• Title/Summary/Keyword: Hands Free

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Performance Improvement in Distant-Talking Speech Recognition by an Integration of N-best results using Naive Bayesian Network (다채널 마이크 환경에서 Naive Bayesian Network의 Decision에 의한 음성인식 성능향상)

  • Ji, Mi-kyong;Kim, Hoi-Rin
    • Proceedings of the KSPS conference
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    • 2005.11a
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    • pp.151-154
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    • 2005
  • 원거리 음성인식에서 인식률의 성능향상을 위해 필수적인 다채널 마이크 환경에서 방 안의 도처에 분산되어있는 원거리 마이크를 사용하여 TV, 조명 등의 주변 환경을 음성으로 제어하고자 한다. 이를 위해 각 채널의 인식결과를 통합하여 최적의 결과를 얻고자 채널의N-best 결과와 N-best 결과에 포함된 hypothesis의 frame-normalized likelihood 값을 사용하여 Bayesian network을 훈련하고 인식결과를 통합하여 최선의 결과를 decision 하는데 사용함으로써 원거리 음성인식의 성능을 향상시키고 또한 hands-free 응용을 현실화하기위한 방향을 제시한다.

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Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game (FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계)

  • Lee, Yong-Hwan;Ahn, Hyochang
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.4
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

Design and Implementation of Procedural Self-Instructional Contents and Application on Smart Glasses

  • Yoon, Hyoseok;Kim, Seong Beom;Kim, Nahyun
    • Journal of Multimedia Information System
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    • v.8 no.4
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    • pp.243-250
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    • 2021
  • Instructional contents are used to demonstrate a technical process to teach and walkthrough certain procedures to carry out a task. This type of informational content is widely used for teaching and lectures in form of tutorial videos and training videos. Since there are questions and uncertainties for what could be the killer application for the novel wearables, we propose a self-instruction training application on a smart glass to utilize already-available instruction videos as well as public open data in creative ways. We design and implement a prototype application to help users train by wearing smart glasses specifically designed for two concrete and hand-constrained use cases where the user's hands need to be free to operate. To increase the efficiency and feasibility of the self-instruction training, we contribute to the development of a wearable killer application by integrating a voice-based user interface using speech recognizer, public open data APIs, and timestamp-based procedural content navigation structure into our proof-of-concept application.

Online Education System for Work Based Learning Dual System (일-학습 병행을 위한 온라인 교육 시스템)

  • Kwon, Oh-Young
    • Journal of Practical Engineering Education
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    • v.5 no.2
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    • pp.163-168
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    • 2013
  • The vicious cycle of over-education has been made. That is, higher education enrollment rate is high, but university graduate employment rate is low. To eliminate this cycle and relieve youth unemployment and young people to enter the labor market early, dual education and training system is needed. This dual system can support working and learning in parallel. So, worker can get the opportunity pre-employment and post-learning and improve his/her job skills. Recent MOOC (Massive Open On-line Course), a new form of online education system, has emerged. MOOC combines education, entertainment and social networking, and emphasize the interaction between faculty and student and between students. The educational contents of MOOC are available free of charge. Using newly changed online education environments we can effectively provide knowledge and skills. In technology and engineering education hands-on training is necessary. In order to support work based learning dual system for worker to work and learn in parallel, we should build the multi-learning system to combine the online education and campus hands-on practice.

Cooking with a smart speaker: User experience of cooking with a voice-only recipe service (스마트 스피커와 요리하기: 음성기반 레시피 제공 서비스의 사용자 경험)

  • Jung, Gumin;Jeong, Heisawn
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.5
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    • pp.13-23
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    • 2021
  • This study examined how users use smart speakers in cooking situations. Skilled and unskilled participants cooked a new recipe while following voice instructions delivered by a smart speaker. The results from video recordings of their cooking, think-aloud protocols, and interviews showed that the smart speakers freed users' hands, allowing them to cook while checking recipes. The lack of visual information did not pose a serious challenge to the cooking task, but impacted cooking quality. The implications for VUI-based recipe service designs are discussed.

Buckling and free vibration analysis of tapered FG- CNTRC micro Reddy beam under longitudinal magnetic field using FEM

  • Mohammadimehr, M.;Alimirzaei, S.
    • Smart Structures and Systems
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    • v.19 no.3
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    • pp.309-322
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    • 2017
  • In this paper, the buckling, and free vibration analysis of tapered functionally graded carbon nanotube reinforced composite (FG-CNTRC) micro Reddy beam under longitudinal magnetic field using finite element method (FEM) is investigated. It is noted that the material properties of matrix is considered as Poly methyl methacrylate (PMMA). Using Hamilton's principle, the governing equations of motion are derived by applying a modified strain gradient theory and the rule of mixture approach for micro-composite beam. Micro-composite beam are subjected to longitudinal magnetic field. Then, using the FEM, the critical buckling load, and natural frequency of micro-composite Reddy beam is solved. Also, the influences of various parameters including ${\alpha}$ and ${\beta}$ (the constant coefficients to control the thickness), three material length scale parameters, aspect ratio, different boundary conditions, and various distributions of CNT such as uniform distribution (UD), unsymmetrical functionally graded distribution of CNT (USFG) and symmetrically linear distribution of CNT (SFG) on the critical buckling load and non-dimensional natural frequency are obtained. It can be seen that the non-dimensional natural frequency and critical buckling load decreases with increasing of ${\beta}$ for UD, USFG and SFG micro-composite beam and vice versa for ${\alpha}$. Also, it is shown that at the specified value of ${\alpha}$ and ${\beta}$, the dimensionless natural frequency and critical buckling load for SGT beam is more than for the other state. Moreover, it can be observed from the results that employing magnetic field in longitudinal direction of the micro-composite beam increases the natural frequency and critical buckling load. On the other hands, by increasing the imposed magnetic field significantly increases the stability of the system that can behave as an actuator.

Greenhouse Design for Subtropical Plants in Apartment Housing Complexes in Temperate Regions (온대지역 공동주택단지의 아열대 식물용 온실 설계)

  • Kim, Jai-Sik;Kim, Jeong-Moon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.6
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    • pp.34-42
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    • 2009
  • This study was executed to introduce a greenhouse style "Evergreen Park" to apartment complexes to target hands-on resident participation and application rather than a mere viewing of the plants as a way to provide convenient and profitable service to residents in a year-round center of usable outside space. The four key points can be summarized as follows: first, subtropical plants are evergreen broad-leaved trees, which maintain their green during all four seasons the leaves are thick and glossy. Greenhouses geared toward these subtropical trees-mainly broad-leaved evergreen species-are in planning to introduce these unique, elegant plants to temperate regions. Residentswill not only gain an education regarding these species but will be provided with the best quality evergreens at very reasonable maintenance costs. Second, subtropical plants greenhouses introduced in apartment complexes are suggested for structures connected via underground passage as well as free-standing structures so as to make use of geothermal heating and apply to reducing sunlighting. Third, as a way to provide (1) health & relaxation(evergreens, herb garden, water space), (2) community & education (plant flea market/plant hospital, plant-related lecture(exhibition), hands-on experience program), (3) a vine garden for year-round use such festivities as a Butterfly Festival, Aroma festival, Smile Oak Nuts, Candlelight Festival and Christmas Photo Site. Lastly, it has been suggested that the operation and maintenance of these greenhouses will be both by resident council operation management and by outsourcing company operation management.

An Exploration of IT Convergence Methods for School Forests Education (초, 중등 학교 숲 활용 교육을 위한 IT 융합 방안 탐색)

  • Kim, Sung-Ae
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.112-120
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    • 2019
  • The purpose of this study is to explore educational methods for elementary, middle and high schools using school forests via IT convergence. To this aim, we reviewed the previous literature on education using school forests to identify the problems with the existing education using school forests, and conducted interviews with experts to analyze the demands. we proposed an educational method that can utilize the school forests via IT convergence, and explored its validity through content reviews conducted by experts. The findings of this study are as follows. First, we proposed the IT convergence instruction focused on hands-on activities on top of the existing educational contents. Second, we proposed IT convergence instruction that incorporates diverse materials, physical computing tools, and programming tools. Third, we presented methods for utilizing such IT convergence instruction in connection with various elements of the 2015 Revised Curriculum as well as with various other activities such as middle school free semester activities and after-school activities. The school forest is a crucial learning space for the areas related to agriculture and biotechnology. Thus, we anticipate that the IT convergence instruction proposed in this study will lead to the re-discovery and re-evaluation of a value of school forests as an educational space that contributes to fulfilling the objective of the 2015 Revised Curriculum to nurture creative convergent talent.

Energy cost of loads carried on the hands, head, or feet (짐나르기의 에너지 소요량)

  • Hwang, Dai-Yun;Nam, Kee-Yong
    • The Korean Journal of Physiology
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    • v.5 no.2
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    • pp.29-40
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    • 1971
  • Oxygen consumption, pulmonary ventilation, heart rate, and breathing frequency were measured on 8 men walking on a treadmill carrying load of 9 kg on hand, back, or head. Besides measurements were made on subjects carrying loads of 2.6 kg each on both feet. The speed of level walking was 4, 5, and 5.5km/hr and a fixed speed off km/hr with grades of 0, 3, 6, and 9%. Comparisons were made between free walking without load and walking with various types of loads. The following results were obtained. 1. In level or uphill walking the changes in oxygen consumption, pulmonary ventilation, breathing frequency and heart rate were smallest in back load walking, and largest in hand load walking. The method of back load was most efficient and hand load was the least efficient. The energy cost in head load walking was smaller than that of in hand load walking. It was assumed that foot load costed more energy than hand load. 2. In level walking the measured parameters increased abruptly at the speed of 5.5 km/hr. Oxygen consumption in a free walking at 4 km/hr was 11.4ml/kg b.wt., and 13.1 ml/kg b.wt. 5.5 km/hr, and in a hand load walking at 4 km/hr was 13.9, and 18.8 ml/kg b. wt. at 5.5 km/hr. 3. In uphill walking oxygen consumption and other parameters increased abruptly at the grade of 6%. Oxygen consumption at 4 km/hr and 0% grade was 11.4 ml/kg b. wt., 13.6 at 6% grade, and 16.21/kg b. wt. at 9% grade in a free walking. In back load walking oxygen consumption at 4km/hr and 0% grade was 12.3 ml/kg b.wt.,14.9 at 6% grade, and 18.7 ml/kg b.wt. In hand load walking the oxygen consumption was the greatest, namely, 13.9 at 0% grade, 17.9 at 6%, and 20.0 ml/kg b. wt. at 9% grade. 4. Both in level and uphill walking the changes in pulmonary ventilation and heart rate paralleled with oxygen consumption. 5. The changes in heart rate and breathing frequency in hand load were characteristic. Both in level and uphill walk breathing frequency increased to 30 per minute when a load was held on hand and showed a small increase as the exercise became severe. In the other method of load carrying the Peak value of breathing frequency was less than 30 Per minute. Heart rate showed 106 beats/minute even at a speed of 4 km/hr when a load was held on hand, whereas, heart rate was between, 53 and 100 beats/minute in the other types of load carriage. 6. Number of strides per minute in level walking increased as the speed increased. At the speed floater than 5 km/hr number of strides per minute of load carrying walk was greater than that of free walking. In uphill walk number of strides per minute decreased as the grade increased. Number of strides in hand load walk was greatest and back load walk showed the same number of strides as the free walk.

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A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.