• Title/Summary/Keyword: Interaction techniques

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3D Gaze-based Stereo Image Interaction Technique (3차원 시선기반 입체영상 인터랙션 기법)

  • Ki, Jeong-Seok;Jeon, Kyeong-Won;Jo, Sang-Woo;Kwon, Yong-Moo;Kim, Sung-Kyu
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.512-517
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    • 2007
  • There are several researches on 2D gaze tracking techniques for the 2D screen for the Human-Computer Interaction. However, the researches for the gaze-based interaction to the stereo images or contents are not reported. The 3D display techniques are emerging now for the reality service. Moreover, the 3D interaction techniques are much more needed in the 3D contents service environments. This paper addresses gaze-based 3D interaction techniques on stereo display, such as parallax barrier or lenticular stereo display. This paper presents our researches on 3D gaze estimation and gaze-based interaction to stereo display.

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Modeling Techniques for Geoenvironmental Engineering Problems

  • Singh, D.N.;Rao, B. Hanumantha
    • Proceedings of the Korean Geotechical Society Conference
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    • 2007.09a
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    • pp.542-557
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    • 2007
  • Contamination of subsurface results in degradation of geomaterials (i.e., soils and rock mass), in the long run. This is mainly due to the presence of chemical and/or radiological materials in undesirable concentrations and at elevated temperatures. However, as contaminant-geomaterial interaction is an extremely slow and complex process, which primarily depends on their physical, chemical and mineralogical properties, it is quite difficult to study this interaction under laboratory or in situ conditions. In such a situation, accelerated physical modeling, using a geotechnical centrifuge, and finite element/difference based numerical modeling techniques are found to be quite useful. This paper presents details of various modeling techniques developed by the researchers at the Indian Institute of Technology Bombay, Mumbai, India, for studying heat migration, flow and interaction (fate) of reactive and non-reactive contaminants in the geoenvironment, under saturated and unsaturated conditions. In addition, paper presents details of the technique that can be employed for determining susceptibility of a material to undergo physico-chemico-mineralogical alterations due to its interaction with contaminants.

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Fluid-structure interaction analysis of two-dimensional flow around a moving cylinder (유체-구조 연성 기법을 사용한 움직이는 2차원 실린더 주위의 유동 해석)

  • Lee, Hee-Bum;Rhee, Shin-Hyung
    • 한국전산유체공학회:학술대회논문집
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    • 2011.05a
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    • pp.68-74
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    • 2011
  • Recently, thanks to the advanced computational power and numerical methods, it is made possible to analyze the flow around moving bodies using computational fluid dynamics techniques. In those simulations, moving mesh techniques should be able to represent both the body motion and boundary deformation, which are frequently encountered in fluid-structure interaction and/or six degree-of-freedom problems. In the present study, the staggered loosely coupling algorithm was used for fluid-structure interaction and the Laplacian operator based technique was used for moving mesh. For the verification of the developed computational method, the flow around a two-dimensional cylinder was simulated and analyzed.

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3D Gaze Estimation and Interaction Technique (3차원 시선 추출 및 상호작용 기법)

  • Ki, Jeong-Seok;Jeon, Kyeong-Won;Kim, Sung-Kyu;Sohn, Kwang-Hoon;Kwon, Yong-Moo
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.431-440
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    • 2006
  • There are several researches on 2D gaze tracking techniques for the 2D screen for the Human-Computer Interaction. However, the researches for the gaze-based interaction to the stereo images or contents are not reported. The 3D display techniques are emerging now for the reality service. Moreover, the 3D interaction techniques are much more needed in the 3D contents service environments. This paper addresses gaze-based 3D interaction techniques on stereo display, such as parallax barrier or lenticular stereo display. This paper presents our researches on 3D gaze estimation and gaze-based interaction to stereo display.

PubMiner: Machine Learning-based Text Mining for Biomedical Information Analysis

  • Eom, Jae-Hong;Zhang, Byoung-Tak
    • Genomics & Informatics
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    • v.2 no.2
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    • pp.99-106
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    • 2004
  • In this paper we introduce PubMiner, an intelligent machine learning based text mining system for mining biological information from the literature. PubMiner employs natural language processing techniques and machine learning based data mining techniques for mining useful biological information such as protein­protein interaction from the massive literature. The system recognizes biological terms such as gene, protein, and enzymes and extracts their interactions described in the document through natural language processing. The extracted interactions are further analyzed with a set of features of each entity that were collected from the related public databases to infer more interactions from the original interactions. An inferred interaction from the interaction analysis and native interaction are provided to the user with the link of literature sources. The performance of entity and interaction extraction was tested with selected MEDLINE abstracts. The evaluation of inference proceeded using the protein interaction data of S. cerevisiae (bakers yeast) from MIPS and SGD.

Opportunities and Future Directions of Human-Metaverse Interaction (휴먼-메타버스 인터랙션의 기회와 발전방향)

  • Yoon, Hyoseok;Park, ChangJu;Park, Jung Yeon
    • Smart Media Journal
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    • v.11 no.6
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    • pp.9-17
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    • 2022
  • In the COVID-19 pandemic era, non-contact services were demanded and the use of extended reality and metaverse services increased rapidly in various applications. In this paper, we analyze Gather.town, ifland, Roblox, and ZEPETO metaverse platforms in terms of user interaction, avatar-based interaction, and virtual world authoring. Especially, we distinguish interactions among user input techniques that occur in the real world, avatar representation techniques to represent users in the virtual world, and interaction types that create a virtual world through user participation. Based on this work, we highlight the current trends and needs of human-metaverse interaction and forecast future opportunities and research directions.

A Code Recommendation Method Using RNN Based on Interaction History (RNN을 이용한 동작기록 마이닝 기반의 추천 방법)

  • Cho, Heetae;Lee, Seonah;Kang, Sungwon
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.12
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    • pp.461-468
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    • 2018
  • Developers spend a significant amount of time exploring and trying to understand source code to find a source location to modify. To reduce such time, existing studies have recommended the source location using statistical language model techniques. However, in these techniques, the recommendation does not occur if input data does not exactly match with learned data. In this paper, we propose a code location recommendation method using Recurrent Neural Networks and interaction histories, which does not have the above problem of the existing techniques. Our method achieved an average precision of 91% and an average recall of 71%, thereby reducing time for searching and exploring code more than the existing recommendation techniques.

Current Trend of Second Phase Particle-grain Boundary Interaction Research using Computer Simulations (컴퓨터 시뮬레이션 기법을 이용한 입계면 - 이상 입자 간 상호작용 모사 연구 동향)

  • Chang, Kunok
    • Journal of Powder Materials
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    • v.27 no.4
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    • pp.339-342
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    • 2020
  • Since the interaction between the second-phase particle and grain boundary was theoretically explained by Zener and Smith in the late 1940s, the interaction of the second-phase particle and grain boundary on the microstructure is commonly referred to as Zener pinning. It is known as one of the main mechanisms that can retard grain growth during heat treatment of metallic and ceramic polycrystalline systems. Computer simulation techniques have been applied to the study of microstructure changes since the 1980s, and accordingly, the second-phase particle-grain boundary interaction has been simulated by various simulation techniques, and further diverse developments have been made for more realistic and accurate simulations. In this study, we explore the existing development patterns and discuss future possible development directions.

Collaborative 3D Design Workspace for Geographically Distributed Designers - With the Emphasis on Augmented Reality Based Interaction Techniques Supporting Shared Manipulation and Telepresence - (지리적으로 분산된 디자이너들을 위한 3D 디자인 협업 환경 - 공유 조작과 원격 실재감을 지원하는 증강현실 기반 인터랙션 기법을 중심으로 -)

  • SaKong Kyung;Nam Tek-Jin
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.71-80
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    • 2006
  • Collaboration has become essential in the product design process due to internationalized and specialized business environments. This study presents a real-time collaborative 3D design workspace for distributed designers, focusing on the development and the evaluation of new interaction techniques supporting nonverbal communication such as awareness of participants, shared manipulation and tele-presence. Requirements were identified in terms of shared objects, shared workspaces and awareness through literature reviews and an observational study. An Augmented Reality based collaborative design workspace was developed, in which two main interaction techniques, Turn-table and Virtual Shadow, were incorporated to support shared manipulation and tele-presence. Turn-table provides intuitive shared manipulation of 3D models and physical cues for awareness of remote participants. Virtual shadow supports natural and continuous awareness of location, gestures and pointing of partners. A lab-based evaluation was conducted and the results showed that interaction techniques effectively supported awareness of general pointing and facilitated discussion in 3D model reviews. The workspace and the interaction techniques can facilitate more natural communication and increase the efficiency of collaboration on virtual 3D models between distributed participants (designer-designer, engineer, or modeler) in collaborative design environments.

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