• Title/Summary/Keyword: 인터모달

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Implementation of Pen-Gesture Recognition System for Multimodal User Interface (멀티모달 사용자 인터페이스를 위한 펜 제스처인식기의 구현)

  • 오준택;이우범;김욱현
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.121-124
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    • 2000
  • In this paper, we propose a pen gesture recognition system for user interface in multimedia terminal which requires fast processing time and high recognition rate. It is realtime and interaction system between graphic and text module. Text editing in recognition system is performed by pen gesture in graphic module or direct editing in text module, and has all 14 editing functions. The pen gesture recognition is performed by searching classification features that extracted from input strokes at pen gesture model. The pen gesture model has been constructed by classification features, ie, cross number, direction change, direction code number, position relation, distance ratio information about defined 15 types. The proposed recognition system has obtained 98% correct recognition rate and 30msec average processing time in a recognition experiment.

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Online Korean Character Recognition for Intelligent Multimedia Terminal (인텔리젼트 멀티미디어 단말기를 위한 온라인 한글 인식)

  • 오준택;이우범;김욱현
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2000.08a
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    • pp.229-232
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    • 2000
  • 문자인식은 멀티 모달 인터페이스의 핵심요소로서 이동 환경에서 사용자의 다양한 요구사항을 처리하는 지능형 단말기의 구현을 위해 필수적으로 개발되어야 할 과제이다. 그러나 대부분의 기존 연구는 인식률의 향상만을 위해서 복잡한 획 해석과 백트래킹을 사용하기 때문에 멀티미디어 단말기에 적합하지 못하다. 따라서 본 논문은 멀티미디어 단말기로의 적용을 목적으로 한 새로운 온라인 한글 문자 인식 방법을 제안한다. 제안된 방법은 한글 문자의 특성정보와 획 정보를 기반으로 구축된 한글 데이터 베이스를 사용한다. 또한 획간의 위치관계를 이용한 순차적 자소 분리와 향상된 백트래킹 기법에 의해서 보다 빠른 처리 시간을 보장한다. 제안된 시스템의 성능 평가는 상용 1,200 단어를 이용하여 다수의 필기자가 필기한 한글 600문자를 대상으로 실험한 결과 95% 이상의 인식률을 얻었다.

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A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.93-103
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    • 2009
  • A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

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A Study on User Experience Factors of Display-Type Artificial Intelligence Speakers through Semantic Network Analysis : Focusing on Online Review Analysis of the Amazon Echo (의미연결망 분석을 통한 디스플레이형 인공지능 스피커의 사용자 경험 요인 연구 : 아마존 에코의 온라인 리뷰 분석을 중심으로)

  • Lee, Jeongmyeong;Kim, Hyesun;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.9-23
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    • 2019
  • The artificial intelligence speaker market is in a new age of mounting displays. This study aimed to analyze the difference of experience using artificial intelligent speakers in terms of usage context, according to the presence or absence of displays. This was achieved by using semantic network analysis to determine how the online review texts of Amazon Echo Show and Echo Plus consisted of different UX issues with structural differences. Based on the physical context and the social context of the user experience, the ego network was constructed to draw out major issues. Results of the analysis show that users' expectation gap is generated according to the display presence, which can lead to negative experiences. Also, it was confirmed that the Multimodal interface is more utilized in the kitchen than in the bedroom, and can contribute to the activation of communication among family members. Based on these findings, we propose a user experience strategy to be considered in display type speakers to be launched in Korea in the future.

A Study on the Application of Digital Twin Technology for Container Terminals (컨테이너 터미널의 디지털 트윈 기술 적용에 관한 연구)

  • Choi, Hoon-Do;Yu, Jang-Ho
    • Journal of Navigation and Port Research
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    • v.44 no.6
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    • pp.557-563
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    • 2020
  • Digital Twin Technology is currently being utilized in many industries and logistics seems soon to follow that trend. Currently, technology introduction to container terminals is restrictedly developing. In reviewing the existing literature, it became clear that research on the application of Digital Twin technology for container terminals is deficient. This study fulfilled AHP and IPA analysis causing fields to adjust priority at the container terminal. The result of analysis on the urgent necessity of adjustable fields' detailed elements from Digital Twin Technology, ATC, intelligent CCTV, and container yards, and showed that they were of the highest priority level. Also, VR/AR Equipment, AYT, Smart Container, Automated Container Delivery Facility, Refrigerated/Freezer Container, Wearable Device for Port Maintenance, and Smart Buoy were reviewed in detail. Our group suggests AQC, Berth, AGV, ASC, Apron, and Automated Mooring as potentially useful Digital Twin Technologies. Finally, our research suggests the OSS equipment, intermodal linkage facility, intelligent drone, and hazardous material storage are areas of low priority.

NUI/NUX framework based on intuitive hand motion (직관적인 핸드 모션에 기반한 NUI/NUX 프레임워크)

  • Lee, Gwanghyung;Shin, Dongkyoo;Shin, Dongil
    • Journal of Internet Computing and Services
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    • v.15 no.3
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    • pp.11-19
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    • 2014
  • The natural user interface/experience (NUI/NUX) is used for the natural motion interface without using device or tool such as mice, keyboards, pens and markers. Up to now, typical motion recognition methods used markers to receive coordinate input values of each marker as relative data and to store each coordinate value into the database. But, to recognize accurate motion, more markers are needed and much time is taken in attaching makers and processing the data. Also, as NUI/NUX framework being developed except for the most important intuition, problems for use arise and are forced for users to learn many NUI/NUX framework usages. To compensate for this problem in this paper, we didn't use markers and implemented for anyone to handle it. Also, we designed multi-modal NUI/NUX framework controlling voice, body motion, and facial expression simultaneously, and proposed a new algorithm of mouse operation by recognizing intuitive hand gesture and mapping it on the monitor. We implement it for user to handle the "hand mouse" operation easily and intuitively.

Evaluation on Impedance to Access and Transfer for Deep Underground Railway Network (대심도 철도의 접근과 환승 저항 평가에 관한 연구)

  • Park, Kil-Hyun;Kim, Hyun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.32 no.3D
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    • pp.283-289
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    • 2012
  • Because railways themselves are not enough to provide door-to-door service, they need to be complemented by a transportation system access the stations and a convenient transfer system to access other railway lines. User friendly service policies include a faster, interconnected, and intermodal transportation system. It becomes more important to use deep subterranean space from an economical standpoint in order to promote railway construction projects. In this research, the authors dealt with construction plan for strengthening capacity of deep subterranean railways. Since deep subterranean railways are situated deeper underground than other railways, they are more difficult to access and transfer to, in addition to psychological pressure. Moreover, deep subterranean railways with high speed add access difficulties as the distance between stations increases. Therefore, the authors discuss not only systemization for uniting deep subterranean railways and other transportation facilities but also reinforcement strategies. The purpose of these strategies is so that deep subterranean railways provide mobility while established railways provide accessibility to overcome this problem.

An On-line Speech and Character Combined Recognition System for Multimodal Interfaces (멀티모달 인터페이스를 위한 음성 및 문자 공용 인식시스템의 구현)

  • 석수영;김민정;김광수;정호열;정현열
    • Journal of Korea Multimedia Society
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    • v.6 no.2
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    • pp.216-223
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    • 2003
  • In this paper, we present SCCRS(Speech and Character Combined Recognition System) for speaker /writer independent. on-line multimodal interfaces. In general, it has been known that the CHMM(Continuous Hidden Markov Mode] ) is very useful method for speech recognition and on-line character recognition, respectively. In the proposed method, the same CHMM is applied to both speech and character recognition, so as to construct a combined system. For such a purpose, 115 CHMM having 3 states and 9 transitions are constructed using MLE(Maximum Likelihood Estimation) algorithm. Different features are extracted for speech and character recognition: MFCC(Mel Frequency Cepstrum Coefficient) Is used for speech in the preprocessing, while position parameter is utilized for cursive character At recognition step, the proposed SCCRS employs OPDP (One Pass Dynamic Programming), so as to be a practical combined recognition system. Experimental results show that the recognition rates for voice phoneme, voice word, cursive character grapheme, and cursive character word are 51.65%, 88.6%, 85.3%, and 85.6%, respectively, when not using any language models. It demonstrates the efficiency of the proposed system.

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Text Mining Analysis of Customer Reviews on Public Service Robots: With a focus on the Guide Robot Cases (텍스트 마이닝을 활용한 공공기관 서비스 로봇에 대한 사용자 리뷰 분석 : 안내로봇 사례를 중심으로)

  • Hyorim Shin;Junho Choi;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.787-797
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    • 2023
  • The use of service robots, particularly guide robots, is becoming increasingly prevalent in public institutions. However, there has been limited research into the interactions between users and guide robots. To explore the customer experience with the guidance robot, we selected 'QI', which has been meeting customers for the longest time, and collected all reviews since the service was launched in public institutions. By using text mining techniques, we identified the main keywords and user experience factors and examined factors that hinder user experience. As a result, the guide robot's functionality, appearance, interaction methods, and role as a cultural commentator and helper were key factors that influenced the user experience. After identifying hindrance factors, we suggested solutions such as improved interaction design, multimodal interface service design, and content development. This study contributes to the understanding of user experience with guide robots and provides practical suggestions for improvement.