• 제목/요약/키워드: User's movements

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유비쿼터스 인터페이스 기술에 대한 고찰 (A Study on the Ubiquitous Interface Technologies)

  • 이현재;오창헌
    • 디지털융복합연구
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    • 제4권1호
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    • pp.31-41
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    • 2006
  • This article introduces developing trends of an 'Ubiquitous Interface' as an access method for use of various network resources, such as public wireless networks and un-licensed wireless networks in ubiquitous sensor network environments, without troublesome settings or operations by users. 'Ubiquitous Interface' is a relatively wide sense meaning not only physical interface of specified device or between processors, but anything method for access USN. These 'Ubiquitous Interface' able to provide seamless services that adapt autonomously to the user's movements and changes in the state of wireless resources. Recently, strongly recommended current technologies are RFID, NFC, Multi-mode mobile terminal, UMA mobile terminal and Wearable computer as a future ubiquitous interface. These technologies are have to have flexibility and multiple physical communication channels for seamless service hand over and serve easy connection at huge USN to user. Also, they have to must have flexible software structure. Finally, through the 'Ubiquitous Interface', we will be experience of seamless communication and realize a real liberty of communication.

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지능형 헬스케어 승마로봇의 모션 메카니즘 개발 (Development of Motion Mechanisms for Health-Care Riding Robots)

  • 김진수;임미섭;임준홍
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2008년도 제39회 하계학술대회
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    • pp.1735-1736
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    • 2008
  • In this research, a riding robot system named as "RideBot" is developed for health-care and entertainments. The developed riding robot can follow the intention of horseman and can simulate the motion of horse. The riding robot mechanisms are used for many functions of attitude detection, motion sensing, recognition, common interface and motion-generations. This riding robot can react on health conditions, bio-signals and intention informations of user. One of the objectives of this research is that the riding robot could catch user motion and operate spontaneous movements. In this paper, we develope the saddle mechanism which can generate 3 degrees-of-freedom riding motion based on the intention of horseman. Also, we develope reins and spur mechanism for the recognition of the horseman's intention estimation and the bio-signal monitoring system for the health care function of a horseman. In order to evaluate the performance of the riding robot system, we tested several riding motions including slow and normal step motion, left and right turn motion.

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공동주거 공간의 이용자 중심형 공원계획에 대한 연구 (The Study on Park Designing for Users of Common Residential Room)

  • 조경득
    • 한국디지털건축인테리어학회논문집
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    • 제7권1호
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    • pp.35-42
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    • 2007
  • Common residential environment is synthetic forms promote with organic organization of varied cultures and images. Users perceive and classify about these environments of feeling and atmosphere of each elements through their experiences and memories, not fixed point of view. In Korea, park designing of common residential room is in operation monotonously attach importance to economical efficiency without aesthetic structures, varied tries of materials, multiplicity, congruity of surrounding, and user-oriented plan. Recently, in policy of park designing has elements that obstruct to characteristic of environment because of applied to wrong guidelines which are end in investigation to model of an advanced countries'. In conclusion, this investigation shows improve on quality of park planning with the pivot of the matter is for users of common residential room. and park planning needs to multidimensional achieve.

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유비쿼터스 인터페이스 기술의 개발 동향 (Developing Trend of an Ubiquitous Interface Technologies)

  • 이현재;오창헌
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2005년도 추계학술대회
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    • pp.299-311
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    • 2005
  • This article introduces developing trends of an "Ubiquitous Interface" as an access method for use of various network resources, such as public wireless networks and un-licensed wireless networks in ubiquitous sensor network environments, without troublesome settings or operations by users. "Ubiquitous Interface" is include a relatively wide sense meaning not only physical interface of specified device or between processors, but anything method for access USN. These "Ubiquitous Interface" able to provide seamless services that adapt autonomously to the user's movements and changes in the state of wireless resources. Recently, strongly recommended candidates are RFID, NFC, Multi-mode mobile terminal, Wearable computer and OSGi for integrated digital home networking system as a future ubiquitous interface. These candidates are have to have flexibility and multiple physical communication channel for seamless service hand over and serve easy connection at huge USN to user. And, must have flexible software structure and multi-functional middleware. Consequently, for more enhance performance of an ubiquitous interface and developing, need more structured and integrated future plan.

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Combined Traffic Signal Control and Traffic Assignment : Algorithms, Implementation and Numerical Results

  • Lee, Chung-Won
    • 대한교통학회:학술대회논문집
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    • 대한교통학회 2000년도 제37회 학술발표회논문집
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    • pp.89-115
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    • 2000
  • Traffic signal setting policies and traffic assignment procedures are mutually dependent. The combined signal control and traffic assignment problem deals with this interaction. With the total travel time minimization objective, gradient based local search methods are implemented. Deterministic user equilibrium is the selected user route choice rule, Webster's delay curve is the link performance function, and green time per cycle ratios are decision variables. Three implemented solution codes resulting in six variations include intersections operating under multiphase operation with overlapping traffic movements. For reference, the iterative approach is also coded and all codes are tested in four example networks at five demand levels. The results show the numerical gradient estimation procedure performs best although the simplified local searches show reducing the large network computational burden. Demand level as well as network size affects the relative performance of the local and iterative approaches. As demand level becomes higher, (1) in the small network, the local search tends to outperform the iterative search and (2) in the large network, vice versa.

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A Study on Marker-based Detection Method of Object Position using Perspective Projection

  • Park, Minjoo;Jang, Kyung-Sik
    • Journal of information and communication convergence engineering
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    • 제20권1호
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    • pp.65-72
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    • 2022
  • With the mark of the fourth industrial revolution, the smart factory is evolving into a new future manufacturing plant. As a human-machine-interactive tool, augmented reality (AR) helps workers acquire the proficiency needed in smart factories. The valuable data displayed on the AR device must be delivered intuitively to users. Current AR applications used in smart factories lack user movement calibration, and visual fiducial markers for position correction are detected only nearby. This paper demonstrates a marker-based object detection using perspective projection to adjust augmented content while maintaining the user's original perspective with displacement. A new angle, location, and scaling values for the AR content can be calculated by comparing equivalent marker positions in two images. Two experiments were conducted to verify the implementation of the algorithm and its practicality in the smart factory. The markers were well-detected in both experiments, and the applicability in smart factories was verified by presenting appropriate displacement values for AR contents according to various movements.

MediaPipe를 활용한 춤동작 피드백 시각화 시스템 (Visualization System for Dance Movement Feedback using MediaPipe)

  • 김현서;정재영;최봉준;문미경
    • 한국전자통신학회논문지
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    • 제19권1호
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    • pp.217-224
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    • 2024
  • K-POP의 가파른 성장세에 따라 댄스 콘텐츠 산업이 확산되는 추세이다. 최근 SNS의 보급이 증가하면서 자신의 댄스 영상을 촬영하고 공유하기도 한다. 그러나 춤을 처음 접하는 댄스 초보자들은 동영상을 보며 혼자서 춤을 출 때, 객관적인 피드백을 받기 어려워 춤동작을 습득하기 쉽지 않다. 본 논문에서는 MediaPipe를 활용하여 안무 영상과 사용자의 춤 영상을 비교하고 올바르게 동작을 따라 하고 있는지 검출해 주는 시스템에 대해 기술한다. 본 연구에서는 웹캠이나 카메라로 촬영한 사용자 영상과 안무 영상 간의 춤동작 유사도를 코사인 유사도와 COCO OKS를 활용해 계산하여 사용자에게 색상 지표(Color Map)를 기반으로 한 피드백을 주는 방식을 제안한다. 본 시스템을 통해 사용자의 춤동작에 대한 객관적인 피드백을 시각적으로 받을 수 있으며 초보자들도 정확한 춤동작을 습득할 수 있을 것으로 기대한다.

영상정보를 이용한 HMD용 실시간 아이트랙커 시스템 (Development of Real-Time Vision-based Eye-tracker System for Head Mounted Display)

  • 노은정;홍진성;방효충
    • 한국항공우주학회지
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    • 제35권6호
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    • pp.539-547
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    • 2007
  • 본 논문은 영상정보를 이용하여 사용자의 눈의 움직임을 통해 응시점을 추적하는 실시간 아이트랙커 시스템 개발에 대한 연구이다. 개발된 시스템은 광학기반의 동공추적 기법을 이용하여 사용자의 눈의 움직임을 추적한다. 광학기반의 방법은 사용자의 눈에 아무런 장애도 일으키지 않고 눈의 위치를 매우 정확하게 측정 할 수 있다는 장점을 가진다. 동공영상을 획득하기 위해 적외선 카메라를 사용하며, 획득한 영상으로부터 정확한 동공영역을 추출하기 위해 적외선 LED를 사용한다. 실시간 영상처리가 가능하게 하기위해 칼만필터를 적용한 동공추적 알고리즘을 개발하고 DSP(Digital Signal Processing) 시스템을 사용하여 동공영상을 획득한다. 실시간 아이트랙커 시스템을 통하여 실시간으로 사용자의 동공움직임을 추적하고 사용자가 바라보는 배경영상에 사용자의 응시점을 나타낸다.

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

  • 윤종원;홍진혁;조성배
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.52-55
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    • 2009
  • 최근 가상현실 기술이 발전하면서 몰입적인 상호작용을 위한 사용자 인터페이스가 활발히 연구되고 있다. 몰입형 사용자 인터페이스는 다양한 서비스를 제공하는 가상환경에서 사용자의 작업 효율성이나 정보처리능력을 향상시킬 뿐만 아니라 유비쿼터스나 모바일 컴퓨팅 등 다양한 응용 분야에서 효과적인 상호작용을 제공한다. 본 논문에서는 몰입형 사용자 인터페이스를 이용하여 3차원의 확장된 가상 작업 공간을 제공하는 가상현실 플랫폼인 "MyWorkspace"를 제안한다. 광학 투시 HMD, Wii 리모트 컨트롤러와 적외선 LED가 부착된 헬멧을 통합하여 몰입형 사용자 인터페이스를 개발하고 사용자 머리의 움직임 모형을 설계하여 시선의 상하 각도와 좌우 각도를 계산한다. MyWorkspace는 모니터 기반의 기존 2차원 작업 공간을 레이어 기반 3차원 작업 공간으로 확장하고, 사용자가 바라보는 3차원 가상 작업 공간의 부분을 렌더링하여 HMD를 통해 사용자에게 출력한다. 사용자는 가상 작업 공간에서 여러 작업을 배치하고 머리를 움직임으로써 작업을 전환할 수 있다. 본 논문에서는 개발된 몰입형 사용자 인터페이스의 동작성능을 분석하고 사용성 평가를 통해 MyWorkspace의 유용성을 평가하고자 한다.

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생체전위를 이용한 중증 운동장애자들을 위한 컴퓨터 접근제어장치 설계 (Design of Computer Access Devices for Severly Motor-disability Using Bio-potentials)

  • 정성재;김명동;박찬원;김일환
    • 대한전기학회논문지:시스템및제어부문D
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    • 제55권11호
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    • pp.502-510
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    • 2006
  • In this paper, we describe implementation of a computer access device for the severly motor-disability. Many people with severe motor disabilities need an augmentative communication technology. Those who are totally paralyzed, or 'locked-in' cannot use conventional augmentative technologies, all of which require some measure of muscle control. The forehead is often the last site to suffer degradation in cases of severe disability and degenerative disease. For example, In ALS(Amyotrophic Lateral Sclerosis) and MD(Muscular dystrophy) the ocular motorneurons and ocular muscles are usually spared permitting at least gross eye movements, but not precise eye pointing. We use brain and body forehead bio-potentials in a novel way to generate multiple signals for computer control inputs. A bio-amplifier within this device separates the forehead signal into three frequency channels. The lowest channel is responsive to bio-potentials resulting from an eye motion, and second channel is the band pass derived between 0.5 and 45Hz, falling within the accepted Electroencephalographic(EEG) range. A digital processing station subdivides this region into eleven components frequency bands using FFT algorithm. The third channel is defined as an Electromyographic(EMG) signal. It responds to contractions of facial muscles and is well suited to discrete on/off switch closures, keyboard commands. These signals are transmitted to a PC that analyzes in a time series and a frequency region and discriminates user's intentions. That software graphically displays user's bio-potential signals in the real time, therefore user can see their own bio-potentials and control their physiological signals little by little after some training sessions. As a result, we confirmed the performance and availability of the developed system with experimental user's bio-potentials.