• Title/Summary/Keyword: Content Tracking Information

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Cross-covariance 3D Coordinate Estimation Method for Virtual Space Movement Platform (가상공간 이동플랫폼을 위한 교차 공분산 3D 좌표 추정 방법)

  • Jung, HaHyoung;Park, Jinha;Kim, Min Kyoung;Chang, Min Hyuk
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.5
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    • pp.41-48
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    • 2020
  • Recently, as the demand for the mobile platform market in the virtual/augmented/mixed reality field is increasing, experiential content that gives users a real-world felt through a virtual environment is drawing attention. In this paper, as a method of tracking a tracker for user location estimation in a virtual space movement platform for motion capture of trainees, we present a method of estimating 3D coordinates of the 3D cross covariance through the coordinates of the markers projected on the image. In addition, the validity of the proposed algorithm is verified through rigid body tracking experiments.

A Prototype Design for a Real-time VR Game with Hand Tracking Using Affordance Elements

  • Yu-Won Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.47-53
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    • 2024
  • In this paper, we propose applying interactive technology in virtual environments to enhance interaction and immersion by inducing more natural movements in the gesture recognition process through the concept of affordance. A technique is proposed to recognize gestures most similar to actual hand movements by applying a line segment recognition algorithm, incorporating sampling and normalization processes in the gesture recognition process. This line segment recognition was applied to the drawing of magic circles in the <VR Spell> game implemented in this paper. The experimental method verified the recognition rates for four line segment recognition actions. This paper aims to propose a VR game that pursues greater immersion and fun for the user through real-time hand tracking technology using affordance Elements, applied to immersive content in virtual environments such as VR games.

Design of Virtual Reality Contents for Upper-limbs Rehabilitation Using Kinect Sensor

  • Park, Myeong-Chul;Jung, Hyon-Chel;Kang, Hyun-Syug
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.10
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    • pp.85-90
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    • 2015
  • The purpose of this study is to establish the contents of virtual reality for a patient who suffers from various diseases and needs Upper-limbs Rehabilitation. First, the system provides the movement content to remote patient. Then system is tracking information in the joints by using Kinect Sensor. And similarity comparison of a given content to diagnose the movement of the patient. The tracked movement information is stored in the database with similarity and is delivered to the rehabilitation therapist. The result of this study will enhance the effectiveness and concentration of the rehabilitation therapy and be used as basic data evaluating the function of the Upper-limbs Rehabilitation.

Realization of a Motion-based Interactive System Using Extraction of Real-time Search Terms

  • Lim, Sooyeon;Lee, Dongin
    • International Journal of Contents
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    • v.12 no.2
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    • pp.31-36
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    • 2016
  • The purpose of this research is to realize interactive art based on user's motions information using real time internet search terms. For this purpose, real-time search terms and related news information were extracted from three domestic and foreign portal sites, and the extracted information was used to generate content for interaction with the user. For interaction between the generated content and the user, a motion-based interactive technology that optimizes the intentions and experiences of the user was developed. A motion-based interactive system can be used to develop an immersive interface that induces user interest.

Authoring Support Technique Using Text Analysis-based Dialogue History Tracking (텍스트 분석 기반 대화 이력 추적을 이용한 작가 지원 기법)

  • Kim, Hyun-Sik;Park, Seung-Bo;Lee, O-Joun;Baek, Yeong-Tae;You, Eun-Soon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.9
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    • pp.45-53
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    • 2014
  • This paper suggests methods to chronicle and track the history of dialogues exchanged among characters to prevent logical errors of a story. As for stories that are long with many characters, especially in full-length novels and co-written stories, cognitive burden is imposed on a writer. If the writer has confused understanding of a character, then a logical error would enter the story. This would compromise completeness and integrity of writing. Against the backdrop, this paper shows how dialogues among characters are chronicled and tracked by using the aforementioned tracking methods through design of a writer support system that relieves a writer's cognitive burden while supporting the writing and through an analysis of existing novels. In addition, we showed the accuracy results of average 68.5% through the performance evaluation of the query used in the dialogue history tracking.

An Empirical Study on Tracking Table for Consistency and Completeness Validation in the Outputs (산출물의 일관성과 완전성 검증을 위한 추적테이블의 경험적 연구)

  • Kim, Ju-Young;Rhew, Sung-Yul
    • Journal of KIISE:Software and Applications
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    • v.34 no.5
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    • pp.419-430
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    • 2007
  • It is very important to track whether software is properly developed according to requirements. This study suggests a method to track requirements by using a tracking table. In this study, the tracking table indicates why such requirements are included by detailing the content of requests for proposals and proposals. The table also facilitates verification of the consistency between outputs and the integrity by having ID codes of each requirement mapped to each output. Furthermore, as this study was conducted, it was found that some factors were required to be added or supplemented to the outputs at the requirement gathering stage of MaRMI-Ⅲ v.4.0 methodology. Thus, this study seeks to present this additional result along with the enhanced tracking table. By verifying outputs, the tracking table presented in this study will help to reduce all kinds of risks and problems that may occur in software development due to the lack of management of requirements. In addition, the output of the requirement-gathering stage of MaRMI-Ⅲ v.4.0 methodology will be improved/supplemented according to the creation of tracking tables; this will increment the applicability of the MaRMI-III methodology.

Multiple Pedestrians Tracking using Histogram of Oriented Gradient and Occlusion Detection (기울기 히스토그램 및 폐색 탐지를 통한 다중 보행자 추적)

  • Jeong, Joon-Yong;Jung, Byung-Man;Lee, Kyu-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.4
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    • pp.812-820
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    • 2012
  • In this paper, multiple pedestrians tracking system using Histogram of Oriented Gradient and occlusion detection is proposed. The proposed system is applicable to Intelligent Surveillance System. First, we detect pedestrian in a image sequence using pedestrian's feature. To get pedestrian's feature, we make block-histogram using gradient's direction histogram based on HOG(Histogram of Oriented Gradient), after that a pedestrian region is classified by using Linear-SVM(Support Vector Machine) training. Next, moving objects are tracked by using position information of the classified pedestrians. And we create motion trajectory descriptor which is used for content based event retrieval. The experimental results show that the proposed method is more fast, accurate and effective than conventional methods.

A Study on the Gaze Flow of Internet Portal Sites Utilizing Eye Tracking (아이트래킹을 활용한 인터넷 포털사이트의 시선 흐름에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Lee, Sang-Ho;Kim, Chee-Yong
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.177-183
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    • 2022
  • This study investigated through eye tracking what gaze path the audience searches through portal sites (Naver, Daum, Zoom, and Nate). As a result of the layout analysis according to the gaze path of the search engine, the four main pages, which can be called to be the gateway to information search, appeared in the form of a Z-shaped layout. The news and search pages of each site use an F-shape, which means that when people's eyes move from top to right in an F-shape, they read while moving their eyes from left to right(LTR), which sequentially moves to the bottom. As a result of analyzing through the heat map, gaze plot, and cluster, which are the visual analysis indicators of eye tracking, the concentration of eyes on the photo and head copy was found the most in the heat map, and it can be said to be of high interest in the information. The flow of gaze flows downward from the top left to the right, and it can be seen that the cluster is most concentrated at the top of the portal site. The website designer should focus on improving the accessibility and readability of the information desired by the user in the layout design, and periodic interface changes are required by investigating and analyzing the tendencies and behavioral patterns of the main users.

WOI : Determining Area of Interest and Gaze Analysis for Task Switching in a Window Unit Behavior Measurement in Windowing System GUI (WOI : 윈도윙 시스템 GUI에서의 창 단위 작업 전환 행위 측정을 위한 관심영역 지정 및 시선 분석)

  • Ko, Eunji;Choi, Sun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.5
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    • pp.963-971
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    • 2016
  • This paper is a research of gaze analysis for measuring task switching behavior at multiple windows in GUI of windowing system. Previous methods that define area of interest for categorizing gaze had difficulties to define dynamic content that disappears or changes over time. On the other hand, this study suggests a new method to categorize gaze that defines Area of interest in a unit of window during the eye tracking experiment. In this paper, we constructed the conception of WOI(Window of Interest) in GUI of windowing system. Therefore, we developed a system using an eye tracker device and implemented a number of experiments. In addition, we analyzed the number of task switching and proportion of watched content. The method in the study comprehend from previous researches as it can measure and analyze the multi-tasking behaviors using multiple numbers of windows.

Generation Tool of Learning Object Sequencing based on SCORM (SCORM 기반 학습객체 시퀀싱 생성 도구)

  • Kuk, Sun-Hwa;Park, Bock-Ja;Song, Eun-Ha;Jeong, Young-Sik
    • The KIPS Transactions:PartA
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    • v.11A no.2
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    • pp.207-212
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    • 2004
  • In this paper, based on SCORM Sequencing Model, we propose the learning content structure which has structure informations of learning object and decision rules how to transfer learning object to learner. It is intended to provide the technical means for learning content objects to be easily shared and reused across multiple learning delivery environment. We develop the generation tool of learning object sequencing, for processing the learning with variable teaching methodologies. The teaming objects also are automatically packaged the PIE(Package Interchange File) to transmit with SCORM RTE(Run-Time Environment) and attached SCO(Sharable Content Object) function for tracking learner information.