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      • Note on Augmented Reality-based Tangible Interaction using a Finger Fixture

        Park Hyungjun,Hee-Cheol Moon (사)한국CDE학회 2010 한국CAD/CAM학회 국제학술발표 논문집 Vol.2010 No.8

        In this paper, we propose an augmented reality (AR) based tangible interaction using a finger fixture for virtual evaluation of digital handheld products. To realize tangible interaction between a user and a product in a computer-vision based AR environment, we use two types of tangible objects: a product-type object and a finger fixture. The product-type object is used to acquire the position and orientation of the product, and the finger fixture is used to recognize the position of a finger tip. The two objects are fabricated by rapid prototyping (RP) technology and AR markers are attached to them. The finger fixture is designed to satisfy various requirements with an ultimate goal that the user holding the finger fixture in his or her index finger can create HMI events by touching specified regions (buttons or sliders) of the product-type object with the finger tip. After performing the design evaluation of several handheld products using the proposed AR-based tangible interaction, we received highly encouraging feedback from users since the proposed interaction is intuitive and tangible enough to provide a feeling like manipulating products with human hands.

      • KCI등재

        초등학생 대상 실감형 콘텐츠를 활용한 영어 과학 어휘수업 효과

        하기랑 ( Kirang Ha ),김희진 ( Hijean Kim ) 한국멀티미디어언어교육학회 2024 멀티미디어 언어교육 Vol.27 No.3

        The purpose of this study is to examine the affective domains and the acquisition of English science vocabulary between the experimental group (n = 21) participating in content-based language learning using tangible contents and the control group (n = 21) that used textbook materials. Experimental group learners used two types of applications on the tangible contents which are app book based on virtual reality and AR (augmented reality) activity paper. The content of English science was modified and supplemented referring to the science textbook for fifth grade students in Korean elementary school and an American textbook ‘The Plant’. The evaluation of affective domains analyzed the changes in attitude toward interest, self-confidence, participation, and flow. The evaluation of cognitive efficacy analyzed improvement of vocabulary ability in the science subject. The results suggested that the affective domains of the experimental group showed significant difference compared to the control group using the textbooks. However, the results of the vocabulary test score analyzed by t-test showed that both groups had no significant difference. Based on these findings, further research needs to apply tangible-type learning contents to various subjects.

      • KCI우수등재

        증강 현실 환경에서 실제 물체의 물리적 속성을 활용한 디지털 사진 관리에 대한 연구

        채한주,장유리,김민지,박관모,서진욱 한국정보과학회 2020 정보과학회논문지 Vol.47 No.10

        We introduced the concept of physical-object-oriented interaction that provides a natural user experience by leveraging the physical properties of real objects, and the development of ARphy, a tangible interface that enables people to manage and interact with digital photographs using real physical objects in augmented reality (AR). Unlike traditional mobile photo applications, ARphy utilizes the physical attributes and affordances of real objects for more intuitive usages. For example, people can hang travel photos on a souvenir, keep meaningful photos inside a box, or delete photos by putting them into a trash can. We designed the architecture of ARphy for use in various types of AR devices (e.g., mobile devices and headsets). Our qualitative user evaluation demonstrated that ARphy was intuitive, immersive, and fun to use and well-suited for managing digital photos in an AR environment. 본 논문에서는 증강 현실 환경에서 실제 물체의 물리적 속성을 활용하여 자연스러운 사용자 경험을 제공하는 Physical-Object-Oriented Interaction의 개념과 그 개념 아래에서 기존의 디지털 사진 경험을 확장하고, 다양한 형태의 tangible한 사진 컬렉션을 만들고 소장할 수 있도록 디자인 된 증강 현실 인터페이스(ARphy)를 소개한다. 기존 모바일 사진 앱들과는 달리, ARphy는 실제 물체의 물리적 속성 및 affordance를 적극 활용하여 직관적인 사용을 가능케 한다. 예를 들어, 여행 사진을 기념품과 함께 장식할 수 있고, 의미 있는 사진을 상자에 보관할 수 있으며, 지우고 싶은 사진을 휴지통에 직접 버릴 수 있다. 모바일 및 헤드셋을 포함한 다양한 형태의 증강 현실 기기에서 사용 가능하도록 인터페이스를 설계하였고, 일상적으로 쉽게 접할 수 있는 6개 사물에 대하여 인터액션을 디자인 하고 프로토타입을 개발하였다. 사용자 실험을 통해 본 인터페이스의 실효성을 검증하였으며, 새로운 증강 현실 사진 인터페이스로서의 가능성을 보였다.

      • Interactive Slide Navigation: An Approach for Manipulating Slides with Augmented Reality Markers

        Muhammad Tahir,Muhammad Arshad Awan,Aniqa Hafeez,Mohsin Yazdanie,Sheikh Ziauddin 한국산학기술학회 2012 SmartCR Vol.2 No.2

        The use of PowerPoint slides is an interactive way of communication in a classroom environment. To make it more effective, different techniques for the manipulation, annotation, and navigation of slides have been utilized. We presented the use of Augmented Reality technology to manipulate, annotate and navigate through PowerPoint slides. We used Augmented Reality marker recognition techniques by employing an Augmented Reality ToolKit. We performed tests by analyzing Augmented Reality marker IDs and their translational and rotational gestures. We used 1) simple flat Augmented Reality markers, 2) finger Augmented Reality markers, 3) cube markers, 4) illuminated markers, and 5) retro-reflective markers to manipulate slides. The results indicate that finger Augmented Reality markers are easy to handle and perform better than other types of markers. Cube markers are especially helpful in performing rotational gestures, while illuminated and retro-reflective markers provide moderate results in comparison with simple flat markers. As far as we know, we are the first to use Augmented Reality technology for handling slides and providing the presenter with distant access to the presentation.

      • 실감형 한국어교육 콘텐츠 개발을 위한 소고

        박현정(Hyeon-Jeong Pak),심상민(Sang-Min Sim) 국제한국어교육문화재단 2017 국제한국어교육 Vol.3 No.1

        This study explores the issues to be considered for developing tangible KFL education contents which can expand the opportunities of teaching-learning more effectively than traditional teaching methods. Tangible contents can be defined as “the experiential contents that can be seen, heard, touched, and empathized, and this can be described as a convergent technology with multidimensional interaction. Representative examples of tangible contents include virtual reality, augmented reality, hologram, and five sensory media. In KFL education, tangible contents have three advantages; first, tangible contents expand KFL education in terms of using mobile devices. Second, this contents can be a helpful to combine four skills such as listening, speaking, reading and writing. Lastly, tangible contents can be used to exchange opinion and cooperative learning in a virtual space using multidimensional interaction. This study provide some suggestion for using tangible contents in KFL education. Tangible contents can be effectively used in learning language skills, language knowledge, and Korean culture in KFL education. For example, listening and speaking learning can be realized with sensory immersion through tangible contents using five senses, and VR can provide cultural experiences in KFL cultural education. The interaction method with tangible contents include one dimensional method such as vocabulary learning and real-time interaction between teacher and students with holographic lens.

      • KCI등재

        Webized Tangible Space

        Heedong Ko(고희동),Daeil Seo(서대일),Byounghyun Yoo(유병현) 한국컴퓨터그래픽스학회 2017 컴퓨터그래픽스학회논문지 Vol.23 No.3

        사물인터넷 기반의 유비쿼터스 컴퓨팅, AR/VR등 실감 컴퓨팅과 실제 물리 공간의 이음새 없는 하나의 인터랙션 공간을 Tangible Space 라고 명하고자 한다. 이 공간에서는 물리 공간에 가상의 물체나 객체가 증강되고 몰입형 가상공간에 물리 공간이 투영되고 증강된 형태로 인터랙션의 확장이 가능하다. 인터넷과 웹이 컴퓨팅 환경을 하나의 공유 인터랙션 공간으로 이어주면서 물리공간에서의 우리 삶 자체가 로깅되고 공유되는 시대에 살고 있다. 본 논문에서는 이러한 새로운 인터랙션 공간을 기존 웹의 표현 기법과 응용 소프트웨어 개발 환경을 그대로 활용할 수 있는 Tangible Space의 웨바아징 방법론을 제안하고 개발 구현 사례를 소개하겠다. 앞으로 정보 중심의 웹에서 우리 경험을 지속적이고 연속적으로 담고 공유하는 웹으로 발전할 것으로 기대한다. Tangible Space is a new emerging interaction space with mobile AR/VR computing and ubiquitous computing environment with IoT. Tangible Space spans from a physical environment augmented with virtual entities to immersive virtual environments mirroring the physical environment. Interacting with Tangible Space is logged just like interacting with the Web. By webizing Tangible Space, we can gain persistence as a by-product so that human life experience in the physical environment can be logged and shared just like the information being created and shared in the current Web. The result is a powerful future direction of the web from a World Wide Web of Information to World Wide Web of Life experiences.

      • Note on Tangible Augmented Reality Using RFID for Invisible and Visual Interfaces

        Dong Woo Seo,Jae Yeol Lee (사)한국CDE학회 2013 한국CAD/CAM학회 국제학술발표 논문집 Vol.2010 No.8

        Radio-Frequency Identification (RFID) technology has many advantages over other interfaces such as not requiring line-of-sight alignment, identifying multiple tags simultaneously, and not destroying the integrity of the original objects. In this paper, we discuss how RFID can be utilized as an invisible interface in tangible augmented reality in addition to a marker-based visual interface. By combining the advantages of visual and invisible interfaces, more natural interactions with digital contents can be provided, which can remove the difficulty of using typical AR paddles that are widely used in AR interactions. We will demonstrate some implementation results to show the advantage of the proposed approach.

      • Tangible Design Board Using RFID and Augmented Reality (Extended Abstract for the ACDDE 2010)

        Dong Woo Seo,Jae Yeol Lee (사)한국CDE학회 2010 한국CAD/CAM학회 국제학술발표 논문집 Vol.2010 No.8

        This paper proposes a tangible augmented design board using context aware RFID for supporting interactive tangible queries of knowledge sharing and review. In particular, paper-based documents are still provided to casual users during the tangible interaction, which can provide more comfortable and intuitive feeling and seamless integration between physical objects and digital information. The proposed approach adopts semantic ontology in order to effectively represent and reason about RFID related contexts. The paper also presents how to support visual and tangible interactions with tangible augmented queries.

      • KCI등재

        An Interface Metaphor, the Shadow for Tangible Augmented Reality

        Moon Joon Yong(문준용) 한국디지털디자인협의회 2012 디지털디자인학연구 Vol.12 No.4

        This research presents a new interface metaphor, the shadow for the tangible augmented reality environment. The metaphor is based on the idea of connecting the virtual to the tangible interface, resulting in new types of entertainment and natural interaction, which integrates with unique sensibilities of the shadow, elevating the user experience with spiritual, poetic inspirations and emotional, intellectual amusements. The goal of this research is to develop the interface metaphor, and to present the new possibilities of the integrated interface, methodological, and analytical contexts for building, understanding and evaluating examples of the interface. This research concludes with the presentation of a media art piece, Augmented Shadow, the exemplification of the interface metaphor by casting the artificial shadows of the tangible objects on a tabletop interface.

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