• Title/Summary/Keyword: tangible contents

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A Study on User Centered Design Process of Virtual Reality Contents (가상현실 컨텐츠의 사용자 중심 디자인 방법론에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.16 no.3
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    • pp.191-200
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    • 2003
  • This paper summarizes the characters of virtual reality contents and its design problems, and suggests user centered approach in design methodology of VR contents. Based on case study of former VR contents design project, I developed a new VR contents design process in experience design perspective. This design process was applied on Tangible Space Initiative project of KIST, which showed positive roles of this design process as a dear communication media between project players, and an active generator of user-centered interaction design.

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Infrared LED-Based Arcade Gun System for Wide Screen

  • Choi, YoSeph;Kang, DuCheol;Yun, TaeSoo
    • IEIE Transactions on Smart Processing and Computing
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    • v.3 no.5
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    • pp.306-312
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    • 2014
  • The arcade gun has been a popular game controller in the video game market from the 1970s. The arcade gun, which is used partially in game centers and domestic games, recently is utilized as the interface for the interactive system and tangible media. On the other hand, the existing arcade gun has limits on hardware so it is unsuitable for wide screens. In addition, being platform-dependent, it is inapplicable to various types of content as a single module. This study suggests a correction algorithm that establishes an arcade gun system based on an infrared camera to solve those drawbacks and apply to possibly numerous surroundings.

Valuation of Knowledge Assets and Analysis of their Economic Contribution (지식자산 가치평가와 경제적 기여도 분석)

  • 박현우
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.327-332
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    • 2003
  • This paper is to outline a methodology for establishing the fair market value of knowledge assets that may be associated with a going-concern business enterprise and identify the elements of knowledge assets and provide the basic concepts for valuing thorn Within this contort we will identify the nature of some of the more common or well-know forms of knowledge assets, discuss the normal relationship of these forms of knowledge assets to the monetary and tangible assets of a business enterprise from an investor's perspective.

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Tabletop workspace with Tangible User Interface using Infrared Vision Sense (위치와 각도를 인지하는 책상형 실체적 인터랙션 개발)

  • Shim, Han-Su
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.50-53
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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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3D Content Design & Implementation of VR Horseback Riding Game

  • Park, HyungSoo;Kim, HoonKi;Seo, SiO
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.73-81
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    • 2019
  • Various 3D contents are being developed using Unity 3D game engine. In this paper, the 3D content of horseback riding game, the first VR game in the country, is designed and developed. The existing riding simulator is investigated and compared to the VR riding game developed. We consider various games developed using Unity 3D game engine and serve previously developed tangible games. It is expected that development of VR riding games will prepare a new chapter in VR experience-type games. We propose the content development environment and scenario of VR riding game and present the main algorithms and main modules for real-time synchronization. The developed riding game contents are deployed to the riding system and are operated for commercial use in conjunction with the riding device. Through monitoring VR riding system, problems are derived and improvement measures are proposed. We offer a variety of additional development options to make the game more realistic in the future.

A study on development of VR-based tangible functional game for prevention of dementia

  • Jang, Chun-Ok
    • International Journal of Advanced Culture Technology
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    • v.9 no.1
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    • pp.196-202
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    • 2021
  • Currently, as Korea enters into a fast aging society, the problem of dementia population is increasing. In this paper, we intend to contribute to the improvement of welfare for the elderly by developing virtual reality technology and related interface technology to effectively perform hand movements known as effective methods for preventing and treating dementia. As the content of the research and development of this paper, it is designed to be easy for the elderly to use and stimulate brain function by applying VR technology using sensors, and to activate mental and physical activities for the elderly who are marginalized in terms of cultural welfare. We intend to develop by classifying the types of games and contents that can induce them. As a result of this thesis, we developed contents using virtual reality to improve cognitive abilities for elderly people with poor cognitive ability to activate the brains of users' cognition, memory, and attention to prevent and treat dementia I want to contribute.

Implementation of Digital Contents of the Ten Kings of Hell according to Keyword (주제어에 따른 시왕의 디지털 콘텐츠 구현)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.530-539
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    • 2020
  • In this paper, we implement a digital content that visualizes the ten kings of Hell kings appearing in Buddhist myths according to their keyword. The ten kings of Hell are called ShiWang, and can be found in ordinary temples as tangible cultural Heritage such as paintings of the Buddha. ShiWang is a great king who controls the underworld and has been passed on in various forms in shamanism and Buddhist culture. We analyze the ShiWang, who appears in ancient literature, analyzes its features by hell and categorizes keywords. When the public chooses keywords of interest from implemented digital content, digital content represents the ShiWang and Hell image and descriptions associated with the selected keywords. Applications of the digital content are as follows; development of games and cultural characters, digital storytelling using traditional culture, teaching Buddhist culture and doctrines, games, etc.

A Study on the Type Analysis and Comparison of Space Contents in the Culture and Art City (문화예술 도시의 공간 콘텐츠 유형분석 및 비교에 관한 연구)

  • Cho, Yeon;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.20 no.1
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    • pp.109-116
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    • 2011
  • As urbanization has evolved, a number of cities have been engaged in building creative power through branding. Cities contain much creative space and creative space within cities develops them. Cities are connected with space, which have a great influence each other, in particular, in cities of culture and art. Space contents in cities have various forms and types and work as important factors for branding of cities. In this high-touch generation, cities of culture and art have special meaning in that design of emotional generation, and cultural meaning of tangible and intangible assets in cities are their competitive power and sources of high added value. The cities of culture and art are oriented toward creative future globally and nationally. In cities of culture which seek for urban development by excavating artistic meaning and value through artistic and cultural development, their cultural meaning itself can become a brand, which effectively leads to building creative cities and marketing of urban brands. This study aims to analyse cases of cities developed through discovering or reactivating art and cultural meaning and value of urban space based on urban space contents. Then it analyses through what urban image, brands and marketing space contents were developed and suggests necessity of space contents development in small and middle sized cities. Therefore, based on the cases of art and cultural cities developed depending on space contents, it analyses and differentiate their various types and contents, aiming to show that any cities can be based on art and culture and creativity depending on creation, regeneration and development of space contents.

Types of Virtual Reality-based Safety Education Contents (가상현실 기반 안전교육 콘텐츠 유형 연구)

  • Chang, Sun-Hee;Chang, Hyo-Jin;Kim, Sung-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.434-445
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    • 2021
  • With the development of realistic content technology and related infrastructure, interest in the use of virtual reality content is growing. Accordingly, in the field of safety education, more and more cases of producing virtual reality-based safety education (VR safety education) contents such as experiencing disaster situations realistically by supplementing the shortcomings of existing lecture-style education. This study looked at the characteristics and effects of VR safety education compared to the existing safety education, and analyzed 104 VR safety education contents produced and disclosed to date into nine classifications based on content and form. Based on the degree of relevance between items and the two axes of 'interactionability' and 'vividness of the environment', VR safety education contents could be categorized into three types: tangible lecture type, simulation type, and game type. Through this study, we hope to contribute to the planning and production of quality VR safety education contents by considering the purpose of safety education and the characteristics of types with the expected effects.

Physical activity convergence contents for health care of the elderly (융합형 노인건강관리 신체활동 콘텐츠)

  • Kang, Sunyoung;Kang, Seungae
    • Convergence Security Journal
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    • v.15 no.7
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    • pp.63-68
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    • 2015
  • In rapid aging society, the disease prevention and management for healthy life of the elderly is very important. Regular physical activity is known to be a useful intervention for the physical and mental health of the elderly. In this study, we explore the convergence contents using IT technology as the intervention for encouraging the regular physical activity in the elderly. There are u-Healthcare and serious game as the convergence of health care and IT technology, and the serious game which is added special purpose such as education, training, and treatment to the fun-one of the game element- can be suitable to provide a variety of contents that leads to physical activity in the elderly. The contents inducing physical activities are "Puffer(ATARI, USA)", "WiiFit(Nintendo, JAPAN)", "Age Invaders(MXR Lab, SINGAPORE)", "Xbox $360^{\circ}$+kinect(Microsoft, USA)", "Tangible bicycle game(Donsin Univ., KOREA)", and "3D Gateball game(Soongsil Univ., KOREA)", and these contents can help health care of the elderly. By increasing physical activity through the use of these contents, it will be able to promote physical fitness and body function required in daily life, disease prevention, and maintain health in the elderly.