• Title/Summary/Keyword: 손 표현

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Smart HCI Based on the Informations Fusion of Biosignal and Vision (생체 신호와 비전 정보의 융합을 통한 스마트 휴먼-컴퓨터 인터페이스)

  • Kang, Hee-Su;Shin, Hyun-Chool
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.47 no.4
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    • pp.47-54
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    • 2010
  • We propose a smart human-computer interface replacing conventional mouse interface. The interface is able to control cursor and command action with only hand performing without object. Four finger motions(left click, right click, hold, drag) for command action are enough to express all mouse function. Also we materialize cursor movement control using image processing. The measure what we use for inference is entropy of EMG signal, gaussian modeling and maximum likelihood estimation. In image processing for cursor control, we use color recognition to get the center point of finger tip from marker, and map the point onto cursor. Accuracy of finger movement inference is over 95% and cursor control works naturally without delay. we materialize whole system to check its performance and utility.

A Case of Multiple Basal Cell Carcinomas in Nevoid Basal Cell Carcinoma Syndrome

  • Ji, So Young;Lee, Seong Pyo;Suhk, Jeong Hoon;Yang, Wan Suk
    • Archives of Craniofacial Surgery
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    • v.11 no.1
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    • pp.23-27
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    • 2010
  • 목적: 모반양 기저세포암 증후군 (Nevoid basal cell carcinoma syndrome) 또는 골린-골츠 증후군은 한국에서는 흔하지 않은 증후군으로 주로 상염색체 우성으로 유전하고 다기관 장애가 나타날 수 있으며 높은 표현율과 다양한 표현도를 특징으로 한다. 모반양 기저세포암 증후군의 진단 기준에는 다발성 기저세포암, 이소성 석회화(ectopic calcification), 손 또는 발바닥 오목 (palma or plantar pits), 치성 각화 낭종(odontogenic keratocysts), 가족력 및 골격계, 신경계, 안, 비뇨생식계 및 심장혈관의 이상 등이 있다. 본원에서 주로 두부의 다발성 기저세포암을 가진 모반양 기저세포암 증후군 환자를 경험하여 보고하고자 한다. 방법: 환자는 2007년 4월 두부의 색소성 모반으로 피부과에서 시행한 펀치 생검에서 기저세포암을 진단받고 의뢰되었으며, 이후 2009년 7월까지 14회의 추가적인 절제 및 조직 검사를 시행하였다. 환자는 갑상샘 유두암종의 재발로 인해 갑상샘 절제술을 2회 시행한 과거력이 있었으며 이학적 검사와 일반 혈액, 소변, 간 기능 및 갑상선 기능 검사를 시행하였고, 흉부와 늑골 방사선 검사, 심전도와 안면부 및 두부 컴퓨터단층촬영과 유전자 검사를 시행하였다. 결과: 두부와 안면부에서 절제한 27개의 병변 중 23개(85%)가 기저세포암으로 진단되었으며, 치성 각화 낭종과 대뇌겸 석회화, 이학적 검사에서 손바닥 오목이 발견되었다. 하복부 초음파에서 난소 낭종이 발견되었으나 조직 검사는 시행되지 않았다. 결론: 한국에서 모반양 기저세포암 증후군에 대한 연구는 주로 치과와 피부과 영역에서 국한되었으며, 특히 치과 영역에서의 보고는 치성 각화 낭종 및 손바닥 오목에 초점을 둔 것이 대부분이었다. 이에 본원에서는 주로 두부의 다발성 기저세포암을 가진 모반양 기저세포암의 환자를 경험하였으며, 초기에 발견된 작은 병변의 제거 시 2mm의 정상 조직을 포함하여 절제하였어도 3년간의 경과관찰 중 재발없이 좋은 결과를 얻을 수 있어 이를 보고하는 바이다.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

Users' perception on fonts as a tool of communication and SMS (커뮤니케이션 도구로써의 글꼴 및 휴대폰 문자 메시지에 대한 사용자 인식)

  • Koh, Ye-Won;Sohn, Eun-Mi;Lee, Hyun-Ju
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.133-142
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    • 2007
  • Unlike face-to-face communication, text-based communication by digital media has limitations that non-verbal elements are eliminated and social presence decrease. To overcome this problem, people try to find solutions which visualize emotion and situation by using emoticons, icons, computer language and so on. As most SMS users experience the failure of using emotions on the mobile phone, they need to make up for this point. In this study, we conducted research on the recent mobile fonts situations and surveyed users' perception on SMS fonts as to suggest solutions of expressing and visualizing emotions on the mobile phone, a representative media of personal communication. As a solution of reducing the failure, we conducted a survey on users' perception about fonts and the capability of the expressing emotions by fonts. The survey found that mobile fonts can be used as a method to express human emotion. As a finding, the shape of the font can be used as a method to visualize the emotion through text messaging. In future studies, such a method can be applied to variety of different personal media with the communication method based on text. Those studies can propose different usage for fonts in communication.

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3D Flight Path Creation using Sketch Input and Linear Spline Curves (스케치 입력과 선형 스플라인 곡선을 이용한 3D 항공경로 생성 방법)

  • Choi, Jung-Il;Park, Tae-Jin;Sohn, Ei-Sung;Jeon, Jae-Woong;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1373-1381
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    • 2010
  • Current flight maneuver diagram used by pilots is based on 2D spatial presentation, so it has limitation on display 3D flight information and hard to understand it instinctively. Flight animation authoring tools for this diagram are complex to use and lack useful features like non-linear editing of flight path and real-time interactivity on multiple aircrafts. This research focuses on 3D flight path generation method in the animation system for flight maneuver education. This research combines initial sketch input on 2D diagram with the thrust of an aircraft to generate 3D linear spline as close as to real flight. Using suggested linear spline creation method, the flight path can be visualized, edited, and animated in real-time at the flight maneuver briefing and debriefing.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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MyNews : Personalized XML Document Transcoding Technique for Mobile Device Users (MyNews : 모바일 환경에서 사용자 관심사를 고려한 XML 문서 트랜스코딩)

  • Song Teuk-Seob;Lee Jin-Sang;Lee Kyong-Ho;Sohn Won-Sung;Ko Seung-Kyu;Choy Yoon-Chul;Lim Soon-Bum
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.181-190
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    • 2005
  • Developing wireless internet service and mobile devices, mechanisms for web service across are various. However, the existing web infrastructure and content were designed for desktop computers and arc not well-suited for other types of accesses, e.g. PDA or mobile Phone that have less processing power and memory, small screens, limited input facilities, or network bandwidth etc. Thus, there is a growing need for transcoding techniques that provide that ability to browse the web through mobile devices. However, previous researches on existing web contents transcoding are service provider centric, which does not accurately reflect the user's continuously changing interest. In this paper, we presents a transcoding technique involved in making existing news contents based on XML available via customized wireless service, mobile phone.

A Study on Improved SMETA System and Applying Encryption Function (개선된 SMETA 시스템과 암호화적용에 관한 연구)

  • Hwang, In-Moon;Yoo, Nam-Hyun;Son, Cheol-Su;Kim, Won-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.5
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    • pp.849-856
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    • 2008
  • As the XML is used as the standard format for information delivery and exchange in various fields, the SVG is frequently used as a user interface or expression tool for the embedded system like an internet based mobile phone. The SVG file must contain additional information specifying the structure of the document and it consumes more transmission time than the actual data sent. The SMETA(Svg transmission MEthod using Semantic meTAdata) system[9] is a study to reduce the size of the SVG file by partitioning the SVG file to a minimal size and assigning meaningful meta data to each portion of the data. In this paper, instead of the meta data exchange method for reducing the size of the file exchanged in the existing SMETA system, we studied an improved version of SMETA system that analyzes the data for each user in the server system and only transmits the data that a user needs. In addition, through our simulation, we verified that it provides better performance than the existing system even if encryption is used.

A Study of Efficient Transmission of SVG File using SMETA (SMETA를 이용한 효과적인 SVG 파일 전송에 관한 연구)

  • Yoo, Nam-Hyun;Son, Cheol-Su;Kim, Won-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.1
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    • pp.14-19
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    • 2007
  • As XML is used by standard format for information expression and information exchange in various field, Many Company began to use SVG by user interface or information expression tool of embedded system such as mobile phone based wireless internet. Because SVG has many additional information to keep structure of SVG document exception real data, there is a problem that transfer time of SVG file is so cost for quantity of transmitted data actually. To solve this problem, many researches using compression conception have been conducted for applying to an embedded system. This paper proposes SMETA that can use existing researches using compression concept at once. SMETA divides SVG file to each part that can allocate meaning, and gives semantic metadata to each part without alteration of SVG structure. SMETA can reduce site of transmitted SVG file actually by transmitting specification part of SVG file that metadata does not agree or has unlisted part in an embedded system between an embedded system and server, before transmit whole SVG file. By size of transmitting SVG file is decreasing, transfer time can be shortened accordingly.

Face Tracking Using Face Feature and Color Information (색상과 얼굴 특징 정보를 이용한 얼굴 추적)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.167-174
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    • 2013
  • TIn this paper, we find the face in color images and the ability to track the face was implemented. Face tracking is the work to find face regions in the image using the functions of the computer system and this function is a necessary for the robot. But such as extracting skin color in the image face tracking can not be performed. Because face in image varies according to the condition such as light conditions, facial expressions condition. In this paper, we use the skin color pixel extraction function added lighting compensation function and the entire processing system was implemented, include performing finding the features of eyes, nose, mouth are confirmed as face. Lighting compensation function is a adjusted sine function and although the result is not suitable for human vision, the function showed about 4% improvement. Face features are detected by amplifying, reducing the value and make a comparison between the represented image. The eye and nose position, lips are detected. Face tracking efficiency was good.