• Title/Summary/Keyword: Interactive Method

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Airflow visualization and an interactive method for segmentation of 3D nasal airway (상호작용 기반 3차원 비강 모델 분할 및 가시화)

  • Seo, An-Na;Heo, Go-Eun;Kim, S.K.;Kim, Jee-In
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06c
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    • pp.320-322
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    • 2012
  • 코 내부의 복잡한 기하학적 형상으로 인해 nasal airway의 분리는 많은 어려움을 겪고 있다. 본 논문은 velocimetry of nasal airflow 와 코 수술 계획을 위하여 3차원 공간에서 nasal airway를 interactive semiautomatic으로 분리하고 시각화하는 방법을 제안한다. 제안하는 방법은 ROI(Region-Of-Interest)와 multi-seed 3d region growing(MS3RG)기법을 적용하여 비강을 분리하며 볼륨렌더링 기법을 이용하여 분리된 영역을 3차원 공간에서 직관적으로 확인 할 수 있다. 또한 분리된 3차원 비강 모델은 유동흐름 실험을 위하여 3차원 프린터를 통해 실제 모형으로 제작 가능하다. 그리하여 CT dataset(512*512*175)을 가지고 매뉴얼 세그멘테이션에서 5시간 정도 걸리던 작업을 반자동 세그멘테이션 방법을 이용할 경우 최대 3분 이내에 분리 작업을 완료할 수 있으며 수치해석 실험 및 물리 실험에 이용할 수 있다.

Specification and Implementation of Projective Texturing Node in X3D

  • Kim, In-Kwon;Jang, Ho-Wook;Yoo, Kwan-Hee;Ha, Jong-Sung
    • International Journal of Contents
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    • v.12 no.2
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    • pp.1-5
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    • 2016
  • Extensible 3D (X3D) is the ISO standard for defining 3D interactive web- and broadcast-based 3D content integrated with multimedia. With the advent of this integration of interactive 3D graphics into the web, users can easily produce 3D scenes within web contents. Even though there are diverse texture nodes in X3D, projective textures are not provided. We enable X3D to provide SingularProjectiveTexture and MultiProjectiveTexture nodes by materializing independent nodes of projector nodes for a singular projector and multi-projector. Our approach takes the creation of an independent projective texture node instead of Kamburelis's method, which requires inconvenient and duplicated specifications of two nodes, ImageTexture and Texture Coordinate.

Emotional Correlation Test from Binary Gender Perspective using Kansei Engineering Approach on IVML Prototype

  • Nur Faraha Mohd, Naim;Mintae, Hwang
    • Journal of information and communication convergence engineering
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    • v.21 no.1
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    • pp.68-74
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    • 2023
  • This study examines the response of users' feelings from a gender perspective toward interactive video mobile learning (IVML). An IVML prototype was developed for the Android platform allowing users to install and make use of the app for m-learning purposes. This study aims to measure the level of feelings toward the IVML prototype and examine the differences in gender perspectives, identify the most responsive feelings between male, and female users as prominent feelings and measure the correlation between user-friendly feeling traits as an independent variable in accordance with gender attributes. The feelings response could then be extracted from the user experience, user interface, and human-computer interaction based on gender perspectives using the Kansei engineering approach as the measurement method. The statistical results demonstrated the different emotional reactions from a male and female perspective toward the IVML prototype may or may not have a correlation with the user-friendly trait, perhaps having a similar emotional response from one to another.

Face recognition of Intra-red Images for Interactive TV Control System (인터랙티브 TV 컨트롤 시스템을 위한 근적외선 영상의 얼굴 인식)

  • Won, Chul-Ho;Lee, Sang-Heon;Lee, Tae-Gyoun
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.5
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    • pp.11-17
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    • 2010
  • In this parer, face recognition method which can be applied to ITCS (interactive TV control system) is proposed. We extracted ULBP(uniform local binary pattern) histogram feature from infra-red images, and we detected left-right eyes and face region by using SVM classifier. Then, We implemented face recognition system which is using Gabor transform and ULBP histogram feature and applied to personal verification for ITCS.

Full-body Skeleton-based Motion Game System with Interactive Gesture Registration (상호작용적 제스처 등록이 가능한 전신 스켈레톤 기반 동작 게임 시스템)

  • Kim, Daehwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.419-420
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    • 2022
  • This paper presents a method that allows users to interactively register their own gestures for a motion-based game system. Existing motion-based game systems create recognizers by collecting predefined gesture data. However, this sometimes requires difficult expertise or rather difficult courses. To alleviate these complex situations, we propose a full-body skeleton-based game system that can interactively register gestures.

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A Design of AI Middleware for Making Interactive Animation Characters (인터랙티브한 애니메이션 캐릭터 제작을 위한 인공지능 미들웨어 설계)

  • Lee, Seung-Sub;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.91-101
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    • 2008
  • Most designers use professional 3D animation tools such as 3DS MAX to manually create animation. This manual method requires a great deal of time and efforts, and does not allow animation characters to interact with one another. In this paper, we design an AI middleware of form as 3DS MAX plug-in to solve these issues. We present an AI expression structure and internal processing method for this middleware, and the method for creating AI character's structure. It creates AI character's structure by drawing figures and lines for representing AI elements. For experiment, we have produced same animations with the traditional method and our method, and measured the task volume in both methods. This result verifies that the task volume is similar or higher than the traditional method in small-scale tasks, but up to 43% of the task volume is reduced in large-scale tasks. Using the method proposed in this paper, we see that characters in an animation interact each other, and task volume in large-scale tasks are reduced.

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An Interactive Cooking Video Query Service System with Linked Data (링크드 데이터를 이용한 인터랙티브 요리 비디오 질의 서비스 시스템)

  • Park, Woo-Ri;Oh, Kyeong-Jin;Hong, Myung-Duk;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.59-76
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    • 2014
  • The revolution of smart media such as smart phone, smart TV and tablets has brought easiness for people to get contents and related information anywhere and anytime. The characteristics of the smart media have changed user behavior for watching the contents from passive attitude into active one. Video is a kind of multimedia resources and widely used to provide information effectively. People not only watch video contents, but also search for related information to specific objects appeared in the contents. However, people have to use extra views or devices to find the information because the existing video contents provide no information through the contents. Therefore, the interaction between user and media is becoming a major concern. The demand for direct interaction and instant information is much increasing. Digital media environment is no longer expected to serve as a one-way information service, which requires user to search manually on the internet finding information they need. To solve the current inconvenience, an interactive service is needed to provide the information exchange function between people and video contents, or between people themselves. Recently, many researchers have recognized the importance of the requirements for interactive services, but only few services provide interactive video within restricted functionality. Only cooking domain is chosen for an interactive cooking video query service in this research. Cooking is receiving lots of people attention continuously. By using smart media devices, user can easily watch a cooking video. One-way information nature of cooking video does not allow to interactively getting more information about the certain contents, although due to the characteristics of videos, cooking videos provide various information such as cooking scenes and explanation for each recipe step. Cooking video indeed attracts academic researches to study and solve several problems related to cooking. However, just few studies focused on interactive services in cooking video and they still not sufficient to provide the interaction with users. In this paper, an interactive cooking video query service system with linked data to provide the interaction functionalities to users. A linked recipe schema is used to handle the linked data. The linked data approach is applied to construct queries in systematic manner when user interacts with cooking videos. We add some classes, data properties, and relations to the linked recipe schema because the current version of the schema is not enough to serve user interaction. A web crawler extracts recipe information from allrecipes.com. All extracted recipe information is transformed into ontology instances by using developed instance generator. To provide a query function, hundreds of questions in cooking video web sites such as BBC food, Foodista, Fine cooking are investigated and analyzed. After the analysis of the investigated questions, we summary the questions into four categories by question generalization. For the question generalization, the questions are clustered in eleven questions. The proposed system provides an environment associating UI (User Interface) and UX (User Experience) that allow user to watch cooking videos while obtaining the necessary additional information using extra information layer. User can use the proposed interactive cooking video system at both PC and mobile environments because responsive web design is applied for the proposed system. In addition, the proposed system enables the interaction between user and video in various smart media devices by employing linked data to provide information matching with the current context. Two methods are used to evaluate the proposed system. First, through a questionnaire-based method, computer system usability is measured by comparing the proposed system with the existing web site. Second, the answer accuracy for user interaction is measured to inspect to-be-offered information. The experimental results show that the proposed system receives a favorable evaluation and provides accurate answers for user interaction.

Study on Improved Interactive Mode of Delete in Mobile Phone's Full Keyboard and Its Usability (휴대폰의 풀 키보드에서 향상된 대화식 삭제 모드 및 사용성에 관한 연구)

  • Guo, Haoyue;Pan, Younghwan;Luo, Tao
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.41-48
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    • 2020
  • The text has always been an important recording channel for the development of human civilization. The delete text function is essential. The current method of deleting text is to "press" the delete button to complete the operation. It does not meet the user's need to delete large amounts of text. This article focuses on a new interactive approach to this problem. We consider problems and find solutions from the perspective of zero-order position control and first-order rate control. Through experimental design analysis and comparison, the new keyboard interaction method greatly improves efficiency and user experience. This article hopes to evaluate the usability of the new keyboard through usability studies.

Optimization of main factors using response surface method for the enhanced production of hGM-CSF from transgenic Nicotiana tabacum cell suspension cultures

  • Lee, Ki-Yong;Lee, Sang-Yoon;Kim, Dong-Il
    • 한국생물공학회:학술대회논문집
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    • 2003.10a
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    • pp.351-355
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    • 2003
  • Response surface methodology was employed to study the interactive effect of sucrose, nitrogen, temperature and to optimize their levels to enhance the production of human granulocyte-macrophage colony-stimulation factor from Nicotiana tabacum cell suspension cultures. A 15-runs Box-Behnken design including three center points was the response surface method selected for the initial set of experiments. The analysis of the data from the Box-Behnken experiments showed interactive effects of sucrose:nitrogen, sucrose:temperature and nitrogen:temperature. The optimal combinations of sucrose, nitrogen and temperature for hGM-CSF production from surface plot were sucrose 90 g/L, nitrogen 41 mM and 22$^{\circ}C$, respectively. The optimization of there factors enhanced the hGM-CSF production by 2 times because high sucrose concentration stimulated the secretion of hGM-CSF and low temperature prevented hGM-CSF degradation in media by pretenses.

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Digital Maps and Automatic Narratives for the Interactive Global Histories

  • CHEONG, Siew Ann;NANETTI, Andrea;FHILIPPOV, Mikhail
    • Asian review of World Histories
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    • v.4 no.1
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    • pp.83-123
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    • 2016
  • We describe a vision of historical analysis at the world scale, through the digital assembly of historical sources into a cloud-based database, where machine-learning techniques can be used to summarize the database into a time-integrated actor-to-actor complex network. Using this time-integrated network as a template, we then apply the method of automatic narratives to discover key actors ('who'), key events ('what'), key periods ('when'), key locations ('where'), key motives ('why'), and key actions ('how') that can be presented as hypotheses to world historians. We show two test cases on how this method works. To accelerate the pace of knowledge discovery and verification, we describe how historians would interact with these automatic narratives through an online, map-based knowledge aggregator that learns how scholars filter information, and eventually takes over this function to free historians from the more important tasks of verification, and stitching together coherent storylines. Ultimately, multiple coherent storylines that are not necessary compatible with each other can be discovered through human-computer interactions by the map-based knowledge aggregator.