• Title/Summary/Keyword: 상호작용 시스템

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소형 휴머노이드 '베이비봇' 개발

  • 최영진;류제훈;오용환;유범재;오상록
    • ICROS
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    • v.10 no.4
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    • pp.29-34
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    • 2004
  • 로봇 공학의 최종 목표는 인간의 행동, 지능 그리고 상호작용을 모방할 수 있는 인간형 로봇을 만드는데 있다[1]. 그 중에서 지능을 모방하는 것이 미래 인간형 로봇의 핵심 기술이 되겠지만, 현재로서는 인간형 로봇을 개발하는데 있어 필요한 로봇의 동작이나 상호작용 기술을 개발하기 위한 로봇 플랫폼 기술 개발이 중요한 부분을 차지하고 있다. 로봇 플랫폼을 개발함에 있어서는 로봇 메커니즘 설계와 구동 제어기 설계가 중요한 기본 요소이다. 휴머노이드의 메커니즘을 설계함에 있어서는 인간의 표준 기구학 데이터를 이용하고, 구동 제어기를 설계함에 있어서는 인간의 동역학적 데이터를 사용하는 것이 좋은 방법이라 생각된다. (중략)

A Memory-Aware Dynamic Voltage Scaling (메모리 특성을 반영한 동적전압변경 기법)

  • 최진욱;차호정
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10a
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    • pp.541-543
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    • 2004
  • 배터리의 용량이 제한적인 핸드헬드 시스템에서의 주요 전력소비원인 프로세서의 전력소비를 절감시키기 위한 동적전압변경 기법에 관련한 많은 연구가 이루어지고 있으나, 프로세서에 집중된 DVS는 MPEG클립 재생과 같은 멀티미디어 응용프로그램에 있어서 빈번히 발생하는 프로세서와 주 메모리간의 상호작용은 충분히 설명하지 못하고 있다. 본 연구에서는 주 메모리와 프로세서간의 상호작용을 반영한 동적 전압변경을 제시하고 실제 시스템에서의 구현 결과를 제시함으로써 메모리인지 동적전압변경 기법이 멀티미디어 응용에 있어서 고전적 DVS방법보다 QoS를 유지하면서 부가적인 전력 절감을 할 수 있음을 보인다.

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Execution-based System and Its Performance Analysis for Detecting Malicious Web Pages using High Interaction Client Honeypot (고 상호작용 클라이언트 허니팟을 이용한 실행 기반의 악성 웹 페이지 탐지 시스템 및 성능 분석)

  • Kim, Min-Jae;Chang, Hye-Young;Cho, Seong-Je
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.12
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    • pp.1003-1007
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    • 2009
  • Client-side attacks including drive-by download target vulnerabilities in client applications that interact with a malicious server or process malicious data. A typical client-side attack is web-based one related to a malicious web page exploiting specific browser vulnerability that can execute mal ware on the client system (PC) or give complete control of it to the malicious server. To defend those attacks, this paper has constructed high interaction client honeypot system using Capture-HPC that adopts execution-based detection in virtual machine. We have detected and classified malicious web pages using the system. We have also analyzed the system's performance in terms of the number of virtual machine images and the number of browsers executed simultaneously in each virtual machine. Experimental results show that the system with one virtual machine image obtains better performance with less reverting overhead. The system also shows good performance when the number of browsers executed simultaneously in a virtual machine is 50.

Development of An Interactive System Prototype Using Imitation Learning to Induce Positive Emotion (긍정감정을 유도하기 위한 모방학습을 이용한 상호작용 시스템 프로토타입 개발)

  • Oh, Chanhae;Kang, Changgu
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.4
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    • pp.239-246
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    • 2021
  • In the field of computer graphics and HCI, there are many studies on systems that create characters and interact naturally. Such studies have focused on the user's response to the user's behavior, and the study of the character's behavior to elicit positive emotions from the user remains a difficult problem. In this paper, we develop a prototype of an interaction system to elicit positive emotions from users according to the movement of virtual characters using artificial intelligence technology. The proposed system is divided into face recognition and motion generation of a virtual character. A depth camera is used for face recognition, and the recognized data is transferred to motion generation. We use imitation learning as a learning model. In motion generation, random actions are performed according to the first user's facial expression data, and actions that the user can elicit positive emotions are learned through continuous imitation learning.

AR Gardening system with an interactive learning companion (AR Gardening : 상호작용형 증강 에이전트 기반 증강 원예 체험 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.168-173
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    • 2008
  • Recently, many researchers have studied on agent-based edutainment systems to improve students' learning experience. In this paper, we present AR Gardening which makes users experience interactive flower gardening with a bluebird, a learning companion agent, squatting in an augmented picture. The proposed system augments the animated bluebird to support interactive edutainment experiences. The bluebird perceives users' actions as well as environmental situations. It then appraises situational information to provide participants with problem-solving guidelines. Moreover, the bluebird responds like a companion than an instructor through anthropomorphic expression. To demonstrate our work, we exhibited the implemented AR Gardening and reviewed participants' responses to the system. In this exhibition, we could find that the learning companion-like bluebird helped users experience how to properly grow the flower in our educational setting. Ultimately, we expect that an augmented peer learning agent is one of the key factors for developing effective edutainment applications.

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Precise Position Monitoring System for Infant Interaction Analysis (영유아 상호작용 분석을 위한 정밀위치 모니터링 시스템)

  • Park, Hyoung-Keun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.21-26
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    • 2019
  • This paper constructs a real-time monitoring system that can identify the individual positions of infants and their proximity to other infants using an Internet of Things (IoT)-based nameplate. The system consists of a precision location tracking module, a data transmission system for calculating gateway location information, a service platform server, and a data analysis processing module considering the development of infants and young children. The purpose of this study is to extract information about how infants interact with each other. The information gathered through this system can be used as important information to improve the peer relations of all infants and toddlers, from neglected infants to infants with no social development problems, to more popular infants. It is possible, based on the proximity information between infants and toddlers, that the teacher can identify positive interactions or negative interactions, and can educate infants on how to improve their peer relationships. These results can be used for consultation with parents, and the information collected through this system can be used as a database to establish a system for improving the relationships between infants and toddlers.

A Study on the Attachment Building Process of Digital Products based on the User's Behavior (사용행동에 기반을 둔 디지털 제품의 애착형성과정 연구)

  • Hwang, Yeon-Hee
    • Journal of the Korea Convergence Society
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    • v.10 no.1
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    • pp.115-121
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    • 2019
  • This study presents "Indispensability" and "Irreplaceability" as new variables for studying the attachment process of digital products that are different from physical products. To analyze this quantitatively, we will set up an integrated model to explore how attachment can be formed through different product-user interactions and time value which are necessary for attachment formation. Analysis of 197 respondents' data for empirical analysis showed that system-centric interactions did not affect the duration of use, whereas user-centric interactions affected the duration of use. In addition, the effects of the period of use on the Indispensability and the Irreplaceability were demonstrated, and the effects on the Indispensability were greater than Irreplaceability.

Interaction with Agents in the Virtual Space Combined by Recognition of Face Direction and Hand Gestures (얼굴 방향과 손 동작 인식을 통합한 가상 공간에 존재하는 Agent들과의 상호 작용)

  • Jo, Gang-Hyeon;Kim, Seong-Eun;Lee, In-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.39 no.3
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    • pp.62-78
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    • 2002
  • In this paper, we describe a system that can interact with agents in the virtual space incorporated in the system. This system is constructed by an analysis system for analyzing human gesture and an interact system for interacting with agents in the virtual space using analyzed information. An implemented analysis system for analyzing gesture extracts a head and hands region after taking image sequence of an operator's continuous behavior using CCD cameras. In interact system, we construct the virtual space that exist an avatar which incarnating operator himself, an autonomous object (like a Puppy), and non-autonomous objects which are table, door, window and object. Recognized gesture is transmitted to the avatar in the virtual space, then transit to next state based on state transition diagram. State transition diagram is represented in a graph in which each state represented as node and connect with link. In the virtual space, the agent link an avatar can open and close a window and a door, grab or move an object like a ball, order a puppy to do and respond to the Puppy's behavior as does the puppy.

The Interface Design and Development of Learning Management System and Contents for Self-Directed Learning based on Interaction and Usability (상호작용성과 사용편이성에 기초한 자기주도 학습운영시스템과 학습컨텐츠의 인터페이스 설계 및 구현)

  • Baek, Soo-Hee
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.149-160
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    • 2005
  • The Purpose of this study is to embody self-directed learning management system and contents which are considered of learner's interactivity and usability in e-learning environment; It is based on self directed teaching and learning strategies. It divides type of interaction centering on the learners into four categories: (1) learner and instructor (2) learner and learner (3) learner and contents (4) learner and learning management system. The specific elements of learning management system is set up and embodied to present the interaction strategies according to the above-mentioned patterns, to improve the self-directed learning ability and to facilitate an online communication. The learning contents based on the self directed learning strategies, design the interface in due consideration of the learners' usability based on six strategies such as simple navigation, consistency, intuitive interface, linkage, user supports and immediate feedback. This research makes up for the weak points in the self-directed functions of learning management system and links up with learning contents, therefore it has a value to improve learner's interactivity and usability. It is expected that the research results can be helpful in quality improvement of e-learning environment.

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A Hand Gesture Recognition System for Interactive Virtual Environment (인터액티브 가상 환경을 위한 손 제스처 인식 시스템)

  • 조오영;김형곤;고성제;안상철
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.4
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    • pp.70-82
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    • 1999
  • 본 논문에서는 복잡한 영상에서 추출해낸 손 영역으로부터 제스처를 인식하여 인간과 컴퓨터의 상호작용(HCI, Human-Computer Interaction)을 위한 보다 자연스러운 인터페이스를 제공한다. 제안하는 방법은 정규화된 RGB 색상 공간에 정의한 피부색의 가우시안 분포를 이용해 조명의 변화나 개인의 차이에도 안정적으로 손 영역을 추출하며, 배경에 대한 상대적인 움직임을 이용해 복잡한 영상에서도 효과적으로 손 영역을 추출해 낸다. 추출된 손 영역은 RBF(Radial Basis Function) 신경망을 이용해 각 제스처로 인식된다. 가상 환경과의 상호작용을 제공하기 위해 두 종류의 기본적인 정적 제스처들을 정의하며 간단한 구문론적 규칙을 사용해 하나 이상의 인식 결과들을 조합함으로써 적은 수의 제스처들만으로 보다 효율적이고 다양한 상호작용이 가능하게 한다. 제안하는 시스템은 TM320C80 DSP 칩을 사용하여 구현되었으며 300×240 영상을 12Hz로 처리함으로써 빠른 속도로 가상 환경의 인터페이스를 제공한다.

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