• 제목/요약/키워드: Human-content interface

검색결과 40건 처리시간 0.03초

An Emotion-based Image Retrieval System by Using Fuzzy Integral with Relevance Feedback

  • Lee, Joon-Whoan;Zhang, Lei;Park, Eun-Jong
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2008년도 하계종합학술대회
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    • pp.683-688
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    • 2008
  • The emotional information processing is to simulate and recognize human sensibility, sensuality or emotion, to realize natural and harmonious human-machine interface. This paper proposes an emotion-based image retrieval method. In this method, user can choose a linguistic query among some emotional adjectives. Then the system shows some corresponding representative images that are pre-evaluated by experts. Again the user can select a representative one among the representative images to initiate traditional content-based image retrieval (CBIR). By this proposed method any CBIR can be easily expanded as emotion-based image retrieval. In CBIR of our system, we use several color and texture visual descriptors recommended by MPEG-7. We also propose a fuzzy similarity measure based on Choquet integral in the CBIR system. For the communication between system and user, a relevance feedback mechanism is used to represent human subjectivity in image retrieval. This can improve the performance of image retrieval, and also satisfy the user's individual preference.

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Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • 제13권4호
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식 (Accelerometer-based Gesture Recognition for Robot Interface)

  • 장민수;조용석;김재홍;손주찬
    • 지능정보연구
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    • 제17권1호
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    • pp.53-69
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    • 2011
  • 로봇 자체 또는 로봇에 탑재된 콘텐츠와의 상호작용을 위해 일반적으로 영상 또는 음성 인식 기술이 사용된다. 그러나 영상 음성인식 기술은 아직까지 기술 및 환경 측면에서 해결해야 할 어려움이 존재하며, 실적용을 위해서는 사용자의 협조가 필요한 경우가 많다. 이로 인해 로봇과의 상호작용은 터치스크린 인터페이스를 중심으로 개발되고 있다. 향후 로봇 서비스의 확대 및 다양화를 위해서는 이들 영상 음성 중심의 기존 기술 외에 상호보완적으로 활용이 가능한 인터페이스 기술의 개발이 필요하다. 본 논문에서는 로봇 인터페이스 활용을 위한 가속도 센서 기반의 제스처 인식 기술의 개발에 대해 소개한다. 본 논문에서는 비교적 어려운 문제인 26개의 영문 알파벳 인식을 기준으로 성능을 평가하고 개발된 기술이 로봇에 적용된 사례를 제시하였다. 향후 가속도 센서가 포함된 다양한 장치들이 개발되고 이들이 로봇의 인터페이스로 사용될 때 현재 터치스크린 중심으로 된 로봇의 인터페이스 및 콘텐츠가 다양한 형태로 확장이 가능할 것으로 기대한다.

디지털 게임 모드의 문제 기반 스토리텔링 연구 (A Study on Problem Based Storytelling of Digital Game Modification)

  • 윤혜영
    • 한국게임학회 논문지
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    • 제16권3호
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    • pp.65-76
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    • 2016
  • 컴퓨터를 매개로 한 인간 경험의 패러다임은 '문화 인터페이스'에서 '문화 소프트웨어'로 옮겨가고 있다. 디지털 게임에서 이러한 패러다임이 변화는 모드를 통해 나타난다. 지금까지 디지털 게임의 플레이는 게임이 제시하는 '목표'를 달성하기 위한 과정에서의 몰입적 에이전시를 중시했다. 반면 모드를 통해 사용자는 게임이 제시하는 목표보다는 사용자 스스로 게임 세계 안에서 '문제'를 만들어내고 그것을 해결해나가는 과정에서의 생성적 에이전시가 중시된다. 모드를 통해 원작 게임은 하나의 경험해야 할 작품이 아니라, 변형하고 하고 새로운 콘텐츠를 생성할 수 있는 질료로서 데이터가 된다. 사용자의 모드를 통한 이러한 게임 콘텐츠의 변형과 생성은 게임의 지속가능한 모델을 제시한다.

From Montague Grammar to Database Semantics

  • Hausser, Roland
    • 한국언어정보학회지:언어와정보
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    • 제19권2호
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    • pp.1-18
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    • 2015
  • This paper retraces the development of Database Semantics (DBS) from its beginnings in Montague grammar. It describes the changes over the course of four decades and explains why they were seen to be necessary. DBS was designed to answer the central theoretical question for building a talking robot: How does the mechanism of natural language communication work? For doing what is requested and reporting what is going on, a talking robot requires not only language but also non-language cognition. The contents of non-language cognition are re-used as the meanings of the language surfaces. Robot-externally, DBS handles the language-based transfer of content by using nothing but modality-dependent unanalyzed external surfaces such as sound shapes or dots on paper, produced in the speak mode and recognized n the hear mode. Robot-internally, DBS reconstructs cognition by integrating linguistic notions like functor-argument and coordination, philosophical notions like concept-, pointer-, and baptism-based reference, and notions of computer science like input-output, interface, data structure, algorithm, database schema, and functional flow.

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자동차 HUD 표시장치의 인식특성에 관한 연구 (A Study on the Characteristics of Recognition Regarding Automotive Head Up Display)

  • 김병우;조현덕;이영석
    • 반도체디스플레이기술학회지
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    • 제7권3호
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    • pp.23-27
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    • 2008
  • The Paper presents some potential new uses for Head-Up Displays (HUDs) in vehicular applications, where the information conveyed to the driver goes well beyond the content of today's production HUDs. Such information potentially related to the use of cellular telephones, navigation systems, vehicle to roadside communications systems, and many others. Improvements in flat panel display technologies are enabling the presentation of larger, more reconfigurable, more daylight-viewable HUD images. In addition, A Formal test and evaluation is proposed to ensure that new information displays support the driver tasks. The above developments suggest increased future opportunities for HUDs to present useful information in an as-needed, eyes-on-the-road manner.

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인터렉티브 디지털 사이니지를 위한 손 인식 인터페이스 개발 (Development of Hand Recognition Interface for Interactive Digital Signage)

  • 이정운;차경애;류정탁
    • 한국산업정보학회논문지
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    • 제22권3호
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    • pp.1-11
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    • 2017
  • 카메라 영상을 분석하여 인체의 움직임을 인지하는 모션 인식에 관한 관심이 커짐에 따라, 원거리에서의 손동작만으로 디지털 디바이스를 제어하는 연구가 활발히 이루어지고 있다. 이러한 손을 이용한 인터페이스는 다양한 장소에서 일반인에게 노출되어 광고 효과를 기대하는 디지털 사이니지 산업 영역에서 효과적으로 이용될 수 있다. 즉, 디지털 사이니지 콘텐츠를 비접촉식 손동작을 통해서 간단히 제어할 수 있는 인터페이스를 제공함으로써, 다수를 대상으로 관심 있는 광고 정보를 제공할 수 있으며, 이는 매출로 이어질 수 있는 계기를 마련하게 된다. 따라서 본 논문에서 제안하는 일정 거리에서의 손의 움직임을 통한 디지털 사이니지 콘텐츠 제어 시스템은 인터렉티브 광고 매체 개발에 효과적으로 활용될 수 있을 것이다.

OWC based Smart TV Remote Controller Design Using Flashlight

  • Mariappan, Vinayagam;Lee, Minwoo;Choi, Byunghoon;Kim, Jooseok;Lee, Jisung;Choi, Seongjhin
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권1호
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    • pp.71-76
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    • 2018
  • The technology convergence of television, communication, and computing devices enables the rich social and entertaining experience through Smart TV in personal living space. The powerful smart TV computing platform allows to provide various user interaction interfaces like IR remote control, web based control, body gesture based control, etc. The presently used smart TV interaction user control methods are not efficient and user-friendly to access different type of media content and services and strongly required advanced way to control and access to the smart TV with easy user interface. This paper propose the optical wireless communication (OWC) based remote controller design for Smart TV using smart device Flashlights. In this approach, the user smart device act as a remote controller with touch based interactive smart device application and transfer the user control interface data to smart TV trough Flashlight using visible light communication method. The smart TV built-in camera follows the optical camera communication (OCC) principle to decode data and control smart TV user access functions according. This proposed method is not harmful as radio frequency (RF) radiation does it on human health and very simple to use as well user does need to any gesture moves to control the smart TV.

Bone-like Apatite Formation on Ti-6Al-4V in Solution Containing Mn, Mg, and Si Ions after Plasma Electrolytic Oxidation in the SBF Solution

  • Lim, Sang-Gyu;Choe, Han Cheol
    • 한국표면공학회:학술대회논문집
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    • 한국표면공학회 2017년도 춘계학술대회 논문집
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    • pp.157-157
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    • 2017
  • Titanium and its alloys that have a good biocompatibility, corrosion resistance, and mechanical properties such as hardness and wear resistance are widely used in dental and orthopedic implant applications. They can directly connect to bone. However, they do not form a chemical bond with bone tissue. Plasma electrolytic oxidation (PEO) that combines the high voltage spark and electrochemical oxidation is a novel method to form ceramic coatings on light metals such as titanium and its alloys. This is an excellent reproducibility and economical, because the size and shape control of the nano-structure is relatively easy. Silicon (Si), manganese (Mn), and magnesium (Mg) has a useful to bone. Particularly, Si has been found to be essential for normal bone, cartilage growth and development. Manganese influences regulation of bone remodeling because its low content in body is connected with the rise of the concentration of calcium, phosphates and phosphatase out of cells. Insufficience of Mn in human body is probably contributing cause of osteoporosis. Pre-studies have shown that Mg plays very important roles in essential for normal growth and metabolism of skeletal tissue in vertebrates and can be detected as minor constituents in teeth and bone. The objective of this work was to study nucleation and growth of bone-like apatite formation on Ti-6Al-4V in solution containing Mn, Mg, and Si ions after plasma electrolytic oxidation. Anodized alloys was prepared at 270V~300V voltages. And bone-like apatite formation was carried out in SBF solution for 1, 3, 5, and 7 days. The morphologies of PEO-treated Ti-6Al-4V alloy in containing Mn, Mg, and Si ions were examined by FE-SEM, EDS, and XRD.

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다학제 교육의 근간으로서 '디자인 사고'에 대한 연구 (The Study of Design Thinking as Foundation of Multidisciplinary Education)

  • 박성미;김수화
    • 수산해양교육연구
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    • 제25권1호
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    • pp.260-273
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    • 2013
  • This study aims to reflect experts' opinions in analyzing a design thinking as foundation of multidisciplinary education. For this purpose, a delphi survey was conducted with 20 experts in three sessions from May 1 to June 25, 2012. To analyze the collected data, descriptive statistics, including frequency, percentage, the mean, and standard deviation were implemented, and internal reliability test on the survey instrument was carried out for statistical processing. The main results are as follows : First, the delphi analysis on intuitive thinking of design thinking suggested 7 items(to pursue the possibility of outside, to pursue the possibility of applying new forms of technology, content planning, facing a complex real-world phenomena etc.). Second, the delphi analysis on logical thinking of design thinking suggested 7 items(executed repeatedly, reasoning and verification, artificial intelligence, a decision support system etc.) Third, the delphi analysis on subjective thinking of design thinking suggested 9 items(user experience measuring, user satisfaction ratings, user requirements analysis, user interface design, behavioral responses of the human etc.). Fourth, the delphi analysis on objective information of design thinking suggested 8 items(information management system, simulation, production process, information exchange and sharing etc.). According to the results of the delphi analysis, design thinking can be seen as the foundation of multidisciplinary education. Suggestions were made for discussion about the main results and further researches.