• Title/Summary/Keyword: Interactive electronics models

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Interactive Multiview Contents Authoring System based on MPEG-4 (MPEG-4 기반 대화형 복수시점 영상콘텐츠 저작 시스템)

  • Lee, In-Jae;Ki, Myung-Seok;Kim, Wook-Joong;Kim, Kyu-Heon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2005.11a
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    • pp.209-212
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    • 2005
  • This paper introduces interactive multi-view contents authoring system based on MPEG-4. The MPEG-4 standard, which aims to provide an object based audiovisual coding tool, has been developed to address the emerging needs from communications, interactive broadcasting as well as from mixed service models resulting from technological convergence. Due to the feature of object based coding, it has been considered that MPEG-4 is the most suitable for interactive broadcasting content production. This feature is suitable for creation of the content which provides multiple views of object or scene in interactive manner. In this paper, we categorize the multi-view visual content into two types: panoramic multi-view content and object multi-view content. And design and implementation of the authoring system for interactive multi-view contents is presented. We believe that the proposed method can be effectively used for further deployment of MPEG-4 content to various interactive applications.

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The Effect of Using the Interactive Electronic Models in Teaching Mathematical Concepts on Students Achievement in the University Level

  • Alzahrani, Yahya Mizher
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.149-153
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    • 2022
  • This study examines the effect of using interactive electronic models to teach mathematical concepts on students' achievement in the linear algebra course at university. The field sample consisted of 200 students divided into two equal groups, an experimental group of 100 students and a control group of 100 students. The researcher used an achievement test in some mathematical concepts related to linear algebra. The results of the study showed that there were statistically significant differences (0.05) between the average achievement scores of the experimental and control groups in the post application of the achievement test, in favor of the experimental group. The size of the influence of the independent factor on the results of the study, which is "interactive electronic forms", on the dependent factor, which is the students' academic achievement in the prepared test, had a very large effect. Also, the results of the study showed that there were statistically significant differences (0.05) between the mean scores of the experimental group in the pre and post applications of the achievement test, in favor of the post application. The researcher recommended the use of interactive electronic models in teaching mathematical concepts at the university level and diversifying the strategies of teaching mathematics, using technology to attract learners and raise their academic achievement.

Feedback Linearization Control of Grid-Interactive PWM Converters with LCL Filters

  • Kim, Dong-Eok;Lee, Dong-Choon
    • Journal of Power Electronics
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    • v.9 no.2
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    • pp.288-299
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    • 2009
  • This paper proposes a feedback linearization control scheme of AC/DC PWM converters with LCL input filters using no damping resisters. Feedback linearization techniques use a transformation from nonlinear system models into equivalent linear models in a simpler form. The feedback linearization scheme in this work has cascade structures unlike usual feedback linearization, therefore it has an advantage that it is possible to limit the capacitor current to a certain level. The performance of the proposed controller is validated with simulation and experimental results.

Development of Visual Modeler by using CBD

  • Yoon, Chang-Rak;Seo, Ji-Hun;Kim, Kyung-Ok
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.53-53
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    • 2002
  • According to glowing computing capacity, software in remote sensing has supported diverse processing interfaces from batch interface to high-end user interactive interface. In this paper, component based visual modeler is developed to process batch jobs for high-end users as well as novices. Visual modeler arranges several node groups which are categorized according to their purposes. These nodes carry out elemental unit processes and can be grouped to model. The model represents user specified job which is composed diverse nodes. User can organize models by connecting diverse nodes according to data flow model specification which rules node's connectivity and direction, etc. Furthermore, user defined models can be together to organize much more complex and large model.

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Framework for Designing Explanatory Style of Interactive Agents (상호작용형 에이전트의 설명 양식을 디자인하기 위한 프레임워크 개발)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.63-73
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    • 2008
  • Recent years have seen an explosion of interest in interactive agents motivating human learners to engage in edutainment systems which are designed to be entertaining and educational at the same time. Especially, work on socio-emotional processes has focus on understanding of human's social behavior in training and entertainment a applications. In contrast with work on social emotion, where research groups have developed detailed models of emotional processes, models of personality have emphasized shallow surface behavior. Here, we build on computational appraisal models of emotion to better characterize dispositional differences in how people come to understand social situations. Known as explanatory style, this dispositional factor plays a key role in social interactions and certain socio-emotional disorders, such as depression. Building on appraisal and attribution theories, we model key conceptual variables underlying the explanatory style, and enable agents to exhibit different explanatory tendencies with respect to their personalities. Furthermore, we developed an interactive AR agent based on our framework and applied it into an interactive teaming system that allows participants to explore individual differences in the explanation of social events, with the goal of encouraging the development of perspective laking and emotion-regulatory skills.

Interactive visual knowledge acquisition for hand-gesture recognition (손 제스쳐 인식을 위한 상호작용 시각정보 추출)

  • 양선옥;최형일
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.33B no.9
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    • pp.88-96
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    • 1996
  • Computer vision-based gesture recognition systems consist of image segmentation, object tracking and decision. However, it is difficult to segment an object from image for gesture in computer systems because of vaious illuminations and backgrounds. In this paper, we describe a method to learn features for segmentation, which improves the performance of computer vision-based hand-gesture recognition systems. Systems interact with a user to acquire exact training data and segment information according to a predefined plan. System provides some models to the user, takes pictures of the user's response and then analyzes the pictures with models and a prior knowledge. The system sends messages to the user and operates learning module to extract information with the analyzed result.

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Development of a Distributed Road Traffic Simulation System

  • Keawmanee, T.;Seubpradit, K.;Tandayya, P.
    • Proceedings of the IEEK Conference
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    • 2002.07b
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    • pp.1324-1326
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    • 2002
  • This paper concerns the development of distributed interactive simulation of a road traffic system. The simulation involved models of multiple and distributed road vehicles running on different locations. The simulation system represented a traffic system as if the distributed simulation models were in the same environment. The development of the distributed road traffic simulation was based on High Level Architecture (HLA), a state-of-the-art IEEE standard for the distributed and real-time simulation. Other work concerned modeling and simulating the road vehicles and building the map database for the virtual distributed shared environment. The information used in the simulation system was only in X-axis and Y-axis as the insignificant data in the Z-axis was omitted to simplify the simulation. However, the traffic system has visualized a 3-D coordinate system. The road vehicle models were able to avoid collision. The next direction of a vehicle can be chosen from the provided choices of further paths.

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Vehicular Pitch Estimation Algorithm with ACF/IMMKF Based on GPS/IMU/OBD Data Fusion (GPS/IMU/OBD 융합기반 ACF/IMMKF를 이용한 차량 Pitch 추정 알고리즘)

  • Kim, Ju-won;Lee, Myung-su;Lee, Sang-sun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.9
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    • pp.1837-1845
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    • 2015
  • The longitudinal velocity is necessary for accurate vehicular positioning in urban environment. The pitch angle, which is a road slope, should be calculated to acquire the longitudinal velocity. However, it is impossible to consider very accurate pitch, when using a sensor and an algorithm. That's why process noise and positioning stimation error of IMU should be adjusted to the driving environment and fuse GPS, OBD data with ACF which consist of AKF, CF in this paper. Then, final pitch angle which is appropriate for driving environment is estimated by IMMKF in order to optimize the system model according to road slope models.

Experimental investigations on the failure modes of ring-stiffened cylinders under external hydrostatic pressure

  • Cho, Sang-Rai;Muttaqie, Teguh;Do, Quang Thang;Kim, Sinho;Kim, Seung Min;Han, Doo-Hwan
    • International Journal of Naval Architecture and Ocean Engineering
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    • v.10 no.6
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    • pp.711-729
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    • 2018
  • This paper reports on the experimental investigations on the failure modes of ring-stiffened cylinder models subjected to external hydrostatic pressure. Nine models were welded from general structural steel. The shells were initially formed by cold-rolling, and flat-bar ring frames were welded to the shell. The hydrostatic pressure tests were conducted by using water as the medium in pressure chambers. The details of the preparation and main test were briefly explained. The investigation identified the consequence of the structural failure modes, including: shell yielding, local shell buckling between ring stiffeners, overall buckling of the shell together with the stiffeners, and interactive buckling mode combining local and overall buckling. In addition, the ultimate strengths were predicted by using existing design codes. Non-linear numerical computations were also conducted by employing the actual imperfection coordinates. Finally, accuracy and reliability of the predictions of design formulae and numerical were substantiated with the test results.

Comparison Analysis of Four Face Swapping Models for Interactive Media Platform COX (인터랙티브 미디어 플랫폼 콕스에 제공될 4가지 얼굴 변형 기술의 비교분석)

  • Jeon, Ho-Beom;Ko, Hyun-kwan;Lee, Seon-Gyeong;Song, Bok-Deuk;Kim, Chae-Kyu;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.22 no.5
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    • pp.535-546
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    • 2019
  • Recently, there have been a lot of researches on the whole face replacement system, but it is not easy to obtain stable results due to various attitudes, angles and facial diversity. To produce a natural synthesis result when replacing the face shown in the video image, technologies such as face area detection, feature extraction, face alignment, face area segmentation, 3D attitude adjustment and facial transposition should all operate at a precise level. And each technology must be able to be interdependently combined. The results of our analysis show that the difficulty of implementing the technology and contribution to the system in facial replacement technology has increased in facial feature point extraction and facial alignment technology. On the other hand, the difficulty of the facial transposition technique and the three-dimensional posture adjustment technique were low, but showed the need for development. In this paper, we propose four facial replacement models such as 2-D Faceswap, OpenPose, Deekfake, and Cycle GAN, which are suitable for the Cox platform. These models have the following features; i.e. these models include a suitable model for front face pose image conversion, face pose image with active body movement, and face movement with right and left side by 15 degrees, Generative Adversarial Network.