• 제목/요약/키워드: Interaction interface

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비접촉식 동작인식 기반 사용자 인터페이스 기술 전망 (Prospect of Non-Touch User Interface Technique)

  • 김수균;성경
    • 한국항행학회논문지
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    • 제18권3호
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    • pp.242-247
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    • 2014
  • 접촉식 동작인식기반 사용자 인터페이스 기술(touch user interface)의 발전은 새로운 사용자 경험(UX)인 아이폰의 등장과 성공에 있다고 할 수 있다. 특히 애플 아이폰이 출시된 이후, 기존에 많이 쓰였던 전통적인 사용자 경험인 키보드와 마우스라는 큰 틀에서 벗어나게 된다. 현재는 4세대 기술인 비접촉식 동작인식 기반 사용자 인터페이스 기술이 접촉식 인터페이스 기술을 대체하는 방향으로 발전하고 있으며, 3세대에서 4세대로 이동한다고 할 수 있다. 본 논문에서는 비접촉식 인터액션 기술에 대한 선도기업을 중심으로 소개할 예정이며, 현재 선보이고 있는 최신 기술과 향후 선보일 기술에 대해 분석하고 비교해 본다.

해석적 주파수종속 무한요소를 사용한 시간영역해석의 지반-구조물의 상호작용을 고려한 지진해석 (Time Domain Soil-Structure Interaction Analysis for Earthquake Loadings Based on Analytical Frequency-Dependent Infinite Elements)

  • Kim, Doo-Kie;Yun, Chung-Bang
    • 한국전산구조공학회:학술대회논문집
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    • 한국전산구조공학회 1999년도 봄 학술발표회 논문집
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    • pp.121-128
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    • 1999
  • This paper presents a time domain method for soil-structure interaction analysis for seismic loadings. It is based on the finite element formulation incorporating analytical frequency-dependent infinite elements for the far field soil. The dynamic stiffness matrices of the far field region formulated using the present method in frequency domain can be easily transformed into the corresponding matrices in time domain. At first, the equivalent earthquake forces are evaluated along the interface between the near and the far fields from the free-field response analysis carried out in frequency domain, and the results are transformed into the time domain. An efficient procedure is developed for the convolution integrals to evaluate the interaction force along the interface, which depends on the response on the interface at the past time instances as well as the concurrent instance. Then, the dynamic responses are obtained for the equivalent earthquake force and the interaction force using Newmark direct integration technique. Since the response analysis is carried out in time domain, it can be easily extended to the nonlinear analysis. Example analysis has been carried out to verify the present method in a multi-layered half-space.

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대규모 인터랙티브 디스플레이 환경에서의 멀티 공간 인터랙션 인터페이스 (Multi Spatial Interaction Interface in Large-scale Interactive Display Environment)

  • 윤창옥;박정필;윤태수;이동훈
    • 한국콘텐츠학회논문지
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    • 제10권2호
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    • pp.43-53
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    • 2010
  • 유비쿼터스 컴퓨팅 기술들의 발달로 인해 인터랙티브 디스플레이는 사용자에게 다양한 인터랙션을 제공하고 있다. 이러한 인터랙션을 위해 다양한 방법들이 연구되었지만 디바이스 사용성과 단일 사용자에게 제공된다는 한계점이 발생하였다. 따라서 본 논문에서는 앰비언트 디스플레이 환경에서 다수 사용자에게 다양한 인터랙션을 제공하기위한 공간 멀티 인터랙션 인터페이스를 제안한다. 이를 위해 적외선 LED 배열바(IR-LEDs Array Bar)를 통해 사용자가 인터랙션 할 수 있도록 인터랙션 막을 생성한다. 이때 사용자는 인터랙션 막에서 공간 터치를 통해 다양한 인터랙션을 경험할 수 있다. 따라서 휴대 디바이스 없이도 사용자의 자연스러운 손동작만으로 인터랙션을 할 수 있는 인터랙티브 디스플레이 시스템과 인터페이스 방법을 제공한다.

탄소성 경계면 요소를 고려한 지하 철근콘크리트 박스의 내진 해석 (Seismic Analysis of Underground RC Box considering Elastoplastic Interface Element)

  • 남상혁;송하원;변근주
    • 한국지진공학회:학술대회논문집
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    • 한국지진공학회 2002년도 춘계 학술발표회 논문집
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    • pp.109-116
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    • 2002
  • Since experimental evaluation of underground RC structures considering interaction with surrounding soil medium is quite difficult to be simulated, the evaluation for the underground RC structures using an analytical method can be applied very usefully. For underground structures interacted with surrounding soils, it is important to consider path-dependent RC constitutive model, soil constitutive model, and interface model between structure and soil, simultaneously. In this paper, an elastoplastic interface model which consider thickness of interface is proposed and applied for the analysis considering the interaction. Failure mechanism of underground RC box of two story and two box subway station under seismic action is obtained and the effects of ductility of intermediate column to entire underground RC system are investigated through analysis.

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실시간 비접촉 모바일 제어 기법 (Touchless User Interface for Real-Time Mobile Devices)

  • 정일룡;니콜라이 아카티에프;장원동;김창수
    • 전기학회논문지
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    • 제60권2호
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    • pp.435-440
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    • 2011
  • A touchless user interface system is proposed for real-time mobile devices in this work. The proposed system first recognizes the position of pattern to interact various applications based on the scene taken from mobile camera. Then, the proposed system traces the route of the pattern, which estimates the motion of pattern based on the mean-shift method. Based on this information, we control menu and keypad for the various applications. Differ from other user interface systems, the proposed system provides the new experience to even for the user of low-end mobile without additional hardware. Simulation results demonstrate that the proposed algorithm provides better interaction performances than the conventional method, while achieving real-time user interacting for mobile devices.

Interactive Dynamic Simulation Schemes for Articulated Bodies through Haptic Interface

  • Son, Wook-Ho;Kim, Kyung-Hwan;Jang, Byung-Tae;Choi, Byung-Tae
    • ETRI Journal
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    • 제25권1호
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    • pp.25-33
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    • 2003
  • This paper describes interactive dynamic simulation schemes for articulated bodies in virtual environments, where user interaction is allowed through a haptic interface. We incorporated these schemes into our dynamic simulator I-GMS, which was developed in an object-oriented framework for simulating motions of free bodies and complex linkages, such as those needed for robotic systems or human body simulation. User interaction is achieved by performing push and pull operations with the PHANToM haptic device, which runs as an integrated part of I-GMS. We use both forward and inverse dynamics of articulated bodies for the haptic interaction by the push and pull operations, respectively. We demonstrate the user-interaction capability of I-GMS through on-line editing of trajectories for 6-dof (degrees of freedom) articulated bodies.

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A HEAVISIDE-FUNCTION APPROACH FOR THE INTERACTION OF TWO-PHASE FLUID AND NON-DEFORMABLE SOLID

  • Kang, Myung-Joo;Min, Cho-Hong
    • 한국수학교육학회지시리즈B:순수및응용수학
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    • 제19권2호
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    • pp.147-169
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    • 2012
  • We introduce a Heaviside-function formulation of the interaction between incompressible two-phase fluid and a non-deformable solid. Fluid and solid interact in two ways : fluid satises the Dirichlet boundary condition imposed by the velocity field of solid, and solid is accelerated by the surface traction exerted by fluid. The two-way couplings are formulated by the Heaviside function to the interface between solid and fluid. The cumbersome treatment of interface is taken care of by the Heaviside function, and the interaction is discretized in a simple manner. The discretization results in a stable and accurate projection method.

Tracking and Interaction Based on Hybrid Sensing for Virtual Environments

  • Jo, Dongsik;Kim, Yongwan;Cho, Eunji;Kim, Daehwan;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • 제35권2호
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    • pp.356-359
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    • 2013
  • We present a method for tracking and interaction based on hybrid sensing for virtual environments. The proposed method is applied to motion tracking of whole areas, including the user's occlusion space, for a high-precision interaction. For real-time motion tracking surrounding a user, we estimate each joint position in the human body using a combination of a depth sensor and a wand-type physical user interface, which is necessary to convert gyroscope and acceleration values into positional data. Additionally, we construct virtual contents and evaluate the validity of results related to hybrid sensing-based whole-body tracking of human motion methods used to compensate for the occluded areas.

가상현실 3차원 색상 선택기의 사용자 요인 분석 및 평가 (User Factor Analysis and Evaluation of Virtual Reality 3D Color Picker)

  • 이지은
    • 한국멀티미디어학회논문지
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    • 제25권8호
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    • pp.1175-1187
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    • 2022
  • 3D interaction between humans and computers has been possible with the popularization of virtual reality, and it is important to study natural and efficient virtual reality user interfaces. In user interface development, it is essential to analyze and evaluate user factors. In order to analyze the influence of factors on users who use the virtual reality color picker, this paper divides the user groups based on whether they major in art or design, whether they have experience in virtual reality, and whether they have prior knowledge about 3D color space. The color selection error and color selection time of all user groups were compared and analyzed. Although there were statistically significant differences according to the user groups, all user groups used the virtual reality color picker accurately and effectively without any difficulties.