• Title/Summary/Keyword: sensor-based interaction

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Transmission Control Method of Beacon Signal Based on Bluetooth of Lower Electric Power (저 전력 블루투스 기반 비콘 신호 전송 제어 방법)

  • Oh, Am-suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1136-1141
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    • 2016
  • IoT technology has been used as a core technology of convergence service that needs intelligent information processing, and the importance is largely emerging now. And internal network construction thru IoT interaction device can connect with IoT device effectively, provide diverse services by connection with open platform. Especially, beacon that is based on low electric power bluetooth device is receiving attention as one of core technology of IoT. Beacon technology is utilized widly in various fields of industry, and there are lot of demands in the specific environment and conditions beyond the basic function. On this thesis, the authors are proposing the beacon device that utilized acceleration sensor and hole sensor. this beacon device can control the target on specific situation thru sensing of moving target. For the more, we will expect to apply to the various type of factory environments like detachable installation, optimized management using sensor.

Cross-Layer Architecture for QoS Provisioning in Wireless Multimedia Sensor Networks

  • Farooq, Muhammad Omer;St-Hilaire, Marc;Kunz, Thomas
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.1
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    • pp.178-202
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    • 2012
  • In this paper, we first survey cross-layer architectures for Wireless Sensor Networks (WSNs) and Wireless Multimedia Sensor Networks (WMSNs). Afterwards, we propose a novel cross-layer architecture for QoS provisioning in clustered and multi-hop based WMSNs. The proposed architecture provides support for multiple network-based applications on a single sensor node. For supporting multiple applications on a single node, an area in memory is reserved where each application can store its network protocols settings. Furthermore, the proposed cross-layer architecture supports heterogeneous flows by classifying WMSN traffic into six traffic classes. The architecture incorporates a service differentiation module for QoS provisioning in WMSNs. The service differentiation module defines the forwarding behavior corresponding to each traffic class. The forwarding behavior is primarily determined by the priority of the traffic class, moreover the service differentiation module allocates bandwidth to each traffic class with goals to maximize network utilization and avoid starvation of low priority flows. The proposal incorporates the congestion detection and control algorithm. Upon detection of congestion, the congested node makes an estimate of the data rate that should be used by the node itself and its one-hop away upstream nodes. While estimating the data rate, the congested node considers the characteristics of different traffic classes along with their total bandwidth usage. The architecture uses a shared database to enable cross-layer interactions. Application's network protocol settings and the interaction with the shared database is done through a cross-layer optimization middleware.

Design of Next-Generation Ship Simulator System Using Virtual Reality (가상현실을 이용한 차세대 선박 시뮬레이터의 시스템 설계)

  • 임정빈;박계각
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.6 no.1
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    • pp.1-9
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    • 2000
  • The paper describes system design of next-generation Ship Simulator using Virtual Reality (VRSS), well known as human-computer interaction. VRSS system is required to have special condition that comprises multiple user participants such as captain, officer, pilot, and quartermaster. To cope with that condition, core technologies were explored and proposed multi-networking system with broker server. The evaluation of the proposed system was done with PC-based immersion-type VR device, constituted with HMD (Head Mounted Display), Head Tracking Sensor, Puck, Headphone, and Microphone. Using the VR device, assessment test was carried out in a virtual bridge with 3D objects, which are created by VRML (Virtual Reality Model Language) program. As results of tests, it is shown that the cybernetic 3D objects were act as if real things in a real ship's bridge. Therefore, interesting interaction with participants can be obtained in the system, Thus, we found that the proposed system architecture can be applicable to VRSS system construction.

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Telepresence Robotic Technology for Individuals with Visual Impairments Through Real-time Haptic Rendering (실시간 햅틱 렌더링 기술을 통한 시각 장애인을 위한 원격현장감(Telepresence) 로봇 기술)

  • Park, Chung Hyuk;Howard, Ayanna M.
    • The Journal of Korea Robotics Society
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    • v.8 no.3
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    • pp.197-205
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    • 2013
  • This paper presents a robotic system that provides telepresence to the visually impaired by combining real-time haptic rendering with multi-modal interaction. A virtual-proxy based haptic rendering process using a RGB-D sensor is developed and integrated into a unified framework for control and feedback for the telepresence robot. We discuss the challenging problem of presenting environmental perception to a user with visual impairments and our solution for multi-modal interaction. We also explain the experimental design and protocols, and results with human subjects with and without visual impairments. Discussion on the performance of our system and our future goals are presented toward the end.

Smartphone racing game controller UX testing (스마트폰 레이싱 게임 조작기 UX 평가)

  • Chung, Donghun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.143-154
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    • 2015
  • This study aims to evaluate smartphone gaming controllers. Diffusion of smartphone makes its users to play smartphone games in ease and comfort and its built-in sensors deliver new gaming experience to the users. Based on the concept how the controller system is important, the current research also implies the importance of customizing service which gives users a selection to deploy a controller. To explore the interaction effect of controllers and customizing on interactivity, flow, usability, attitude, and intention, the research constructs 3(gyroscope, wheel, and button controllers) by 2(default and customizing setting) experimental design and forty college students played Gameloft's Asphalt 8: Airborne in a within subject design. The results showed that interaction effect and customizing main effect were not found, but controller main effect was statistically significant. Button controller is superior to those other two in more detail. It implies that it is still not useful to play new types of gaming controller, and a customizing service. It suggests that smartphone games should more focus on improving optimal user experience with built-in sensor controllers.

Development of Intelligent Position Compensation Scheme for Virtual Game Interface (실감 게임 인터페이스를 위한 지능형 위치 보정 기법 개발)

  • Kim, Sung-Ho;Yun, Seong-Ung
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.4
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    • pp.439-444
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    • 2009
  • Recently, a wide range of next-generation's game consoles has been developed by many game makers. Particularly, active interaction between users and games is required more than ever before for giving gamers the fullest pleasure. In this work, an infrared image sensor based position recognition system which can be used for virtual game interface is proposed. Furthermore, two kinds of compensation algorithms and Extended Kalman Filter are utilized to enhance the performance of the proposed system. The proposed system can effectively generate the position of the gamer in the face of the coordinate distortion and noise. To verity the feasibilities of the proposed system, various experiments are carried out.

THIN FILM SENSORS FOR AUTOMOBILE

  • Taga, Yasunori
    • Journal of Surface Science and Engineering
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    • v.29 no.5
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    • pp.459-466
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    • 1996
  • A great amount of effort has been devoted to the constant improvement of such basic performance as dirvability, safety and enviromental protection. As a result, the total combination of various technologies has made it possible to produce safer and more comfortable automobiles. Among these technologies, plasma and thin film techniques are mainly cocerned with sensors, optics, electronics and surface modification. This paper first describes a concept of thin film processing in materials synthesis for sensors based on particle-surface interaction during deposition to provide a long life sensor applicable to sutomobiles. Some examples of parctical application of thin films to sensors are then given. These include(1) a thin films strain gauge for gravity sensors, (2) a giant magneto resistance film for speen sensors, and (3) a Magneto-impedance sensors fordetection of low magnetic field. Further progress of sophisticated thin film technology must be considered in detail to explore advanced thin film materials science and to ensure the field reliability of future sensor devices for automobile.

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Cartesian Space Direct Teaching for Intuitive Teaching of a Sensorless Collaborative Robot (센서리스 협동로봇의 직관적인 교시를 위한 직교공간 직접교시)

  • Ahn, Kuk-Hyun;Song, Jae-Bok
    • The Journal of Korea Robotics Society
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    • v.14 no.4
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    • pp.311-317
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    • 2019
  • Direct teaching is an essential function for collaborative robots for easy use by non-experts. For most robots, direct teaching is implemented only in joint space because the realization of Cartesian space direct teaching, in which the orientation of the end-effector is fixed while teaching, requires a measurement of the end-effector force. Thus, it is limited to the robots that are equipped with an expensive force/torque sensor. This study presents a Cartesian space direct teaching method for torque-controlled collaborative robots without either a force/torque sensor or joint torque sensors. The force exerted to the end-effector is obtained from the external torque which is estimated by the disturbance observer-based approach with the friction model. The friction model and the estimated end-effector force were experimentally verified using the robot equipped with joint torque sensors in order to compare the proposed sensorless approach with the method using torque sensors.

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 Current Status and Future Outlook of Quantum Dot-Based Biosensors for Plant Virus Detection

  • Hong, Sungyeap;Lee, Cheolho
    • The Plant Pathology Journal
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    • v.34 no.2
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    • pp.85-92
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    • 2018
  • Enzyme-linked immunosorbent assay (ELISA) and polymerase chain reaction (PCR), widely used for the detection of plant viruses, are not easily performed, resulting in a demand for an innovative and more efficient diagnostic method. This paper summarizes the characteristics and research trends of biosensors focusing on the physicochemical properties of both interface elements and bioconjugates. In particular, the topological and photophysical properties of quantum dots (QDs) are discussed, along with QD-based biosensors and their practical applications. The QD-based Fluorescence Resonance Energy Transfer (FRET) genosensor, most widely used in the biomolecule detection fields, and QD-based nanosensor for Rev-RRE interaction assay are presented as examples. In recent years, QD-based biosensors have emerged as a new class of sensor and are expected to open opportunities in plant virus detection, but as yet there have been very few practical applications (Table 3). In this article, the details of those cases and their significance for the future of plant virus detection will be discussed.