• Title/Summary/Keyword: tangible meeting

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Tangible Tele-Meeting in Tangible Space Initiative

  • Lee, Joong-Jae;Lee, Hyun-Jin;Jeong, Mun-Ho;Jeong, SeongWon;You, Bum-Jae
    • Journal of Electrical Engineering and Technology
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    • v.9 no.2
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    • pp.762-770
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    • 2014
  • Tangible Space Initiative (TSI) is a new framework that can provide a more natural and intuitive Human Computer Interface for users. This is composed of three cooperative components: a Tangible Interface, Responsive Cyber Space, and Tangible Agent. In this paper we present a Tangible Tele-Meeting system in TSI, which allows people to communicate with each other without any spatial limitation. In addition, we introduce a method for registering a Tangible Avatar with a Tangible Agent. The suggested method is based on relative pose estimation between the user and the Tangible Agent. Experimental results show that the user can experience an interaction environment that is more natural and intelligent than that provided by conventional tele-meeting systems.

Efficient Tiled Stereo Display System for Tangible Meeting

  • Kim, Ig-Jae;Ahn, Sang-Chul;Kim, Hyoung-Gon
    • 한국정보디스플레이학회:학술대회논문집
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    • 2007.08b
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    • pp.1239-1241
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    • 2007
  • In this paper, we present a tiled display system for tangible meeting. We built our system as a distributed system and use GPU based warping and image blending technique for real-time processing. For efficiency, we update specific area only, where the remote user exist, in real-time and blended it with static panoramic image of remote site.

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Vision-based Human-Robot Motion Transfer in Tangible Meeting Space (실감만남 공간에서의 비전 센서 기반의 사람-로봇간 운동 정보 전달에 관한 연구)

  • Choi, Yu-Kyung;Ra, Syun-Kwon;Kim, Soo-Whan;Kim, Chang-Hwan;Park, Sung-Kee
    • The Journal of Korea Robotics Society
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    • v.2 no.2
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    • pp.143-151
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    • 2007
  • This paper deals with a tangible interface system that introduces robot as remote avatar. It is focused on a new method which makes a robot imitate human arm motions captured from a remote space. Our method is functionally divided into two parts: capturing human motion and adapting it to robot. In the capturing part, we especially propose a modified potential function of metaballs for the real-time performance and high accuracy. In the adapting part, we suggest a geometric scaling method for solving the structural difference between a human and a robot. With our method, we have implemented a tangible interface and showed its speed and accuracy test.

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Tangible Electronics Dice Game interface Development for Family Leisure (가족의 여가활동을 위한 텐저블 전자 주사위 게임 인터페이스 개발)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.9
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    • pp.1787-1794
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    • 2009
  • In this paper, the author proposes a tangible electronic dice which can be used for IPTV games for familiy meeting in living room and prevents game addiction of young children. The tangible electronic dice was designed to be as similar to traditional dices as possible in order for people to operate the tangible electronic dice with direct and intuitive manipulation. The proposed tangible electronic dice is self-contained so that no external devices are needed. The experiments show that the dice can be effectively applied to games running in PC and IPTV environments. The author will verify the practicality of the dice by applying the dice to IPTV games which are currently being developed.

Tiled Stereo Display System for Immersive Telemeeting

  • Kim, Ig-Jae;Ahn, Sang-Chul;Kim, Hyoung-Gon
    • Journal of Information Display
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    • v.8 no.4
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    • pp.27-31
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    • 2007
  • In this paper, we present an efficient tiled stereo display system for tangible meeting. For tangible meeting, it is important to provide immersive display with high resolution image to cover up the field of view and provide to the local user the same environment as that of remote site. To achieve these, a high resolution image needs to be transmitted for reconstruction of remote world, and it should be displayed using a tiled display. However, it is hard to transmit high resolution image in real time due to the limit of network bandwidth, and so we receive multiple images and reconstruct a remote world with received images in advance. Then, we update only a specific area where remote user exists by receiving low resolution image in realtime. We synthesize the transmitted image to the existing environmental map of remote world and display it as a stereo image. For this, we developed a new system which supports GPU based real time warping and blending, automatic feature extraction using machine vision technique.

A Study on the Deposit System for Electronic Publications (전자출판물의 납본시스템에 관한 연구)

  • Han, Hye-Young
    • Journal of the Korean Society for information Management
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    • v.20 no.3
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    • pp.51-79
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    • 2003
  • The general purpose of deposit is to ensure that the knowledge of the present is not lost to the future. By today the status of legal deposit scheme in various countries including Korea is focusing on paper-based publication or tangible electronic publications. Born-digital publications including electronic books should be registered and be deposited for meeting the aims of deposit. This study presents the findings on deposit legislation, deposit arrangement, and accessing methods of networked electronic publications. The study suggests electronic deposit system, and outlines the technical and procedural challenges involved in developing the deposit system.

The Effect of Service Quality of Rural Stay on Customer Satisfaction and Recommendation Intention (농촌민박 서비스품질이 고객만족과 추천의도에 미치는 영향)

  • Jang, Dong-Heon
    • Journal of Korean Society of Rural Planning
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    • v.24 no.1
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    • pp.89-97
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    • 2018
  • Recently, interest in rural tourism for urban dwellers has increased, and rural communities are chosen as tourist destinations. Under these circumstances, the study was designed to analyze the effects of the quality of service at rural stay sites on customer satisfaction and recommendation intention. The analysis method analyzes the demographic characteristics of the survey participants and characteristics of participation in rural stay. And the quality of service for the experience of rural stay was analyzed with SERVQUAL'S five-dimensional type, reliability, assurance, responsiveness, empathy, tangible and customer satisfaction, intent of recommendation and regression. Major analysis shows that the survey subjects were found to have an average age of 41.8 years, 49 to 59 years old, and a high degree of university graduation. And as characteristic of participation, the form of company was family and relatives, the form of family meeting was many summer, the reservation was Internet, and payment by cash and card were many. As a result of the hypothesis testing, reliability, assurance, responsiveness, and empathy among the quality of service of rural stay were affected in customer satisfaction. In addition, the quality of service and the intent to recommend it were statistically significant, reliability, assurance and empathy. Therefore, it is deemed necessary to make efforts to improve service quality as the quality of service at rural stay places has relevance to customer satisfaction and recommendation intention.

Improving the mechanical properties of table tennis by adding nanocomposite in its polymer matrix

  • Shuping Xu;Lixin Liang
    • Advances in nano research
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    • v.16 no.4
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    • pp.365-374
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    • 2024
  • This study delves into the significant impact of integrating nanomaterials, specifically carbon and graphene nanoparticles, into the polymer matrix of aluminum alloy 356, utilizing the vortex casting technique, with the aim of improving the mechanical properties of table tennis equipment. Athletes and their coaching teams have long been on a quest for high-performance sports gear, recognizing its pivotal role in unlocking the full potential of players. The dedication of engineers to craft designs, select materials with precision, and uphold stringent testing standards reflects the commitment to meeting the demands of the sporting world. Yet, to remain at the forefront, sports engineering must continually align with contemporary technologies, and nanotechnology has emerged as a transformative force in this regard. This study not only underscores the meticulous efforts in material integration but also highlights the remarkable strides made possible by nanotechnology. Aluminum nanocomposites, particularly, showcase a groundbreaking fusion of exceptional strength and reduced weight, marking a notable achievement in sports equipment innovation. The research outcomes are compelling, revealing a substantial enhancement in the mechanical performance of the sports structures under scrutiny. This promising development hints at a potential paradigm shift in the manufacturing of sports equipment, promising a new era of elevated athlete performance and enhanced safety during the rigors of physical education training. This study stands as a testament to the tangible impact of nanotechnology on the ever-evolving landscape of sports equipment.

The Evaluation of Historical and Cultural Authenticity of the Three Major Cultural Areas Projects - Targeting Korean culture theme park in Yeongju-Zone and World confucian scholar culture park in Bonghwa-Zone - (3대문화권 사업 계획의 역사문화적 진정성 평가 - 한국문화테마파크 영주지구와 세계유교선비문화공원 봉화지구를 대상으로 -)

  • Jung, Kyoung-Ah;So, Hyun-Su
    • Journal of Korean Society of Rural Planning
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    • v.22 no.1
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    • pp.25-35
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    • 2016
  • This study targets Korean culture theme park in Yeongju-Zone and World confucian scholar culture park in Bonghwa-Zone among the Three Major Cultural Areas Projects supervised by Ministry of Culture, Sports and Tourism. The study analyzes the Historical and Cultural Authenticity of each project on the basis of the reports and the report materials for meeting with related organizations. The results of the study are drawn as follows. First, through the theoretical consideration, this study drew the types of authenticity: originality, identity, specificity and visibility, which are evaluation items on the Historical and Cultural Authenticity. Second, Bonghwa-Zone succeeded in acquiring originality with tangible cultural properties but Yeongju-Zone chose a project site without it. Third, with originality, Bonghwa-zone was evaluated as having resources and concept with high traditional culture connectivity and fulfilled identity. It led the feature showing the high affinity between originality and identity. Fourth, compared to the projects of Andong-Zone in the Three Major Cultural Areas Projects, these two projects failed to acquire the distinctions since the primary and the secondary influence area and major facilities & programs coincided with those of the projects of Andong-Zone. Fifth, compared to Bonghwa-Zone, Yeongju-Zone realized visibility faithfully by the conceptual flexibility of "Korean Culture" and a large-scale development. Sixth, in terms of the Historical and Cultural Authenticity of project plan, it is evaluated that Yeongju-Zone and Bonghwa-Zone only fulfilled visibility and specificity respectively.