• Title/Summary/Keyword: Human Interaction Device

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Development of a Real-time Vehicle Driving Simulator

  • Kim, Hyun-Ju;Park, Min-Kyu;Lee, Min-Cheoul;You, Wan-Suk
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.51.2-51
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    • 2001
  • A vehicle driving simulator is a virtual reality device which makes a human being feel as if the one drives a vehicle actually. The driving simulator is effectively used for studying interaction of a driver-vehicle and developing the vehicle system of new concepts. The driving simulator consists of a motion platform, a motion controller, a visual and audio system, a vehicle dynamic analysis system, a vehicle operation system and etc. The vehicle dynamic analysis system supervises overall operation of the simulator and also simulates dynamic motion of a multi-body vehicle model in real-time. In this paper, the main procedures to develop the driving simulator are classified by 4 parts. First, a vehicle motion platform and a motion controller, which generates realistic motion using a six degree of freedom Stewart platform driven hydraulically. Secondly, a visual system generates high fidelity visual scenes which are displayed on a screen ...

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An Implementation of Education Puzzle for Cooperative Learning System Based on SDG(Single Display Groupware) (SDG(Single Display Groupware) 기반의 협동학습 교육퍼즐 시스템 구현에 관한 연구)

  • Kim, Myung-Gwan;Park, Han-Jin
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.95-102
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    • 2008
  • In this paper through the implementation of cooperative learning using SDG, education puzzle actually applies to computer training. SDG(Single Display Groupware) which one computer display have a multi-input devices can work as a collaborative system. Learners are performing together through SDG-based cooperative learning system. SDG cooperative learning with a multi-input device is superior to traditional learning with individual. We have implementation of the puzzle game with this fact. This system through effective education and raising their children's education participation rate will be able to do.

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High-Performance and Low-Complexity Image Pre-Processing Method Based on Gradient-Vector Characteristics and Hardware-Block Sharing

  • Kim, Woo Suk;Lee, Juseong;An, Ho-Myoung;Kim, Jooyeon
    • Transactions on Electrical and Electronic Materials
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    • v.18 no.6
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    • pp.320-322
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    • 2017
  • In this paper, a high-performance, low-area gradient-magnitude calculator architecture is proposed, based on approximate image processing. To reduce the computational complexity of the gradient-magnitude calculation, vector properties, the symmetry axis, and common terms were applied in a hardware-resource-shared architec-ture. The proposed gradient-magnitude calculator was implemented using an Altera Cyclone IV FPGA (EP4CE115F29) and the Quartus II v.16 device software. It satisfied the output-data quality while reducing the logic elements by 23% and the embedded multipliers by 76%, compared with previous work.

A study of space-performance with applied digital technology (디지털 메체를 적용한 퍼포먼스 행위적 공간연출에 관한 연구)

  • 황현숙;류호창
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.100-105
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    • 2001
  • The space in today's digital era is developing in a new direction with the changing paradigm, which is different from that in the analog era. The space that appeals to the advanced technology mobilizes all the five senses of the space user with the technical elements of the more variable fields and aesthetic productions, and creates an interactive environment by motivating the user's active participation through the digital media. The environmental device called digital media connects the function pace with living performance. Unlike in the analog space, the different sides of the digital media space create a human consciousness that corresponds to the realistic ambience, further contributing to the lively condition. For the main production technique in the digital medias performance-active space, there are electronic image production, changeable production, impromptu-active production, light and sound production, and total artistic production that lead to the progressive interaction between man and space.

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OLED-Microdisplay with embedded camera for HMD applications

  • Vogel, Uwe;Herold, Rigo;Kreye, Daniel;Richter, Bernd;Bunk, Gerd;Reckziegel, Sven;Scholles, Michael;Grillberger, Christiane;Toerker, Michael;Amelung, Jorg
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.408-410
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    • 2009
  • First demonstrators of bi-directional OLED microdisplay devices have been developed and integrated into see-through HMD optics. The device combines 'display' and 'imaging' by nested OLED pixels and photodetectors in a single CMOS chip. Major aim of this integration is to provide capabilities for eyetracking to achieve gaze-based human-displayinteraction.

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Modeling of Fitts' Movement Time Including Effect of Control-Display Gain (C-D gain의 변화를 고려한 Fitts 이동시간 추정 모델에 관한 연구)

  • Park, Kyung-soo;Koh, Bong-kee;Kim, Un-hoi
    • Journal of the Ergonomics Society of Korea
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    • v.19 no.3
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    • pp.39-49
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    • 2000
  • During human-computer interaction(HCI), people typically send inputs to computers through electromechanical pointing devices. Many applied studies have therefore evaluated cursor-positioning movements made with various pointing devices. Though there were so many studies about performance of various pointing devices, it was nearly impossible to compare device performance each other until the Fitts' law was applied. It does appear that Fitts' law may predict performance reasonably well for the one C-D gain level. But in varying C-D gain levels, Fitts' law could not predict movement time. This study investigated the effects of C-D gain in mouse movement time and suggested a revised Fitts' model including C-D gain as an independent variable. The revised Fitts' model may use to measure the performance of various devices in varying C-D gain levels.

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Harmonic Motion-based Simulator Design for Multipurpose Sports Simulation

  • Yang, Jeong-Yean
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.163-169
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    • 2015
  • This study proposes a sports simulation device with various harmonics generation. The proposed system is composed of 6 degrees of freedom simulator devices and three types of sports simulation such as walking, snowboard, and jet-ski. In this research, every joint movement is designed with a crank-and-slider mechanism, which is efficient for generating continuous curvature smoothly. Contrary to the conventional spatial simulator with linear actuators, harmonics generation and its spatial combinations become the crucial issue in this research. The harmonic pattern in each joint is modelled for generating smooth curvatures that are also superposed for achieving overall motions. In addition, the targeted motions of sports simulations have different physical factors of periodic gait motion, frictionless surface, and buoyant effects, which are respectively designed by integrating three dimensional graphics information.

Gesture Communication: Collaborative and Participatory Design in a New Type of Digital Communication (제스츄어 커뮤니케이션: 새로운 방식의 디지털 커뮤니케이션의 참여 디자인 제안)

  • Won, Ha Youn
    • Korea Science and Art Forum
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    • v.20
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    • pp.307-314
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    • 2015
  • Tele-Gesture is a tangible user interface(TUI) device that allows a user to physically point to a 3D object in real life and have their gestures play back by a robotic finger that can point to the same object, either at the same time, or at another point in time. To understand the extent of the gestures as new way of digital collaborative communication, collaboration situation and types were experimented as TUI implementations. The design prototype reveals that there is a rich non-verbal component of communication in the form of gesture-clusters and body movements that happen in an digital communication. This result of analysis can contribute to compile relevant contributions to the fields of communication, human behavior, and interaction with high technology through an interpretive social experience.

A Study on the Emoticon Extraction based on Facial Expression Recognition using Deep Learning Technique (딥 러닝 기술 이용한 얼굴 표정 인식에 따른 이모티콘 추출 연구)

  • Jeong, Bong-Jae;Zhang, Fan
    • Korean Journal of Artificial Intelligence
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    • v.5 no.2
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    • pp.43-53
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    • 2017
  • In this paper, the pattern of extracting the same expression is proposed by using the Android intelligent device to identify the facial expression. The understanding and expression of expression are very important to human computer interaction, and the technology to identify human expressions is very popular. Instead of searching for the emoticons that users often use, you can identify facial expressions with acamera, which is a useful technique that can be used now. This thesis puts forward the technology of the third data is available on the website of the set, use the content to improve the infrastructure of the facial expression recognition accuracy, in order to improve the synthesis of neural network algorithm, making the facial expression recognition model, the user's facial expressions and similar e xpressions, reached 66%.It doesn't need to search for emoticons. If you use the camera to recognize the expression, itwill appear emoticons immediately. So this service is the emoticons used when people send messages to others, and it can feel a lot of convenience. In countless emoticons, there is no need to find emoticons, which is an increasing trend in deep learning. So we need to use more suitable algorithm for expression recognition, and then improve accuracy.

Shared Vehicle Teleoperation using a Virtual Driving Interface (가상 운전 인터페이스를 활용한 자동차 협력 원격조종)

  • Kim, Jae-Seok;Lee, Kwang-Hyun;Ryu, Jee-Hwan
    • Journal of Institute of Control, Robotics and Systems
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    • v.21 no.3
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    • pp.243-249
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    • 2015
  • In direct vehicle teleoperation, a human operator drives a vehicle at a distance through a pair of master and slave device. However, if there is time delay, it is difficult to remotely drive the vehicle due to slow response. In order to address this problem, we introduced a novel methodology of shared vehicle teleoperation using a virtual driving interface. The methodology was developed with four components: 1) virtual driving environment, 2) interface for virtual driving environment, 3) path generator based on virtual driving trajectory, 4) path following controller. Experimental results showed the effectiveness of the proposed approach in simple and cluttered driving environment as well. In the experiments, we compared two sampling methods, fixed sampling time and user defined instant, and finally merged method showed best remote driving performance in term of completion time and number of collision.