• Title/Summary/Keyword: 상호작용 미디어

Search Result 971, Processing Time 0.027 seconds

A Study on Smart Touch Projector System Technology Using Infrared (IR) Imaging Sensor (적외선 영상센서를 이용한 스마트 터치 프로젝터 시스템 기술 연구)

  • Lee, Kuk-Seon;Oh, Sang-Heon;Jeon, Kuk-Hui;Kang, Seong-Soo;Ryu, Dong-Hee;Kim, Byung-Gyu
    • Journal of Korea Multimedia Society
    • /
    • v.15 no.7
    • /
    • pp.870-878
    • /
    • 2012
  • Recently, very rapid development of computer and sensor technologies induces various kinds of user interface (UI) technologies based on user experience (UX). In this study, we investigate and develop a smart touch projector system technology on the basis of IR sensor and image processing. In the proposed system, a user can control computer by understanding the control events based on gesture of IR pen as an input device. In the IR image, we extract the movement (or gesture) of the devised pen and track it for recognizing gesture pattern. Also, to correct the error between the coordinate of input image sensor and display device (projector), we propose a coordinate correction algorithm to improve the accuracy of operation. Through this system technology as the next generation human-computer interaction, we can control the events of the equipped computer on the projected image screen without manipulating the computer directly.

A Study of a Physical Property Setting Method for Haptic Rendering of Deformable Volumetric Objects (가변형 볼륨 물체의 햅틱 렌더링을 위한 물리적 속성 결정 방법의 연구)

  • Kim, Jae-Oh;Kim, Sang-Youn
    • Journal of Korea Multimedia Society
    • /
    • v.11 no.8
    • /
    • pp.1146-1159
    • /
    • 2008
  • This paper proposes a method for determining material property of a haptic model which represents the haptic behavior of a target object. This paper also presents a haptic rendering framework. We adapt elastography to obtain the physical property of a target object. One of the key differences between the proposed framework and a traditional method is that the physical property of the target object can be easily set into a haptic model. For evaluating the proposed method, we construct a real-time palpation prototype simulator. In our work, a human liver is selected as a target object and the liver is represented by Shape-retaining Chain Linked Model(S-chain model) for satisfying the real-time performance. We conduct experiments whether a user easily distinguishes abnormal portions from normal portions. From the experimental results, we evaluate that the proposed method provides the discriminable force to users in real-time.

  • PDF

Region-growing based Hand Segmentation Algorithm using Skin Color and Depth Information (피부색 및 깊이정보를 이용한 영역채움 기반 손 분리 기법)

  • Seo, Jonghoon;Chae, Seungho;Shim, Jinwook;Kim, Hayoung;Han, Tack-Don
    • Journal of Korea Multimedia Society
    • /
    • v.16 no.9
    • /
    • pp.1031-1043
    • /
    • 2013
  • Extracting hand region from images is the first part in the process to recognize hand posture and gesture interaction. Therefore, a good segmenting method is important because it determines the overall performance of hand recognition systems. Conventional hand segmentation researches were prone to changing illumination conditions or limited to the ability to detect multiple people. In this paper, we propose a robust technique based on the fusion of skin-color data and depth information for hand segmentation process. The proposed algorithm uses skin-color data to localize accurate seed location for region-growing from a complicated background. Based on the seed location, our algorithm adjusts each detected blob to fill up the hole region. A region-growing algorithm is applied to the adjusted blob boundary at the detected depth image to obtain a robust hand region against illumination effects. Also, the resulting hand region is used to train our skin-model adaptively which further reduces the effects of changing illumination. We conducted experiments to compare our results with conventional techniques which validates the robustness of the proposed algorithm and in addition we show our method works well even in a counter light condition.

A Hybrid Mobile Business Card Production and Management System (하이브리드 모바일 명함제작 및 관리시스템)

  • Kim, Mok-Ryun;Park, Young-Ho
    • Journal of Korea Multimedia Society
    • /
    • v.11 no.1
    • /
    • pp.117-128
    • /
    • 2008
  • Recently, as the increase in interaction between the person and the person, the people plentifully use the business card to exchange personal information. So, the people have many business cards. Thus, the people are liable to lose the business cards and finding a wanted business card is very difficult in the huge business cards in offline. And, the people think the business card is a way, which can express individuality. So, the people want to have the business card, which has individuality. Thus, this paper proposes the card system, which is satisfied to solve many problems of the card system in offline and express individuality. The proposed business card system can produce various business cards and puts contents such as video, photo, voice into business cards via mobile devices in anywhere, anytime. Also, this business card system follows the vCard format, which is a file format standard for personal data interchange. Finally, we provide with content-based business card retrieval using video and photo inserted into business cards. Thus, this paper proposes the hybrid business card system, which is satisfied to produce business cards expressed individuality and follows the vCard format.

  • PDF

Development of Intuitive Author for 3D Game/Animation Contents (효율적인 3D 게임 및 애니메이션 콘텐츠 제작을 위한 직관적인 저작 기술 개발)

  • Ji, Su-Mi;Lee, Jeong-Joong;Kim, Sung-Gook;Woo, Kyeong-Deok;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
    • /
    • v.13 no.5
    • /
    • pp.780-791
    • /
    • 2010
  • This paper presents a semi-autonomous authoring method which can intuitively create 3D game/ animation contents for unexperienced users. In particular, this method considers their convenience to provide them with easier authoring environments. The 3D game/animation contents created by this method consist of several scene components connected to each other in a logical flow structure. Thus, it is possible to easily understand the overview of 3D content description for its production and manipulate these scene components for efficient management. Four different genres of game/animation contents have been developed by using an authoring tool based on this method. According to results of a survey intended for game developers who created game contents with the authoring tool, this method is shown to save contents development cost/time as well as raise the efficiency and convenience of whole process of contents creation to the expected level.

A Dynamic Utilization method of FSM for Adaptive NPC Generation (적응형 NPC 생성을 위한 FSM의 동적 활용 방안)

  • Yang, Jeong-Mo;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
    • /
    • v.11 no.9
    • /
    • pp.1258-1266
    • /
    • 2008
  • Most game players obtain more satisfactions by interacting with human players that have fluxed behavior patterns, than with NPC(Non-Player Character)s that have fixed behavior patterns. Since it is impossible that game players always interact with human players, adaptive NPCs that can variously behave are required. In this paper, we present a method to create adaptive NPCs using a dynamic FSM(Finite State Machine). This method configures a dynamic FSM by using behavior information at behavior database, and repeatedly updates the dynamic FSM so that the dynamic FSM's total efficiency approaches to a given target efficiency. NPC adapts to game players through this process. For an experiment, we have implemented a 2D game with this strategy, and experimented with various target efficiencies. We show that a dynamic FSM's total efficiency approaches to target efficiency by updating a dynamic FSM several times over. It means that the adaptive NPC to be generated, adapts to game players.

  • PDF

Mutual Gaze Correction for Videoconferencing using View Morphing (모핑을 이용한 화상회의의 시선 맞춤 보정 방법)

  • Baek, Eu-Tteum;Ho, Yo-Sung
    • Smart Media Journal
    • /
    • v.4 no.1
    • /
    • pp.9-15
    • /
    • 2015
  • Nonverbal communications such as eye gazing, posture, and gestures send forceful messages. In regard to nonverbal communication, eye gazing is one of the most strong forms that an individual can use. However, lack of mutual gazing occurs when we use video conferencing system. The displacement between locations of the eyes and a camera gets in the way of eye contact. The lack of eye gazing can give unapproachable and unpleasant feeling. In this paper, we propose an eye gazing correction for video conferencing. We use two cameras installed at the top and the bottom of the television. The captured two images are rendered with 2D warping at virtual position. We implement view morphing to the detected face, and synthesize the face and the warped image. The result shows that eye gazing is corrected and correctly preserved and the image was synthesized seamlessly.

An Analysis on Discourses of SIMS2 Players in Korea (국내 <심즈2> 플레이어들의 담론분석)

  • Kim, Jong-Deok;Song, Su-Hyun
    • Journal of Korea Game Society
    • /
    • v.11 no.5
    • /
    • pp.53-65
    • /
    • 2011
  • If we analyze games and game communities which are mostly consumed by the young, we can get the meaningful analysis result of youth culture. The content analysis and the discourse analysis methods were used in this study since the relationship between media and culture was exquisitely reciprocal. The object of analysis is the domestic community of the simulation game, Sims 2, which reflects the identities of the game players. I was searching for the social and cultural meaning of the game activities, and could find the content's characteristics of 'Sims 2' players' discourses. The results showed that the game media has social and cultural significance by providing the players a self-realization, identity workshop, virtual identity that diverges from their own ones with an alternative sex, constructing a cultural property with the involved game players, and increasing their virtual consumption and self-examination of antisocial behaviors in the game.

An efficient and Low-Complexity Frame-Skipping Transcoder System Architecture (효율적으로 계산 복잡도를 줄인 프레임 제거 트랜스코더 시스템 구조)

  • Kim Sung-Min;Kim Hyun-Hee;Park Si-Yong;Chun Ki-Dong
    • The KIPS Transactions:PartB
    • /
    • v.12B no.4 s.100
    • /
    • pp.451-458
    • /
    • 2005
  • The transcoding is a solution which is able to adapt to heterogeneous clients of requesting a different playback rate of multimedia data. Thus, The transcoding needs decoding and encoding. In general, previous studies to reduce complexity have a problem, the degradation of visual quality On the contrary, previous studies to reduce the degradation of visual quality lead to heavy computation. Thus, many researchers have studied a solution between the complexity and the degradation of visual quality. But until now, most researches of this region have dealt with the transcoder itself, such researches about a server's assistance to improve the performance of transcoder is rarely studied. In case of servicing multimedia data to heterogeneous clients which have low capabilities, the assistance of server side is able to reduce frames with processing in the transcoder and improve the performance of the transcoder. Thus in this paper, we propose the frame-skipping transcoder system architecture that takes into consideration transcoder and server side to reduce the complexity of the transcoder.

A Study on the Emotional Space Expression Characteristics applying Digital Media - Centered on the Experience of a Cognitive Process - (디지털 미디어를 적용한 감성 공간 표현 특성에 관한 연구 - 인지 과정의 체험 중심으로 -)

  • Jung, Eun-Ha;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
    • /
    • v.18 no.6
    • /
    • pp.115-123
    • /
    • 2009
  • The change of digital technology caused not only the whole human life but also the change of a thinking form and an expression method of human beings. Also, the interactive communication structure became to form in space structure, and space users also get changed to an active system. The interaction between a human being and space, which uses digital media as a medium, makes a human being experience sensitivity through a cognitive process of a human being. The present research aimed to find out characteristics and expression of emotional space applied with digital technology based on the relationship between media space and cognitive functioning and to realize new emotional space. The research method was to define on digital media and experience by cognition of a human being through a literature research and a precedent research and to consider on approach to emotional space through experience of a cognition process like this. Based on the theory like this, the present research progressed by focusing on dramatized characteristics of experience in the digital media space and emotional space expression by induced characteristics. Through the analysis like this, the space applied with digital media could appear as a field of communication that can experience by forming mutual relation through perception of a human being. Additionally, the space induces active participation of a human being through various productions of media and responds to movement, and thus, this suggested infinite possibility as emotional space that can try new experience by stimulating a sense as effect of a cognitive process of a human being.