• Title/Summary/Keyword: Turn-based interaction

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Implementation of Underwater Entertainment Robots Based on Ubiquitous Sensor Networks (유비쿼터스 센서 네트워크에 기반한 엔터테인먼트용 수중 로봇의 구현)

  • Shin, Dae-Jung;Na, Seung-You;Kim, Jin-Young;Song, Min-Gyu
    • The KIPS Transactions:PartA
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    • v.16A no.4
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    • pp.255-262
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    • 2009
  • We present an autonomous entertainment dolphin robot system based on ubiquitous sensor networks(USN). Generally, It is impossible to apply to USN and GPS in underwater bio-mimetic robots. But An Entertainment dolphin robot which presented in this paper operates on the water not underwater. Navigation of the underwater robot in a given area is based on GPS data and the acquired position information from deployed USN motes with emphasis on user interaction. Body structures, sensors and actuators, governing microcontroller boards, and swimming and interaction features are described for a typical entertainment dolphin robot. Actions of mouth-opening, tail splash or water blow through a spout hole are typical responses of interaction when touch sensors on the body detect users' demand. Dolphin robots should turn towards people who demand to interact with them, while swimming autonomously. The functions that are relevant to human-robot interaction as well as robot movement such as path control, obstacle detection and avoidance are managed by microcontrollers on the robot for autonomy. Distance errors are calibrated periodically by the known position data of the deployed USN motes.

The Effect of Visual Feedback on One-hand Gesture Performance in Vision-based Gesture Recognition System

  • Kim, Jun-Ho;Lim, Ji-Hyoun;Moon, Sung-Hyun
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.551-556
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    • 2012
  • Objective: This study presents the effect of visual feedback on one-hand gesture performance in vision-based gesture recognition system when people use gestures to control a screen device remotely. Backgroud: gesture interaction receives growing attention because it uses advanced sensor technology and it allows users natural interaction using their own body motion. In generating motion, visual feedback has been to considered critical factor affect speed and accuracy. Method: three types of visual feedback(arrow, star, and animation) were selected and 20 gestures were listed. 12 participants perform each 20 gestures while given 3 types of visual feedback in turn. Results: People made longer hand trace and take longer time to make a gesture when they were given arrow shape feedback than star-shape feedback. The animation type feedback was most preferred. Conclusion: The type of visual feedback showed statistically significant effect on the length of hand trace, elapsed time, and speed of motion in performing a gesture. Application: This study could be applied to any device that needs visual feedback for device control. A big feedback generate shorter length of motion trace, less time, faster than smaller one when people performs gestures to control a device. So the big size of visual feedback would be recommended for a situation requiring fast actions. On the other hand, the smaller visual feedback would be recommended for a situation requiring elaborated actions.

The Characteristics of Affective Turn in Media Arts through Relational Aesthetics -Centered on the Digital Works of TeamLab- (관계미학을 통한 미디어아트의 정동적 전회의 특성 -TeamLab의 디지털 작품을 중심으로-)

  • Xiao, Lin;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.323-337
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    • 2021
  • This study will attempt to analyze media art and discuss its main characteristics by using the concept based on Relational Aesthetics 'Affective Turn' as a basis of the theory. In addition, this study has some theoretical and practical implications, both in terms of the research and analysis of artworks and the structure development of art theories and aesthetics. To conduct the research, I have gone through a literature review on previous studies related to media art and Relational Aesthetics. Then, I have conducted a case study on the media art of TeamLab. This study shows that from the perspective of Relational Aesthetics, media art shows unique characteristics such as borderless and shareability. Moreover, it can allow the audience to actually 'feel' the relationship and integration between various objects. I hopethat this research could be used as a solid basis for future research and helpstrengthen the interaction between modern art and the public.

A Study on the Effects of Playfulness of Blog on Online Word-of-Mouth (블로그의 즐거움이 온라인 구전에 미치는 영향)

  • Ock, Jung-Bong;Kwahk, Kee-Young;Kim, Hee-Woong
    • Information Systems Review
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    • v.11 no.3
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    • pp.19-38
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    • 2009
  • This study aims to investigate the effects of playfulness of blog as an intrinsic motivator on online word-of-mouth. For this purpose, we proposed a research model that consists of user participation, interaction, and community trust as mediating factors and tested it empirically using LISREL 8.7 based on the structural equation model. The empirical results showed that playfulness of blog had an impact on trust through user participation and interaction, which in turn affected online word-of-mouth. In conclusion, we discussed both theoretical and practical implications of this research and suggested its limitations.

Next-Generation Chatbots for Adaptive Learning: A proposed Framework

  • Harim Jeong;Joo Hun Yoo;Oakyoung Han
    • Journal of Internet Computing and Services
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    • v.24 no.4
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    • pp.37-45
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    • 2023
  • Adaptive has gained significant attention in Education Technology (EdTech), with personalized learning experiences becoming increasingly important. Next-generation chatbots, including models like ChatGPT, are emerging in the field of education. These advanced tools show great potential for delivering personalized and adaptive learning experiences. This paper reviews previous research on adaptive learning and the role of chatbots in education. Based on this, the paper explores current and future chatbot technologies to propose a framework for using ChatGPT or similar chatbots in adaptive learning. The framework includes personalized design, targeted resources and feedback, multi-turn dialogue models, reinforcement learning, and fine-tuning. The proposed framework also considers learning attributes such as age, gender, cognitive ability, prior knowledge, pacing, level of questions, interaction strategies, and learner control. However, the proposed framework has yet to be evaluated for its usability or effectiveness in practice, and the applicability of the framework may vary depending on the specific field of study. Through proposing this framework, we hope to encourage learners to more actively leverage current technologies, and likewise, inspire educators to integrate these technologies more proactively into their curricula. Future research should evaluate the proposed framework through actual implementation and explore how it can be adapted to different domains of study to provide a more comprehensive understanding of its potential applications in adaptive learning.

An ANN-based gesture recognition algorithm for smart-home applications

  • Huu, Phat Nguyen;Minh, Quang Tran;The, Hoang Lai
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.5
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    • pp.1967-1983
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    • 2020
  • The goal of this paper is to analyze and build an algorithm to recognize hand gestures applying to smart home applications. The proposed algorithm uses image processing techniques combing with artificial neural network (ANN) approaches to help users interact with computers by common gestures. We use five types of gestures, namely those for Stop, Forward, Backward, Turn Left, and Turn Right. Users will control devices through a camera connected to computers. The algorithm will analyze gestures and take actions to perform appropriate action according to users requests via their gestures. The results show that the average accuracy of proposal algorithm is 92.6 percent for images and more than 91 percent for video, which both satisfy performance requirements for real-world application, specifically for smart home services. The processing time is approximately 0.098 second with 10 frames/sec datasets. However, accuracy rate still depends on the number of training images (video) and their resolution.

A Quinoline carboxamide based Fluorescent Probe's Efficient Recognition of Aluminium Ion and its Application for Real Time Monitoring

  • Manivannan, Ramalingam;Ryu, Jiwon;Son, Young-A
    • Textile Coloration and Finishing
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    • v.32 no.4
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    • pp.185-192
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    • 2020
  • A novel binding site for metal ion made by designing molecule with tetrazolo quinoline with hydrazine carboxamide (TQC) and the designed molecule successfully synthesized. The probe works by selectively detecting Al3+ ion via both fluorimetric and colorimetric approach. The probe's effectiveness towards aluminium ion detection is highly sensitive and selective with no substantial interference with other competing ions. The added Al3+ ion to TQC fetched a rapid change of visual color to yellow from colorless, also the response of fluorescence turn-on. The fluorescence turn-on and color change visibly by the probe TQC with Al3+ ion credited to the ICT phenomenon (intramolecular charge-transfer transition). The likely interaction of the probe with aluminium ion has also been there predicted from ESI-MS spectral analysis results. The usefulness of the probe confirmed by practical utility by making a test kit to monitor Al3+ ion in water which showed a naked eye detection by notable color change.

From Thinking to Action: The Moderating Effect of Perspective Taking on Embodied Cognition

  • Min, Dongwon;Kang, Hyunmo
    • Asia Marketing Journal
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    • v.15 no.2
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    • pp.117-132
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    • 2013
  • Recent developments in embodied cognition suggest that people process environmental information by using their bodily state and mental simulation. The focus of embodiment theory is that cognitive processing is based on the interaction among the body, the mind, and the world. Based on embodied theories of cognition, the authors predict that when the representation of marathon running is activated, bodily feedback such as tiredness and thirst will occur because mental simulation of marathon running contains sensorimotor representation of marathon running. As a result, it is predicted that participants primed with marathon runner will have more desire to have products that enable thirsty-quenching. Specifically, this research proposes that consumers' tendency to adopt the perspective of others influences embodied cognition, since perspective taking leads people to assimilate their own self-judgments and behaviors toward the cognitive representations of others. An experiment reveals that both perceptual and cognitive perspective taking tendencies moderate how participants respond to the contextual cues. The effect of perspective taking is moderated by whether participants are prompted to adopt a first-person view or a third-person view. In detail, among the high perspective takers, those in the marathon-first-person condition drink more the mineral water than those in the marathon-third-person condition, who in turn drink more the mineral water than those in the control condition. Among the low perceptual perspective takers, however, there are no significant differences in the amount of mineral water intake. This research delivers important insights for advertising messages. When being exposed to an advertisement, high perspective taking consumers may be more engaged in the advertised message than low perspective taking consumers, which in turn high (vs. low) perspective taking consumers' tendency to respond behaviorally consistent with the message may be higher. Based on the findings of this research, if the message induces the high perspective taking consumers to have a first- (vs. third-) person view, this effect may be stronger. Moreover, if the advertising message contains behaviors, such as using the target product, inducing consumers to mimic the behaviors seems to bring more behavioral responses which marketers intend.

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Toward a More Complete Analysis for Fluid-Structure Interaction in Helicopters

  • Kim, Kyung-Hwan;Shin, Sang-Joon;Lee, Jae-Won;Yee, Kwan-Jung;Oh, Se-Jong
    • International Journal of Aeronautical and Space Sciences
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    • v.7 no.2
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    • pp.110-120
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    • 2006
  • There have been developed many structural and fluid rotorcraft analysis models in rotorcraft community, and also lots of investigations have been conducted to combine these two models. These investigations turn out to be good at predicting the airloads precisely, but they have not taken the blade nonlinear deflection into account. For this reason, the present paper adopts a sophisticated structural model which can describe three-dimensional nonlinear deflection of the blade. And it is combined with two types of aerodynamic model. First one is generalized Greenberg type of finite-time aerodynamic model, which is originally established for a fixed wing, but later modified to be suitable for coupled flap-lag-torsional aeroelastic analysis of the rotor blade. Second aerodynamic model is based on the unsteady source-doublet panel method coupled with a free wake model. The advantages of the present method are capabilities to consider thickness of the blade and more precise wake effects. Transient responses of the airloads and structural deflections in time domain are mainly analyzed in this paper.

The role of slenderness on the seismic behavior of ground-supported cylindrical silos

  • Demir, Aysegul Durmus;Livaoglu, Ramazan
    • Advances in concrete construction
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    • v.7 no.2
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    • pp.65-74
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    • 2019
  • This paper reports on the results of a parametric study, which examines the effects of varying aspect ratios on the dynamic response of cylindrical silos directly supported on the ground under earthquake loading. Previous research has shown that numerical models can provide considerably realistic simulations when it comes to the behavior of silos by using correct boundary conditions, appropriate element types and material models. To this end, a three dimensional numerical model, taking into account the bulk material-silo wall interaction, was produced by the ANSYS commercial program, which is in turn based on the finite element method. The results obtained from the numerical analysis are discussed comparatively in terms of dynamic material pressure, horizontal displacement, equivalent base shear force and equivalent bending moment responses for considered aspect ratios. The effects experienced because of the slenderness of the silo in regards to the seismic response were evaluated along with the effectiveness of the classification system proposed by Eurocode in evaluating the loads on the vertical walls. Results clearly show that slenderness directly affects the seismic response of such structures especially in terms of behavior and the magnitude of the responses. Furthermore the aspect ratio value of 2.0, given as a behavioral changing limit in the technical literature, can be used as a valid limit for seismic behavior.