness, improved the vertical hand movement and the fist shape recognition methods for the example selection and presented an organized test to measure the recognition performance. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

Prototyping Game Model for Tangible Interface (체감형 인터페이스를 위한 게임모델)

  • Ko Bong-Kyun;Kim Ban-Suk;Moon Kwan-Bo;Lee Sun-Ju;Hong Ju-Hee;Choo Moon-Won;Choi Young-Mee
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.412-415
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    • 2005
  • Recently, new games have been experimented to be given the adaptive interfaces equipped with AI algorithms which could interpret the user's personality, behavioral patterns, and physiological conditions in realtime. In this paper, we propose the intermediate form of tangible interface for PC package, which is currently decaying in commercial market.

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Unity 3D Game Contents for Learning based on Tangible Interface using Virtual Reality Device (가상현실기기를 활용하는 텐저블 인터페이스 기반의 학습용 Unity 3D 게임 콘텐츠 제작)

  • Bak, Seon-Hui;Kang, Si-Young;O, In-Hwan;Kim, Jeong-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.387-390
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    • 2017
  • 최근 현대 사회에 '가상현실'개념이 도입됨에 따라 '가상현실'기술이 적용된 게임 콘텐츠들이 활성화되고 있는 추세이다. 이와 더불어 기존의 GUI와 NIUI에서 발전된 새로운 인터페이스로 텐저블 인터페이스(Tangible Interface)가 급부상하면서 관련 인터페이스를 활용한 연구 또한 필요한 시점이며, 이를 기반으로 하여 '가상현실'기술과 텐저블 인터페이스를 융합한 새로운 게임 콘텐츠를 제안을 하고자 '가상현실' 기기를 활용한 텐저블 인터페이스 기반의 학습용 Unity 3D 게임 콘텐츠를 제작하였다.

Tabletop Workspace with Tangible User Interface Using Infrared Vision Sense (위치와 각도를 인지하는 책상형 인터랙션 개발)

  • Shim Han-Su
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.70-74
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    • 2006
  • In this paper I present a system that with infrared vision sense tracks the position and orientation of a wireless object on a tabletop display surface. The system offers two types of improvements over existing computer vision tracking approaches. First, the system tracks an object accurately without susceptibility to changes in lighting conditions. Second, the system tracks not only the orientation but button click state of the object. This system can detect these changes in real time. Finally, I present an application of the system : Color Lab Box.

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