Interactive smart wall
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The app is currently compatible with the Samsung GALAXY Note 10.1, and more devices are expected to be compatible with the application in the near future. Samsung currently offers about 90 popular Smart TV apps for children, including ‘Pororo’ and ‘Canimals.’ The company plans to offer an additional 90 kids apps by the end of 2012, including video-on-demand content, quiz games, language learning apps and children’s stories. Similarly, kids can sing and dance along to classic children’s songs in ‘Best Kids Song.’ ‘Kindergarten’ teaches vocabulary in a fun way by incorporating dance movements for each word as the game character dances on the left of the TV, kids can watch their own dance moves on the right side of the screen. Using the Smart TV’s built-in camera, virtual mirroring allows users to watch their own movements in real-time. Samsung’s virtual mirroring service is available on both the ‘Kindergarten’ and ‘Best Kids Song’ apps, allowing children to truly become part of the action.
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These stories can be saved and played back on the TV at any time through Samsung’s Smart Hub. Powerful and feature-rich IMPACT Plus is designed for today’s classroom. Designed for education, IMPACT is the perfect all-round classroom solution. The user can select a scene, place and characters, then record dialogue through a mobile device. Award-winning Interactive and Commercial Displays. For example, with ‘Sticker Theater’ kids can exercise their creativity by producing their own movies. The wall uses interactive lights to challenge players to hit targets that randomly light up while the patent-pending technology tracks the accuracy, speed and rebound control time of each kick. Reflecting the increasing convergence of TVs and mobile devices, three of Samsung’s new TV apps – ‘Sticker Theater,’ ‘Gingerbread Man’ and ‘Three Little Pigs’ – offer additional functionality when used with an accompanying mobile app, which parents can download via Samsung Apps or Google Play. The DASO Soccer Smart Wall is a portable interactive rebounder developed to enhance the quality and intensity of soccer training. The app also offers an on-demand video telling Hutos’ story, for a stronger emotional bond with the character. Kids can tickle or pet Hutos, or spur him to interact with various objects within the game the character reacts in different ways, depending on the gesture. In ‘Playing Nado Hutos,’ children can interact with a character named Hutos by moving their hands in front of the screen. One of the new kids-focused apps incorporates Samsung’s Smart Interaction functionality, which allows users to control the TV through voice and gesture. Samsung also plans to double the amount of kids-focused Smart TV content by the end of the year. The six new apps – titled ‘Playing Nado Hutos,’ ‘Sticker Theater,’ ‘Gingerbread Man,’ ‘Three Little Pigs,’ ‘Kindergarten’ and ‘Best Kids Song’ – are available immediately to Samsung Smart TV users worldwide. Pop-Up store: Interactive Wall Concept Our construction incorporates a. The newly released apps allow kids to interact with content on the TV using motion control, virtual mirroring and mobile device connections, for a completely immersive experience geared toward education, development and entertainment. In order to meet these requirements, we kept our Smart Wall as small as possible without reducing the interactive experience. Lastly, I point to some tools and techniques to deal with the interdependencies of the three form elements and thereby also demonstrate that a form-giving practice of interaction design is already well under way.Samsung Electronics has launched the world’s first interactive Smart TV apps designed specifically for children. I further demonstrate how computational composites present a way to work with the temporal form and the physical form in a process not too different from any traditional form-giving practice. In this paper, I propose this trinity of forms as a framework to unfold the practice of interaction design. Thus, an interaction design practice needs to encompass this temporal form giving in combination with physical form giving and performances of the interaction gestalt. However, giving form to computational things is highly complex and somewhat different than most other form-giving practices due to its temporal form element-its ability to change between states. Indeed, interaction design in a sense becomes the practice of giving form to artifacts or environments rather like any of the other design disciplines that we have know for centuries. Rather, what we design is a thing or an environment in which a computer might be used to create certain desired effects. Thus, what we design is no longer the interface to the computer. The computer is no longer the center of attention.