• 제목/요약/키워드: Computer Interaction

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Using Spatial Ontology in the Semantic Integration of Multimodal Object Manipulation in Virtual Reality

  • Irawati, Sylvia;Calderon, Daniela;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 1부
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    • pp.884-892
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    • 2006
  • This paper describes a framework for multimodal object manipulation in virtual environments. The gist of the proposed framework is the semantic integration of multimodal input using spatial ontology and user context to integrate the interpretation results from the inputs into a single one. The spatial ontology, describing the spatial relationships between objects, is used together with the current user context to solve ambiguities coming from the user's commands. These commands are used to reposition the objects in the virtual environments. We discuss how the spatial ontology is defined and used to assist the user to perform object placements in the virtual environment as it will be in the real world.

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탐구형 기하 소프트웨어를 활용한 탐구 활동에 따른 초등학교 5학년 학생들의 상호작용 분석 (A Study on 5th Graders' Interaction in Exploration Using Dynamic Geometry Software)

  • 류희찬;하경미
    • 대한수학교육학회지:수학교육학연구
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    • 제10권2호
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    • pp.279-300
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    • 2000
  • This research investigated students' interaction in the environment with dynamic geometry software such as Cabri II, and GSP in order to understand and analyze why computer environment is a richer interaction field for developing children's explorative ability than other traditional paper-and-pencil environments. This research focused on 5th graders' interaction with topics of transformational geometry and similar figure and analyzed children's learning process and their interview results gotten through audio and video recording. Computer exploration with a dynamic software seems to be very helpful for elementary students to learn geometry. However, the effectiveness of the computer should be discussed with respected to its methodological validity of teachers to guide students' explorative activities with a dynamic software.

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컴퓨터 시뮬레이션 기법을 이용한 입계면 - 이상 입자 간 상호작용 모사 연구 동향 (Current Trend of Second Phase Particle-grain Boundary Interaction Research using Computer Simulations)

  • 장근옥
    • 한국분말재료학회지
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    • 제27권4호
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    • pp.339-342
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    • 2020
  • Since the interaction between the second-phase particle and grain boundary was theoretically explained by Zener and Smith in the late 1940s, the interaction of the second-phase particle and grain boundary on the microstructure is commonly referred to as Zener pinning. It is known as one of the main mechanisms that can retard grain growth during heat treatment of metallic and ceramic polycrystalline systems. Computer simulation techniques have been applied to the study of microstructure changes since the 1980s, and accordingly, the second-phase particle-grain boundary interaction has been simulated by various simulation techniques, and further diverse developments have been made for more realistic and accurate simulations. In this study, we explore the existing development patterns and discuss future possible development directions.

태블릿을 활용한 상호작용에 중심을 둔 교육 보조 시스템 (Interactive Education Support System using the Tablet)

  • 이예지;박은지;유영화;전현진;최아란;이상준
    • 전기전자학회논문지
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    • 제17권4호
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    • pp.452-458
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    • 2013
  • 능률이 가장 높은 수업 형태는 강의자와 학습자가 상호작용을 통하여 학습자의 자발적인 수업 참여를 유도하는 것으로 알려져 있다. 강의실 중심의 전통적인 수업은 상호작용을 지원하기에 체계나 시스템이 부족한 상태였다. 최근 정부의 정보화 사업의 하나로 학생들에게 태블릿이 제공될 예정이나, 강의 내용을 일방적으로 전달하는 데 그쳐 상호작용이 부족한 실정이다. 본 논문에서는 태블릿이 웹 서버를 이용하여 교사와 학생 간 상호작용을 돕는 것을 목적으로 하는 시스템을 제안한다. 제안된 시스템은 강의에 필요한 기능을 태블릿으로 제공함으로써 수업을 효율적으로 관리하게 하고, 웹 서버를 통한 즉각적인 상호작용이 가능하게 한다.

홈네트워크 시스템상에서 상황인식을 위한 HIML(Human Interaction Markup Language) 미들웨어 (HIML(Human Interaction Markup Language) Middleware for Context Awareness in Home Network)

  • 김준형;손민우;신동규;신동일
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2006년도 가을 학술발표논문집 Vol.33 No.2 (B)
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    • pp.38-43
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    • 2006
  • 유비쿼터스 컴퓨팅 환경이 발달하면서 홈네트워크 환경의 사용자 상황을 쉽게 인식하고 사용자의 상황 정보에 따라 좀 더 지능적인 서비스를 제공 할 수 있게 되었다. 지능적 서비스를 효과적으로 구현하기 위해서는 상황 정보를 객관적으로 표현할 수 있어야 한다. 상황 정보는 개체의 상황을 특성화 하는데 사용 될 수 있는 정보를 의미한다. 본 논문에서는 홈네트워크 서비스를 효과적으로 제공하기 위하여 상태 정보를 User context, Device context, Proximity(유저와 장치간의 거리) context로 분류하고, 그 상황 정보를 효과적으로 표현할 수 있는 XML기반의 HIML(Human Interaction Markup Language)을 설계하였다. 또한 설계된 HIML 문서를 통해 다양한 플랫폼에서 작동하고, 여러 가전기기와 센서장비들의 상호작용이 가능하게 하는 미들웨어를 설계하고 그 기능을 실험하였다.

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Interoperability between Heterogeneous Process Workflows using Interaction Ontology

  • Khan, Wajahat Ali;Amin, Muhammad Bilal;Lee, Sung-Young;Lee, Young-Koo
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2011년도 한국컴퓨터종합학술대회논문집 Vol.38 No.1(C)
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    • pp.96-97
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    • 2011
  • Heterogeneity in different Health Information Systems (HIS) processes persists to be the most demanded problem to be resolved in healthcare domain. The only way to resolve this problem is to practice health standards. One of such standards is Health Level Seven (HL7), used for the communication of medical information between healthcare systems. HL7 V3 has the aim to support all healthcare workflows. It defines series of electronic messages called interactions to support healthcare workflows. These interactions are part of the Interaction Model. Different healthcare organizations can conform to different process workflows based on their requirements. The heterogeneity in workflows results in communication blockade between sender and receiver healthcare organizations. We propose Interaction Ontology in order to cater the heterogeneity in workflows and provide process interoperability.

TangibleScreen 객체중심 프로젝션을 통한 상호작용성 향상 (TangibleScreen : Enhancing Interactivity through Object-centric Projection)

  • 신선형;김정현
    • 한국컴퓨터그래픽스학회논문지
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    • 제9권1호
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    • pp.19-27
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    • 2003
  • Most interaction schemes in virtual environment are indirect in one way or another. ln particular, without a haptic device (which introduces its own problems due to its cumbersomeness), users must rely on visual (or/and aural) feedback, and can not directly appreciate the 3Dness of the interaction object even with stereoscopy. This causes a drop in object presence because people are used to, for instance, observing objects in one's hand, rotating and manipulating them with physical contact. To alleviate this problem, this paper proposes a hand-held cubic screen, named TangibleScreen, on which the appearance of the target interaction object is projected. We choose the Relief Texture Mapping as the rendering method to correctly generate the viewer dependent textures to be projected on the non-planar surfaces of the TangibleScreen.

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Automatic Gesture Recognition for Human-Machine Interaction: An Overview

  • Nataliia, Konkina
    • International Journal of Computer Science & Network Security
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    • 제22권1호
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    • pp.129-138
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    • 2022
  • With the increasing reliance of computing systems in our everyday life, there is always a constant need to improve the ways users can interact with such systems in a more natural, effective, and convenient way. In the initial computing revolution, the interaction between the humans and machines have been limited. The machines were not necessarily meant to be intelligent. This begged for the need to develop systems that could automatically identify and interpret our actions. Automatic gesture recognition is one of the popular methods users can control systems with their gestures. This includes various kinds of tracking including the whole body, hands, head, face, etc. We also touch upon a different line of work including Brain-Computer Interface (BCI), Electromyography (EMG) as potential additions to the gesture recognition regime. In this work, we present an overview of several applications of automated gesture recognition systems and a brief look at the popular methods employed.

Measuring Students' Interaction in Distance Learning Through the Electronic Platform and its Impact on their Motivation to Learn During Covid-19 Crisis

  • Almaleki, Deyab A.;Alhajaji, Rahma A.;Alharbi, Malak A.
    • International Journal of Computer Science & Network Security
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    • 제21권5호
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    • pp.98-112
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    • 2021
  • This study aimed at measuring students' interaction in distance education through the electronic platform among intermediate school students, by identifying the level of students' interaction in distance education and differences between them, as well as its impact on their motivation to learn. To achieve the aim of the study, two scales were designed for this purpose and were applied to a sample consisting of (268) individuals. The results showed that the level of students' interaction through the e-learning platform was at a high level. The results also showed that there was no statistically significant difference between the mean scores of males and females in the scale of students' interaction through the e-learning platform. There was no statistically significant difference between them in their motivation for distance learning via the online platform. There were also no statistically significant differences related to the grade variable in the level of interaction through the electronic platform and in the motivation to learn, while there was a positive statistically significant effect of interaction through the electronic platform on students' motivation to learn.