• 제목/요약/키워드: Interaction guide

검색결과 185건 처리시간 0.021초

원격지 공간 가상 휴먼 가이드 영향 분석 (Effects on the Virtual Human Guide of Remote Sites)

  • Chung, Jin-Ho;Jo, Dongsik
    • 한국정보통신학회논문지
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    • 제26권8호
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    • pp.1255-1258
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    • 2022
  • Recently, immersive VR/AR contents have actively increased, and various services related to VR/AR allow users to experience remote places. For example, if failure situations occur frequently in factory of the remote site, mixed reality (MR) with a synthetic virtual human expert in reconstructed remote location can help immediate maintenance task with interaction between the operator and the virtual expert. In this paper, we present a technique for synthesizing the virtual human after capturing a 360-degree panorama of a remote environment, and analyze the effects to apply a method of guiding virtual human by interaction types. According to this paper, it was shown that co-presence level significantly increased when verbal, facial expression, and non-verbal animation of the virtual human was all expressed.

방향성 결합구조의 음향파 도파로를 이용한 음향광학형 파장가변 광 필터의 부모드 억제에 관한 연구 (A study of the sidelobe supprion in an acousto-optic wavelength tunable filter utilizing a SAW-guide directional coupler)

  • 임경훈;정홍식
    • 한국광학회지
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    • 제11권6호
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    • pp.423-428
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    • 2000
  • 방향성 결합 구조의 음향파 도파로를 이용한 편광모드 변환형 파장가변 광 필터를 LiNbO$_3$ 와 Ti 이중 확산 공정기술을 이용하여 제작하였다. 균일 결합구조형 AOTF의 부모드의 크기를 두 음향파 도파로의 방향성 결합형 가중 결합 원리를 이용하여 8 dBwjd도 추가적으로 억제시킬 수 있었다. 1551.6mm 파장의 TE, TM 입사 편광모드와 173.58MHz, 17.78mW RF 구동신호각각에 대해서 -12.68dB 부모드 억압과 90% 변환효율이 측정되었다. 파장변화율과 통과 대역폭은 각각 8.86nm/ MHz, 1.7nm로 측정되었다.

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척추 바늘 삽입술 시뮬레이터 개발을 위한 인공지능 기반 척추 CT 이미지 자동분할 및 햅틱 렌더링 (AI-based Automatic Spine CT Image Segmentation and Haptic Rendering for Spinal Needle Insertion Simulator)

  • 박익종;김기훈;최건;정완균
    • 로봇학회논문지
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    • 제15권4호
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    • pp.316-322
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    • 2020
  • Endoscopic spine surgery is an advanced surgical technique for spinal surgery since it minimizes skin incision, muscle damage, and blood loss compared to open surgery. It requires, however, accurate positioning of an endoscope to avoid spinal nerves and to locate the endoscope near the target disk. Before the insertion of the endoscope, a guide needle is inserted to guide it. Also, the result of the surgery highly depends on the surgeons' experience and the patients' CT or MRI images. Thus, for the training, a number of haptic simulators for spinal needle insertion have been developed. But, still, it is difficult to be used in the medical field practically because previous studies require manual segmentation of vertebrae from CT images, and interaction force between the needle and soft tissue has not been considered carefully. This paper proposes AI-based automatic vertebrae CT-image segmentation and haptic rendering method using the proposed need-tissue interaction model. For the segmentation, U-net structure was implemented and the accuracy was 93% in pixel and 88% in IoU. The needle-tissue interaction model including puncture force and friction force was implemented for haptic rendering in the proposed spinal needle insertion simulator.

플립드러닝과 하브루타 학습법에 기반한 학습자 중심의 코딩 수업 설계 및 적용 (Design and application of learner-centered coding class based on flip-learning and havruta learning method)

  • 이애리
    • 디지털산업정보학회논문지
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    • 제14권2호
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    • pp.69-78
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    • 2018
  • When it comes to the value of modern education, teachers are required to perform the role of a helper to promote interaction between learners, the role of a manager to facilitate smooth learning, and the role of a guide who has expert knowledge in the learning contents. Therefore, this study investigated what kind of learner-centered teaching methods there are, which require teachers to perform the roles of helper, manager, and guide, and conducted a pedagogical research on coding education to explore class models for self-directed learning. Subsequently, a class model was proposed by applying the flipped learning and havruta learning to a coding class. In this study, the learner-centered education methods of flipped learning and havruta method were applied to constructing a coding class as a university general education course. The feature of this class is that it enables dynamic interaction between teachers and learners as well as active interaction between leaners in a classroom instruction. After applying the proposed method to the actual class and analyzing it, the students taught using suggested method were more positively assessed in learning interest than those taught using a traditional method. And that in academic achievement as well, suggested method was more effective.

그래핑 계산기를 활용한 협동학습에서 학생들의 언어적 상호작용 분석에 관한 사례연구 (Students' Linguistic Interaction with the Development of Mathematical Concepts in Collaborative Learning Using a Graphing Calculator: A Case Study)

  • 고호경
    • 한국수학교육학회지시리즈A:수학교육
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    • 제42권5호
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    • pp.607-622
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    • 2003
  • The research was aimed at finding the dynamic aspects of the linguistic and social interaction with mathematical concept development using a graphing calculator in collaborative learning. This study was broadly divided into two categories: "Knowledge Construction Statement" for understanding how the verbal interaction works when a graphing calculator is used, and "Teacher's Instructional Role" for the research on the reaction of the students and on the teacher's role as a guide in helping students to construct their knowledge. This research used a case study in a collaborative learning environment. An attempt was made to show clearly how the students interacted with one another in a technology environment using a graphing calculator as a tool. A graphing calculator promoted the students' linguistic interaction and changed the characteristics of the linguistic interaction. Although it didn't show the different aspects completely, some changes of the linguistic traits were perceived.aits were perceived.

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공명 흡음판 위 가이드 그릴의 형상이 공진기 흡입 유동에 미치는 영향 (Effect of the Shape of a Guide Grill Above a Resonance Type Sound Absorbing Panel on Intake Flow into a Resonator)

  • 배현우;성재용;이동훈
    • 한국생산제조학회지
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    • 제25권3호
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    • pp.182-188
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    • 2016
  • This study investigates cavity flows through a guide grill above a resonator. Vortex distributions and intake flows are simulated for various shapes of the guide grill. The flows are assumed to be compressible, unsteady, and turbulent. Numerical simulations are conducted using a large eddy simulation (LES) model. To analyze the effect of the guide grill shape, three cavity lengths (0.2H, 0.6H, and 1.0H) and cavity angles ($30^{\circ}$, $45^{\circ}$ and $60^{\circ}$) are considered based on resonator height (H). The results show that the vortex generated in the resonator by cavity flow increases with cavity length. Thus, the intake flow is minimum at the smallest cavity length and angle. However, when cavity length is equal to resonator height, the intake flow decreases. The maximum intake flow occurs at a cavity angle $45^{\circ}$ at higher cavity lengths owing to the interaction between the vortex in the resonator and intake flow.

영상 가상화와 WebRTC를 이용한 고사양 저가 단말 기반 화상 안내 서비스 개발 (A Development of Thin Client based Video Guide Service Using Video Virtualization and WebRTC)

  • 김광용;정일구;류원
    • 한국지능시스템학회논문지
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    • 제23권6호
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    • pp.500-504
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    • 2013
  • 본 논문은 웹 브라우저 기반 통신 방식인 WebRTC를 이용하여 고사양 저가의 단말인 Set Top Box(STB)에서 인터렉션을 할 수 있는 다국어l 화상 안내 응용 서비스 개발에 관한 것이다. 서버는 원격으로 연결된 씬 클라이언트의 디지털 정보 디스플레이와 함께 웹 카메라에 액세스하고 사용자와 안내 정보를 교환한다. 또한, 서버는 고화질 비디오 압축의 가상화 전송 방식을 사용함으로써 STB의 성능에 종속되지 않고 thin client STB에서 재생되는 원격 영상 안내 서비스 시스템을 제안한다.

자율주행 모빌리티 탑승자의 멀미 예방 및 완화를 위한 효과적인 인터렉션 디자인 연구 (The Study of Interaction Design for Preventing and Reducing of Carsickness of Passengers in an Autonomous Mobility)

  • 김수현;김재엽
    • 디지털융복합연구
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    • 제18권8호
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    • pp.447-457
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    • 2020
  • 자율주행 4단계 이상의 모빌리티 탑승자는 주체적으로 운전을 하지 않기 때문에 멀미를 느낄 가능성이 커진다. 따라서 탑승자의 편안하고 생산적인 이동을 위해 멀미를 예방하거나 완화해 주는 방법에 관한 연구가 필요하다. 이에 본 연구는 멀미에 관한 선행 논문들을 통하여 멀미의 원인과 멀미를 예방하고 완화할 방법들에 대해 선행조사를 하였고 일반인을 대상으로 설문 조사를 하여 차량 탑승 시 멀미가 발생하는 구체적인 상황에 대해 알아보았다. 이를 바탕으로 멀미 완화를 위한 4가지 인터렉션 가이드를 설계하였고 CVT(Concept Value Test)를 통해 검증하였다. 연구결과 사람들은 멀미에 대한 대응으로 시각보다는 청각이나 체감각을 선호하는 것을 알 수 있었다. 이러한 경향은 CVT에서도 유사하게 나왔고 본 연구를 통해 향후 구체적인 인터렉션 디자인의 제안과 검증이 필요할 것으로 판단된다.

K-band 도파관을 이용한 대전력 마이크로파 출력장치 연구 (A Study of High Power Microwave Output by K-band Waveguide)

  • 김원섭
    • 전기학회논문지P
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    • 제58권4호
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    • pp.588-591
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    • 2009
  • We had experimental studies of microwave output generator. We experimented with a corrugate-shped K-band slow wave guide in the backward wave oscillator. It generated output 표 interaction between electron beam's generation and magnetic field. We estimated oscillation frequency at 24GHz by changing propagation velocity and group velocity. We identified movement by second harmonic of Cherencov interaction and slow cyclotron mode. In our study we achieved oscillation stabilization, generation of long pulse, improvement of oscillation efficiency and output.

탐구형 기하 소프트웨어를 활용한 탐구 활동에 따른 초등학교 5학년 학생들의 상호작용 분석 (A Study on 5th Graders' Interaction in Exploration Using Dynamic Geometry Software)

  • 류희찬;하경미
    • 대한수학교육학회지:수학교육학연구
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    • 제10권2호
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    • pp.279-300
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    • 2000
  • This research investigated students' interaction in the environment with dynamic geometry software such as Cabri II, and GSP in order to understand and analyze why computer environment is a richer interaction field for developing children's explorative ability than other traditional paper-and-pencil environments. This research focused on 5th graders' interaction with topics of transformational geometry and similar figure and analyzed children's learning process and their interview results gotten through audio and video recording. Computer exploration with a dynamic software seems to be very helpful for elementary students to learn geometry. However, the effectiveness of the computer should be discussed with respected to its methodological validity of teachers to guide students' explorative activities with a dynamic software.

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