• 제목/요약/키워드: Natural Interface

검색결과 624건 처리시간 0.032초

위상 변경 고유치 재해석 기법을 이용한 최적 구조물 동특성 변경 (Optimal Structural Dynamics Modification Using Eigen Reanalysis Technique of Technique of Topological Modifications)

  • 이준호;박영진;박윤식
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2003년도 춘계학술대회논문집
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    • pp.77-81
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    • 2003
  • SDM (Structural Dynamics Modification) is a tool to improve dynamic characteristics of a structure, more specifically of a base structure, by adding or deleting auxiliary (modifying) structures. In this paper, the goal of the optimal SDM is set to maximize the natural frequency of a base plate structure by attaching serially-connected beam stiffeners. The design variables are chosen as positions of the attaching beam stiffeners, where the number of stiffeners is considered as a design space. The problem of non-matching interface nodes between the base plate and beam stiffeners is solved by using localized Lagrange multipliers, which act to glue the two structures with non-matching interface nodes. As fer the cases of non-matching interface nodes problem, the governing equation of motion of a structure can be considered from the viewpoint of a topological modification, which involves the change of the number of structural members and DOFs. Consequently, the eigenpairs of the beam-stiffened plate structure are obtained by using an eigen reanalysis technique of topological modifications. Evolution Strategies (ES), which is a probabilistic population-based optimization technique that mimics the principles from biological evolution in nature, is utilized as a mean for the optimization.

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Tangible Tele-Meeting in Tangible Space Initiative

  • Lee, Joong-Jae;Lee, Hyun-Jin;Jeong, Mun-Ho;Jeong, SeongWon;You, Bum-Jae
    • Journal of Electrical Engineering and Technology
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    • 제9권2호
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    • pp.762-770
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    • 2014
  • Tangible Space Initiative (TSI) is a new framework that can provide a more natural and intuitive Human Computer Interface for users. This is composed of three cooperative components: a Tangible Interface, Responsive Cyber Space, and Tangible Agent. In this paper we present a Tangible Tele-Meeting system in TSI, which allows people to communicate with each other without any spatial limitation. In addition, we introduce a method for registering a Tangible Avatar with a Tangible Agent. The suggested method is based on relative pose estimation between the user and the Tangible Agent. Experimental results show that the user can experience an interaction environment that is more natural and intelligent than that provided by conventional tele-meeting systems.

실감형 콘텐츠 작동을 위한 모션 기반 4D 특수효과 장치 제어 (Motion-based Controlling 4D Special Effect Devices to Activate Immersive Contents)

  • 김광진;이칠우
    • 스마트미디어저널
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    • 제8권1호
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    • pp.51-58
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    • 2019
  • 본 논문은 펄스폭 변조(PWM, Pulse Width Modulation) 방법을 이용하여 4D 콘텐츠의 특수효과용 물리장치들을 제어하는 제스처 응용 방법에 대해 기술한다. 적외선 센서를 통해 인식되는 사용자 동작은 3D 콘텐츠 제어를 위한 명령어로 해석되고 특수효과를 발생시키는 장치를 제어하여 물리적인 자극을 사용자에게 재현한다. 이와 같이 NUI(Natural User Interface) 기법을 이용하여 콘텐츠를 제어하게 되면 사용자의 콘텐츠에 대한 직접적인 몰입감이 증대되어 사용자에게 고도의 흥미와 관심을 제공할 수 있다. 제안하는 방법의 효율성을 측정하기 위해 적외선 센서를 이용한 모션인식과 애니메이션 컨트롤러의 파라미터를 제어하여 이벤트를 전달하는 PWM 기반 실시간 선형제어 시스템을 구현하였다.

Tribological behavior of concrete with different mineral additions

  • Belaidi, Amina;Hacene, Mohammed Amine Boukli;Kadri, El-Hadj;Taleb, Omar
    • Advances in concrete construction
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    • 제11권3호
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    • pp.231-238
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    • 2021
  • The present work aims at investigating the effects of using various fine mineral additions as partial replacement to Portland cement on the tribological properties of concrete. To achieve this goal, concrete mixtures were prepared with different percentages (10, 20 and 30%) of limestone fillers (LF) and natural pozzolana (NP), and (20, 40 and 60%) of blast furnace slag (BFS). The interface yield stress (τ0) and viscous constants (η) that allow characterizing friction at the concrete-pipe wall interface were determined using a rotational tribometer. In addition, the compositions of the boundary layers that formed in the pumping pipes of the different concretes under study were also identified and analyzed. The experimental results obtained showed that the concretes studied have a linear tribological behavior that can be described by the Bingham model. Furthermore, the use of different mineral additions, especially limestone fillers and blast furnace slags, even at high rates, had a beneficial effect on the optimization of the volume of paste present in the boundary layer, which made it possible to significantly reduce the viscous constant of concrete. However, a maximum rate of 10% of natural pozzolana was recommended to achieve tribological properties that are favorable to the pumpability of concrete.

Virtual Reality Game Modeling for a Haptic Jacket

  • Bae, Hee-Jung;Jang, Byung-Tae
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.882-885
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    • 2003
  • In this paper, we describe a haptic jacket and wheel as a haptic interface to enhance VR game realism. Building upon the VR game system using this devices, our haptic interface technique allows the user to intuitive interact on game contents, and then to sense the game event properties such as walking, attacking, driving and fire in a natural way. In addition, we extended the initial haptic model to support haptic decoration and dynamic interactions due to the added game event in a real time display. An application example presented here is a VR Dino-Attack game. This game supports interactions among dynamic and our intuitive haptic interface. Modeling physic interactions involves precise collision detection, real-time force computation, and high control-loop bandwidth.

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Japanese Speech Based Fuzzy Man-Machine Interface of Manipulators

  • Izumi, Kiyotaka;Watanabe, Keigo;Tamano, Yuya;Kiguchi, Kazuo
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.603-608
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    • 2003
  • Recently, personal robots and home robots are developing by many companies and research groups. It is considered that a general effective interface for user of those robots is speech or voice. In this paper, Japanese speech based man-machine interface system is discussed for reflecting the fuzziness of natural language on robots, by using fuzzy reasoning. The present system consists of the derivation part of action command and the modification part of the derived command. In particular, a unique problem of Japanese is solved by applying the morphological analyzer ChaSen. The proposed system is applied for the motion control of a robot manipulator. It is proved from the experimental results that the proposed system can easily modify the same voice command to the actual different levels of the command, according to the current state of the robot.

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강판의 곡가공 자동화를 위한 수치제어 시스템의 개발 (Development of Numerical Control System for Plate forming Automation)

  • 이주성
    • 한국해양공학회지
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    • 제17권1호
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    • pp.72-79
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    • 2003
  • This paper deals with the development of an interface program for automatic plate forming, which can exchange information between the heating line information generation program and the automatic heating apparatus. In this paper, the performance of the developed interface program has been verified from the view point of numerical position control. By applying the interface program to the operation of the automatic heating apparatus, an experiment of line heating has been conducted for several steel plate models. Based on the experimental results, a simplified relation to estimate angular distortion has keen derived as a natural characteristic of the present automatic heating apparatus. As a result of the present study, the prototype of the automatic plate forming system has been constructed, and its application to the real surface models found in the ship will be presented in the near future.

음성인식용 인터페이스의 사용편의성 평가 방법론 (A Usability Evaluation Method for Speech Recognition Interfaces)

  • 한성호;김범수
    • 대한인간공학회지
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    • 제18권3호
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    • pp.105-125
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    • 1999
  • As speech is the human being's most natural communication medium, using it gives many advantages. Currently, most user interfaces of a computer are using a mouse/keyboard type but the interface using speech recognition is expected to replace them or at least be used as a tool for supporting it. Despite the advantages, the speech recognition interface is not that popular because of technical difficulties such as recognition accuracy and slow response time to name a few. Nevertheless, it is important to optimize the human-computer system performance by improving the usability. This paper presents a set of guidelines for designing speech recognition interfaces and provides a method for evaluating the usability. A total of 113 guidelines are suggested to improve the usability of speech-recognition interfaces. The evaluation method consists of four major procedures: user interface evaluation; function evaluation; vocabulary estimation; and recognition speed/accuracy evaluation. Each procedure is described along with proper techniques for efficient evaluation.

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SMS를 통한 홈네트워크 제어 시스템 (Home Network Control System using SMS Dialog Interface)

  • 장두성;김현정;은지현;강승식;구명완
    • 대한음성학회:학술대회논문집
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    • 대한음성학회 2007년도 한국음성과학회 공동학술대회 발표논문집
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    • pp.330-333
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    • 2007
  • This paper presents a dialogue interface using the dialogue management system as a method for controlling home appliances in Home Network Services. In order to realize this type of dialogue interface, we annotated 96,000 utterance pair sized dialogue set and developed an example-based dialogue system. This paper introduces the automatic error correction module for the SMS-styled sentence. With this module we increase the accuracy of NLU(Natural Language Understanding) module. Our NLU module shows an accuracy of 86.2%, which is an improvement of 5.25% over than the baseline. The task completeness of the proposed SMS dialogue interface was 82%.

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Virtual Reality Interface for Realistic Communication Services

  • Cho, Y.J.;Park, H.J.;Yang, Hyun-S.
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1997년도 Proceedings International Workshop on New Video Media Technology
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    • pp.89-94
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    • 1997
  • In this paper, we present a VR-based interface method which provides users more natural, realistic, and interactive communication and collaboration tool. Since most services in the communication systems matches with the services in the real world, the best understanding would be achieved when the communication services are represented in accordance with the services in the real world. However, conventional text-based interface and 2D GUI cannot provide such reality to the users. In this paper, we discuss VR-based interface to overcome such difficulty and introduce one instance of communication system using the VR-based realistic, what we call Virtual Village, which we are currently developing. This application might be applied to education in virtual space, desktop conferencing system, and entertainment such as MUD or the games in the distributed environment, etc.

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