• Title/Summary/Keyword: Remote Interaction

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Method to Extract Coastline Changes Using Unmanned Aerial Vehicle (무인항공기를 이용한 해안선 변화 추출에 관한 연구)

  • Lee, Kangsan;Choi, Jinmu;Joh, Chang-Hyeon
    • Journal of the Korean Geographical Society
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    • v.50 no.5
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    • pp.473-483
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    • 2015
  • In a coastal area, a plenty of research has adopted remotely sensed data. This is because longterm interaction between land and ocean makes continuous geographical changes in a broad extent and unaccessible areas. However, conventional remote sensing platforms such as satellite or airplane has several disadvantages including limited temporal resolution and high operational costs. Hence, this study uses a UAV system to detect a coastline and its movement. Result of coastline detection shows how the coastline moves in a day. Time-series coastlines were derived from UAV aerial images through digital image processing. There is a drawback in the stability of UAV compared to the conventional remote sensing platform, but the advantage appears on the economical efficiency. Since the latest studies shows an improvement of UAV for a variety of purposes in many fields, a UAV can also be utilized for regional study and spatial data acquisition platform. geography can also utilize a UAV as a spatial data acquisition platform for regional study.

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Impact of Reconstructed Gridded Product of Global Wind/Wind-stress Field derived by Satellite Scatterometer Data

  • Koyama, Makoto;Kutsuwada, Kunio;Morimoto, Naoki
    • Proceedings of the KSRS Conference
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    • 2008.10a
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    • pp.309-312
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    • 2008
  • The advent of high resolution products of surface wind and temperature derived by satellite data has permitted us to investigate ocean and atmosphere interaction studies in detail. Especially the Kuroshio extension region of the western North Pacific is considered to be a key area for such studies. We have constructed gridded products of surface wind/wind stress over the world ocean using satellite scatterometer (Qscat/SeaWinds), available as the Japanese Ocean Flux data sets with Use of Remote sensing Observation (J-OFURO). Using new data based on improved algorithm which have been recently delivered, we are reconstructing gridded product with higher spatial resolution. Intercomparison of this product with the previous one reveals that there are some discrepancies between them in short-period and high wind-speed ranges especially in the westerly wind region. The products are validated by not only comparisons with in-situ measurement data by mooring buoys such as TAO/TRITON in the tropical Pacific and the Kuroshio Extension Observation (KEO) buoys, but also intercomparison with numerical weather prediction model (NWPM) products (the NRA-1 and 2). Our products have much smaller mean difference in the study areas than the NWPM ones, meaning higher reliability compared with the NWPM products. Using the high resolution products together with sea surface temperature (SST) data, we examine a new type of relationship between the lower atmosphere and upper ocean in the Kuroshio Extension region. It is suggested that the spatial relation between the wind speed and SST depends upon, more or less, the surrounding oceanic condition.

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INTRODUCTION OF J-OFURO LATENT HEAT FLUX VERSION 2

  • Kubota, Masahisa;Hiroyuki, Tomita;iwasaki, Shinsuke;Hihara, Tsutomu;Kawatsura, Ayako
    • Proceedings of the KSRS Conference
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    • 2007.10a
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    • pp.306-309
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    • 2007
  • Japanese Ocean Flux Data Sets with Use of Remote Sensing Observations (J-OFURO) includes global ocean surface heat flux data derived from satellite data and are used in many studies related to air-sea interaction. Recently latent heat flux data version 2 was constructed in J-OFURO. In version 2 many points are improved compared with version 1. A bulk algorithm used for estimation of latent heat flux is changed from Kondo (1975) to COASRE 3.0(Fairall et al., 2005). In version 1 we used NCEP reanalysis data (Reynolds and Smith, 1994) as SST data. However, the temporal resolution of the data is weekly and considerably low. Recently there are many kinds of global SST data because we can obtain SST data using a microwave radiometer sensor such as TRMM/MI and Aqua/AMSR-E. Therefore, we compared many SST products and determined to use Merged satellite and in situ data Global Daily (MGD) SST provided by Japan Meteorological Agency. Since we use wind speed and specific humidity data derived from one DMSP/SSMI sensor in J-OFURO, we obtain two data at most one day. Therefore, there may be large sampling errors for the daily-mean value. In order to escape this problem, multi-satellite data are used in version 2. As a result we could improve temporal resolution from 3-days mean value in version 1 to daily-mean value in version 2. Also we used an Optimum Interpolation method to estimate wind speed and specific humidity data instead of a simple mean method. Finally the data period is extended to 1989-2004. In this presentation we will introduce latent heat flux data version 2 in J-OFURO and comparison results with other surface latent heat flux data such as GSSTF2 and HOAPS etc. Moreover, we will present validation results by using buoy data.

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A Remote Teacher's Training Cyber System Operated on the Web (웹상에서 운영되는 원격교원연수 시스템)

  • Seo, Jong-Hwa;Kim, Jin-Soo;Kim, Chi-Su
    • The KIPS Transactions:PartA
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    • v.9A no.1
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    • pp.121-128
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    • 2002
  • Web-based teaching-learning systems through the internet has continuously pursued the learner-centered educational environment by promoting the interaction between leachers and students. As a result, learners haute become free of the limit of time and space and have more ways to have access to education information more easily. Consequently, the development of the internet has resulted in the changes of the educational environment. Web-based distance education through the internet is now expected to be applied widely in various fields of education. In fact, distance education through the internet has taken place in a new education paradigm. The purpose of this paper is to promote the economical and educational efficiency of all the procedures from developing the system to operating in a remote training cyber system. Therefore in developing the system, we designed it to raise the efficiency by making main modulo into components and by reducing the terms and cost by reuse. Also lute meant to raise the efficiency of education by applying constructivism as an educational basic.

Design and Implementation of Visual/Control Communication Protocol for Home Automated Robot Interaction and Control (홈오토메이션을 위한 영상/로봇제어 시스템의 설계와 구현)

  • Cho, Myung-Ji;Kim, Seong-Whan
    • Journal of Internet Computing and Services
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    • v.10 no.6
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    • pp.27-36
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    • 2009
  • PSTN (public switched telephone network) provides voice communication service, whereas IP network provides data oriented service, and we can use IP network for multimedia transport service (e.g. voice over IP service) with economic price. In this paper, we propose RoIP (robot on IP) service scenario, signaling call flow, and implementation to provide home automation and monitoring service for remote site users. In our scheme, we used a extended SIP (session initiation protocol) for signaling protocol between remote site users and home robots. For our bearer transport control, we implemented H.263 video codec over RTP (real-time transport protocol) and additionally DTMF (dual tone multi-frequency) transport for robot actuator control. We implemented our scheme on home robots and experimented with KTF operator network, and it shows good communication quality (average MOS = 9.15) and flexible robot controls.

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Inhalation Configuration Detection for COVID-19 Patient Secluded Observing using Wearable IoTs Platform

  • Sulaiman Sulmi Almutairi;Rehmat Ullah;Qazi Zia Ullah;Habib Shah
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.6
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    • pp.1478-1499
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    • 2024
  • Coronavirus disease (COVID-19) is an infectious disease caused by the severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) virus. COVID-19 become an active epidemic disease due to its spread around the globe. The main causes of the spread are through interaction and transmission of the droplets through coughing and sneezing. The spread can be minimized by isolating the susceptible patients. However, it necessitates remote monitoring to check the breathing issues of the patient remotely to minimize the interactions for spread minimization. Thus, in this article, we offer a wearable-IoTs-centered framework for remote monitoring and recognition of the breathing pattern and abnormal breath detection for timely providing the proper oxygen level required. We propose wearable sensors accelerometer and gyroscope-based breathing time-series data acquisition, temporal features extraction, and machine learning algorithms for pattern detection and abnormality identification. The sensors provide the data through Bluetooth and receive it at the server for further processing and recognition. We collect the six breathing patterns from the twenty subjects and each pattern is recorded for about five minutes. We match prediction accuracies of all machine learning models under study (i.e. Random forest, Gradient boosting tree, Decision tree, and K-nearest neighbor. Our results show that normal breathing and Bradypnea are the most correctly recognized breathing patterns. However, in some cases, algorithm recognizes kussmaul well also. Collectively, the classification outcomes of Random Forest and Gradient Boost Trees are better than the other two algorithms.

A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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A Study on Vision Based Gesture Recognition Interface Design for Digital TV (동작인식기반 Digital TV인터페이스를 위한 지시동작에 관한 연구)

  • Kim, Hyun-Suk;Hwang, Sung-Won;Moon, Hyun-Jung
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.257-268
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    • 2007
  • The development of Human Computer Interface has been relied on the development of technology. Mice and keyboards are the most popular HCI devices for personal computing. However, device-based interfaces are quite different from human to human interaction and very artificial. To develop more intuitive interfaces which mimic human to human interface has been a major research topic among HCI researchers and engineers. Also, technology in the TV industry has rapidly developed and the market penetration rate for big size screen TVs has increased rapidly. The HDTV and digital TV broadcasting are being tested. These TV environment changes require changes of Human to TV interface. A gesture recognition-based interface with a computer vision system can replace the remote control-based interface because of its immediacy and intuitiveness. This research focuses on how people use their hands or arms for command gestures. A set of gestures are sampled to control TV set up by focus group interviews and surveys. The result of this paper can be used as a reference to design a computer vision based TV interface.

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Simultaneous EUV and Radio Observations of Bidirectional Plasmoids Ejection During Magnetic Reconnection

  • Kumar, Pankaj;Cho, Kyung-Suk
    • The Bulletin of The Korean Astronomical Society
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    • v.38 no.2
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    • pp.89.1-89.1
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    • 2013
  • We present a multiwavelength study of the X-class flare, which occurred in active region (AR) NOAA 11339 on 3 November 2011. The EUV images recorded by SDO/AIA show the activation of a remote filament (located north of the AR) with footpoint brightenings about 50 min prior to the flare occurrence. The kinked filament rises-up slowly and after reaching a projected height of ~49 Mm, it bends and falls freely near the AR, where the X-class flare was triggered. Dynamic radio spectrum from the Green Bank Solar Radio Burst Spectrometer (GBSRBS) shows simultaneous detection of both positive and negative drifting pulsating structures (DPSs) in the decimetric radio frequencies (500-1200 MHz) during the impulsive phase of the flare. The global negative DPSs in solar flares are generally interpreted as a signature of electron acceleration related to the upward moving plasmoids in the solar corona. The EUV images from AIA $94{\AA}$ reveal the ejection of multiple plasmoids, which move simultaneously upward and downward in the corona during the magnetic reconnection. The estimated speeds of the upward and downward moving plasmoids are ~152-362 and ~83-254 km/s, respectively. These observations strongly support the recent numerical simulations of the formation and interaction of multiple plasmoids due to tearing of the current-sheet structure. On the basis of our analysis, we suggest that the simultaneous detection of both the negative and positive DPSs is most likely generated by the interaction/coalescence of the multiple plasmoids moving upward and downward along the current-sheet structure during the magnetic reconnection process. Moreover, the differential emission measure (DEM) analysis of the active region reveals presence of a hot flux-rope structure (visible in AIA 131 and $94{\AA}$) prior to the flare initiation and ejection of the multi-temperature plasmoids during the flare impulsive phase.

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MyWorkspace: VR Platform with an Immersive User Interface (MyWorkspace: 몰입형 사용자 인터페이스를 이용한 가상현실 플랫폼)

  • Yoon, Jong-Won;Hong, Jin-Hyuk;Cho, Sung-Bae
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.52-55
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    • 2009
  • With the recent development of virtual reality, it has been actively investigated to develop user interfaces for immersive interaction. Immersive user interfaces improve the efficiency and the capability of information processing in the virtual environment providing various services, and provide effective interaction in the field of ubiquitous and mobile computing. In this paper, we propose an virtual reality platform "My Workspace" which renders an 3D virtual workspace by using an immersive user interface. We develop an interface that integrates an optical see-through head-mounted display, a Wii remote controller, and a helmet with infrared LEDs. It estimates the user's gaze direction in terms of horizontal and vertical angles based on the model of head movements. My Workspace expands the current 2D workspace based on monitors into the layered 3D workspace, and renders a part of 3D virtual workspace corresponding to the gaze direction. The user can arrange various tasks on the virtual workspace and switch each task by moving his head. In this paper, we will also verify the performance of the immersive user interface as well as its usefulness with the usability test.

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