• Title/Summary/Keyword: User Environment

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A Study on Immersive Interaction Between HMD User and Non-HMD User for Presence of Asymmetric Virtual Reality (비대칭 가상현실에서의 현존감을 위한 HMD 사용자와 Non-HMD 사용자간 몰입형 상호작용에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.1-10
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    • 2018
  • This study proposes an immersive interaction optimized for the user's experience environment to provide an improved presence for both HMD and Non-HMD users in the asymmetric virtual reality (VR) environment. The core of the proposed immersive interaction is to distinguish the differences of the asymmetric environment between the HMD and Non-HMD users and present the optimized interaction to the user. And, in order to increase the presence by providing improved immersion in the asymmetric virtual reality environment given to each user, we design the walking interaction to improve the immersion of space for the HMD users, a hand-based interface that improves immersion by fully understanding and managing the situation through direct control. Finally, through the experiment using questionnaire, it is verified that the immersive interaction provides all users with an enhanced presence and specialized experience in each environment experience. Through these processes, we confirmed that the Non-HMD user can be immersed in an asymmetric virtual reality using by proposed interaction as participant rather than assistant with HMD user.

A Research on Personal Environment Services for a Smart Home Network (스마트 홈 네트워크를 위한 개인환경서비스 연구)

  • Ro, Kwang-Hyun;Kim, Seung-Cheon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.3
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    • pp.46-55
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    • 2012
  • Recently, the concept of PES(Personal Environment Service) is being widely discussed on various standardization organizations such as ITU-R, ETSI, 3GPP, TTA and etc. The purpose of PES is to introduce the services which can dynamically, automatically and intelligently reconfigures the electronic, electrical, and mechanical equipment surrounding the user according to the user preferences included in a user's profile by using a smartphone embedding WPAN radio technologies such as bluetooth and WiFi. This research introduces an Android Platform-based PES system which consists of a PES app, PES devices and a PES server. A smartphone platform is Android 2.2(Froyo) version and 4 simulated PES devices were implemented by using Galaxy Tab. It has shown that the PES would be a killer application of M2M(Machine-to-Machine) or D2D(Device-to-Device) in the future and it would need to study how to update a user's profile based on analyzing user's behaviour for enhancing the PES user's satisfaction.

Comparison of User Interaction Alternatives in a Tangible Augmented Reality Environment (감각형 증강현실 기반 상호작용 대안들의 비교)

  • Park, Sang-Jin;Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.6
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    • pp.417-425
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    • 2012
  • In recent years, great attention has been paid to using simple physical objects as tangible objects to improve user interaction in augmented reality (AR) environments. In this paper, we address AR-based user interaction using tangible objects, which has been used as a key component for virtual design evaluation of engineered products including digital handheld products. We herein consider the use of two types (product-type and pointer-type) of tangible objects. The user creates input events by touching specified parts of the product-type object with the pointer-type object, and the virtual product reacts to the events by rendering its visual and auditory contents on the output devices. The product-type object is used to reflect the geometric shape of a product of interest and to determine its position and orientation in the AR environment. The pointer-type object is used to recognize the reference position of the pointer (or finger) in the same environment. The rapid prototype of the product is employed as a good alternative to the product-type object, but various alternatives to the pointer-type object can be considered according to fabrication process and touching mechanism. In this paper, we present four alternatives to the pointer-type object and investigate their strong and weak points by performing experimental comparison of their various aspects including interaction accuracy, task performance, and qualitative user experience.

An Authority-Based Efficient Key Management Protocol for Cloud Environment (클라우드 환경을 위한 효율적인 권한 기반 키 설립 프로토콜)

  • Choi, Jeong-hee;Lee, Sang-ho
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.5
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    • pp.1035-1045
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    • 2018
  • Recently, with the development of IT technology, authentication methods of users using cloud services have been diversified. However, research on providing authentication information of a user using a cloud service securely according to authority has not been make until now. In this paper, we propose a key establishment protocol which can perform split authentication using secret key and access control key according to the role authority of user in Intra cloud environment. The proposed protocol generates the access control key and secret key of the user by using the attributes of the user and the generated random number($t_1$, $t_2$), and classifies the roles according to the user's authority after generating the key. Unnecessary operation processes can be reduced. As a result of the performance evaluation, the proposed protocol guarantees the security against various type of attacks that may occur in the cloud environment because the user is authenticated by dividing the access control key and secret key. The size of the ciphertext used to establish the key could be reduced by ${\sum}+1$ more than the existing protocol.

A Study on Interaction of Gaze-based User Interface in Mobile Virtual Reality Environment (모바일 가상현실 환경에서의 시선기반 사용자 인터페이스 상호 작용에 관한 연구)

  • Kim, Mingyu;Lee, Jiwon;Jeon, Changyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.39-46
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    • 2017
  • This study proposes a gaze-based user interface to provide user oriented interaction suitable for the virtual reality environment on mobile platforms. For this purpose, a mobile platform-based three-dimensional interactive content is produced, to test whether the proposed interface increases user satisfaction through the interactions in a mobile virtual reality environment. The gaze-based interface, the most common input method for mobile virtual reality content, is designed by considering two factors: the field of view and the feedback system. The performance of the proposed gaze-based interface is analyzed by conducting experiments on whether or not it offers motives for user interest, effects of enhanced immersion, differentiated formats from existing ones, and convenience in operating content.

Efficient Techniques to Secure User Data in the Secure OS for a Multi-user Environment (다중 사용자 환경을 위한 보안운영체제의 효율적인 사용자 자원 보호 방법)

  • Ahn, Sun-Il;Han, Sang-Yong
    • The KIPS Transactions:PartC
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    • v.12C no.7 s.103
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    • pp.999-1006
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    • 2005
  • The Secure OS is an operating system which adds security functions to the existing operating system, in order to secure a system from sorority problems originated from inherent frailty of applications or operating systems. With the existing Secure Oses for it is difficult to set an effective security policy securing personal resources in a multi-user environment system. To solve this problem in this paper we present two Techniques to secure user data efficiently in the RBAC-based Secure OS for a multi-user environment. Firstly we utilizes object's owner information in addition to object's filename. Secondly we make use of meta symbol('$\ast$'), which is able to describe multiple access targets. In addition this paper gives some examples to show advantages from these techniques. And these features are implemented in an solaris-based Secure OS called Secusys.

Implementation of Automatic Authentication System using ECG Sensor based on Beacon (비콘 기반의 심전도 센서를 이용한 자동 인증 시스템 구현)

  • Lee, Jae-Kyu;Kim, Yei-Chang
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.217-223
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    • 2017
  • With the development of sensor networks and Internet of Things (IoT) technology, personalized context information has been collected and customized services can be provided to related users. Currently, the context information system is at the level of analyzing and recognizing user specific behavioral characteristics and generating events.In the IoT environment, IoT products themselves should provide the required services with minimal user intervention, rather than acting for a specific purpose. In this paper, to minimize the user intervention in the IoT environment, we implemented an automatic attendance recognition system using context information from the ECG based on beacon. Environment of provided specific Context information, we compared and analyzed the degree of user intervention among the authentication method using ECG sensor in this paper and the existing authentication method. As a result of the analysis, we confirmed that the system implemented in this paper minimizes user intervention.

A Conceptual Framework for an Information Behavior Model Based on the Collaboration Perspective between User and System for Information Retrieval

  • Yangyuen, Wachira;Phetkaew, Thimaporn;Nuntapichai, Siwanath
    • Journal of Information Science Theory and Practice
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    • v.8 no.3
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    • pp.30-46
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    • 2020
  • This research aimed (1) to study and analyze the ability of current information retrieval (IR) systems based on views of information behavior (IB), and (2) to propose a conceptual framework for an IB model based on the collaboration between the system and user, with the intent of developing an IR system that can apply intelligent techniques to enhance system efficiency. The methods in this study consisted of (1) document analysis which included studying the characteristics and efficiencies of the current IR systems and studying the IB models in the digital environment, and (2) implementation of the Delphi technique through an indepth interview method with experts. The research results were presented in three main parts. First, the IB model was categorized into eight stages, different from traditional IB, in the digital environment, which can correspond to all behaviors and be applied to with an IR system. Second, insufficient functions and log file storage hinder the system from effectively understanding and accommodating user behavior in the digital environment. Last, the proposed conceptual framework illustrated that there are stages that can add intelligent techniques to the IR system based on the collaboration perspective between the user and system to boost the users' cognitive ability and make the IR system more user-friendly. Importantly, the conceptual framework for the IB model based on the collaboration perspective between the user and system for IR assisted the ability of information systems to learn, recognize, and comprehend human IB according to individual characteristics, leading to enhancement of interaction between the system and users.

Leap Motion Framework for Juggling Motion According to User Motion in Virtual Environment

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.51-57
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    • 2021
  • In this paper, we propose a new framework that calculates the user's hand motions using a Leap Motion device, and uses this to practice and analyze arm muscles as well as juggling motions. The proposed method can map the movement of the ball in a virtual environment according to the user's hand motions in real time, and analyze the amount of exercise by visualizing the relaxation and contraction of the muscles. The proposed framework consists of three main parts : 1) It tracks the user's hand position with the Leap Motion device. 2) As with juggling, the action pattern of the user throwing the ball is defined as an event. 3) We propose a parabola-based particle method to map the movement of a juggling shape to a ball based on the user's hand position. As a result, using the our framework, it is possible to play a juggling game in real-time.