• Title/Summary/Keyword: Interactive Input

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An Effective Hangul Modification System Using Jamo Modification Window (자모 수정 창을 활용한 효과적인 한글 수정 시스템)

  • Ceong, Hyi-Thaek
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.10
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    • pp.1535-1544
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    • 2013
  • There are many Hangul input systems to input Korean letter on computer or smart phone. However, the existing systems need to be required more efforts to modify the already inputted letters. This research suggests the Hangul letter modification method which can modify letter effectively based on reusing the alphabets previously inputted. The Hangul modification system using "Jamo Modification Window" follows the composition principle of Hangul, and utilize the already inputted alphabets. It can be applicable to the existing input system without any modification using only "Jamo Modification Window". Especially, this system is very useful on smart phone with small screen.

Interactive 3D Stereoscopic Image Editing System using Image-based modeling (영상 기반 모델링 기법을 이용한 대화식 3차원 입체 영상 저작 시스템)

  • Yun, Chang-Ok;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of the Korean Society for Industrial and Applied Mathematics
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    • v.10 no.2
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    • pp.53-66
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    • 2006
  • Recent technique has shown high interest in 3D stereoscopic image, one out of high immersion appearance techniques. Unlike general 2D image, 3D stereoscopic image is generated by 3D geometric information. Therefore, the lack of 3D geometric information sometimes imposes restrictions or makes editing more tedious. We propose a new unsupervised technique aimed to generate stereoscopic image which is estimated by depth-map information using image-based modeling from a single input image. The proposed system is implemented as the Adobe Photoshop(R) plug-in for considering generality and expandability, and also supports a preview function of interactive 3D stereoscopic image to determine stereoscopic view of high quality.

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A Study of Buck-Boost Current-Source PWM Inverter for Utility Interactive Photovoltaic Generation System (태양광발전과 계통연계를 위한 Buck-Boost 전류원형 PWM 인버터에 관한 연구)

  • Yang Geun-Ryoung;Kang Feel-Soon;Kim Cheul-U
    • Proceedings of the KIPE Conference
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    • 2002.07a
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    • pp.63-68
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    • 2002
  • In a utility interactive photovoltaic generation system, a PWM inverter is used for the connection between the photovoltaic arrays and the utility. The do current becomes pulsated when the conventional inverter system operates in the continuous current mode and dc current pulsation causes the distortion of the ac current waveform. To reduce pulsation of dc input current, This paper presents a Buck-Boost PWM power inverter and its application for residential photovoltaic system. The PWM power inverter is realized by combining two sets of a high frequency Buck-Boost chopper and by making it operate in the discontinuous conduction mode. In this paper, we show the Buck-Boost PWM power inverter circuit, its equivalent circuit and basic differential equations and the power flow characteristics are clarified when the proposed Inverter is interconnected with the utility lines. In conclusion, the proposed inverter system provides a sinusoidal ac current for domestic loads and the utility line with unity power factor

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An Interactive 3D Mesh Editing System for Printing Object Larger Than the Printing Volume of 3D Printer (3차원 프린터의 출력 볼륨보다 큰 물체를 출력하기 위한 인터랙티브 3차원 메쉬 편집 시스템)

  • Chu, Chang Woo;Kim, Kap Kee;Park, Chang Joon;Choi, Jin Sung
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1619-1625
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    • 2016
  • Recently, as the public interests about the 3D printing technology are increased, various kinds of 3D printers are being released. But, they are limited to use because they cannot fabricate an object which is larger than the printer's printing volume. To relieve this problem, we propose an interactive 3D mesh editing system for 3D printing the object that is larger than the printing volume. The proposed 3D editing system divides the input 3D mesh using the user's line drawings defining cutting planes and it attaches various connectors. The output meshes are guaranteed to fabricate without post-processing. The printed parts can be assembled using the connectors. Our proposed system has an advantage that it can be used easily by non-professional 3D printer users.

User Performance Measures for iTV Remote Control of Pointing Devices (iTV 리모컨 포인팅 디바이스 수행도 측정)

  • Cheong, Kyeong-Kyun;Kim, In-Soo;Park, Sung-Kwon;Park, Yong-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.145-150
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    • 2011
  • In this study, we assessed the performance of the test remote pointing device that is applicable to interactive TV (iTV). An empirical test was carried out with the pointing devices in three different interface methods that are recently tried in the industry. For the measurement, a directional task was performed on the linear track described in the conventional ISO 9241-Part 9. The measured variables included the movement time, accuracy, throughput and the subjective satisfaction. The result showed that the motion time was better in the device in the GyroPoint method than the other devices, but the accuracy of the GyroPoint device was lower than that of the devices in the Hall Mouse and OFN methods. It was found that the throughput and the subjective satisfaction were dependent upon the individual input devices. Since this study was conducted on the major point devices that are currently tried and analyzed the problems and characteristics, it is assumed that this study will provide useful data for the design of the remote pointing device that is more suitable to the iTV environment.

Developing Interactive Game Contents using 3D Human Pose Recognition (3차원 인체 포즈 인식을 이용한 상호작용 게임 콘텐츠 개발)

  • Choi, Yoon-Ji;Park, Jae-Wan;Song, Dae-Hyeon;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.619-628
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    • 2011
  • Normally vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment. On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part. In this paper, we describe a development of interactive game contents using pose recognition interface that using 3D human body joint information. Our system was proposed for the purpose that users can control the game contents with body motion without any additional equipment. Poses are recognized comparing current input pose and predefined pose template which is consist of 14 human body joint 3D information. We implement the game contents with the our pose recognition system and make sure about the efficiency of our proposed system. In the future, we will improve the system that can be recognized poses in various environments robustly.

Parallel Operation Characteristics of Utility Interactive Photovoltaic System and Revolving Field Type Synchronous Generator (계통연계 태양광발전시스템과 회전계자형 동기발전기의 병렬운전 특성)

  • Ryu, Yeon-Soo;Yoo, Wang-Jin;Lee, Checl-Gyu;Moon, Jong-Beom
    • 한국태양에너지학회:학술대회논문집
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    • 2008.04a
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    • pp.43-48
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    • 2008
  • Through simulations and field experiment on A.C. parallel operation of both Utility Interactive Photovoltaic System and Diesel Engine Revolving Field Type Synchronous Generator, following factors have been found. First, the inverter should be operated in three modes of frequency(mode.1: ${\pm}$0.3Hz, mode.2: ${\pm}$1Hz, mode.3: ${\pm}$2Hz) as default, considering properties of operating Synchronous Generator. Second, as a result of supplying 13.5kW of residual power, it has been found that Synchronous Generator takes the power input only as reactive power, because it was electrically stable with frequency of 60.14Hz and high voltage of 222.3V even when power factor was -0.94. Besides, it was mechanically stable, too, because the quake, noise, and temperature of Synchronous Generator in this case were 7.5mm/s, 97dB, and $6^{\circ}C$ respectively, which were lower than normal load connection of 145.6kW; 11.03mm/s. Thus, load share of Revolving Field Type Synchronous Generator reduces according to the supply of Photovoltaic System to the load power. In this experiment, 200kW of Synchronous Generator and 40kW of Photovoltaic System were operated in parallel. The load share was 20% in maximum. and 11.1lit/hr of fuel was saved.

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Interactive Colision Detection for Deformable Models using Streaming AABBs

  • Zhang, Xinyu;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.306-317
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    • 2007
  • We present an interactive and accurate collision detection algorithm for deformable, polygonal objects based on the streaming computational model. Our algorithm can detect all possible pairwise primitive-level intersections between two severely deforming models at highly interactive rates. In our streaming computational model, we consider a set of axis aligned bounding boxes (AABBs) that bound each of the given deformable objects as an input stream and perform massively-parallel pairwise, overlapping tests onto the incoming streams. As a result, we are able to prevent performance stalls in the streaming pipeline that can be caused by expensive indexing mechanism required by bounding volume hierarchy-based streaming algorithms. At run-time, as the underlying models deform over time, we employ a novel, streaming algorithm to update the geometric changes in the AABB streams. Moreover, in order to get only the computed result (i.e., collision results between AABBs) without reading back the entire output streams, we propose a streaming en/decoding strategy that can be performed in a hierarchical fashion. After determining overlapped AABBs, we perform a primitive-level (e.g., triangle) intersection checking on a serial computational model such as CPUs. We implemented the entire pipeline of our algorithm using off-the-shelf graphics processors (GPUs), such as nVIDIA GeForce 7800 GTX, for streaming computations, and Intel Dual Core 3.4G processors for serial computations. We benchmarked our algorithm with different models of varying complexities, ranging from 15K up to 50K triangles, under various deformation motions, and the timings were obtained as 30~100 FPS depending on the complexity of models and their relative configurations. Finally, we made comparisons with a well-known GPU-based collision detection algorithm, CULLIDE [4] and observed about three times performance improvement over the earlier approach. We also made comparisons with a SW-based AABB culling algorithm [2] and observed about two times improvement.

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User-centric Immersible and Interactive Electronic Book based on the Interface of Tabletop Display (테이블탑 디스플레이 기반 사용자 중심의 실감형 상호작용 전자책)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.117-125
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    • 2009
  • In this paper, we propose user-centric immersible and interactive electronic book based on the interface of tabletop display. Electronic book is usually used for users that want to read the text book with multimedia contents like video, audio, animation and etc. It is based on tabletop display platform then the conventional input device like keyboard and mouse is not essentially needed. Users can interact with the contents based on the gestures defined for the interface of tabletop display using hand finger touches then it gives superior and effective interface for users to use the electronic book interestingly. This interface supports multiple users then it gives more diverse effects on the conventional electronic contents just made for one user. In this paper our method gives new way for the conventional electronics book and it can define the user-centric gestures and help users to interact with the book easily. We expect our method can be utilized for many edutainment contents.

Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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