• Title/Summary/Keyword: Motion perception

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MCMC Particle Filter based Multiple Preceeding Vehicle Tracking System for Intelligent Vehicle (MCMC 기반 파티클 필터를 이용한 지능형 자동차의 다수 전방 차량 추적 시스템)

  • Choi, Baehoon;An, Jhonghyun;Cho, Minho;Kim, Euntai
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.2
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    • pp.186-190
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    • 2015
  • Intelligent vehicle plans motion and navigate itself based on the surrounding environment perception. Hence, the precise environment recognition is an essential part of self-driving vehicle. There exist many vulnerable road users (e.g. vehicle, pedestrians) on vehicular driving environment, the vehicle must percept all the dynamic obstacles accurately for safety. In this paper, we propose an multiple vehicle tracking algorithm using microwave radar. Our proposed system includes various special features. First, exceptional radar measurement model for vehicle, concentrated on the corner, is described by mixture density network (MDN), and applied to particle filter weighting. Also, to conquer the curse of dimensionality of particle filter and estimate the time-varying number of multi-target states, reversible jump markov chain monte carlo (RJMCMC) is used to sampling step of the proposed algorithm. The robustness of the proposed algorithm is demonstrated through several computer simulations.

Study on Influence of VR Visual Cognitive Factors on VR Contents cognition and Presence (VR콘텐츠의 인지에 미치는 시지각 요인이 실재감에 미치는 영향에 관한 연구)

  • Park, Jung-ho;Choi, Eun-young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.7
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    • pp.985-992
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    • 2018
  • As a result of the recent development and dissemination of HMD equipment, there has been an increase in the development of virtual reality contents. However most of these developments do not take differences of users' cognitive abilities and users' ability to immerse in and connect to these contents into consideration. In this study, we investigated the effects of visual factors of contents by conducting literature reviews, and conducted research on the correlation between visual factors and Virtual reality presence. While color and spatial factors had significant positive effects on content recognition and sense of reality, motion perception factors caused cognitive dissonance, which negatively effects the accurate recognition of contents. We were able to find that accurate recognition of virtual reality contents have a great impact on users' sense of reality.

SmartPuck System : Tangible Interface for Physical Manipulation of Digital Information (스마트 퍽 시스템 : 디지털 정보의 물리적인 조작을 제공하는 실감 인터페이스 기술)

  • Kim, Lae-Hyun;Cho, Hyun-Chul;Park, Se-Hyung
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.4
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    • pp.226-230
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    • 2007
  • In the conventional desktop PC environment, keyboard and mouse are used to process the user input and monitor displays the visual information as an output device. In order to manipulate the digital information, we move the virtual cursor to select the desired graphical icon on the monitor The cursor represents the relative motion of the physical mouse on the desk. This desktop metaphor does not provide intuitive interface through human sensation. In this paper, we introduce a novel tangible interface which allows the user to interact with computers using a physical tool called "Smartpuck". SmartPuck system bridges the gap between analog perception and response in human being and digital information on the computer. The system consists of table display based on a PDP, SmartPuck equipped with rotational part and button for the user's intuitive and tactile input, and a sensing system to track the position of SmartPuck. Finally, we will show examples working with the system.

Clinical outcome in patients with hand lesions associated with complex regional pain syndrome after arthroscopic rotator cuff repair

  • Imai, Takaki;Gotoh, Masafumi;Fukuda, Keiji;Ogino, Misa;Nakamura, Hidehiro;Ohzono, Hiroki;Shiba, Naoto;Okawa, Takahiro
    • Clinics in Shoulder and Elbow
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    • v.24 no.2
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    • pp.80-87
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    • 2021
  • Background: Complex regional pain syndrome (CRPS)-related hand lesions are one of the complications following arthroscopic rotator cuff repair (ARCR). This study aimed to investigate the clinical outcomes of patients with CRPS-related hand lesions following ARCR. Methods: Altogether, 103 patients with ARCR were included in this study (mean age, 63.6±8.2 years; 66 males and 37 females; follow-up period, preoperative to 12 months postoperative). Clinical assessment included the Japanese Orthopaedic Association (JOA) score, University of California, Los Angeles (UCLA) score, Constant score, 36-item short form health survey (SF-36) score, and Quick Disabilities of the Arm, Shoulder, and Hand (QuickDASH) score from preoperative to 12 months postoperatively. The patients were either assigned to the CRPS group or non-CRPS group depending on CRPS diagnosis until the final follow-up, and clinical outcomes were then compared between the groups. Results: Of 103 patients, 20 (19.4%) had CRPS-related hand lesions that developed entirely within 2 months postoperatively. Both groups showed significant improvement in JOA, UCLA, and Constant scores preoperatively to 12 months postoperatively (p<001). Comparisons between the two groups were not significantly different, except for SF-36 "general health perception" (p<0.05) at 12 months postoperatively. At final follow-up, three patients had residual CRPS-related hand lesions with limited range of motion and finger edema. Conclusions: CRPS-related hand lesions developed in 19.4% of patients following ARCR. Shoulder or upper-limb function improved in most cases at 12 months, with satisfactory SF-36 patient-based evaluation results. Patients with residual CRPS-related hand lesions at the last follow-up require long-term follow-up.

Direction of Touch Gestures and Perception of Inner Scroll in Smartphone UI (스마트폰 UI에서 터치 제스처의 방향성과 이너 스크롤의 인지)

  • Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.409-414
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    • 2021
  • In this paper, we investigated the touch gestures of the scroll direction of a small and long UI due to the characteristics of a device in a smartphone environment that has become popular and used. Touch gestures are touched and directed by triggers such as metaphors and affordances based on past experiences. Different types of touch gestures are used depending on the type of navigation, motion, and transformation gesture, but scrolling is the most frequently used among them. In general, the scroll is vertically scrolled, but recently, a design pattern that can be scrolled left and right inside is arranged to cause cognitive dissonance of users. In the use of an inner scroll that can scroll left and right by covering a part of the right content, the mixing of a non-scrollable design pattern becomes a factor that requires attention to the user. Therefore, it was found that the use of triggers and the use of consistent design patterns can enhance the user experience even in the inner scroll environment.

3D Physical User Interface System using a Dominant Eye and an Index Fingertip (주시안과 검지 끝 점을 이용한 3차원 물리 사용자 인터페이스 시스템)

  • Kim, Kyung-Ho;Ahn, Jeeyun;Lee, Jongbae;Kwon, Heeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.138-146
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    • 2013
  • In this paper, we propose a new 3D PUI(Physical User Interface) system in which the index fingertip points and moves a mouse position on a given monitor screen. There are two 3D PUI schemes to control smart devices like smart TVs remotely, the relative pointing one and the absolute pointing one. The former has a problem in that it does not match the human perception process, and the latter requires excessive movement of the body. We combined the relative one and the absolute one, and develop a new intuitive and user-friendly pointing method, 3D PUI. It requires an establishment of a pyramid shape visible area (view volume) to point a mouse position on a screen with the dominant eye. In order to maintain the real-time view volume, however, it requires large computation depending on the movement of the dominant eye. We optimized the computation of the view volume in which it determines the internal and external position on the screen. In addition, Kalman filter is applied with tracing of the mouse pointer position to stabilize the trembling of the pointer and offers the user ease of use.

A study of 3D animation using projection mapping in the space on the utilization (프로젝션 매핑을 사용한 3D 애니메이션의 공간에 따른 활용 사례 분석 연구)

  • Lee, Sooyeon
    • Cartoon and Animation Studies
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    • s.33
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    • pp.449-467
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    • 2013
  • Contemporary 21st century, the rapid development of technology has achieved due to the emergence of various digital devices, a variety of media to the diversification of the limits of visual representation is reduced. Therefore, the combination of technology and art, visual arts, giving limits of getting it free to the public will feel fresh new visual impact. Such a new approach to light of a combination of technology and art, a variety of fine art and motion picture of the visual arts, such as has been recognized as a new genre. Of the resolution of the projector by utilizing the current reality and unreality beyond the boundaries of the building or structure in the city, as a schematic design of the screen projected structure and mapping of the art technology in an attempt to integrate recent has been studied in various ways. The projected structure design and the mapping of the art technology in an attempt to incorporate recent research has been diverse. In this study, as a new technology of a projection mapping to study the technique of looking for the definition of mapping practices to maximize the effectiveness of Visual Perception 3D animation was applied to a case study. A combination of 3D animation and project mapping in the future the fusion of art and technology to meet the zeitgeist with new possibilities of visual art to create synergies that is expected.

The Effects of Situational Context Feedbacks in Chemistry Learning with Computer-Assisted Instruction (상황맥락적인 피드백을 활용한 CAI가 화학 학습에 미치는 효과)

  • Kim, Kyung-Sun;Chung, Kyoung-Jin;Cha, Jeong-Ho;Kang, Yi-Young;Noh, Tae-Hee
    • Journal of the Korean Chemical Society
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    • v.51 no.2
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    • pp.193-200
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    • 2007
  • This study investigated the effects of situational context feedback in CAI upon students' conceptual understanding, science learning motivation, and the perception of CAI. Seventh graders (N = 114) from a coed middle school in Incheon were assigned to the situational context feedback CAI (SCF-CAI), the feedback CAI (F-CAI) and the CAI groups, and were taught about ‘three states of matter' and ‘motion of molecules' for 8 class hours. Prior science achievement test score used as a blocking variable. Two-way ANCOVA results revealed that the conceptual understanding test scores of the SCF-CAI group were significantly higher than those of the other groups. For the higher achievers, the scores of the F-CAI group in science learning motivation test were significantly higher than those of the CAI group. However, there was no significant difference among the lower achievers of three groups. The higher achievers in the SCFCAI and the F-CAI groups perceived the CAI more positively than those of the CAI group. The lower achievers in the FCAI group perceived the CAI more negatively than those of the other groups. Educational implications are discussed.

Human Visual Perception-Based Quantization For Efficiency HEVC Encoder (HEVC 부호화기 고효율 압축을 위한 인지시각 특징기반 양자화 방법)

  • Kim, Young-Woong;Ahn, Yong-Jo;Sim, Donggyu
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.28-41
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    • 2017
  • In this paper, the fast encoding algorithm in High Efficiency Video Coding (HEVC) encoder was studied. For the encoding efficiency, the current HEVC reference software is divided the input image into Coding Tree Unit (CTU). then, it should be re-divided into CU up to maximum depth in form of quad-tree for RDO (Rate-Distortion Optimization) in encoding precess. But, it is one of the reason why complexity is high in the encoding precess. In this paper, to reduce the high complexity in the encoding process, it proposed the method by determining the maximum depth of the CU using a hierarchical clustering at the pre-processing. The hierarchical clustering results represented an average combination of motion vectors (MV) on neighboring blocks. Experimental results showed that the proposed method could achieve an average of 16% time saving with minimal BD-rate loss at 1080p video resolution. When combined the previous fast algorithm, the proposed method could achieve an average 45.13% time saving with 1.84% BD-rate loss.

Propriety analysis of Depth-Map production methods For Depth-Map based on 20 to 3D Conversion - the Last Bladesman (2D to 3D Conversion에서 Depth-Map 기반 제작 사례연구 - '명장 관우' 제작 중심으로 -)

  • Kim, Hyo In;Kim, Hyung Woo
    • Smart Media Journal
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    • v.3 no.1
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    • pp.52-62
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    • 2014
  • Prevalence of common three-dimensional display progresses, increasing the demand for three-dimensional content. Starting from the year 2010 to meet increasing 2D to 3D conversion is insufficient to meet demand content was presented as an alternative. But, Convert 2D to 3D stereo effect only emphasizes content production as a three-dimensional visual fatigue and the degradation of the Quality problems are pointed out. In this study, opened in 2011 'Scenes Guan', the 13 selected Scene is made of the three-dimensional transform the content and the Quality of the transformation applied to the Depth-Map is a visual representation of three-dimensional fatigue and, the adequacy of whether the expert has group interviews and surveys were conducted. Many of the changes are applied to the motion picture of the three-dimensional configurations of Depth-Map conversion technology used in many ways before and after the analysis of the relationship of cascade configurations to create a depth map to the stage. Experiments, presented in this study is a three-dimensional configuration of Depth-Map transformation can lower the production of a three-dimensional visual fatigue and improve the results obtained for a reasonable place was more than half of the experiment accepted the expert group to show a positive reaction were. The results of this study with a rapid movement to convert 2D images into 3D images of applying Depth-map configuration cascade manner to reduce the visual fatigue, to increase the efficiency, and has a three-dimensional perception is the result derived.