• Title/Summary/Keyword: Interactive Communication

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Real Time Eye and Gaze Tracking (실시간 눈과 시선 위치 추적)

  • 이영식;배철수
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.2
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    • pp.477-483
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    • 2004
  • This paper describes preliminary results we have obtained in developing a computer vision system based on active IR illumination for real time gaze tracking for interactive graphic display. Unlike most of the existing gaze tracking techniques, which often require assuming a static head to work well and require a cumbersome calibration process for each person our gaze tracker can perform robust and accurate gaze estimation without calibration and under rather significant head movement. This is made possible by a new gaze calibration procedure that identifies the mapping from pupil parameters to screen coordinates using the Generalized Regression Neural Networks(GRNN). With GRNN, the mapping does not have to be an analytical function and head movement is explicitly accounted for by the gaze mapping function. Futhermore, the mapping function can generalize to other individuals not used in the training. The effectiveness of our gaze tracker is demonstrated by preliminary experiments that involve gaze-contingent interactive graphic display.

ILOCAT: an Interactive GUI Toolkit to Acquire 3D Positions for Indoor Location Based Services (ILOCAT: 실내 위치 기반 서비스를 위한 3차원 위치 획득 인터랙티브 GUI Toolkit)

  • Kim, Seokhwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.7
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    • pp.866-872
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    • 2020
  • Indoor location-based services provide a service based on the distance between an object and a person. Recently, indoor location-based services are often implemented using inexpensive depth sensors such as Kinect. The depth sensor provides a function to measure the position of a person, but the position of an object must be acquired manually using a tool. To acquire a 3D position of an object, it requires 3D interaction, which is difficult to a general user. GUI(Graphical User Interface) is relatively easy to a general user but it is hard to gather a 3D position. This study proposes the Interactive LOcation Context Authoring Toolkit(ILOCAT), which enables a general user to easily acquire a 3D position of an object in real space using GUI. This paper describes the interaction design and implementation of ILOCAT.

A Study on Emotion Recognition of Chunk-Based Time Series Speech (청크 기반 시계열 음성의 감정 인식 연구)

  • Hyun-Sam Shin;Jun-Ki Hong;Sung-Chan Hong
    • Journal of Internet Computing and Services
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    • v.24 no.2
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    • pp.11-18
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    • 2023
  • Recently, in the field of Speech Emotion Recognition (SER), many studies have been conducted to improve accuracy using voice features and modeling. In addition to modeling studies to improve the accuracy of existing voice emotion recognition, various studies using voice features are being conducted. This paper, voice files are separated by time interval in a time series method, focusing on the fact that voice emotions are related to time flow. After voice file separation, we propose a model for classifying emotions of speech data by extracting speech features Mel, Chroma, zero-crossing rate (ZCR), root mean square (RMS), and mel-frequency cepstrum coefficients (MFCC) and applying them to a recurrent neural network model used for sequential data processing. As proposed method, voice features were extracted from all files using 'librosa' library and applied to neural network models. The experimental method compared and analyzed the performance of models of recurrent neural network (RNN), long short-term memory (LSTM) and gated recurrent unit (GRU) using the Interactive emotional dyadic motion capture Interactive Emotional Dyadic Motion Capture (IEMOCAP) english dataset.

Online WOM Communication of Crossmedia Storytelling (크로스미디어 스토리텔링의 온라인 구전 양상)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.134-144
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    • 2011
  • Crossmedia Storytelling is receiving attention as a new style of description in the age of limitless competition and infinite fusion among media. Crossmedia Storytelling specifies a form of storytelling carried out through mixed usage of plural media, such as televisions, movies, and web services. It is different from OSMU strategy in that plays one source of contents according to the characteristics of various media while Crossmedia Storytelling demands users' active participation. Moreover, it is also slightly different from Transmedia Storytelling in the point that narratives of each media are not complete themselves and only through effectively combining plural media can the whole story fully enjoyed. This research aims to analyze how users move among media in terms of Crossmedia contents by examining cases of Swedish interactive drama series , from Australia, and from the United States. To do so, first, the paper looks into the principles of Crossmedia communication and examines that it is based on online word-of-mouth communication, such as viral marketing. As a result, the following was found in the cases of Crossmedia Storytelling: negative stories that arouse users' emotional reactions & users' participation are effective, and the set-up of Sneezer, which causes the knowledge gap, is very important. It was also found that users' participation was actively taking place through online WOM communication in Crossmedia Storytelling.

Radome Slope Estimation using Mode Parameter Renewal Method of IMM Algorithm (IMM 알고리듬의 모드 계수 갱신 방법을 통한 레이돔 굴절률 추정)

  • Kim, Young-Mo;Back, Ju-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.5
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    • pp.763-770
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    • 2017
  • A radome mounted on the front of an aircraft can cause refraction errors for various reasons that occur during maneuver in seeking and tracking a target. This refraction error means that the microwave seeker is detecting apparent target. An Interactive Multiple Model (IMM) algorithm is applied to estimate radome slope mounted on an aircraft in 3D space. However, even though the parameter of uncertain system model such as radome slope can be estimated, the estimated performance can not be guaranteed when it exceeds the range of the predicted value. In this paper, we propose a method to update the predicted value by using the radome slope as the mode parameter of the IMM algorithm, and confirm the radome slope estimation performance of the proposed method.

Research about development process of game tendencious advertisement contents that drive active participation of internet user (인터넷 유저의 능동적인 참여를 유도하는 게임성향 광고 콘텐츠 개발 과정에 관한 연구)

  • Lim, Woo-Soung;Ryu, Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.101-109
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    • 2004
  • Internet got into popularization by development of digitech today, and according as Internet user increases, advertisement that use internet is increasing. Specially, advertisement that use internet regardless of time customer and company both direction(interactive) communication possible because, image about special quality of product or company feature that can be active to customer and offer effectively have. There is charm that both direction communication that internet advertisement can attract to unspecified multitude internet connecter regardless of time this are available, internet user can do participation more easily. Interaction of Banner advert or different advertisement that form commentary of current internet advertisement is inert with internet posthumous work. It can become more efficient advertisement if take advantage of prognostication that most important element of game is interaction in internet advertisement. Investigator who aim in this point wishes to do on the basis of special quality of internet advertisement and interaction attribute of game and present actuality design process case of internet ad of game inclination.

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A Study on the characteristics of digital-media application on surface - An analysis based upon the related characteristics of installation art - (현대건축 표면에 적용된 디지털미디어의 표현 특성 연구 - 설치미술적 특징에 기초한 분석 -)

  • Kim, Jin-Young;Lee, Hyun-Soo
    • Korean Institute of Interior Design Journal
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    • v.19 no.3
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    • pp.38-45
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    • 2010
  • Surface has been an important issue in contemporary architecture. That originates in structural freedom of surface since the end of modern architecture and the current stream of surface becoming an identity of building. Development of digital-media has brought a great change to our society in general. Digital-media is characterized by use of digital-information and interactive communication. Digital-media has been applied on surface in contemporary architecture lately. It is a purpose of the study to analyze the characteristics of digital-media application on surface based on the related characteristics of installation art. The categories and the contents for the frame of case analysis were arranged through document research. The foreign and domestic cases of digital-media application were analyzed based on the frame of analysis. Digital-media, which is installed on surface, is interacted with human and surroundings. It enhances emotional communication between human and architecture. Surface is not any more a simple fixture but an interactive creature. It makes surface more dynamically and fluidly that the course of light and human movement affect on digital-media. Surface itself is also turned into an object of art. It reflects the interweaving characteristics between contemporary architecture and installation art. It was analyzed through the study that emotional level of people is the important issue shared in digital-media application on surface and installation art. The complementary relationship between surface of contemporary architecture and installation art can be manipulated by the application of digital-media on surface.

A Study on the Technique of Efficient TDOA Technique Direction Finding Using Drones (드론을 이용한 효율적인 TDOA 방향탐지 기법 연구)

  • Choi, Hong-Rak;Hah, Tae-Yeong;Kim, Young Won;Kim, Kyung-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.97-104
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    • 2018
  • In the conventional direction finding, the antenna is installed at a high position on the ground to detect the position of the target with the environment of the LOS(Line of Sight) as much as the signal receiving environment. However, in order to configure such environment, high cost and installation time were required. In this paper, we use TDOA(Time Difference of Arrival) technique to utilize drones in direction finding, so that four drones can be used for directions finding simulation. Simulations based on drone and TDOA direction finding were constructed using additional signal processing Taylor series and Exact Interactive Algorithm. In the simulation, the receiving power is defined by using the 800MHz path-loss model using the GPS information of the ground direction detection, and the position estimation performance is analyzed when the TDOA technique, the Taylor series, and the Exact Interactive Alogrithm are applied.

Determinants of IPTV-VOD Services Adoption (IPTV-VOD 서비스 선택의 결정요인 분석)

  • Lee, Sang-Woo;Kim, Chang-Wan
    • Korean journal of communication and information
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    • v.46
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    • pp.9-36
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    • 2009
  • In a competitive media environment, Internet Protocol television (IPTV) has gained appeal because of its essential characteristics, 'Internet and Interactivity'. Our study aims to explore predictors that affect IPTV-VOD adoption within the context of competing media (i.e., existing multi-channel video programming services, such as cable television and digital broadcasting satellite services). In addition, this study examines if IPTV-VOD functions as a substitute for existing multi-channel services, such as cable television and direct broadcasting satellite services. A self-report survey through face-to-face interviews was conducted in Seoul metropolitan area and other six big cities. Our findings showed that primary factors for adopting an IPTV-VOD are: age of user, subjective importance of terrestial broadcasting services, real-time terrestrial broadcasting services, and other interactive service characteristics, such as time-shifting. Also, IPTV-VOD services were found to be a substitute for existing multi-channel video programming services.

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A Dynamic Menu Layout of the Board Writing Software for IWB system considering the Writing Position and the Frequency of Menu Usage (판서 위치와 메뉴 사용 빈도를 고려한 전자 칠판용 판서 소프트웨어의 동적 메뉴 배치)

  • Jeong, Si-Sik;Hwang, Min-Tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.906-909
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    • 2015
  • The smart educational environment using the IWB(Interactive White Board) system has been built and developed since e-learning industry was developed significantly in the early 2000's. Basically the IWB system includes the board writing software, and instructors can further increase the training effect by handwriting on the IWB. In this paper we propose new menu layout mechanism of board writing software that only a few menu buttons are displayed based on the frequency of menu usage and the position of menu layout is dynamically moved according to user's writing position. The implementation of our proposed mechanism shows that it is simple and easy to use without user's unnecessary movement. Therefore it is expected to contribute greatly to the development of a future smart education.

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