• Title/Summary/Keyword: Visual Interaction

Search Result 614, Processing Time 0.028 seconds

Computational Model of a Mirror Neuron System for Intent Recognition through Imitative Learning of Objective-directed Action (목적성 행동 모방학습을 통한 의도 인식을 위한 거울뉴런 시스템 계산 모델)

  • Ko, Kwang-Eun;Sim, Kwee-Bo
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.20 no.6
    • /
    • pp.606-611
    • /
    • 2014
  • The understanding of another's behavior is a fundamental cognitive ability for primates including humans. Recent neuro-physiological studies suggested that there is a direct matching algorithm from visual observation onto an individual's own motor repertories for interpreting cognitive ability. The mirror neurons are known as core regions and are handled as a functionality of intent recognition on the basis of imitative learning of an observed action which is acquired from visual-information of a goal-directed action. In this paper, we addressed previous works used to model the function and mechanisms of mirror neurons and proposed a computational model of a mirror neuron system which can be used in human-robot interaction environments. The major focus of the computation model is the reproduction of an individual's motor repertory with different embodiments. The model's aim is the design of a continuous process which combines sensory evidence, prior task knowledge and a goal-directed matching of action observation and execution. We also propose a biologically inspired plausible equation model.

A Study on the Visual Image According to Changes in Number of Pleats and Skirt Length of Pleats Skirt

  • Kim, Kyung-Hee;Lee, Jung-Soon
    • Journal of Fashion Business
    • /
    • v.13 no.6
    • /
    • pp.76-88
    • /
    • 2009
  • This study has the purposes to search the most visually effective and appropriate number of pleats and skirt length, when it's worn, with the changes in the number of pleats and skirt length that could be influential in analyzing the visual evaluation of pleats skirt and to analyze the changes when those factors are applied in real pattern. The stimuli were 18 samples: 6 variations of the number of pleats and 3 variations of the length of skirt. The data were obtained from 54 fashion design majors. The data were analyzed by Factor Analysis, Anova, Scheffe's Test and the MCA method. The results of the study were as follows: The visual image by the number of pleats and the length of skirt were composed of 4 factors : activity, attraction, neatness and commonness. In these factors, activity factor was estimated by the most important factor. The visual image according to the changes in the number of pleats and skirt length had significant differences, and the pleats skirts with 12 and 16 number of pleats and 38cm of skirt length were evaluated to be the most effective. The activity factor had interaction influence effect according to the number of pleats and the skirt length. The skirt length had more influence than the number of pleats in attraction and neatness factors, and the other way around for commonness factor.

A Study for Visual Perception of for Interactive Media Interface to Realize the Contents of Child Participation Type (아동 참여형 콘텐츠 구현을 위한 인터렉티브 미디어 인터페이스의 시지각 연구)

  • Oh, Moonseok;Won, Jongwook;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.2
    • /
    • pp.101-112
    • /
    • 2015
  • New media which appeared in accordance with the development of IT technology includes elements of the interaction to be developed as an interactive media. In the field of interactive media which can be most actively applied, there is the filed of experience exhibition based on the active participation of people who experienced. Interactive media applied to the experience exhibition area, in order to have an effective communication that is based on a high degree of immersion, has been utilized as a platform for educational contents. This study is intended to explore the elements of visual perception for developing an optimized interface in the perspective of children who are the main subject of educational contents to present the criteria for the development of an interface for children. Thus, this paper derives the elements by the analysis of the visual perception elements of children and the experiment for the immersion environment. By analyzing the results, this study is to present the criteria of the visual perception elements for the development of interactive media contents for children.

A Study on Tactile and Gestural Controls of Driver Interfaces for In-Vehicle Systems (차량내 시스템에 대한 접촉 및 제스처 방식의 운전자 인터페이스에 관한 연구)

  • Shim, Ji-Sung;Lee, Sang Hun
    • Korean Journal of Computational Design and Engineering
    • /
    • v.21 no.1
    • /
    • pp.42-50
    • /
    • 2016
  • Traditional tactile controls that include push buttons and rotary switches may cause significant visual and biomechanical distractions if they are located away from the driver's line of sight and hand position, for example, on the central console. Gestural controls, as an alternative to traditional controls, are natural and can reduce visual distractions; however, their types and numbers are limited and have no feedback. To overcome the problems, a driver interface combining gestures and visual feedback with a head-up display has been proposed recently. In this paper, we investigated the effect of this type of interface in terms of driving performance measures. Human-in-the-loop experiments were conducted using a driving simulator with the traditional tactile and the new gesture-based interfaces. The experimental results showed that the new interface caused less visual distractions, better gap control between ego and target vehicles, and better recognition of road conditions comparing to the traditional one.

Robust 3D visual tracking for moving object using pan/tilt stereo cameras (Pan/Tilt스테레오 카메라를 이용한 이동 물체의 강건한 시각추적)

  • Cho, Che-Seung;Chung, Byeong-Mook;Choi, In-Su;Nho, Sang-Hyun;Lim, Yoon-Kyu
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.22 no.9 s.174
    • /
    • pp.77-84
    • /
    • 2005
  • In most vision applications, we are frequently confronted with determining the position of object continuously. Generally, intertwined processes ire needed for target tracking, composed with tracking and control process. Each of these processes can be studied independently. In case of actual implementation we must consider the interaction between them to achieve robust performance. In this paper, the robust real time visual tracking in complex background is considered. A common approach to increase robustness of a tracking system is to use known geometric models (CAD model etc.) or to attach the marker. In case an object has arbitrary shape or it is difficult to attach the marker to object, we present a method to track the target easily as we set up the color and shape for a part of object previously. Robust detection can be achieved by integrating voting-based visual cues. Kalman filter is used to estimate the motion of moving object in 3D space, and this algorithm is tested in a pan/tilt robot system. Experimental results show that fusion of cues and motion estimation in a tracking system has a robust performance.

A Study on Stage Background Image Design utilizing the Motion Graphics (모션그래픽을 활용한 배경영상디자인 연구)

  • Choi, Ji-Hye;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2011.05a
    • /
    • pp.365-368
    • /
    • 2011
  • Image is the one of the media that satisfy the wants of people. A motion graphics is a new media stimulating not only a visual but also a hearing of people, and has gained attention by an important emotion communication way that communicates the sound and the visual messages to the audience. In this paper we study on what feelings the motion graphics used on the stage background communicates to the audience, and what its effects and efficiencies are. Because it is not generalized to apply the motion graphics to the stage background, the range of the study can't help being limited. However, recently during two or three years, the use of the motion graphics is increasing more and more, and we expect that its utilization is more expanded.

  • PDF

A new visual tracking approach based on salp swarm algorithm for abrupt motion tracking

  • Zhang, Huanlong;Liu, JunFeng;Nie, Zhicheng;Zhang, Jie;Zhang, Jianwei
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.14 no.3
    • /
    • pp.1142-1166
    • /
    • 2020
  • Salp Swarm Algorithm (SSA) is a new nature-inspired swarm optimization algorithm that mimics the swarming behavior of salps navigating and foraging in the oceans. SSA has been proved to enable to avoid local optima and enhance convergence speed benefiting from the adaptive nonlinear mechanism and salp chains. In this paper, visual tracking is considered to be a process of locating the optimal position through the interaction between leaders and followers in successive images. A novel SSA-based tracking framework is proposed and the analysis and adjustment of parameters are discussed experimentally. Besides, the qualitative analysis and quantitative analysis are performed to demonstrate the tracking effect of our proposed approach by comparing with ten classical tracking algorithms. Extensive comparative experimental results show that our algorithm has good performance in visual tracking, especially for abrupt motion tracking.

A Study on the Visual Evaluation According to Changes in Width of Hem Line and Waistline Position of Flare Pants (플레어 팬츠의 바지부리 폭과 허리선 위치의 변화에 따른 시각적 평가)

  • Lee, Jung-Soon
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.14 no.4
    • /
    • pp.127-137
    • /
    • 2012
  • The purpose of this study is to recognize the differences of visual evaluation by variations in width of hem line and waistline position of the flare pants. The stimuli are 9 samples: One control group, 3 variations of the width of hem line and 3 variations of the waistline position. The data has been obtained from 44 fashion students. The data has been analyzed by Factor Analysis, Anova, Scheffe's Test and the MCA method. The results of the study are as follows: The visual evaluation by the width of hem line and waistline position of flare pants are composed of 5 factors : physical characteristics, elegance, originality, comfort, and stiffness. Among these factors, the physical characteristic is evaluated to be the most important factor. As a v isual evaluation result o f changes in the width o f hern l ine, 8 4 cm in width (the narrowest width) was highly evaluated in physical characteristics, elegance, and originality factors. For the result of changes in the waistline position, high-waisted flare pants were highly effective in physical characteristics, and also evaluated well in elegance, originality and stiffness factors. The flare pants did not show any interaction between the width of hem line and waistline position. The waistline position had more influence on visual evaluation in physical characteristics, originality and comfort factors while elegance and stiffness factors were affected by the width of hem line.

  • PDF

Visual Guider : Space Perception Aid Tool in Immersive Virtual World (비쥬얼 가이더 : 몰입형 가상세계에서의 공간지각 보조도구)

  • Cho Eun;Park Joo-Young;Kim Myoung-Hee
    • The KIPS Transactions:PartB
    • /
    • v.12B no.1 s.97
    • /
    • pp.39-46
    • /
    • 2005
  • In immersive virtual reality system, since virtual worlds do not supply users with sufficient spatial information af real world does, the users frequently experience clumsiness and roughness while manipulating virtual objects. To overcome this problem, we propose Visual Guider in this paper as a tool for enhancing user's visual space perception in immersive virtual worlds. The Visual Guider aids users to recognize exocentric distances between different scene points and egocentric distances from the observation point to other points in the scene fast and precisely. Its concept is imported from the rectangular grids frequently used in two-dimensional windows applications. We applied the proposed technique to an experimental virtual space implemented in $CAVE^(TM)-like$ system and tested its effectiveness while users grasp and move virtual objects.

The Effects of Learners' Cognitive Styles and Visual Organizer Types on Contents Comprehension and Awareness of Structure in Electronic Text Documents (학습자 인지양식과 시각적 조직자 유형이 전자 텍스트 문서의 내용이해 및 구조파악에 미치는 효과)

  • Han, Ahnna
    • The Journal of Korean Association of Computer Education
    • /
    • v.11 no.4
    • /
    • pp.47-58
    • /
    • 2008
  • The purpose of the study was to reveal the effects of visual organizer types and cognitive styles in electronic text understanding. 126 graduate students were divided into a field-dependent group and a field-independent group, and then assigned to two different types of web- based instruction programs which included visual organizers of 'reduction' type and 'abstraction' type. Regarding the comprehension of contents, there were no significant effects of visual organizer types and cognitive styles. However, it was revealed that there were significant interaction effects between visual organizer types and cognitive styles on the awareness of structure in electronic texts. That is to say, while Type 2 ('abstraction' type) was more effective to field-dependent learners, Type 1 ('reduction' type) was more effective to field-independent learners in awareness of structure in electronic texts.

  • PDF