• 제목/요약/키워드: Human Interaction Device

검색결과 130건 처리시간 0.022초

GUI 어플리케이션 제어를 위한 제스처 인터페이스 모델 설계 (Design of Gesture based Interfaces for Controlling GUI Applications)

  • 박기창;서성채;정승문;강임철;김병기
    • 한국콘텐츠학회논문지
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    • 제13권1호
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    • pp.55-63
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    • 2013
  • 사용자 인터페이스 기술은 CLI(Command Line Interfaces), GUI(Graphical User Interfaces)를 거쳐 NUI(Natural User Interfaces)로 발전하고 있다. NUI는 멀티터치, 모션 트래킹, 음성, 스타일러스 등 다양한 입력형식을 사용한다. 기존 GUI 어플리케이션에 NUI를 적용하기 위해서는 이러한 장치관련 라이브러리 추가, 관련 코드 수정, 디버그 등의 과정이 필요하다. 본 논문에서는 기존 이벤트 기반 GUI 어플리케이션의 수정 없이 제스처 기반 인터페이스를 적용할 수 있는 모델을 제안한다. 또한 제안한 모델을 명세하기 위한 XML 스키마를 제시하고, 3D 제스처와 마우스 제스처 프로토타입 개발을 통해 제안모델의 활용방안을 보인다.

모바일 단말을 위한 인터렉티브 미디어 시스템의 확장 (An Extension of Interactive Media System for Mobile Device)

  • 한승진;류은석;유혁
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2005년도 춘계학술발표대회
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    • pp.201-204
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    • 2005
  • 현재의 세계적인 트렌드인 HCI(Human Computer Interaction)에서 사용자의 기호나 의견 등을 반영하는 인터렉티브 미디어(Interactive Media)는 빠질 수 없는 주제다. 본 연구팀은 모바일 단말환경에서 사용자의 인터렉션을 통한 서비스를 제공할 수 있는 IMS(Interactive Media System)를 설계하고, 이를 PDA 상에 구현하였다. 기존의 연구들이 보여주는 링크의 형태로만 미디어를 지원하는 방식은 CPU 등의 자원이 부족한 모바일 환경에서는 부담이 될 수 있다. IMS 는 이를 벗어나 내부적으로 미디어 오브젝트를 지원하는 방식을 사용하여 모바일 환경에 적합하게 연산속도를 개선하고 있다. 또한 이러한 방식으로 인하여 생길 수 있는 문제인 미디어 포맷의 지원에 대한 제약을 극복하기 위해 확장성 있는 구조로 설계되어 이미지와 텍스트, 백터그래픽 만을 제공하던 단순한 시스템에서 H.264 와 MPEG4 AAC 와 같은 여러 모듈들이 더해졌다. 또한 OpenGL 모듈이 추가되고 3D 오브젝트들이 새롭게 정의됨으로써 IMS 는 IML 을 통해 마크업 언어차원에서 3D 그래픽을 지원할 수 있게 되었고 2D 와 3D 를 함깨 사용한 다양한 비쥬얼 구성이 가능하게 되었다. 본 논문에서는 IMS 의 확장성 있는 구조와 OpenGL 을 추가하고 새로운 미디어 오브젝트를 정의하는 과정 등을 다루며 언급한 내용을 자세히 소개한다.

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AUTOMATION AND ROBOT APPLICATION IN AGRICULTURAL PRODUCTIONS AND BIO-INDUSTRIES

  • Sevila, Francis
    • 한국농업기계학회:학술대회논문집
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    • 한국농업기계학회 1996년도 International Conference on Agricultural Machinery Engineering Proceedings
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    • pp.142-159
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    • 1996
  • Engineering of automated tools for the agro-food industries and the rural world activities have to pick up two challenges : to answer the immediate important problems related to the situation of these industries, and to imaging the tools that their professional will need next century. Creating or modifying automated tools in the next few will be made taking into account parameters either technical (environmental protection, health and safety), or social and economical (investment , employment). There will be a strong interaction with disciplines like ecology, medicine, ergonomy, psycho-sociology , etc. , The partners for such a research, tools manufactures and users, should have an early involvement in its content, in order to find rapidly the solution to the drastic problems they are meeting. On a longer term , during the next 20 years , there will be an important evolution of the rural space management and of the food processes. This will imply the emergence of new types of activities and know-how's , with lines of automated tools to be invented and developed , like : micro-system for organic localized tasks -mobile and adaptive equipments highly autonomous for natural space actions - device for perception , decision and control reproducing automatically the expert behaviors of human operators. Design of such automated tools need to overcome technological difficulties like the automation of the expert-decision process, or the management of complex design.

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차량 주행 감각 재현을 위한 운전 시뮬레이터 개발에 관한 연구 (I) (A study on the Development of a Driving Simulator for Reappearance of Vehicle Motion (I))

  • 박민규;이민철;손권;유완석;한명철;이장명
    • 한국정밀공학회지
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    • 제16권6호
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    • pp.90-99
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    • 1999
  • A vehicle driving simulator is a virtual reality device which a human being feels as if the one drives a vehicle actually. The driving simulator is used effectively for studying interaction of a driver-vehicle and developing vehicle system of a new concept. The driving simulator consists of a vehicle motion bed system, motion controller, visual and audio system, vehicle dynamic analysis system, cockpit system, and etc. In it is paper, the main procedures to develop the driving simulator are classified by five parts. First, a motion bed system and a motion controller, which can track a reference trajectory, are developed. Secondly, a performance evaluation of the motion bed system for the driving simulator is carried out using LVDTs and accelerometers. Thirdly, a washout algorithm to realize a motion of an actual vehicle in the driving simulator is developed. The algorithm changes the motion space of a vehicle into the workspace of the driving simulator. Fourthly, a visual and audio system for feeling higher realization is developed. Finally, an integration system to communicate and monitor between sub systems is developed.

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Hand Gesture Recognition Suitable for Wearable Devices using Flexible Epidermal Tactile Sensor Array

  • Byun, Sung-Woo;Lee, Seok-Pil
    • Journal of Electrical Engineering and Technology
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    • 제13권4호
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    • pp.1732-1739
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    • 2018
  • With the explosion of digital devices, interaction technologies between human and devices are required more than ever. Especially, hand gesture recognition is advantageous in that it can be easily used. It is divided into the two groups: the contact sensor and the non-contact sensor. Compared with non-contact gesture recognition, the advantage of contact gesture recognition is that it is able to classify gestures that disappear from the sensor's sight. Also, since there is direct contacted with the user, relatively accurate information can be acquired. Electromyography (EMG) and force-sensitive resistors (FSRs) are the typical methods used for contact gesture recognition based on muscle activities. The sensors, however, are generally too sensitive to environmental disturbances such as electrical noises, electromagnetic signals and so on. In this paper, we propose a novel contact gesture recognition method based on Flexible Epidermal Tactile Sensor Array (FETSA) that is used to measure electrical signals according to movements of the wrist. To recognize gestures using FETSA, we extracted feature sets, and the gestures were subsequently classified using the support vector machine. The performance of the proposed gesture recognition method is very promising in comparison with two previous non-contact and contact gesture recognition studies.

Health Metrics and Information Behavior: How Users Estimate and Use Self-Quantifying Activity and Health Information

  • Ilhan, Aylin
    • Journal of Information Science Theory and Practice
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    • 제8권3호
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    • pp.47-63
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    • 2020
  • This study focuses on users of activity tracking technologies and their related information behavior. How useful is the provided information by the trackers? Do users understand all information and explanations? We conducted a web-based survey. All in all, 631 users of a tracking device filled out the survey. From the perspective of information science, this investigation aims to analyze information needs considering different types of the provided information by activity tracking technologies. Are users satisfied by using the information on their steps, heart rates, and sleep duration? How do users assess readability about heart rate zones and sleep stages? Additionally, we investigated if users understand how to reflect on and adapt their health behavior based on the received explanations. According to the results, users mainly agree that the received information (raw data as well as - to a lesser extent - aggregated data in the form of corresponding diagrams) is useful, that the explanations are easy to understand, and that they know how to use this obtained information. This investigation enables an in-depth insight into how users are applying the self-quantifying activity and health information and which information needs are satisfied.

A study of an Architecture of Digital Twin Ship with Mixed Reality

  • Lee, Eun-Joo;Kim, Geo-Hwa;Jang, Hwa-Sup
    • 한국항해항만학회지
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    • 제46권5호
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    • pp.458-470
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    • 2022
  • As the 4th industrial revolution progresses, the application of several cutting-edge technologies such as the Internet of Things, big data, and mixed reality (MR) in relation to autonomous ships is being considered in the maritime logistics field. The aim of this study was to apply the concept of a digital twin model based on Human Machine Interaction (HMI) including a digital twin model and the role of an operator to a ship. The role of the digital twin is divided into information provision, support, decision, and implementation. The role of the operator is divided into operation, decision-making, supervision, and standby. The system constituting the ship was investigated. The digital twin system that could be applied to the ship was also investigated. The cloud-based digital twin system architecture that could apply investigated applications was divided into ship data collection (part 1), cloud system (part 2), analysis system/ application (part 3), and MR/mobile system (part 4). A Mixed Reality device HoloLens was used as an HMI equipment to perform a simulation test of a digital twin system of an 8 m battery-based electric propulsion ship.

초음파 촉각 구현을 위한 CPLD를 사용한 Shift Register기반 다채널 초음파 집속 지연 제어 방법에 대한 연구 (A Study on the Shift Register-Based Multi Channel Ultrasonic Focusing Delay Control Method using a CPLD for Ultrasonic Tactile Implementation)

  • 신덕식;박준헌;임영철;최준호
    • 센서학회지
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    • 제31권5호
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    • pp.324-329
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    • 2022
  • This paper proposes a shift-register-based multichannel ultrasonic focusing delay control method using a complex programmable logic device (CPLD) for a high resolution of ultrasonic focusing system. The proposed method can achieve the ultrasonic focusing through the delay control of driving signals of each ultrasonic transducer of an ultrasonic array. The delay of the driving signals of all ultrasonic channels can be controlled by setting the shift register in the CPLD. The experiment verified that the frequency of the clock used for the delay control increased, the error of the focusing point decreased, and the diameter of the focusing point decreased as the length of the shift register in the proposed method. The proposed method used only one CPLD for ultrasonic focusing and did not require to use complex hardware circuits. Therefore, the resources required for the design of an ultrasonic focusing system could be reduced. The proposed method can be applied to the fields of human computer interaction (HCI), virtual reality (VR) and augmented reality (AR).

장소성 형성의 공간구현 전략과 실행요소 연구 - 공공 공간 사례를 중심으로 - (A Study on the Implementing Strategies and components of Space for the Placeness Formation - Focus on Public Space Case -)

  • 김미영;문정민
    • 한국실내디자인학회논문집
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    • 제22권6호
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    • pp.190-198
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    • 2013
  • With globalization and the execution of a self-governing system, the government-oriented system has been transformed into a city-oriented system. The importance of the competitive power of a city is thus increasing. Because of this each region is trying to develop its own differentiated image and to create branding using unique historical and cultural resources and, as one of the strategies for this, public spaces have been developed. For a public space to be used as a means to promote the attractiveness of a city, creates a local image and works as a medium to help a community of people realize a pleasant life. Therefore, in this study, I am clarified theoretically the meaning of placeness and form factors. and study realization methods in the space around the public space case. The results of the study are as following. In the modern space, Place is to be understood as a recognition and experience. Therefore rather than spatial structure physical fixed, recognition through the human experience is an important feature of the place-making, it is necessary to access in spatial planning based on this point of view. The factors of the placeness formation are physical environment factors, activity elements of the human, the meaning factors. and these elements form the placeness through via interaction. Therefore, even space implementation of the place, it is necessary to grasp the elements of each, as well as the physical aspects in particular, planning programmatic and various functions must be parallel strategically. There is a need to implement a space device that can be carried out in space activities.

주시빈도를 적용한 패션숍 파사드 이미지 분석 (Analysis of the Fashion Shops' Images Applying Gaze Frequency)

  • 여미;오선애
    • 한국실내디자인학회논문집
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    • 제22권6호
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    • pp.212-219
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    • 2013
  • This study uses a fashion shop facade design to track human gaze, find gaze frequency for gaze time for the gaze points along the path of sight, and expose the importance of facade design and figure out the value through theoretical systematization. Thus, this study employed the measurement method in physiological psychology which is sight-tracking device with eye-tracking to perform effective data evaluation. To find gaze frequency and study the contents to reflect on the facade, precedent study review, and case study of facade design to collect stimulants to be used in eye-tracking experiment were executed. And the eye-tracking experiment which traces the movement of eye[pupil] was performed. As the result of analyzing gaze frequency, The characteristics of such gaze path formation made the characteristics for gaze frequency even clearer. What was characteristic in the analysis result according to 'average value for gaze time' was that only 8 out of 2000 areas showed over 1 second of frequency and, and all other shoed less than 1 second of gaze time. This indicates that human sight endlessly jumps around, and that it 'Stay' where it has interest. This study found the average of the frequency of this 'Stay' in facade design. This study well presents the major points to add value to the design of the space of facade based on scientific measurement/analysis data obtained through visual understanding. Through such, this study is thought to be able to have a positive interaction with marketing by forming a theoretical background bringing utility to purchase environment and assisting in sales increase.