• Title/Summary/Keyword: 3D user interface

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Accelerometer-based Gesture Recognition for Robot Interface (로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식)

  • Jang, Min-Su;Cho, Yong-Suk;Kim, Jae-Hong;Sohn, Joo-Chan
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.53-69
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    • 2011
  • Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$ $Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.

A Study on the Architectural Design Utility of Object-based CAD System (객체기반 CAD 시스템의 건축설계적 효용에 관한 연구)

  • Yoo, Chang-Geun
    • Journal of The Korean Digital Architecture Interior Association
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    • v.2 no.1
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    • pp.9-15
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    • 2002
  • As architectural forms tend to be large-scaled, high-storied and complicated, use of computer for processing design information has been generalized. However, CAD use in the process of developing architectural design has been neglected greatly in the educational field of architectural field due to the surging of recognition that it may limit the essential property of architectural design. It may be resulted from the limitation of CAD system, that is, it is because of tardy speed of application development for the related areas with the lack of simplicity and clarity of flexibility to be secured on the drawing and user interface. Recent CAD systems, however, overcome such a limitation, convert into object-based design from entity-based drawing, drafting and modeling for implementing design concept of architects and it connects with internet linked to superspeed information communication network and changes process and stream of architectural design. Therefore, this study deals with utility of object based CAD system with products of Autodesk Co. and consequently obtain the following conclusions. First, it expands architect's design areas by supporting cooperative design system based on model-based architectural design and internet. Second, it reduces consumption of personal and material resources and time in the process of drawing production for improving architectural design works. Third, it can reduce the frequent design changes by improving understanding of architectural space with visualization of immediate 3D information, escaping from traditional methods to deliver design information to building owner through 2D drawing or model and perspective drawing requiring much cost and time. Fourth, it keeps exactness without omission or duplication of design information and generate and renew information of all related drawings on a drawing. Fifth, it is possible to change difficult and boring architectural design work into a pleasure owing to immediate modeling and drawing of design idea. In addition, digital drawing generated by using object-based CAD system can playa role of establishing Urban Information System to be used for protecting from building in disaster and urban disasters in connection with GIS numerical map and be used for reference of all kinds of information required fro post-management of buildings. However, what is more important is that surplus time from introduction of object-based CAD system should be used for consideration to be recognized as a good space and building built as a product of this project for comfort to urban people.

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A Development of Consequence Analysis System for Combustible Materials Release Events Based on HTML5 Web (HTML5 웹 기반 가연성 물질 누출 피해영향평가 시스템 개발)

  • Lee, Ugwiyeon;Ji, Hyunmin;Oh, Jeongseok;Cho, Wansu
    • Journal of the Korean Institute of Gas
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    • v.23 no.6
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    • pp.39-60
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    • 2019
  • Korea Gas Safety Corporation is developing consequence analysis system for combustible materials release events to enhance risk assessment technology and its efficiency. Unlike general consequence analysis programs, the final consequence area was implemented through ETA analysis based on API-581 standard, and a convenient user interface was constructed based on HTML5-based responsive web technology. In addition, a phase equilibrium module using third-order state equations (such as Peng-Robinson, SRK, and RK) and fugecity was implemented to analyze the mixture quality. Also. using the consequence analysis algorithm introduced in CCPS books and TNO Yellow Book, we developed material leak analysis module, fireball, pool fire, jet fire, flash fire, and vapor cloud explosion consequence assessment module. In addition, the conditions for calculating the safety distance were prepared with using the control values in the EIGA standard, PAC, and Bevi Reference Book.

Web-based Text-To-Sign Language Translating System (웹기반 청각장애인용 수화 웹페이지 제작 시스템)

  • Park, Sung-Wook;Wang, Bo-Hyeun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.265-270
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    • 2014
  • Hearing-impaired people have difficulty in hearing, so it is also hard for them to learn letters that represent sound and text that conveys complex and abstract concepts. Therefore it has been natural choice for the hearing-impaired people to use sign language for communication, which employes facial expression, and hands and body motion. However, the major communication methods in daily life are text and speech, which are big obstacles for the hearing-impaired people to access information, to learn and make intellectual activities, and to get jobs. As delivering information via internet become common the hearing-impaired people are experiencing more difficulty in accessing information since internet represents information mostly in text forms. This intensifies unbalance of information accessibility. This paper reports web-based text-to-sign language translating system that helps web designer to use sign language in web page design. Since the system is web-based, if web designers are equipped with common computing environment for internet browsing, they can use the system. The web-based text-to-sign language system takes the format of bulletin board as user interface. When web designers write paragraphs and post them through the bulletin board to the translating server, the server translates the incoming text to sign language, animates with 3D avatar and records the animation in a MP4 file. The file addresses are fetched by the bulletin board and it enables web designers embed the translated sign language file into their web pages by using HTML5 or Javascript. Also we analyzed text used by web pages of public services, then figured out new words to the translating system, and added to improve translation. This addition is expected to encourage wide and easy acceptance of web pages for hearing-impaired people to public services.

Development of 1.0 Tesla Compact MRI System (1.0 Tesla 자기 공명 진단 장치의 개발)

  • Lee, H.K.;Oh, C.H.;Ahn, C.B.;Chang, Y.H.;Shin, D.W.;Lee, K.N.;Jang, K.H.
    • Proceedings of the KOSOMBE Conference
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    • v.1996 no.11
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    • pp.129-134
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    • 1996
  • 1차 년도 G-7 개발 과제로 수행된 자기 공명 진단 장치 (Magnetic Resonance Imaging System)의 개발 내용을 간략히 소개하였다. 성공적인 IT Compact 자기 공명 진단 장치의 완성을 위해 일차적으로 (1)RF (고주파), Gradient(경사 자계), Spectrometer 등의 Hard-ware 관련 MRI 핵심부분, (2) RF, Gradient, Spectrometer, Magnet 등의 각 Sub-system을 연결, 조합, 조정하여 하나의 체계적인 시스템으로 통합하고 운영하는 과정(System Integration), (3)사용자와 시스템을 연결하는 User Interface, Data Base Management, Real time 운영 SW 등과 (4)임상에 적용하여 구체적인 성능과 효용성을 확인하는 기술 등에 대하여 집중 연구하였다. 개발 방법은 (1)지난 16년간 국내에 축적 된 연구 개발 인력들을 최대한 활용하고 (2)연구 개발을 국제화 시켜 필요한 경우 부분별로 개발 인력을 해외에서 보완하고 (3)소수 정예 전문 인력 주의와 요소 기술 또는 중요 부품을 경쟁성 검토 후 필요 시 Out-sourcing 활용으로 최저의 비용으로 개발 기간을 최소화 하는 데 두었다. 개발된 1.0Tesla자기 공명 영상 장치는 미국 물리 학회에서 규격화한 Phantom및 임상 적용을 통하여 서울대 의대 연구 팀과 지속적으로 성능을 평가해 왔다. 개발된 시스템의 해상도는 $256{\times}256$ head 영상에서 1mm 이 하의 해상도를 가짐을 resolution phantom 을 통하여 확인할 수 있었고, $512{\times}512$ 영상에서 는 약 0.5 mm 의 물체를 분리 해냄으로써 외제 시스템들 보다 우수하게 평가 되었다. 차폐 경사코일의 Eddy current영향은2%이내로 촬영 시 영향은 거의 무시할 수 있었다. 또한, 개발된 영상 기법들, 즉 Multislice/Multi Echo, Oblique angle imaging, 64 Echo train을 갖는 고속 촬영 기술들이 자기 공명 장치에 장착되어 임상 적용에 문제가 없도록 하였다. 또한 20mT/m/Amp의 강력한 능동 차폐 경사 자계 코일(Active Shield Gradient Coil)을 기본 사양으로 하고, 수신단을 최대 6개로 확장토록 하여 2차년도의 초고속 촬영 기법(EPI) 및 Phased Array 코일 촬영이 가능토록 하였다. 1차 년도 개발 과제 수행 결과와 향후 개발 과제를 바탕으로 최종 목표인 국제 경쟁력이 있는 자기 공명 진단 장치 즉 기능과 영상의 질은 선진국 제품과 동일하거나 우수하되, 저가격을 구현한 상용화 제품이 완성되어, 첨단 의료기기로서 산업 구조 고도화에 기여하고 수입대체 뿐만 아니 라 수출을 통한 국익 창출과 국가의 기술을 통한 위상 제고에 기여되길 기대한다.

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Development of a Window Program for Searching CpG Island (CpG Island 검색용 윈도우 프로그램 개발)

  • Kim, Ki-Bong
    • Journal of Life Science
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    • v.18 no.8
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    • pp.1132-1139
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    • 2008
  • A CpG island is a short stretch of DNA in which the frequency of the CG dinucleotide is higher than other regions. CpG islands are present in the promoters and exonic regions of approximately $30{\sim}60$% of mammalian genes so they are useful markers for genes in organisms containing 5-methylcytosine in their genomes. Recent evidence supports the notion that the hypermethylation of CpG island, by silencing tumor suppressor genes, plays a major causal role in cancer, which has been described in almost every tumor types. In this respect, CpG island search by computational methods is very helpful for cancer research and computational promoter and gene predictions. I therefore developed a window program (called CpGi) on the basis of CpG island criteria defined by D. Takai and P. A. Jones. The program 'CpGi' was implemented in Visual C++ 6.0 and can determine the locations of CpG islands using diverse parameters (%GC, Obs (CpG)/Exp (CpG), window size, step size, gap value, # of CpG, length) specified by user. The analysis result of CpGi provides a graphical map of CpG islands and G+C% plot, where more detailed information on CpG island can be obtained through pop-up window. Two human contigs, i.e. AP00524 (from chromosome 22) and NT_029490.3 (from chromosome 21), were used to compare the performance of CpGi and two other public programs for the accuracy of search results. The two other programs used in the performance comparison are Emboss-CpGPlot and CpG Island Searcher that are web-based public CpG island search programs. The comparison result showed that CpGi is on a level with or outperforms Emboss-CpGPlot and CpG Island Searcher. Having a simple and easy-to-use user interface, CpGi would be a very useful tool for genome analysis and CpG island research. To obtain a copy of CpGi for academic use only, contact corresponding author.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

The effect of viewing distance and the speed of motion-in-depth on visual fatigue (시각적 피로도에 영향을 미치는 시청거리와 깊이방향의 운동속도)

  • Kham, Kee-Taek;Li, Hyung-Chul;Lee, Seung-Hyun
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.169-180
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    • 2009
  • The present study have investigated the effect of the characteristics of stereoscopic images and viewing environment on visual fatigue. We manipulated the speed of stereo images with motion-in-depth and viewing distance, which were used as representative variables of the characteristics of stereo image and viewing environment, respectively. Visual fatigue was evaluated with use of a subjective questionnaire which is consisting of 5 different and independent factors: "Eye pain", "Visual stress," "Nauseousness", "Body stiffness", and "Blurriness". In general, when viewing time increased from 10 minutes to 20 and 40 minutes, observers felt severe visual fatigue. Among other factors, only the factor score of "Nauseousness" was significantly increased as the speed of object moving in depth became faster. When viewing distance was increased, the score of "Blurriness" was decreased. These results suggest that different kind of the visual fatigue might be induced depending on characteristics of the stereo images and viewing environment.

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Development of the Whole Body 3-Dimensional Topographic Radiotherapy System (3차원 전신 정위 방사선 치료 장치의 개발)

  • Jung, Won-Kyun;Lee, Byung-Yong;Choi, Eun-Kyung;Kim, Jong-Hoon;An, Seung-Do;Lee, Seok;Min, Chul-Ki;Park, Cham-Bok;Jang, Hye-Sook
    • Progress in Medical Physics
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    • v.10 no.2
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    • pp.63-71
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    • 1999
  • For the purpose of utilization in 3-D conformal radiotherapy and whole body radiosurgery, the Whole Body 3-Dimensional Topographic Radiation Therapy System has been developed. Whole body frame was constructed in order to be installed on the couch. Radiopaque catheters were engraved on it for the dedicated coordinate system and a MeV-Green immobilizer was used for the patient setup by the help of side panels and plastic rods. By designing and constructing the whole body frame in this way, geometrical limitation to the gantry rotation in 3-D conformal radiotherapy could be minimized and problem which radiation transmission may be altered in particular incident angles was solved. By analyzing CT images containing information of patient setup with respect to the whole body frame, localization and coordination of the target is performed so that patient setup error may be eliminated between simulation and treatment. For the verification of setup, the change of patient positioning is detected and adjusted in order to minimize the setup error by means of comparison of the body outlines using 3 CCTV cameras. To enhance efficiency of treatment procedure, this work can be done in real time by watching the change of patient setup through the monitor. The method of image subtraction in IDL (Interactive Data Language) was used to visualize the change of patient setup. Rotating X-ray system was constructed for detecting target movement due to internal organ motion. Landmark screws were implanted either on the bones around target or inside target, and variation of target location with respect to markers may be visualized in order to minimize internal setup error through the anterior and the lateral image information taken from rotating X-ray system. For CT simulation, simulation software was developed using IDL on GUI(Graphic User Interface) basis for PC and includes functions of graphic handling, editing and data acquisition of images of internal organs as well as target for the preparation of treatment planning.

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Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.