• 제목/요약/키워드: Intuitive interface

검색결과 237건 처리시간 0.025초

Development of Database System for T-50 Flutter/Vibroacoustic Flight Test Data (T-50 플러터/진동소음 비행시험 데이터베이스 시스템 개발)

  • Gwak, Dong-Il;Baek, Seung-Gil;Park, Geum-Dang;Kim, Yeong-Ik
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • 제34권2호
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    • pp.82-89
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    • 2006
  • The flutter/vibroacoustic characteristics can be acquired by conducting flight tests with various conditions for a long period of test. Accordingly it is indispensable to build a specially designed database system to efficiently accumulate the enormous data obtained from flight tests. Hence, T-50 Flight Test Database System(FTDS) based on MS-Access is developed to handle the flutter/vibroacoustic environment data obtained from flight tests. The developed system is structured with the items related to aircraft flight test, the tables composed of the relevant items and a relational database logically connecting the tables. The T-50 FTDS is implemented with data searching GUI(Graphic User Interface) programed with Visual Basic and Structured Query Language to make intuitive searches over the stored data. The developed system has been used for accumulating the flutter/vibroacoustic data and verifying vibroacoustic Specifications.

The Modified Block Matching Algorithm for a Hand Tracking of an HCI system (HCI 시스템의 손 추적을 위한 수정 블록 정합 알고리즘)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • 제4권4호
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    • pp.9-14
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    • 2003
  • A GUI (graphical user interface) has been a dominant platform for HCI (human computer interaction). A GUI - based interaction has made computers simpler and easier to use. The GUI - based interaction, however, does not easily support the range of interaction necessary to meet users' needs that are natural. intuitive, and adaptive. In this paper, the modified BMA (block matching algorithm) is proposed to track a hand in a sequence of an image and to recognize it in each video frame in order to replace a mouse with a pointing device for a virtual reality. The HCI system with 30 frames per second is realized in this paper. The modified BMA is proposed to estimate a position of the hand and segmentation with an orientation of motion and a color distribution of the hand region for real - time processing. The experimental result shows that the modified BMA with the YCbCr (luminance Y, component blue, component red) color coordinate guarantees the real - time processing and the recognition rate. The hand tracking by the modified BMA can be applied to a virtual reclity or a game or an HCI system for the disable.

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Unplugged Robot Coding System Based on Remote Interface (리모컨 인터페이스 기반의 언플러그드 로봇 코딩 시스템)

  • Lee, Jun;Seo, Yong-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • 제19권5호
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    • pp.157-162
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    • 2019
  • Recently, the awareness of S/W education, which was confined to the profession, is changing due to the changing industrial environment based on ICT technology World main countries invest competitively in S/W education and the target age group is getting lower Among them, the unplugged coding method using the robot platform is known as one of the most effective S/W training methods targeting the elementary age by the intuitive coding method and the robot platform feedback. However, the unplugged coding method using the robot platform has a disadvantage that it can not configure various interfaces for complicated coding due to limitations of H/W. In this paper, we have proposed an unplugged coding system which can input various commands for robot control by IR remote control as an interface and minute signals using robot sensor.

Tangible Electronics Dice Game interface Development for Family Leisure (가족의 여가활동을 위한 텐저블 전자 주사위 게임 인터페이스 개발)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제13권9호
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    • pp.1787-1794
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    • 2009
  • In this paper, the author proposes a tangible electronic dice which can be used for IPTV games for familiy meeting in living room and prevents game addiction of young children. The tangible electronic dice was designed to be as similar to traditional dices as possible in order for people to operate the tangible electronic dice with direct and intuitive manipulation. The proposed tangible electronic dice is self-contained so that no external devices are needed. The experiments show that the dice can be effectively applied to games running in PC and IPTV environments. The author will verify the practicality of the dice by applying the dice to IPTV games which are currently being developed.

The R-R interval detection system for ECG analysis (ECG 분석을 위한 R-R interval 탐지 시스템)

  • Kim, Young-Seop;Hong, Sung-Ho;Chi, Yong-Seok;Lee, Myeong-Seok;Noh, Hack-Youp
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • 제11권2호
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    • pp.29-33
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    • 2012
  • ECG widely used in cardiac function test is a graph that is recorded by measuring the electrical impulses occurred in the heart. Normal ECG has the form of similar sections that are repeated, and each section has the information occurred in a heart beat. Thus, In order to make the correct diagnosis, correct grasp of the sections and formed analysis must be done. In this research, a system that detects the sections of ECG is proposed. The system is based on ECG stored in the form of files. The ECG can easily have a noise caused by an outside factor. The noise of ECG is easily caused by external factors. Through a band-pass filter, it can be removed. and then, to get this ECG without a noise, interval detection algorithm using R-peak is applied. The clean, intuitive interface will help the above functions to be used without any difficulties.

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Digital Content Interactions Using RFID/NFC-based Tangible Interfaces in Augmented Reality Environments (증강현실 환경하에서 RFID/NFC 기반의 탠저블 인터페이스를 활용한 디지털 콘텐츠 상호작용)

  • Seo, Dong Woo;Lee, Jae Yeol;Kim, Jae Sung
    • Korean Journal of Computational Design and Engineering
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    • 제20권2호
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    • pp.159-170
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    • 2015
  • Radio-Frequency Identification (RFID) or Near Field Communication (NFC) technology has many advantages over other visual interfaces since it does not require line-of-sight alignment, can identify multiple tags simultaneously, and does not destroy the integrity of original objects. In addition, smart devices such as smartphone and smartpad have NFC/RFID readers which can provide mobile and natural interactions with digital and physical contents. Augmented reality has an excellent visual interaction capability with digital contents in a real environment by embedding digital contents into the physical world. In this paper, we propose a new approach to digital content interactions using RFID/NFC-based tangible interfaces in augmented reality environments that utilize invisible interfaces in addition to marker-based visual interfaces. By combining the advantages of invisible and visual interfaces, more intuitive interactions with digital contents can be provided, which can remove the difficulty of using typical AR paddles that are widely used in AR interactions. In particular, a semantic AR ontology is defined to provide more convenient interactions. Through the semantic ontology-based inferencing, physical querying and filtering are effectively supported. We will show the effectiveness and advantage of the proposed approach by demonstrating implementation results.

Design and Implementation of Learning Content Authoring Framework for Android-based Three-Dimensional Shape (안드로이드 기반 입체도형 학습 콘텐츠 제작용 프레임워크의 설계 및 구현)

  • Kim, Eun-Gil;Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • 제15권1호
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    • pp.67-76
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    • 2011
  • In this paper, a touch interface of a smart device using, learner controlled by three-dimensional learning content for more realistic learning environment will be constructed. Fabrication of three-dimensional learning content is difficult. So teachers and learners to create content and share content, a framework was designed. The framework consists of an XML language and intuitive. Android-based devices are available from the playback and authoring. Server environment for content sharing was established. The proposed framework is verified through expert evaluation. In result, it was positively evaluated in terms of usability.

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Temporal Transfer of Locomotion Style

  • Kim, Yejin;Kim, Myunggyu;Neff, Michael
    • ETRI Journal
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    • 제37권2호
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    • pp.406-416
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    • 2015
  • Timing plays a key role in expressing the qualitative aspects of a character's motion; that is, conveying emotional state, personality, and character role, all potentially without changing spatial positions. Temporal editing of locomotion style is particularly difficult for a novice animator since observers are not well attuned to the sense of weight and energy displayed through motion timing; and the interface for adjusting timing is far less intuitive to use than that for adjusting pose. In this paper, we propose an editing system that effectively captures the timing variations in an example locomotion set and utilizes them for style transfer from one motion to another via both global and upper-body timing transfers. The global timing transfer focuses on matching the input motion to the body speed of the selected example motion, while the upper-body timing transfer propagates the sense of movement flow - succession - through the torso and arms. Our transfer process is based on key times detected from the example set and transferring the relative changes of angle rotation in the upper body joints from a timing source to an input target motion. We demonstrate that our approach is practical in an interactive application such that a set of short locomotion cycles can be applied to generate a longer sequence with continuously varied timings.

Development of Molecular Simulation Software for the Prediction of Thermodynamic Properties (열역학 물성 예측을 위한 분자 시뮬레이션 소프트웨어의 개발)

  • Chang, Jaee-On
    • Korean Chemical Engineering Research
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    • 제49권3호
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    • pp.361-366
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    • 2011
  • By using Monte Carlo simulation method we developed a new molecular simulation software which can be used to predict the thermodynamic properties of organic compounds. Starting from molecular structure and intermolecular potential function, rigorous statistical mechanical principles give a probability distribution for the behavior of a system containing many molecules, which enables us to calculate macroscopic thermodynamic properties of the system. The software developed in this work, cheMC, is based on Windows platform providing with easy access. One can efficiently administrate simulations by using an intuitive interface equipped with visualization tool and chart generation. It is expected that molecular simulations supplement the equation of state approach and will play a more important role in the study of thermodynamic properties.

Bookmark for Multimedia Content Having Multiple Variations (변형을 갖는 멀티미디어 콘텐트에 대한 북마크)

  • Yeom, Ji-Hyeon;Kim, Myoung-Hoon;Sull, Sang-Hoon;Kim, Hyeok-Man
    • Journal of KIISE:Computing Practices and Letters
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    • 제15권7호
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    • pp.489-494
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    • 2009
  • Since multimedia content is often independently encoded into multiple variations having diverse bandwidths, resolutions and compression formats, the same segment might be stored at different temporal positions within the variations. In this paper, we present a durable multimedia bookmark mechanism which provides a convenient way of switching to any variation before or during playback of the multimedia content, without experiencing temporal discontinuity or overlapping a portion of the content. We also present a new multimedia bookmark player with which users can manage a personal collection of bookmarks with an intuitive visual interface.