• 제목/요약/키워드: tangible prototyping

검색결과 16건 처리시간 0.025초

감각형 증강현실 환경에서의 손 가림 현상 해결 방안 (Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments)

  • 문희철;박형준
    • 한국CDE학회논문집
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    • 제16권4호
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.

햅틱 장치의 프로파일 측정 및 감성 평가 (Torque Profile Measuring and Sensibility Evaluation of a Haptic Device)

  • 전차수;추헌성;박세형;김래현;신상균
    • 한국CDE학회논문집
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    • 제15권3호
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    • pp.222-233
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    • 2010
  • Developed in this research is a TP (tangible prototyping) system, which consists of two modules; (1) a virtual reality model to evaluate the functions and appearance of the product, and (2) a haptic device to emulate tactile and kinesthetic properties of mechanical dial knobs. As an example, a washing machine is modeled using a commercial CAD system and transformed in VRML and X3D formats. Some dynamic behaviors and kinematic characteristics are programmed using X3D script and Java. Various haptic behaviors of the dial are generated by modulating torque profile according to the rotation angle. A torque profile measuring system is developed to evaluate the behaviors of the haptic dial physically. Haptic sensibility evaluations are accomplished using the TP by semantic differential method.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • 디자인학연구
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    • 제19권3호
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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레고하우스 : 멀티 인터렉션 공간에서의 협업 (LEGO House Multi Interaction Space Collaboration)

  • ;안상철;안종길;김진욱;고희동
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.481-486
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    • 2008
  • Recent advanced interlace technologies allow the user to interact with different spaces such as Virtual Reality (VR), Augmented Reality (AR) and Ubiquitous Computing (UC) spaces. Here, we present a LEGO House application, a collaborative application which involves multi interaction spaces -VR, AR and UC spaces. The LEGO House application is built based on the VARU framework which is designed for enabling the prototyping of a tangible space application. The application is about an interior design. One user is located in the combined AR and UC space and interacts with the AR LEGO house and the physical smart devices. The other users interact with the virtual LEGO house but they share the same environment, the LEGO house. Therefore, they can collaborate together as they are co-located.

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

  • 고봉균;김반석;문관보;이선주;홍주희;주문원;최영미
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2005년도 추계 종합학술대회 논문집
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    • pp.412-415
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    • 2005
  • 최근 게임 타이틀이 제공하는 인터페이스는 사용자의 성격, 행동패턴, 신체조건 등에 적응적으로 최적화하여 게임의 몰입감을 높이려는 시도를 하고 있다. 체감형방식의 인터페이스를 이용한 신종 아케이드게임은 인간과 사이버월드 간의 상호작용을 다감화하여 게임의 효과를 제고하고 있음을 알 수 있다. 이 논문에서는 침체 국면에 있는 PC패키지 분야에 체감형 인터페이스의 접목을 시도하여 완전한 몰입형 인터페이스의 중간단계로서의 게임 모델을 제시하는데 있다.

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증강 현실을 이용한 산업 제품의 빠르고 효과적인 디자인 방법 (Rapid and Tangible Method of Product Design using Augmented Reality Technology)

  • 진윤석;김양욱;김보미;박준
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.55-58
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    • 2008
  • 산업 제품을 디자인하는 디자이너들은 CAD(Computer Aided Design)과 같은 방법을 사용하여 새로운 디자인을 만들어내고, 이를 적용한 가상의 3D 모델을 통해 살펴본다. 이 방법은 직접 손으로 도면을 그리고 단순히 한쪽 면만 살펴볼 수 있었던 기존의 방법에 비해서 컴퓨터로 인한 자동화와 다양한 각도에서 제품에 적용된 새로운 디자인을 살펴봄으로써 시간과 비용을 절감할 수 있다. 이에 우리는 앞서 언급한 디자인 방법에 Augmented Reality와 Rapid Prototyping의 개념을 더해 현실적이고 인터랙티브한 산업제품의 디자인 방법을 고안하였다. 이것은 스티로폼과 같은 재질로 만들어진 mockup을 조립하여 만들고, 3D 모델의 컬러, 재질, 버튼 등의 인터페이스 요소와 실제 제품을 조작하는 것과 같은 인터랙티브한 요소들을 적용시킴으로써 제품을 디자인할 수 있는 증강현실기반 시스템이다.

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