• Title/Summary/Keyword: 물리 사용자 인터페이스

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LVC-Interoperation Development Framework for Acquiring High Reliable Cyber-Physical Weapon Systems (고신뢰 사이버-물리 무기체계 획득을 위한 LVC 연동 개발 프레임워크)

  • Kang, Sungjoo;Kim, Minjo;Park, Jungmin;Chun, Ingeol;Kim, Wontae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.12
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    • pp.1228-1236
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    • 2013
  • In this paper, we present a development framework for acquiring intelligent but complex cyber-physical weapon systems based on modeling and simulation development tools for cyber-physical systems, EcoSUITE. We introduce EcoPOD that models weapon systems and EcoSIM that provides constructive simulation environment for interoperating the weapon model to be developed with other weapon models. To develop cyber-physical weapon system based on LVC interoperation, an interoperation architecture and an interface technique for a live and a virtual system that is compliant with the interoperation architecture. By expanding EcoSuite, we provide LVC-based development framework for interoperating a real system, a human-interactive interface system, and simulation models and validate it with a case study.

Analysis of hydrological characteristics of Yongdam Dam experimental basin (용담댐 시험유역 특성자료분석 연구)

  • Hwang, Eui-Ho;Chae, Hyo-Sok;Lee, Geun-Sang;Koh, Deuk-Koo
    • Proceedings of the Korea Water Resources Association Conference
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    • 2006.05a
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    • pp.1444-1449
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    • 2006
  • Korea is about 70% of all country to mountain, and basin is consisted of various terrain, soil, vegetation, land use etc. because use land as intensive. Also, need basin hydrologic model that can analysis base outflow as well as outflow directly for calculation of discharge to establish irrigation plan. Inconvenient in use method and user interface offer side is causing by way that existing USGS WEASEL runs in PC Arc/Info, and ArcGIS with development of present GIS technology is applied in many fields offering convenience in analysis that use GIS. In this research, wished to develop suitable outflow parameter extraction system, For this, develop pre-processor and post-processor that effectively draw of hydrologic model input data from water resources DB through van example benchimarking, and developed input/output component of GIS base applicable to various hydrologic and water quality model.

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A 3D Magnetic Inversion Software Based on Algebraic Reconstruction Technique and Assemblage of the 2D Forward Modeling and Inversion (대수적 재구성법과 2차원 수치모델링 및 역산 집합에 기반한 3차원 자력역산 소프트웨어)

  • Ko, Kwang-Beom;Jung, Sang-Won;Han, Kyeong-Soo
    • Geophysics and Geophysical Exploration
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    • v.16 no.1
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    • pp.27-35
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    • 2013
  • In this study, we developed the trial product on 3D magnetic inversion tentatively named 'KMag3D'. Also, we briefly introduced its own function and graphic user interface on which especially focused through the development in the form of user manual. KMag3D is consisted of two fundamental frame for the 3D magnetic inversion. First, algebraic reconstruction technique was selected as a 3D inversion algorithm instead of least square method conventionally used in various magnetic inversion. By comparison, it was turned out that algebraic reconstruction algorithm was more effective and economic than that of least squares in aspect of both computation time and memory. Second, for the effective determination of the 3D initial and a-priori information model required in the execution of our algorithm, we proposed the practical technique based on the assemblage of 2D forward modeling and inversion results for individual user-selected 2D profiles. And in succession, initial and a-priori information model were constructed by appropriate interpolation along the strke direction. From this, we concluded that our technique is both suitable and very practical for the application of 3D magentic inversion problem.

Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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Digital Mirror System with Machine Learning and Microservices (머신 러닝과 Microservice 기반 디지털 미러 시스템)

  • Song, Myeong Ho;Kim, Soo Dong
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.9
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    • pp.267-280
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    • 2020
  • Mirror is a physical reflective surface, typically of glass coated with a metal amalgam, and it is to reflect an image clearly. They are available everywhere anytime and become an essential tool for us to observe our faces and appearances. With the advent of modern software technology, we are motivated to enhance the reflection capability of mirrors with the convenience and intelligence of realtime processing, microservices, and machine learning. In this paper, we present a development of Digital Mirror System that provides the realtime reflection functionality as mirror while providing additional convenience and intelligence including personal information retrieval, public information retrieval, appearance age detection, and emotion detection. Moreover, it provides a multi-model user interface of touch-based, voice-based, and gesture-based. We present our design and discuss how it can be implemented with current technology to deliver the realtime mirror reflection while providing useful information and machine learning intelligence.

Object Control System Based on LED for Table Top Display (테이블 탑 디스플레이용 LED기반 객체 컨트롤 시스템 -증강현실을 위한 테이블 탑 디스플레이용 입력장치)

  • Oh, Jin-Sik;Jeong, Jong-Mun;Kim, Jeong-Sik;Yang, Hyung-Jeong;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.224-229
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    • 2008
  • In this paper, we propose an object control system on table top display to support augmented reality in which objects in real-world control computer-generated data. We developed LED-based object control system over table top display so that it is capable of controlling networked table top display. The LED-based object control system supports more natural interactive interface. In this paper, infrared LED is used to implement the object control device to be recognised by table top display. We applied LED-based object control system in air hockey game where a team has a point if their puck goes to opponent's net on a table. Since users can control objects in cyber world with the proposed object control device, it is realized augmented reality.

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Selection of Media and Representation factor for Multimedia Information (멀티미디어 정보를 위한 매체와 표현 요소의 선택)

  • 이지수
    • Archives of design research
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    • v.13 no.4
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    • pp.195-201
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    • 2000
  • To find out media's function on the various effects in communication, this paper reviews studies that utilize multimedia as a device for conveying information. We discuss multimedia as an integrated symbol system with advantages and also problems in representing information. The cognitive dissimilarity of media could be explained by various attributes of medium that are about physical characteristics and even cognitive actions. With advantages from integrated media and interactivity, multimedia has negative results such as cognitive overload and in that reason systematic approach is needed. This paper shows the factors on media selection and relationship to interface components. To select appropriate media to the needs and situation, it should be considered the user's ${\circled1}$background ${\circled2}$knowledge / frequency of use / expertise, contents ${\circled1}$task nature ${\circled2}$type of knowledge and media ${\circled1}$representation format ${\circled2}$interaction techniques. Varying the media factors and varying the expression factors offers concrete design features.

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EDISON Platform to Supporting Education and Integration Research in Computational Science (계산과학 시뮬레이션을 위한 웹 인터페이스 자동 생성 시스템 개발)

  • Jin, Du-Seok;Lee, Jong-Suk Ruth;Cho, Kum-Won;Jeong, Jae-You;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.799-801
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    • 2011
  • Computational science is a field of study concerned with constructing mathematical models and quantitative analysis techniques and using large computing resources to solve the problems which are difficult to approach in a physical experimentally. Recently, a new web-based simulation environment for computational science is becoming more and more popular for supporting multi-user access without restriction of space or time, however, to develop web-based simulation applications, the researchers performed their works too much difficulty. In this paper, we present automated web interface generation tool that allows applied researchers to concentrate on advanced research in their scientific disciplines such as Chemistry, Physics, Structural Dynamics.

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Design and Implementation of a Multi-Interface Mobile Gateway for Seamless Handoff Sciences (끊김 없는 핸드오프를 위한 다중 인터페이스 이동형 게이트웨이 설계 및 구현)

  • Choi, Hyun-Jun;Lee, Chae-Seok;Lee, Sung-Ho;Kim, Jong-Deck
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.6B
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    • pp.474-482
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    • 2012
  • Mobile Gateway(MG) is a wireless LAN device to provide internet services to a passenger on vehicles like a bus. For using internet services, MG connects the Road Side Unit AP(RSU AP) based on WLAN .To provide a stable communication service on the moving vehicle, handoff changing MG's RSU must be handled fast and stably. However, it has a physical limits to remove a disconnection time of handoff process by reason of its technological features. In this paper, we suggest a MIMG(Multi-Interface Mobile Gateway) executing seamless handoff by using multiple wireless LAN interfaces for connecting RSU. In the detailed way to do stable handoff, we suggest the "Link Sharing Technique" to disconnection time of packet transmission for RSU to MIMG and the "Path Sharing Technique" to remove disconnection time of packet transmission for MIMG to RSU. we implemented the MIMG which performs the suggested handoff technique. We confirmed the superiority of our system by remove of the disconnection time(0 ms), and improved over 50 % of the communication bandwidth.

Human-Computer Interface using sEMG according to the Number of Electrodes (전극 개수에 따른 근전도 기반 휴먼-컴퓨터 인터페이스의 정확도에 대한 연구)

  • Lee, Seulbi;Chee, Youngjoon
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.21-26
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    • 2015
  • NUI (Natural User Interface) system interprets the user's natural movement or the signals from human body to the machine. sEMG (surface electromyogram) can be observed when there is any effort in muscle even without actual movement, which is impossible with camera and accelerometer based NUI system. In sEMG based movement recognition system, the minimal number of electrodes is preferred to minimize the inconvenience. We analyzed the decrease in recognition accuracy as decreasing the number of electrodes. For the four kinds of movement intention without movement, extension (up), flexion (down), abduction (right), and adduction (left), the multilayer perceptron classifier was used with the features of RMS (Root Mean Square) from sEMG. The classification accuracy was 91.9% in four channels, 87.0% in three channels, and 78.9% in two channels. To increase the accuracy in two channels of sEMG, RMSs from previous time epoch (50-200 ms) were used in addition. With the RMSs from 150 ms, the accuracy was increased from 78.9% to 83.6%. The decrease in accuracy with minimal number of electrodes could be compensated partly by utilizing more features in previous RMSs.