• Title/Summary/Keyword: User Orientation

Search Result 153, Processing Time 0.026 seconds

A Review of Dose Rate Meters as First Responders to Ionising Radiation

  • Akber, Aqeel Ahmad;Wiggins, Matthew Benfield
    • Journal of Radiation Protection and Research
    • /
    • v.44 no.3
    • /
    • pp.97-102
    • /
    • 2019
  • Background: Dose rate meters are the most widely used, and perhaps one of the most important tools for the measurement of ionising radiation. They are often the first, or only, device available to a user for an instant check of radiation dose at a certain location. Throughout the world, radiation safety practices rely strongly on the output of these dose rate meters. But how well do we know the quality of their output? Materials and Methods: This review is based on the measurements 1,158 commercially available dose rate meters of 116 different makes and models. Expected versus the displayed dose patterns and consistency was checked at various dose rates between $5{\mu}Gy{\cdot}h^{-1}$ and $2mGy{\cdot}h^{-1}$. Samples of these meters were then selected for further investigation and were exposed to radiation sources covering photon energies from 50 keV to 1.5 MeV. The effect of detector orientation on its reading was also investigated. Rather than focusing on the angular response distribution that is often reported by the manufacturer of the device, this study focussed on the design ergonomics i.e. the angles that the operator will realistically use to measure a dose rate. Results and Discussion: This review shows the scope and boundaries of the ionising radiation dose rate estimations that are made using commonly available meters. Observations showed both inter and intra make and model variations, occasional cases of instrument failure, instrument walk away, and erroneous response. Conclusion: The results indicate the significance of selecting and maintaining suitable monitors for specific applications in radiation safety.

Towards 3D Modeling of Buildings using Mobile Augmented Reality and Aerial Photographs (모바일 증강 현실 및 항공사진을 이용한 건물의 3차원 모델링)

  • Kim, Se-Hwan;Ventura, Jonathan;Chang, Jae-Sik;Lee, Tae-Hee;Hollerer, Tobias
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.46 no.2
    • /
    • pp.84-91
    • /
    • 2009
  • This paper presents an online partial 3D modeling methodology that uses a mobile augmented reality system and aerial photographs, and a tracking methodology that compares the 3D model with a video image. Instead of relying on models which are created in advance, the system generates a 3D model for a real building on the fly by combining frontal and aerial views. A user's initial pose is estimated using an aerial photograph, which is retrieved from a database according to the user's GPS coordinates, and an inertial sensor which measures pitch. We detect edges of the rooftop based on Graph cut, and find edges and a corner of the bottom by minimizing the proposed cost function. To track the user's position and orientation in real-time, feature-based tracking is carried out based on salient points on the edges and the sides of a building the user is keeping in view. We implemented camera pose estimators using both a least squares estimator and an unscented Kalman filter (UKF). We evaluated the speed and accuracy of both approaches, and we demonstrated the usefulness of our computations as important building blocks for an Anywhere Augmentation scenario.

Effects of Online Engagement on Uses of Digital Paid Contents (온라인 관여가 디지털 유료 콘텐츠 이용에 미치는 영향)

  • Yang, JungAe;Song, Indeok
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.9
    • /
    • pp.468-481
    • /
    • 2018
  • This study aims to empirically investigate how users' online engagement behaviors predict their uses of paid contents. To this end, the data from the 2016 Korean Media Panel Survey, which has been conducted annually by the Korea Information Society Development Institute(KISDI), were analyzed. Major findings(N=8.313) were as follows. First, the active type of online engagement(e.g., posting, commenting), which contributes to direct creation of online contents, was the most powerful predictor to explain the DV. On the other hand, relatively passive actions of user engagement(e.g., sharing, endorsing, voting) turned out to have no significant effects on the uses of paid contents, just as personality traits and online privacy concerns did. Based on these results, it is recommended that online contents or platform service providers should try to establish clearly-targeted marketing strategies, after thoroughly collecting and analyzing the data of users' various online behaviors.

Gesture based Input Device: An All Inertial Approach

  • Chang Wook;Bang Won-Chul;Choi Eun-Seok;Yang Jing;Cho Sung-Jung;Cho Joon-Kee;Oh Jong-Koo;Kim Dong-Yoon
    • International Journal of Fuzzy Logic and Intelligent Systems
    • /
    • v.5 no.3
    • /
    • pp.230-245
    • /
    • 2005
  • In this paper, we develop a gesture-based input device equipped with accelerometers and gyroscopes. The sensors measure the inertial measurements, i.e., accelerations and angular velocities produced by the movement of the system when a user is inputting gestures on a plane surface or in a 3D space. The gyroscope measurements are integrated to give orientation of the device and consequently used to compensate the accelerations. The compensated accelerations are doubly integrated to yield the position of the device. With this approach, a user's gesture input trajectories can be recovered without any external sensors. Three versions of motion tracking algorithms are provided to cope with wide spectrum of applications. Then, a Bayesian network based recognition system processes the recovered trajectories to identify the gesture class. Experimental results convincingly show the feasibility and effectiveness of the proposed gesture input device. In order to show practical use of the proposed input method, we implemented a prototype system, which is a gesture-based remote controller (Magic Wand).

The Modified Block Matching Algorithm for a Hand Tracking of an HCI system (HCI 시스템의 손 추적을 위한 수정 블록 정합 알고리즘)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
    • /
    • v.4 no.4
    • /
    • pp.9-14
    • /
    • 2003
  • A GUI (graphical user interface) has been a dominant platform for HCI (human computer interaction). A GUI - based interaction has made computers simpler and easier to use. The GUI - based interaction, however, does not easily support the range of interaction necessary to meet users' needs that are natural. intuitive, and adaptive. In this paper, the modified BMA (block matching algorithm) is proposed to track a hand in a sequence of an image and to recognize it in each video frame in order to replace a mouse with a pointing device for a virtual reality. The HCI system with 30 frames per second is realized in this paper. The modified BMA is proposed to estimate a position of the hand and segmentation with an orientation of motion and a color distribution of the hand region for real - time processing. The experimental result shows that the modified BMA with the YCbCr (luminance Y, component blue, component red) color coordinate guarantees the real - time processing and the recognition rate. The hand tracking by the modified BMA can be applied to a virtual reclity or a game or an HCI system for the disable.

  • PDF

Realistic Contents and Interaction Based Realistic Contents Service (상호작용 기반의 홀로그램 실감 콘텐츠 서비스연구)

  • Lee, Wan Jung;Shin, Eun Ji;Yoon, Hyun Sun;Choi, Hee Min;Cho, Dong Sik;Kang, Hoon Jong
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.10 no.10
    • /
    • pp.429-438
    • /
    • 2021
  • In recent, realistic content has been applied in various ways due to the development of display technology and hologram, the final realistic content technology, have been used limitedly in accordance with the growing public demand. However, most realistic content requires additional devices of HMD (head mounted device) or glasses type, and other realistic content display technologies deliver a single image plane in the experience space to the user, providing a monotonous content experience. Various realistic contents with hologram technology are introduced in this work. In addition, we propose an interaction based realistic hologram service based that combines projection mapping and floating holograms. Projection-mapped screens and multi-floating hologram device provide a three-dimensional volumetric space with extended depth orientation from the user's point of view, while allowing users' entire and partial motions to be recognizable through multiple sensors.

Personal Identification Based on Radio Signal Strength for Ubiquitous Healthcare Systems

  • Lee, Jong-Shill;Park, Sang-Hae;Chee, Young-Joon;Kim, In-Young;Kim, Sun-I.
    • Journal of Biomedical Engineering Research
    • /
    • v.28 no.3
    • /
    • pp.325-331
    • /
    • 2007
  • Personal identification is essential for the automatic measurement of biosignal information in home healthcare systems. Personal identification is usually achieved with passive radio frequency identification (RFID), which does little more than store a unique identification number. However, passive RFID is not ideal for automatic identification. We present a user identification system based on radio signal strength indication (RSSI) using ZigBee for active RFID tags. Personal identification is achieved by finding the largest RSSI value from aggregated beacon messages that are periodically transmitted by active RFID tags carried by users. Obtaining reliable person!'.! identification without restricting the orientation requires a certain distance between the closest active RFID tag from the ZED and the second closest tag. The results show that the closest active RFID tag from the ZED and the second closest tag must be at least 70 cm apart to achieve reliable personal identification.

The study on the cooperation between public and school libraries (공공도서관과 학교도서관의 상호협력에 관한 연구)

  • 김병주
    • Journal of Korean Library and Information Science Society
    • /
    • v.27
    • /
    • pp.573-599
    • /
    • 1997
  • The purpose of this research was to study the merits and barriers to successful school and public library cooperation in the city of Seoul and to obtain perspective and the basic data used to implement practical cooperative measures. A questionnaire survey was conducted for 22 public libraries in city of Seoul concerning both positive and negative aspect of cooperation between two types of libraries. Based on the survey results, the following conclusions and recommendations are made ; 1) The librarians recognized the necessity of cooperation that promote efficiency of library operation and also contribute toward local community development. 2) The librarians are agreeable to the cooperative service and the institutional cooperation will prevent redundancy of collection development and will make variety of book selection possible. 3) The cooperation will not result in manpower reduction or budget saving. 4) Inconvenience due to distance between two types of library is anticipated. 5) In order to develop the skills and capabilities of the librarians, it is desirable to offer reeducational program and o n.0, pportunities to attend conferences and meetings. 6) The library user orientation program is to be held regularly. 7) It is necessary to make policy statement of library cooperation in order to maintain autonomy of each library. 8) The establishment of branch libraries and moving libraries under the educational district is recommended.

  • PDF

An Analysis on the Characteristics in User's Cognition and Needs for Secondary School Libraries (중등학교 학교도서관 이용자 인식 및 요구 특성 분석)

  • Hwang, Hyejeong;Kim, Giyeong
    • Journal of the Korean Society for information Management
    • /
    • v.32 no.1
    • /
    • pp.245-264
    • /
    • 2015
  • This study aims to identify the characteristics of Korean secondary school students in perceptions on and needs to school libraries, and suggest an effective library management directions based on the characteristics. To achieve this purpose, we compare the perceptions on and needs for library elements, such as facilities, collections, programs, etc., between middle school students and high school students, and analyze the differences. Based on the results from the analysis, we suggest to establish an orientation of school library management. We also suggest a need of further study in which differences in the perception and needs among grades in a level of the secondary school for more detailed customization of library services.

Control of Haptic Hand Controller Using Collision Detection Algorithm (충돌감지 알고리듬을 적용한 햅틱 핸드 컨트롤러의 제어)

  • 손원선;조경래;송재복
    • Proceedings of the Korean Society of Precision Engineering Conference
    • /
    • 2003.06a
    • /
    • pp.992-995
    • /
    • 2003
  • A haptic device operated by the user's hand can receive information on position and orientation of the hand and display force and moment generated in the virtual environment to the hand. For realistic haptic display, the detailed information on collision between objects is necessary. In the past, the point-based graphic environment has been used in which the end effector of a haptic device was represented as a point and the interaction of this point with the virtual environment was investigated. In this paper, the shape-based graphic environment is proposed in which the interaction of the shape with the environment is considered to analyze collision or contact more accurately. To this end. the so-called Gilbert-Johnson-Keerthi (GJK) algorithm is adopted to compute collision points and collision instants between two shapes in the 3-D space. The 5- DOF haptic hand controller is used with the GJK algorithm to demonstrate a peg-in-hole operation in the virtual environment in conjunction with a haptic device. It is shown from various experiments that the shape-based representation with the GJK algorithm can provide more realistic haptic display for peg-in-hole operations.

  • PDF