• Title/Summary/Keyword: 意図伝達

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Natural Hand Detection and Tracking (자연스러운 손 추출 및 추적)

  • Kim, Hye-Jin;Kwak, Keun-Chang;Kim, Do-Hyung;Bae, Kyung-Sook;Yoon, Ho-Sub;Chi, Su-Young
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.148-153
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    • 2006
  • 인간-컴퓨터 상호작용(HCI) 기술은 과거 컴퓨터란 어렵고 소수의 숙련자만이 다루는 것이라는 인식을 바꾸어 놓았다. HCI 는 컴퓨터 사용자인 인간에게 거부감 없이 수용되기 위해 인간과 컴퓨터가 조화를 이루는데 많은 성과를 거두어왔다. 컴퓨터 비전에 기반을 두고 인간과 컴퓨터의 상호작용을 위하여 사용자 의도 및 행위 인식 연구들이 많이 행해져 왔다. 특히 손을 이용한 제스처는 인간과 인간, 인간과 컴퓨터 그리고 최근에 각광받고 있는 인간과 로봇의 상호작용에 중요한 역할을 해오고 있다. 본 논문에서 제안하는 손 추출 및 추적 알고리즘은 비전에 기반한 호출자 인식과 손 추적 알고리즘을 병행한 자연스러운 손 추출 및 추적 알고리즘이다. 인간과 인간 사이의 상호간의 주의집중 방식인 호출 제스처를 인식하여 기반하여 사용자가 인간과 의사소통 하는 것과 마찬가지로 컴퓨터/로봇의 주의집중을 끌도록 하였다. 또한 호출 제스처에 의해서 추출된 손동작을 추적하는 알고리즘을 개발하였다. 호출 제스처는 카메라 앞에 존재할 때 컴퓨터/로봇의 사용자가 자신에게 주의를 끌 수 있는 자연스러운 행동이다. 호출 제스처 인식을 통해 복수의 사람이 존재하는 상황 하에서 또한 원거리에서도 사용자는 자신의 의사를 전달하고자 함을 컴퓨터/로봇에게 알릴 수 있다. 호출 제스처를 이용한 손 추출 방식은 자연스러운 손 추출을 할 수 있도록 한다. 현재까지 알려진 손 추출 방식은 피부색을 이용하고 일정 범위 안에 손이 존재한다는 가정하에 이루어져왔다. 이는 사용자가 제스처를 하기 위해서는 특정 자세로 고정되어 있어야 함을 의미한다. 그러나 호출 제스처를 통해 손을 추출하게 될 경우 서거나 앉거나 심지어 누워있는 상태 등 자연스러운 자세에서 손을 추출할 수 있게 되어 사용자의 불편함을 해소 할 수 있다. 손 추적 알고리즘은 자연스러운 상황에서 획득된 손의 위치 정보를 추적하도록 고안되었다. 제안한 알고리즘은 색깔정보와 모션 정보를 융합하여 손의 위치를 검출한다. 손의 피부색 정보는 신경망으로 다양한 피부색 그룹과 피부색이 아닌 그룹을 학습시켜 얻었다. 손의 모션 정보는 연속 영상에서 프레임간에 일정 수준 이상의 차이를 보이는 영역을 추출하였다. 피부색정보와 모션정보로 융합된 영상에서 블랍 분석을 하고 이를 민쉬프트로 추적하여 손을 추적하였다. 제안된 손 추출 및 추적 방법은 컴퓨터/로봇의 사용자가 인간과 마주하듯 컴퓨터/로봇의 서비스를 받을 수 있도록 하는데 주목적을 두고 있다.

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Diffusion of Innovations for Bio-technology Ventures (생명공학 혁신의 시장확산 -Venture 기업을 중심으로-)

  • Lee, Kyu-Hyun
    • Journal of Global Scholars of Marketing Science
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    • v.8
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    • pp.515-535
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    • 2001
  • This paper begins with investigation of the race to unlock human DNA, and investigates the emergent areas of bio-technological innovations. This paper draws upon basic ideas from the research traditions of the diffusion of innovations in the competitive situations. To achieve the succesful diffusion of bio-technological innovations, following issues are suggested; clusters, alliances competence, core competence, consumer resistance, chasm phenomena, qualitative research, social network, and cross-culture. The better understanding of the diffusion of bio-tech innovations with empirical studies can complement research on the diffusion of bio-technological innovations and help in the development of a universal model for diffusion of high technological innovations.

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Cartoon Rendering with Level-of-Detail (세분화 단계(LOD)를 적용한 카툰렌더링)

  • Park, Jung-Hyun;Ryoo, Seung-Teak;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.26-33
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    • 2007
  • NPR is the area of research which does the image creation of the impression where the hazard person who creates made a human intimate image by the hand in objective. NPR in Cartoon-Rendering when the human being recognizes a thing, it is a technique which expresses a thing to use an appearance and the line which are a means of basic and intuitional expression. Also Cartoon the person probably is, the hazard which helps, raises the efficiency of namely meaning delivery and a simplification technique with the means for it uses. Is like this cartoon basic rules where the simplification and omission are life, from modeling, the low of LOD technique which it is using specially actively from game and one pulse communication is having a common point. The research which it sees Cartoon effects of GPU bases which use DirectX Shader programs LOD it leads and it applies the method for about under presenting it expresses Cartoon effects in exterior.

Influence of Police Officer's Networking on Humint Application (경찰관의 인적네트워크수준이 휴민트를 이용한 경찰활동에 미치는 영향)

  • Shin, Jae-Hun;Kim, Sang-Woon
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.606-613
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    • 2018
  • The purpose of this study is to investigate on Humint, one of the intelligence activity conducted by police officer to prevent the possibility of crime in advance and to handle crime in short time. Also, this study aims to identify how interpersonal relationship of police influences Humint acquisition in order to find out the influence of Humint on actual policy activity. For completion, this study conducted survey on current police officer and developed the study based on these data. Humint refers to information acquired by contact between people and to information acquired by intangible contact. Humint, the intangible information, is delivered fast and identifies the other's hidden intention. Humint also approaches inaccessible information and has strength of acquiring information based on five senses instead of using machine. Humint plays vital role in human relations. The investigation on the influence of level, trust, and range of human relations on Humint application demonstrated that people with wide human relations applied Humint effectively on identifying trend. Also, people with wide range of human relations used Humint effectively when utilizing information to handle the crime.

UI Elements Identification for Mobile Applications based on Deep Learning using Symbol Marker (심볼마커를 사용한 딥러닝 기반 모바일 응용 UI 요소 인식)

  • Park, Jisu;Jung, Jinman;Eun, Seungbae;Yun, Young-Sun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.89-95
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    • 2020
  • Recently, studies are being conducted to recognize a sketch image of a GUI (Graphical User Interface) based on a deep learning and to make it into a code implemented in an application. UI / UX designers can communicate with developers through storyboards when developing mobile applications. However, UI / UX designers can create different widgets for ambiguous widgets. In this paper, we propose an automatic UI detection method using symbol markers to improve the accuracy of DNN (Deep Neural Network) based UI identification. In order to evaluate the performance with or without the symbol markers, their accuracy is compared. In order to improve the accuracy according to of the symbol marker, the results are analyzed when the shape is a circle or a parenthesis. The use of symbol markers will reduce feedback between developer and designer, time and cost, and reduce sketch image UI false positives and improve accuracy.

The process for adjustive media as design method with feedback (Adjustive Media의 feedback을 수반한 작품 제작 방법)

  • Cho, Hyun-Seung
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.311-317
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    • 2013
  • Most of the existing interactive arts or entertainment systems consist of the following three steps: 1. the system's prompting the action of the participant, 2. action of the participant, and 3. response of the system. They do not presuppose these successive processes are performed continuously and repeatedly, and they are designed to express the concept of the work in each interaction. The opposite approach is to transmit the concept of the work in a continuous and repeated experience. The authors propose "Adjustive Media" as a type of work based on this approach. Adjustive Media has a spiral model with feedback. When participants experience the work repeatedly, they can recognize the difference of results between each interaction, and they can under- stand more closely the intent of the designer. This paper will propose 3 design processes for Adjustive Media as design method, and will introduce the prototypes of Adjustive Media.

Promotion of Inter-Korean Sports Exchange for Disabled Persons Using Convergence : Focusing on exercise rehabilitation welfare policy (융합을 활용한 남북한 장애인스포츠 교류 활성화 방안 : 운동재활 복지정책을 중심으로)

  • Lee, Chang-Hee;Park, Bum-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.133-141
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    • 2018
  • The purpose of this study is to investigate the rehabilitation policy of North and South Korea in the context of the analysis and to classify the output according to the social welfare policy calculation framework of Gilbert and Spight, To promote exchanges and to suggest directions for development. Therefore, the welfare policy model for disabled people in South Korea is established, and the welfare policy that can be applied to the North Korean society in a short period of time is applied to South Korea's movement rehabilitation welfare policies by reducing the lack of communication through the unified and institutionalized disabled groups of South Korea And it activates and activates the foundation of the revitalization of the disabled person sports.

A Study on Student Satisfaction with Educational Environment, Innovation Configuration, and Intervention Demand of Students in Culinary Practice Education - Focusing on University Students Majoring in Culinary Arts - (조리교육 만족도 및 요구도에 관한 연구 - 4년제 조리전공 대학생들을 중심으로 -)

  • Lee, Jeong-Ae
    • Culinary science and hospitality research
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    • v.19 no.4
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    • pp.77-93
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    • 2013
  • This study examines the university students majoring in culinary arts to survey the recognition levels of culinary arts education for the purpose of searching for a development plan for culinary education. A survey was conducted to 407 students in a cooking and food service program. To achieve the purpose of this study, SPSS 17.0, a statistics program, was used for a descriptive analysis, a frequency analysis, and a factor analysis. In this study, we have developed a device to measure educational service quality which can be applied to the place of higher education, and factors that determine educational service quality are dragged through this device. In addition, this research identifies which statistically significant factors play a part in overall satisfaction and interprets 26 quality attributes using importance-satisfaction transformed index. The interest and necessity of culinary arts education was very high while the performance degree was considered insufficient. In conclusion, if chances are given to display achievement of desire self-directly through increasing practical training, development and application of various programs, operation of open practice classes and curriculum organization reflecting social changes in the education courses, the culinary arts education will be considered to be more vitalized.

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Development of Dose Verification Method for In vivo Dosimetry in External Radiotherapy (방사선치료에서 투과선량을 이용한 체내선량 검증프로그램 개발)

  • Hwang, Ui-Jung;Baek, Tae Seong;Yoon, Myonggeun
    • Progress in Medical Physics
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    • v.25 no.1
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    • pp.23-30
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    • 2014
  • The purpose of this study is to evaluate the developed dose verification program for in vivo dosimetry based on transit dose in radiotherapy. Five intensity modulated radiotherapy (IMRT) plans of lung cancer patients were used in the irradiation of a homogeneous solid water phantom and anthropomorphic phantom. Transit dose distribution was measured using electronic portal imaging device (EPID) and used for the calculation of in vivo dose in patient. The average passing rate compared with treatment planning system based on a gamma index with a 3% dose and a 3 mm distance-to-dose agreement tolerance limit was 95% for the in vivo dose with the homogeneous phantom, but was reduced to 81.8% for the in vivo dose with the anthropomorphic phantom. This feasibility study suggested that transit dose-based in vivo dosimetry can provide information about the actual dose delivery to patients in the treatment room.

Design of Character Emoticon based on Sex for Efficient Emotion Communication (효율적인 감정 전달을 위한 성별 기반 캐릭터형 이모티콘 디자인)

  • Lee, Hyun-Ki;Yang, Janghoon
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1641-1652
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    • 2018
  • In this study, a design of emoticons based on sex was studied through Kansai engineering method. First, we developed emoticon prototypes according to a design guideline derived from existing related literatures. Then, the design guidelines was updated from the survey results on the properties of emoticon, and the two sets of modified emoticons were developed from them. Another survey was executed to evaluate the degree of emotional expressions on the three types of emoticons developed in this way. A small number of emoticons were found to be designed fulling the researcher's intention. However, in many other emoticons, it was difficult to find a consistent characteristics. Even though it was observed through detailed analysis that one of the main causes of this result was lack of detail in the design guidelines, the results of this study are expected to be used as basic data for the development and application of character - type emoticons suitable for male and female users' emotional expressions in future researches.