• Title/Summary/Keyword: Motion-sensing Interface

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Development of universal controller module using electromyogram signal (근전도 신호를 이용한 범용제어기 모듈)

  • Lee, Chung-Heon;Yu, Jae-Jun;Bae, Sung-Ho;Kang, Sung-Chul;Lee, Dong-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.478-480
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    • 2011
  • As the recent games industry grows slowly, the consumers come to have interests in new types of games which has different types from the conventional games. While the conventional games play with a simple interfaces such as a joystick and buttons, the new games are designed to have acceleration sensors, infrared sensors and video motion detection sensing using several types of sensors and allow users to play more actively. In this paper, we propose a method which uses the electromyogram(EMG) signals in interface.

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Development of Advanced Robot System for Bridge Inspection and Monitoring (교량유지관리 자동화를 위한 첨단 로봇 시스템 개발)

  • Lee, Jong-Seh;Hwang, In-Ho;Kim, Dong-Woo;Lee, Hu-Seok
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2007.04a
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    • pp.90-95
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    • 2007
  • Conventional bridge inspection involves the physical positioning of an inspector by the hydraulic telescoping boom of a "snooper truck" thereby providing visual access to bridge components. The process is time consuming, hazardous, and may be affected by lighting conditions, Therefore, it is of great interest that an automated and/or teleoperated inspection robot be developed to replace the manual inspection procedure. This paper describes the advanced bridge inspection robot system under development and other related activities currently undergoing at the Bridge Inspection Robot Development Interface (BIRDI). BIRDI is a research consortium with its home in the Department of Civil and Environmental System Engineering at Hanyang University at Ansan. Its primary goal is to develop advanced robot systems for bridge inspection and monitoring for immediate field application and commercialization. The research program includes research areas such as advanced inspection robot and motion control system, sensing technologies for monitoring and assessment, and integrated system for bridge maintenance. The center embraces 12 institutions, which consist of 7 universities, 2 research institutes, and 3 private enterprises. Research projects are cross-disciplinary and include experts from structural engineering, mechanical engineering, electronic and control engineering. This research project will contribute to advancement of infrastructure maintenance technology, enhancement of construction industry competitiveness, and promotion of national capacity for technology innovation.

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A Study on Effectiveness and Preference of Tangible Fitness Game (체감형 운동게임의 효과와 선호도에 대한 연구)

  • Kim, Eui-Young;Park, Chang-Hoon;Kim, Dae-Geun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.67-77
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    • 2012
  • With the development of tangible interface in recent years, the interest in interactive exercise games to improve health-related physical fitness has been increased. We believe that this kind of serious game should provide not only motion sensing of the action required to play sports but also a specific effectiveness of exercise. This paper will show how a serious exercise game affects theirs heart rate and preference. For the experiments, we used an exercise game named GalaxyBike for aerobics exercise which is developed by the Interaction Media Research Center of Hoseo University. In the experiments, players' heart rate was measured during the warming-up, exercise and cooling-down periods by a wireless heart-rate measuring instrument. After they played the exercise game, a survey was conducted to see how they like this serious exercise game. The findings of the study suggest that the serious exercise game providing both video game and exercise would make a contribution to the improvement of health-related physical fitness since it serves to increase the heart rate and motivation.

Development of 'Paldokangsan4', a Walking Game for the Elerly Using 'Kinect2' ('키넥트2'를 이용한 노인용 걷기게임 '팔도강산4'의 개발)

  • Kim, KyungSik;Lee, SeungSeob;Kim, TaeHyung
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.149-158
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    • 2016
  • This research is about development and usability test of 'Paldokangsan4' which is a serious game for the elderly to improve their physical and mental health. This game is the next version of last 'Paldokangsan3' developed in 2013. Its motion capture interface 'Kinect' has been stopped for production that we have to develop the next version with 'Kinect2'. We added a personal ID system to accumulate palyers' game histories, and let the player know the the current score comparing to the personal average score every time. Also we added real mart background to the traditional old market background of the game as well as a tutorial level to learn how to play the game personally. In 2016 Play Expo, we have installed and demonstrated it and gathered opinions of 40 volunteers in questionnaire. The result of their analysis showed that we could find the possibility of beneficial effects for the elderly following the last version.

Hallym Jikimi: A Remote Monitoring System for Daily Activities of Elders Living Alone (한림 지킴이: 독거노인 일상 활동 원격 모니터링 시스템)

  • Lee, Seon-Woo;Kim, Yong-Joong;Lee, Gi-Sup;Kim, Byung-Jung
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.4
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    • pp.244-254
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    • 2009
  • This paper describes a remote system to monitor the circadian behavioral patterns of elders who live alone. The proposed system was designed and implemented to provide more conveniently and reliably the required functionalities of a remote monitoring system for elders based on the development of first phase prototype[2]. The developed system is composed of an in-house sensing system and a server system. The in-house sensing system is a set of wireless sensor nodes which have pyroelectric infrared (PIR) sensor to detect a motion of elder. Each sensing node sends its detection signal to a home gateway via wireless link. The home gateway stores the received signals into a remote database. The server system is composed of a database server and a web server, which provides web-based monitoring system to caregivers (friends, family and social workers) for more cost effective intelligent care service. The improved second phase system can provide 'automatic diagnosis', 'going out detection', and enhanced user interface functionalities. We have evaluated the first and second phase monitoring systems from real field experiments of 3/4 months continuous operation with installation of 9/15 elders' houses, respectively. The experimental results show the promising possibilities to estimate the behavioral patterns and the current status of elder even though the simplicity of sensing capability.

Design requirements of mediating device for total physical response - A protocol analysis of preschool children's behavioral patterns (체감형 학습을 위한 매개 디바이스의 디자인 요구사항 - 프로토콜 분석법을 통한 미취학 아동의 행동 패턴 분석)

  • Kim, Yun-Kyung;Kim, Hyun-Jeong;Kim, Myung-Suk
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.103-110
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    • 2010
  • TPR(Total Physical Response) is a new representative learning method for children's education. Today's approach to TPR has focused on signals from a user which becomes input data in a human-computer interaction, but the accuracy of sensing from body signals(e. g. motion and voice) isn't so perfect that it seems difficult to apply on an education system. To overcome these limits, we suggest a mediating interface device which can detect the user's motion using correct numerical values such as acceleration and angular speed. In addition, we suggest new design requirements for the mediating device through analyzing children's behavior as human factors by ethnography research and protocol analysis. As a result, we found that; children are unskilled in physical control when they use objects; tend to lean on an object unconsciously with touch. Also their behaviors are restricted, when they use objects. Therefore a mediating device should satisfy new design requirements which are make up for unskilled handling, support familiar and natural physical activity.

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Design and Development of Multiple Input Device and Multiscale Interaction for GOCI Observation Satellite Imagery on the Tiled Display (타일드 디스플레이에서의 천리안 해양관측 위성영상을 위한 다중 입력 장치 및 멀티 스케일 인터랙션 설계 및 구현)

  • Park, Chan-Sol;Lee, Kwan-Ju;Kim, Nak-Hoon;Lee, Sang-Ho;Seo, Ki-Young;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.541-550
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    • 2014
  • This paper describes a multi-scale user interaction based tiled display visualization system using multiple input devices for monitoring and analyzing Geostationary Ocean Color Imager (GOCI) observation satellite imagery. This system provides multi-touch screen, Kinect motion sensing, and moblie interface for multiple users to control the satellite imagery either in front of the tiled display screen or far away from a distance to view marine environmental or climate changes around Korean peninsular more effectively. Due to a large amount of memory required for loading high-resolution GOCI satellite images, we employed the multi-level image load technique where the image was divided into small tiled images in order to reduce the load on the system and to be operated smoothly by user manipulation. This system performs the abstraction of common input information from multi-user Kinect motion and gestures, multi-touch points and mobile interaction information to enable a variety of user interactions for any tiled display application. In addition, the unit of time corresponding to the selected date of the satellite images are sequentially displayed on the screen and multiple users can zoom-in/out, move the imagery and select buttons to trigger functions.