• Title/Summary/Keyword: Interactive Input

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Effect of Cognitive Affordance of Interactive Media Art Content on the Interaction and Interest of Audience (인터랙티브 미디어아트 콘텐츠의 인지적 어포던스가 관람자의 인터랙션과 흥미에 미치는 영향)

  • Lee, Gangso;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.9
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    • pp.441-450
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    • 2016
  • In this study, we investigate the effect of the level of cognitive affordance which explains an explicit interaction method on the interest of viewers. Viewer's recognition of the interaction method is associated with cognitive affordance as a matter of visual-perceptual exposure of the input device and viewer's cognition of it. The final goal of the research on affordance is to enhance the audience participation rather than the smooth interation. Many interactive media artworks have been designed with hiding the explicit explanation to the artwork due to worry that the explicit explanation may also hinder the induction of impressions leading the viewer to an aesthetic experience and the retainment of interest. In this context, we set up two hypotheses for study on cognitive affordance. First, the more explicit the explanation of interaction method is, the higher the viewer' understanding of interaction method is. Second, the more explicit the explanation of interaction method is, the lower the interest of the viewer is. An interactive media art work was manufactured with three versions which vary in the degree of visual-perceptual information suggestion and we analyzed the participation and interest level of audience in each version. As a result of the experiments, the version with high explicitness of interaction was found to have long time spent on watching and high participation and interest of viewers. On the contrary, the version with an unexplicit interaction method was found to have low interest and satisfaction of viewers. Therefore, regarding usability, the hypothesis that a more explicit explanation of interaction would lower the curiosity and interest in exploration of the viewer was dismissed. It was confirmed that improvement of cognitive affordance raised the interaction of the work of art and interest of the viewer in the proposed interactive content. This study implies that interactive media art work should be designed in view of that the interaction and interest of audience can be lowered when cognitive affordance is low.

IMToon: Image-based Cartoon Authoring System using Image Processing (IMToon: 영상처리를 활용한 영상기반 카툰 저작 시스템)

  • Seo, Banseok;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.2
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    • pp.11-22
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    • 2017
  • This study proposes IMToon(IMage-based carToon) which is an image-based cartoon authoring system using an image processing algorithm. The proposed IMToon allows general users to easily and efficiently produce frames comprising cartoons based on image. The authoring system is designed largely with two functions: cartoon effector and interactive story editor. Cartoon effector automatically converts input images into a cartoon-style image, which consists of image-based cartoon shading and outline drawing steps. Image-based cartoon shading is to receive images of the desired scenes from users, separate brightness information from the color model of the input images, simplify them to a shading range of desired steps, and recreate them as cartoon-style images. Then, the final cartoon style images are created through the outline drawing step in which the outlines of the shaded images are applied through edge detection. Interactive story editor is used to enter text balloons and subtitles in a dialog structure to create one scene of the completed cartoon that delivers a story such as web-toon or comic book. In addition, the cartoon effector, which converts images into cartoon style, is expanded to videos so that it can be applied to videos as well as still images. Finally, various experiments are conducted to verify the possibility of easy and efficient production of cartoons that users want based on images with the proposed IMToon system.

Issues of IPR Database Construction through Interdisciplinary Research (학제간 연구를 통한 IPR 데이터베이스 구축의 쟁점)

  • Kim, Dong Yong;Park, Young Chul
    • Journal of the Korea Convergence Society
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    • v.8 no.8
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    • pp.59-69
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    • 2017
  • Humanities and social sciences researchers and database experts have teamed up to build a database of IPR materials prepared by the Institute of Pacific Relations (IPR). This paper presents the issues and solutions inherent in the database construction for ensuring the quality of IPR materials. For the accessibility of the database, we maintain the database on the Web so that researchers can access it via web browsers; for the convenience of the database construction, we provide an integrated interface that allows researchers to perform all tasks in it; for the completeness of IPR materials constructed, we support the responsible input and the responsible approval that identify responsibilities of each IPR material entered; and for the immediacy of the approval, we support an interactive approval process facilitating the input of researchers. We also use database design, query processing, transaction management, and search and sorting techniques to ensure the correctness of IPR materials entered. In particular, through concurrency control using existence dependency relationships between records, we ensure the correctness between the operating system files and their paths. Our future studies include content search, database download and upload, and copyright related work on IPR materials.

3D Flight Path Creation using Sketch Input and Linear Spline Curves (스케치 입력과 선형 스플라인 곡선을 이용한 3D 항공경로 생성 방법)

  • Choi, Jung-Il;Park, Tae-Jin;Sohn, Ei-Sung;Jeon, Jae-Woong;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1373-1381
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    • 2010
  • Current flight maneuver diagram used by pilots is based on 2D spatial presentation, so it has limitation on display 3D flight information and hard to understand it instinctively. Flight animation authoring tools for this diagram are complex to use and lack useful features like non-linear editing of flight path and real-time interactivity on multiple aircrafts. This research focuses on 3D flight path generation method in the animation system for flight maneuver education. This research combines initial sketch input on 2D diagram with the thrust of an aircraft to generate 3D linear spline as close as to real flight. Using suggested linear spline creation method, the flight path can be visualized, edited, and animated in real-time at the flight maneuver briefing and debriefing.

Interactive prostate shape reconstruction from 3D TRUS images

  • Furuhata, Tomotake;Song, Inho;Zhang, Hong;Rabin, Yoed;Shimada, Kenji
    • Journal of Computational Design and Engineering
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    • v.1 no.4
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    • pp.272-288
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    • 2014
  • This paper presents a two-step, semi-automated method for reconstructing a three-dimensional (3D) shape of the prostate from a 3D transrectal ultrasound (TRUS) image. While the method has been developed for prostate ultrasound imaging, it can potentially be applicable to any other organ of the body and other imaging modalities. The proposed method takes as input a 3D TRUS image and generates a watertight 3D surface model of the prostate. In the first step, the system lets the user visualize and navigate through the input volumetric image by displaying cross sectional views oriented in arbitrary directions. The user then draws partial/full contours on selected cross sectional views. In the second step, the method automatically generates a watertight 3D surface of the prostate by fitting a deformable spherical template to the set of user-specified contours. Since the method allows the user to select the best cross-sectional directions and draw only clearly recognizable partial or full contours, the user can avoid time-consuming and inaccurate guesswork on where prostate contours are located. By avoiding the usage of noisy, incomprehensible portions of the TRUS image, the proposed method yields more accurate prostate shapes than conventional methods that demand complete cross-sectional contours selected manually, or automatically using an image processing tool. Our experiments confirmed that a 3D watertight surface of the prostate can be generated within five minutes even from a volumetric image with a high level of speckles and shadow noises.

Human-Computer Interaction Based Only on Auditory and Visual Information

  • Sha, Hui;Agah, Arvin
    • Transactions on Control, Automation and Systems Engineering
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    • v.2 no.4
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    • pp.285-297
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    • 2000
  • One of the research objectives in the area of multimedia human-computer interaction is the application of artificial intelligence and robotics technologies to the development of computer interfaces. This involves utilizing many forms of media, integrating speed input, natural language, graphics, hand pointing gestures, and other methods for interactive dialogues. Although current human-computer communication methods include computer keyboards, mice, and other traditional devices, the two basic ways by which people communicate with each other are voice and gesture. This paper reports on research focusing on the development of an intelligent multimedia interface system modeled based on the manner in which people communicate. This work explores the interaction between humans and computers based only on the processing of speech(Work uttered by the person) and processing of images(hand pointing gestures). The purpose of the interface is to control a pan/tilt camera to point it to a location specified by the user through utterance of words and pointing of the hand, The systems utilizes another stationary camera to capture images of the users hand and a microphone to capture the users words. Upon processing of the images and sounds, the systems responds by pointing the camera. Initially, the interface uses hand pointing to locate the general position which user is referring to and then the interface uses voice command provided by user to fine-the location, and change the zooming of the camera, if requested. The image of the location is captured by the pan/tilt camera and sent to a color TV monitor to be displayed. This type of system has applications in tele-conferencing and other rmote operations, where the system must respond to users command, in a manner similar to how the user would communicate with another person. The advantage of this approach is the elimination of the traditional input devices that the user must utilize in order to control a pan/tillt camera, replacing them with more "natural" means of interaction. A number of experiments were performed to evaluate the interface system with respect to its accuracy, efficiency, reliability, and limitation.

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Partly Random Multiple Weighting Matrices Selection for Orthogonal Random Beamforming

  • Tan, Li;Li, Zhongcai;Xu, Chao;Wang, Desheng
    • Journal of Communications and Networks
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    • v.18 no.6
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    • pp.892-901
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    • 2016
  • In the multi-user multiple-input multiple-output (MIMO) system, orthogonal random beamforming (ORBF) scheme is proposed to serve multiple users simultaneously in order to achieve the multi-user diversity gain. The opportunistic space-division multiple access system (OSDMA-S) scheme performs multiple weighting matrices during the training phase and chooses the best weighting matrix to be used to broadcast data during the transmitting phase. The OSDMA-S scheme works better than the original ORBF by decreasing the inter-user interference during the transmitting phase. To save more time in the training phase, a partly random multiple weighting matrices selection scheme is proposed in this paper. In our proposed scheme, the Base Station does not need to use several unitary matrices to broadcast pilot symbol. Actually, only one broadcasting operation is needed. Each subscriber generates several virtual equivalent channels with a set of pre-saved unitary matrices and the channel status information gained from the broadcasting operation. The signal-to-interference and noise ratio (SINR) of each beam in each virtual equivalent channel is calculated and fed back to the base station for the weighting matrix selection and multi-user scheduling. According to the theoretical analysis, the proposed scheme relatively expands the transmitting phase and reduces the interactive complexity between the Base Station and subscribers. The asymptotic analysis and the simulation results show that the proposed scheme improves the throughput performance of the multi-user MIMO system.

A COMPARISON STUDY OF SPACE RADIATION DOSE ANALYSIS PROGRAMS: SPENVIS SECTORING TOOL AND SIGMA II

  • Chae Jongwon
    • Bulletin of the Korean Space Science Society
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    • 2004.10b
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    • pp.347-350
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    • 2004
  • A space radiation analysis has been used to evaluate an ability of electronic equipment boxes or spacecrafts to endure various radiation effects, so it helps design thicknesses of structure and allocate components to meet the radiation requirements. A comparison study of space radiation dose analysis programs SPENVIS Sectoring Tool (SST) and SIGMA II is conducted through some structure cases, simple sphere shell, box and representative satellite configurations. The results and a discussion of comparison will be given. A general comparison will be shown for understanding those programs. The both programs use the same strategy, solid angle sectoring with ray-tracing method to produce an approximate dose at points in representative simple and complex models of spacecraft structures. Also the particle environment data corresponding to mission specification and radiation transport data are used as input data. But there are distinctions between them. The specification of geometry model and its input scheme, the assignment of dose point and the numbers, the prerequisite programs and ways of representing results will be discussed. SST is a web-based interactive program for sectoring analysis of complex geometries. It may be useful for a preliminary dose assessment with user-friendly interfaces and a package approach. SIGMA II is able to obtain from RSICC (Radiation Safety Information Computational Center) as a FOR-TRAN 77 source code. It may be suitable for either parametric preliminary design or detailed final design, e.g. a manned flight or radiation-sensitive component configuration design. It needs some debugs, recompiling and a tedious work to make geometrical quadric surfaces for actual spacecraft configuration, and has poor documentation. It is recommend to vist RSICC homepage and GEANT4/SSAT homepage.

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Development of Web-based u-Health Self-nutrition Management Program for Diabetic Patients (당뇨환자를 위한 웹 기반의 유헬스 자가영양관리 프로그램 개발)

  • Ahn, Yun;Bae, Jeahurn;Kim, Hee-Seon
    • Korean Journal of Community Nutrition
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    • v.19 no.4
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    • pp.372-385
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    • 2014
  • Objectives: The purpose of this study was to develop web-based self-nutrition management u-Health program for diabetic patients (DMDMG: Diabetes Mellitus Dietary Management Guide) for achieving systematic self-management of diet. Methods: The program consisted of five parts with different contents according to the results of needs assessment. Five major parts were 1) meal management part which contains calorie prescription, meals recording and dietary assessment, 2) prevention of disease part with information of diabetes and assessment of dietary behavior, 3) dietary behavior modification part with an education on dietary behavior modification plan and dietary behavior plan, 4) meal plan containing a training section for meal plan and self constructing part for meal planning by making tables, and 5) information about myself which composed with general and physical information. The system proposed in this study provides nutrients intake results right after input of diet intake, which is possible with simultaneous calculation of input data in the server with 3,495 food and 1,821 meal data base. The nutrients analysis program was evaluated with 26 diabetic patients with two-day 24 hr recall. Results: The differences of nutrients intakes between DMDMG and CANPRO 3.0 ranged from 13.5-16.5%, which was caused by the differences of databases of the two programs. The characteristics of DMDMG were; 1) it can provide an interactive tailored nutrition management, 2) it is a practical tool of diabetes nutritional management, 3) the program gives motivation for the dietary behavior modification. Conclusions: The effectiveness of whole program needs to be conducted, but the program was an innovative tool for self-management of nutrient intakes, diet behaviors, meal management and tailored nutrition education.

A Study on the Process of Hybrid Welding Using Pulsed Nd:YAG Laser and Dip-transfer DC GMA Heat Sources (펄스형 Nd:YAG 레이저와 단락이행모드의 직류 GMA 열원을 이용한 하이브리드 용접 공정에 대한 연구)

  • Cho, Won-Ik;Na, Suck-Joo
    • Journal of Welding and Joining
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    • v.25 no.6
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    • pp.71-77
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    • 2007
  • Until now, many researches on laser-arc hybrid welding processes have been conducted mainly for high power CW laser and high direct current arc to weld the thick steel plates for shipbuilding. Recently, however the usage of thin steel plates, which tend to be deformed easily by thermal energy, is been increasing because of demand of light structure such as car body in the automobile industry. Accordingly, heat sources having relatively low heat input such as pulsed laser, dip-transfer DC GMA and pulsed GMA seem to be applied more increasingly and the study about those heat sources is needed more intensively. Any heat source mentioned above can not stand alone without weld defects at a relatively high welding speed for increasing the welding productivity. This is main reason to apply the hybrid welding process which uses pulsed laser and low-heat-input GMA heat sources simultaneously to weld the thin steel plate. In this study, parameters of pulsed laser and dip-transfer DC GMA welding are studied firstly through preliminary experiments, and then analyzed in the viewpoint of their physical phenomena. Before conducting the hybrid welding, a pulse control technique is developed based on the parallel port communication and Visual C++ 6.0. Owing to development of this technique, interactions of laser and arc pulses can be controlled consistently. Using the pulse control technique, the hybrid welding is conducted and then its interactive welding phenomenon is analyzed.