• Title/Summary/Keyword: Hand Interface

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Bond Characteristics at the Interface between HMA Surface and RCC Base (아스팔트 표층과 RCC 기층 계면에서의 부착특성 연구)

  • Hong, Ki;Kim, Young Kyu;Bae, Abraham;Lee, Seung Woo
    • International Journal of Highway Engineering
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    • v.19 no.6
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    • pp.37-46
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    • 2017
  • PURPOSES : A composite pavement utilizes both an asphalt surface and a concrete base. Typically, a concrete base layer provides structural capacity, while an asphalt surface layer provides smoothness and riding quality. This pavement type can be used in conjunction with rollercompacted concrete (RCC) pavement as a base layer due to its fast construction, economic efficiency, and structural performance. However, the service life and functionality of composite pavement may be reduced due to interfacial bond failure. Therefore, adequate interfacial bonding between the asphalt surface and the concrete base is essential to achieving monolithic behavior. The purpose of this study is to investigate the bond characteristics at the interface between asphalt (HMA; hot-mixed asphalt) and the RCC base. METHODS : This study was performed to determine the optimal type and application rate of tack coat material for RCC-base composite pavement. In addition, the core size effect, temperature condition, and bonding failure shape were analyzed to investigate the bonding characteristics at the interface between the RCC base and HMA surface. To evaluate the bond strength, a pull-off test was performed using different diameters of specimens such as 50 mm and 100 mm. Tack coat materials such as RSC-4 and BD-Coat were applied in amounts of 0.3, 0.5, 0.7, 0.9, and $1.1l/m^2$ to determine the optimal application rate. In order to evaluate the bond strength characteristics with temperature changes, a pull-off test was carried out at -15, 0, 20, and $40^{\circ}C$. In addition, the bond failure shapes were analyzed using an image analysis program after the pull-off tests were completed. RESULTS : The test results indicated that the optimal application rate of RSC-4 and BD-Coat were $0.8l/m^2$, $0.9l/m^2$, respectively. The core size effect was determined to be negligible because the bond strengths were similar in specimens with diameters of 50 mm and 100 mm. The bond strengths of RSC-4 and BD-Coat were found to decrease significantly when the temperature increased. As a result of the bonding failure shape in low-temperature conditions such as -15, 0, and $20^{\circ}C$, it was found that most of the debonding occurred at the interface between the tack coat and RCC surface. On the other hand, the interface between the HMA and tack coat was weaker than that between the tack coat and RCC at a high temperature of $40^{\circ}C$. CONCLUSIONS : This study suggested an optimal application rate of tack coat materials to apply to RCC-base composite pavement. The bond strengths at high temperatures were significantly lower than the required bond (tensile) strength of 0.4 MPa. It was known that the temperature was a critical factor affecting the bond strength at the interface of the RCC-base composite pavement.

The Study of Usability Evaluation in the GUI of Mobile Computing - Based on Benchmark Testing in the interface design of WIPI (Mobile Computing의 GUI 개발에 있어 사용성 평가 연구 - WIPI 인터페이스 디자인을 위한 Benchmark Testing을 중심으로 -)

  • 정봉금;송연승
    • Archives of design research
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    • v.17 no.1
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    • pp.49-62
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    • 2004
  • Due to the recent surge of wireless Internet and concurrent development of the end user terminal devices having standardized graphical user interface(GUI) and unified operation mechanism for better interactivity in information representation and ease of use, various efforts on the improvement of GUI is widely recognized as one of the key factors that will usher in the next stages of the wireless Internet for the users. Especially, improved usability along with unique visual effect are considered to be the key elements for GUI considering the rapid improvement of the resolution and color on the end user handset devices; thus, the study and research on the subject of GUI is expected to increase along with the wireless Internet using smart phones. User interface of the wires Internet end user handsets will have a definite and significant effect on the user interaction as well as productivity. Domestically, wireless Internet service providers and GUI design companies are making various efforts in producing a common GUI models for standardized operation scheme and improved graphical display capabilities of the hand phones, PDAs and smart phones. In the study, Nokia 3650 model and Microsoft Orange SPV model were chosen as test devices for usability comparison and data collection to collect directional benchmark data in developing next generation smart phone user interface integrating PDAs and phones. The mail purpose of this study is to achieve the most efficient user accessibility to WAP menu through intensive focus on developing WIPI WAP menu having most effective usability for the users in their twenties and thirties. The result of this study can also be used as the base research materials for WAP service development, VM browser development and PDA browser development. The result of this study along with the evaluation model is expected to provide effective analysis materials on the subject of user interface to the developers of the wireless Internet user devices, GUI designers and service planners while short listing key factors to consider in developing smart phones therefore serving as the GUI guideline of WIPI phones.

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Vision-based Motion Control for the Immersive Interaction with a Mobile Augmented Reality Object (모바일 증강현실 물체와 몰입형 상호작용을 위한 비전기반 동작제어)

  • Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.119-129
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    • 2011
  • Vision-based Human computer interaction is an emerging field of science and industry to provide natural way to communicate with human and computer. Especially, recent increasing demands for mobile augmented reality require the development of efficient interactive technologies between the augmented virtual object and users. This paper presents a novel approach to construct marker-less mobile augmented reality object and control the object. Replacing a traditional market, the human hand interface is used for marker-less mobile augmented reality system. In order to implement the marker-less mobile augmented system in the limited resources of mobile device compared with the desktop environments, we proposed a method to extract an optimal hand region which plays a role of the marker and augment object in a realtime fashion by using the camera attached on mobile device. The optimal hand region detection can be composed of detecting hand region with YCbCr skin color model and extracting the optimal rectangle region with Rotating Calipers Algorithm. The extracted optimal rectangle region takes a role of traditional marker. The proposed method resolved the problem of missing the track of fingertips when the hand is rotated or occluded in the hand marker system. From the experiment, we can prove that the proposed framework can effectively construct and control the augmented virtual object in the mobile environments.

Effects of Spatio-temporal Features of Dynamic Hand Gestures on Learning Accuracy in 3D-CNN (3D-CNN에서 동적 손 제스처의 시공간적 특징이 학습 정확성에 미치는 영향)

  • Yeongjee Chung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.145-151
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    • 2023
  • 3D-CNN is one of the deep learning techniques for learning time series data. Such three-dimensional learning can generate many parameters, so that high-performance machine learning is required or can have a large impact on the learning rate. When learning dynamic hand-gestures in spatiotemporal domain, it is necessary for the improvement of the efficiency of dynamic hand-gesture learning with 3D-CNN to find the optimal conditions of input video data by analyzing the learning accuracy according to the spatiotemporal change of input video data without structural change of the 3D-CNN model. First, the time ratio between dynamic hand-gesture actions is adjusted by setting the learning interval of image frames in the dynamic hand-gesture video data. Second, through 2D cross-correlation analysis between classes, similarity between image frames of input video data is measured and normalized to obtain an average value between frames and analyze learning accuracy. Based on this analysis, this work proposed two methods to effectively select input video data for 3D-CNN deep learning of dynamic hand-gestures. Experimental results showed that the learning interval of image data frames and the similarity of image frames between classes can affect the accuracy of the learning model.

3D Pottery Modeling in Augmented Reality (증강현실 기반의 3차원 도자기 모델링 시스템)

  • Han, Gab-Jong;Hwang, Jane;Choi, Seung-Moon;Kim, Gerard Joung-Hyun
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.19-26
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    • 2007
  • This paper presents an augmented reality based modeling system that can provide pottery design experiences to the user. Augmented reality offers natural 3D interaction, a tangible interface, and integration into the real environment. In addition, six modeling techniques that mimics the hand movements in real world deformation process and an occlusion based interaction technique is provided for pottery modeling. The developed interface facilitates fast and intuitive pottery design. The AR pottery system can be used for pottery prototyping/design and educational purposes.

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Development of the FishBowl Game Employing a Tabletop Tiled Display Coupling With Mobile Interfaces (모바일 인터페이스와 테이블탑 타일드 디스플레이를 연동한 FishBowl 게임 개발)

  • Kong, Young-Sik;Park, Kyoung-Shin
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.57-66
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    • 2010
  • In the prior works on tabletop systems, a projection-based tabletop surface is mostly used to display computer images, and the participants interact with the display surface by hand multi-touching or using some tangible objects. In this research, however, we developed the FishBowl game that employs a scalable tabletop tiled display with infrared camera tracking coupled with PDA mobile interfaces. The focus of this game is to enhance user interactivity and realistic experience by coupling the high-resolution tabletop virtual environment and PDA mobile interface. This paper describes the game design followed by the system design and its detailed implementations. It also discusses the system usability and recommendation for its improvements after interviewing game players and then concludes with future research directions.

Language Specific Variations of Domain-initial Strengthening and its Implications on the Phonology-Phonetics Interface: with Particular Reference to English and Hamkyeong Korean

  • Kim, Sung-A
    • Speech Sciences
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    • v.11 no.3
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    • pp.7-21
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    • 2004
  • The present study aims to investigate domain-initial strengthening phenomenon, which refers to strengthening of articulatory gestures at the initial positions of prosodic domains. More specifically, this paper presents the result of an experimental study of initial syllables with onset consonants (initial-syllable vowels henceforth) of various prosodic domains in English and Hamkyeong Korean, a pitch accent dialect spoken in the northern part of North Korea. The durations of initial-syllable vowels are compared to those of second vowels in real-word tokens for both languages, controlling both stress and segmental environment. Hamkyeong Korean, like English, tuned out to strengthen the domain-initial consonants. With regard to vowel durations, no significant prosodic effect was found in English. On the other hand, Hamkyeong Korean showed significant differences between the durations of initial and non-initial vowels in the higher prosodic domains. The theoretical implications of the findings are as follows: The potentially universal phenomenon of initial strengthening is shown to be subject to language specific variations in its implementation. More importantly, the distinct phonetics- phonology model (Pierrehumbert & Beckman, 1998; Keating, 1990; Cohn, 1993) is better equipped to account for the facts in the present study.

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Effects of Co Thickness on the Formation of Epitaxial CoSi2 Thin Film (Co 두께가 $CoSi_2$ 에피박막 형성에 미치는 영향)

  • 김종렬;배규식
    • Journal of the Korean Institute of Telematics and Electronics D
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    • v.34D no.1
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    • pp.23-29
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    • 1997
  • Effects of Co thickness on the formation of epitaxial $CoSi_2$ from the Co/Ti bilayer have been investigated. Ti and Co were sequentially deposited with the Ti thickness fixed at 5 or 10nm, while the Co thickness was varied from 5 to 30nm. The metal-deposited samples were then rapidly thermal-annealed in $N_2$ at $900^{\circ}C$ for 20 sec. Material properties of $CoSi_2$ thin films were analyzed by the 4-point probe, XRD, AES, andXTEM. When the as-deposited Co thickness was below 15nm, the $CoSi_2$ with high resistivity and rough interface was formed. On the other hand, when the Co thickness was above 15 nm, the epitaxial $CoSi_2$ with the resistivity of about 16 ~ 19 $\mu\Omega.cm$, uniform composition and thickness and flat interface was formed. Initial Ti thickness has sizable effect on the formation of $CoSi_2$, when the Co layer was very thin (~ 5 nm). But there was no significant effect of the Ti thickness for the initial Co thickness of above 15 nm.

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Development of globe-type radio mouse using gyro sensor (자이로센서를 이용한 장갑형 무선마우스 개발)

  • Kim, Nam-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.8
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    • pp.1721-1728
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    • 2009
  • Future computer interface was interchanged with person's hands or eyes from traditional mouse. In this research, I developed glove type radio mouse using gyro sensor that is replaced mouse cursor movement with persons's hand movement. Introducing a mobile sensor network technology based on bluetooth, radio mouse connected to computer system wirelessly for overcoming wire mouse's activity restrictions. Also, using USB port interface made be easy to install and to use. Developed glove type radio mouse was confirmed in the possibility of using as well as an input pointing device for presentations or games that needed many kinds of user interaction.

The User Interface of Button Type for Stereo Video-See-Through Device (Stereo Video-See-Through 장치를 위한 버튼형 인터페이스)

  • Choi, Young-Ju;Seo, Yong-Duek
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.217-222
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    • 2007
  • This paper proposes a user interface, on see-through system environment which shows the images via two different cameras, that also ordinary user can control the computer systems or other various processes easily. For that, we include an AR technology to synthesize the virtual button to the image which is captured by the camera real-time. And we were looking for the hand position in the image to judge whether the figure selects the button. And the result of judgment visualizes through changing of the button color. The user can easily interact with the system by selecting the virtual button in the screen with watching the screen and moving her fingers at the air.

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