• Title/Summary/Keyword: Interaction System

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Real-Time Hand Pose Tracking and Finger Action Recognition Based on 3D Hand Modeling (3차원 손 모델링 기반의 실시간 손 포즈 추적 및 손가락 동작 인식)

  • Suk, Heung-Il;Lee, Ji-Hong;Lee, Seong-Whan
    • Journal of KIISE:Software and Applications
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    • v.35 no.12
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    • pp.780-788
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    • 2008
  • Modeling hand poses and tracking its movement are one of the challenging problems in computer vision. There are two typical approaches for the reconstruction of hand poses in 3D, depending on the number of cameras from which images are captured. One is to capture images from multiple cameras or a stereo camera. The other is to capture images from a single camera. The former approach is relatively limited, because of the environmental constraints for setting up multiple cameras. In this paper we propose a method of reconstructing 3D hand poses from a 2D input image sequence captured from a single camera by means of Belief Propagation in a graphical model and recognizing a finger clicking motion using a hidden Markov model. We define a graphical model with hidden nodes representing joints of a hand, and observable nodes with the features extracted from a 2D input image sequence. To track hand poses in 3D, we use a Belief Propagation algorithm, which provides a robust and unified framework for inference in a graphical model. From the estimated 3D hand pose we extract the information for each finger's motion, which is then fed into a hidden Markov model. To recognize natural finger actions, we consider the movements of all the fingers to recognize a single finger's action. We applied the proposed method to a virtual keypad system and the result showed a high recognition rate of 94.66% with 300 test data.

A Study to Improve Full - Cyber Lectures: with Focus on Instructors' Proposal (완전사이버 강의의 개선을 위한 방안: 교수자 제안을 중심으로)

  • Lee, Seung-Won
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.409-414
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    • 2013
  • The purpose of this study is to verify the effects of partial-cyber and full-cyber lectures and explore directions for improvement. This study compared the mean scores of course evaluation for traditional face-to-face lectures, partial-cyber lectures of blended instruction, and full-cyber lectures. Also, this study interviewed instructors of full-cyber lectures to investigate the ways to enhance the lecture quality. The findings suggest that the course evaluation scores for full-cyber university were consistently lower than those for other types of lectures for four semesters between the years of 2011 and 2012. Results also showed that mean scores of partial-cyber lectures were the same as those of face-to-face lectures. After all, class satisfaction in full-cyber courses that learning occurs in cyber space was the lowest. Instructors who taught full-cyber lectures proposed that enrollment should not be within 60 students and professional assistance should be provided for lectures exceeding 60 students. Finally, they suggested content updates through a collaborative system with professionals, instructors' efforts to enhance interaction in both online and offline contexts, and learning quantity rationalization.

A Study on UI Prototyping Based on Personality of Things for Interusability in IoT Environment (IoT 환경에서 인터유저빌리티(Interusability) 개선을 위한 사물성격(Personality of Things)중심의 UI 프로토타이핑에 대한 연구)

  • Ahn, Mikyung;Park, Namchoon
    • Journal of the HCI Society of Korea
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    • v.13 no.2
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    • pp.31-44
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    • 2018
  • In the IoT environment, various things could be connected. Those connected things learn and operate themselves, by acquiring data. As human being, they have self-learning and self-operating systems. In the field of IoT study, therefore, the key issue is to design communication system connecting both of the two different types of subjects, human being(user) and the things. With the advent of the IoT environment, much research has been done in the field of UI design. It can be seen that research has been conducted to take complex factors into account through keywords such as multi-modality and interusability. However, the existing UI design method has limitations in structuring or testing interaction between things and users of IoT environment. Therefore, this paper suggests a new UI prototyping method. In this paper, the major analysis and studies are as follows: (1) defined what is the behavior process of the things (2) analyzed the existing IoT product (3) built a new framework driving personality types (4) extracted three representative personality models (5) applied the three models to the smart home service and tested UI prototyping. It is meaningful with that this study can confirm user experience (UX) about IoT service in a more comprehensive way. Moreover, the concept of the personality of things will be utilized as a tool for establishing the identity of artificial intelligence (AI) services in the future.

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A Critical Review on the Inherent Problems of MOOC (MOOC(Massive Open Online Course)의 근원적인 문제점들에 대한 비판적 고찰)

  • Yang, Dan-Hee
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.293-299
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    • 2015
  • MOOC (Massive Open Online Course) is an online course aimed at limited participation and open access via the web. There is even the prospect that MOOC may break down the existing university system and open a new horizon of education. However, MOOC is going differently from the first prospect that it would threat the existing higher education institutions. So this study wishes to provide a starting point of discussion that we can produce and utilize MOOC to fit our situation of higher education by revealing the inherent problems of MOOC. MOOC is a basically online education, so that it cannot help inheriting the essential weakness of the existing one: the interaction, supervision and evaluation. The newly added concept 'massive' raises the problem of class size which is the most sensitive part in the field of education. The concept 'open' reverses a customized education because MOOC is a kind of video clips of a lecture for unspecific massive learners. As a conclusion, we predicts that MOOC will be positioned as a higher education service for very prominent learners in self-led learning ability and people who cannot access even traditional online higher education institutions. Also MOOC is highly likely to be used as a means of Flipped Learning in universities. Therefore, considering these points in the future, we need to develop MOOC to suit these targets.

The Mechanism of Overtraining Syndrome and the Role of Brain Neurotransmitters and Neuromodulators (과훈련 증후군의 기전 및 뇌 신경전달물질과 신경조절물질의 역할)

  • Kim, Han-Cheol;Kim, Woo-Cheol;Kim, Sung-Woon
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.461-476
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    • 2017
  • The purpose of this study was to investigate the existing theories related to overtraining syndrome and to examine the mechanism of overtraining syndrome from the viewpoint of brain science by examining domestic and foreign literature related to the relationship between overtraining syndrome and brain neurotransmitter. The aim of this paper is to provide basic data that can improve the understanding of the mechanism of overtraining syndrome and the role of neurotransmitters and neuromodulators. The results of this study and a number of hypotheses about the overtraining syndrome were proposed, each with strengths and weaknesses. Similar symptoms that occur when the concentration of serotonin in the neurotransmitter increases are related to signs and symptoms of overtraining syndrome. However, it has not been validated to date because it can not distinguish the mechanism of the mediator between the central nervous system and the peripheral nerves. This study suggests that the mechanism of overtraining syndrome will provide important basic information to understand the complex causes of overtraining syndrome through the interaction of existing theory and brain neurotransmitter. Although there has been a lack of studies on the mechanism of overtraining syndrome and brain neurotransmitters so far, we hope that this study will provide an opportunity for more and more people to broaden their understanding of overtraining syndromes.

A Study on the Lateral Pressure Effect under Axial Compressive Load of Ship Platings (종방향 압축력을 받는 선체판부재의 횡압력 영향에 관한 연구)

  • Park, Joo-Shin;Ko, Jae-Yong;Lee, Jun-Kyo
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • v.29 no.1
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    • pp.61-67
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    • 2005
  • The ship plating is generally subjected to combined in-plane load and lateral pressure loads. In-plane loads include axial load and edge shear, which are mainly induced by overall hull ginder bending and torsion of the vessel. Lateral pressure is due to water pressure and cargo. These load components are not always applied simultaneously, but more than one can normally exist and interact. Hence, for more rational and safe design of ship structures, it is of crucial importance to better understand the interaction relationship of the buckling and ultimate strength for ship plating under combined loads. Actual ship plates are subjected to relatively small water pressure except for the impact load due to slamming and panting etc. The present paper describes an accurate and fast procedure for analyzing the elastic-plastic large deflection behavior up to the ultimate limit state of ship plates under combined loads. In this paper, the ultimate strength characteristics of plates under axial compressive loads and lateral pressure loads are inverstigated through ANSYS elastic-plastic large deflection finite element analysis with varying lateral pressure load level.

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A Study on Application of Dynamic Design Elements for Designing Ambient Media (엠비언트 미디어의 디자인을 위한 동적인 디자인 요소의 활용에 관한 연구)

  • Park, Jin-Yung;Park, Sun-Young;Nam, Tek-Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.233-238
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    • 2008
  • Ambient Media (or ambient displays, Wisneski et al 1998) is one of newly emergent dynamic design objects, representing information through subtle changes of everyday objects and environments. Unlike the existing GUI-based media focusing on the situation that a user is concentrating the media, ambient media enable a user to be peripherally aware of the information without his/her concentration. In order to design ambient media, it is necessary to interpret the basic elements of dynamic changes in physical space and the proper method to apply them for peripherally representing information in ambient media. The aim of this study is to investigate dynamic design elements and the method to apply them for ambient media design in physical space. We explored and refined the type of the dynamic design elements, analyzing dynamic qualities of ambient media cases as well as various time based design fields. As a result, 4 dynamic elements - tempo, connectivity, intensity and rhythm- were proposed. By literature reviews related to peripheral awareness in psychology or ambient media, we analyzed the characteristics of dynamic design elements. Based on that, we developed a new ambient media, 'Cyber Pung-Kyung', and applied dynamic elements for designing the prototype system. The research outcome is expected to contribute designing ambient media which can represent information peripherally or centrally as needed. Understanding the dynamic design elements is helpful for designing various time based design outcomes as well.

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Gamut Mapping and Extension Method in the xy Chromaticity Diagram for Various Display Devices (다양한 디스플레이 장치를 위한 xy 색도도상에서의 색역 사상 및 확장 기법)

  • Cho Yang-Ho;Kwon Oh-Seol;Son Chang-Hwan;Park Tae-Yong;Ha Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.1 s.307
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    • pp.45-54
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    • 2006
  • This paper proposed color matching technique, including display characterization, chromatic adaptation model, and gamut mapping and extension, to generate consistent colors for the same input signal in each display device. It is necessary to characterize the relationship between input and output colors for display device, to apply chromatic adaptation model considering the difference of reference white, and to compensate for the gamut which display devices can represent for reproducing consistent colors on DTV display devices. In this paper, 9 channel-independent GOG model, which is improved from conventional 3 channel GOG(gain, offset gamma) model, is used to consider channel interaction and enhance the modeling accuracy. Then, the input images have to be adjusted to compensate for the limited gamut of each display device. We proposed the gamut mapping and extension method, preserving lightness and hue of an original image and enhancing the saturation of an original image in xy chromaticity diagram. Since the hmm visual system is more sensitive to lightness and hue, these values are maintained as the values of input signal, and the enhancement of saturation is changed to the ratio of input and output gamut. Also the xy chromaticity diagram is effective to reduce the complexity of establishing gamut boundary and the process of reproducing moving-pictures in DTV display devices. As a result, reproducing accurate colors can be implemented when the proposed method is applied to LCD and PDP display devices

The Problems of the Archaeological Approaches to the Bronze Age Society (한국 청동기시대 '사회' 고고학의 문제)

  • Lee, Seong-Ju
    • KOMUNHWA
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    • no.68
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    • pp.7-24
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    • 2006
  • This article is the critical review of the methods and assumptions with which the Korean archaeologists have tried to approach to the Bronze age society. It was not until the 1980s' that there had been any attempt to define the relevant units for the study of past societies. Before the archaeological records of megalithic builders in the Bronze age began to be analyzed to find out the general traits of chiefdom society, Korean archaeologists had described the variations in the cultural, rather than the social, entities. From the 1990s' , some scholars have attempted to reconstruct the scale and organization of the social groups and explain the growth of polities in evolutionary view, analyzing the hierarchical distributions of settlement data. In the concluding remarks of the review, I would like to indicate the some problems in the conceptualization of the material culture patterning in the regional and/or inter-regional level. First, the conceptual problem which appeared when the Bronze archaeologists define the distribution of artifact assemblages, composed of the specific artifact traits , beyond the instrumental categories that are efficient for the establishments of regional chronologies. It is evidently erroneous conceptualization that we define the artifact assemblages as the socio-cultual entities which came into being in specific time and place, geographically expanded, and finally disappeared based on the view of essentialism. Second, the interpretative problems about wide distributions of certain bronze artifacts must be indicated. I would like to suggest that the wide distributions of the specific bronze dagger or mirror types should be explained not by the cultural area concept related to the ethnicity assumptions, but by the world system or the inter-regional interaction models.

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A Level-set Parameterization for Any 3D Complex Interface Related to a Fire Spread in Building Structures (복잡한 CAD 형상의 매개변수화를 통한 3차원 경계면 레벨-셋 알고리즘 개발 및 적용)

  • Kim, Hyun-Jun;Cho, Soo-Yeong;Lee, Young-hun;Yoh, Jai-ick
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.48 no.2
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    • pp.135-146
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    • 2020
  • To define an interface in a conventional level-set method, an analytical function must be revealed for an interfacial geometry. However, it is not always possible to define a functional form of level sets when interfaces become complex in a Cartesian coordinate system. To overcome this difficulty, we have developed a new level-set formalism that discriminates the interior from the exterior of a CAD modeled interface by parameterizing the stereolithography (STL) file format. The work outlined here confirms the accuracy and scalability of the hydrodynamic reactive solver that utilizes the new level set concept through a series of tests. In particular, the complex interaction between shock and geometrical confinements towards deflagration-to-detonation transition is numerically investigated. Also, a process of flame spreading and damages caused by point source detonation in a real-sized plant facility have been simulated to confirm the validity of the new method built for reactive hydrodynamic simulation in any complex three-dimensional geometries.