• Title/Summary/Keyword: Interactive Communication

Search Result 733, Processing Time 0.025 seconds

3D virtual shopping mall implementation based on the rich media technology (리치미디어 기술 기반의 3D 가상쇼핑몰 구현)

  • Lee, Jun;Kang, Eung-Kwan
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.11 no.2
    • /
    • pp.229-238
    • /
    • 2007
  • Cyber shopping mall is based on technique of the Internet that is purpose in a new business form from cyber space. Cyber shopping mall's economic activity will be much grow up and upswing compare than past object economy. Therefore we proposed the interactive Internet shopping mail system. Especially, the proposed shopping mali is 3D interaction Cyber Shopping mall based on 'Rich media Technique' and it different with existing shopping mall. This system is represent to Hyper view when the customer click the object what they want to buy during cyber space tour. This system can be Move, Rotate, Zoom in, Zoom out and Play the object. This system can increase customer's feeling more interesting, immersion, etc. And 3D objects look like a real thing get out of the conventional 2D image form is great contribute to increase customer's interest.

A Study on the Method of Creating Realistic Content in Audience-participating Performances using Artificial Intelligence Sentiment Analysis Technology (인공지능 감정분석 기술을 이용한 관객 참여형 공연에서의 실감형 콘텐츠 생성 방식에 관한 연구)

  • Kim, Jihee;Oh, Jinhee;Kim, Myeungjin;Lim, Yangkyu
    • Journal of Broadcast Engineering
    • /
    • v.26 no.5
    • /
    • pp.533-542
    • /
    • 2021
  • In this study, a process of re-creating Jindo Buk Chum, one of the traditional Korean arts, into digital art using various artificial intelligence technologies was proposed. The audience's emotional data, quantified through artificial intelligence language analysis technology, intervenes in various object forms in the projection mapping performance and affects the big story without changing it. If most interactive arts express communication between the performer and the video, this performance becomes a new type of responsive performance that allows the audience to directly communicate with the work, centering on artificial intelligence emotion analysis technology. This starts with 'Chuimsae', a performance that is common only in Korean traditional art, where the audience directly or indirectly intervenes and influences the performance. Based on the emotional information contained in the performer's 'prologue', it is combined with the audience's emotional information and converted into the form of images and particles used in the performance to indirectly participate and change the performance.

Effect of Flow Factors on the Continuing Use of VR video Contents and HMD (플로우(flow)의 요인이 VR 영상콘텐츠와 HMD의 지속이용에 미치는 영향 연구)

  • Lee, Junsang;Park, Jun-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.7
    • /
    • pp.793-800
    • /
    • 2019
  • Recently, VR technology has been able to enjoy VR content using HMD due to changes in hardware and displays. VR video contents and HMD are becoming interactive through human senses and computer interfaces. Based on flow based on VR user's perspective, VR video contents and HMD were approached as subjects for continuous use. The components of the independent variable Flow were set up in real life, immersion, and interaction. Data from 400 male and female users of 450 users commissioned by the survey agency were used in the study. Research shows that first flow influences VR video contents and continuous use. Second, flow has been shown to affect HMD and its continued use. Among the flow factors that enhance the persistence of VR video content and HMD, which act as the greatest influence was studied. Through this research, the company aims to help establish direction of the next-generation VR industry

Interactive Mobile Augmented Reality System using Muscle Sensor and Image-based Localization System through Client-Server Communication (서버/클라이언트 통신을 통한 영상 기반 위치 인식 및 근육 센서를 이용한 상호작용 모바일 증강현실 시스템)

  • Lee, Sungjin;Baik, Davin;Choi, Sangyeon;Hwang, Sung Soo
    • Journal of the HCI Society of Korea
    • /
    • v.13 no.4
    • /
    • pp.15-23
    • /
    • 2018
  • A lot of games are supposed to play through controller operations, such as mouse and keyboard rather than user's physical movement. These games have limitation that causes the user lack of movement. Therefore, this study will solve the problems that these traditional game systems have through the development of a motion-producing system, and provide users more realistic system. It recognizes the user's position in a given space and provides a mobile augmented reality system that interacts with virtual game characters. It uses augmented reality technology to make users feel as if virtual characters exist in real space and it designs a mobile game system that uses armband controllers that interact with virtual characters.

  • PDF

Pronunciation Training Digital Service for the Deaf Children (청각장애아동의 조음훈련을 위한 디지털 콘텐츠 서비스 연구)

  • Lee, Ye-Jin;Lee, Jae-Eun;Kim, Chae-Yun;Lee, Yoon-Ji;Park, Su-E
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.4
    • /
    • pp.407-415
    • /
    • 2019
  • Hearing - impaired children who have difficulty hearing and hearing go through pronunciation training. The purpose of this study is to provide the pronunciation training system based on digital contents that can be used for repeated hearing training while maintaining interest in hearing - impaired children. For this purpose, we conducted an interview survey for users and experts. Based on the results, we developed a digital content based pronunciation training system. Finally, to verify the effect of the digital service implemented, the user test was conducted for the hearing - impaired children. As a result of the interview, repeated training and interest factors were found to be essential factors affecting pronunciation training. In implementing digital services, we have used fairy tales and a variety of interactive elements to derive children's interests and designed a user flow that can train multiple words and sentences for effective repetition training. As a result of the test, this digital content was evaluated positively.

A Universal Middleware-based Small Satellite Payload Power Module Design (유니버설미들웨어기반 소형위성 탑재체 전력모듈설계)

  • Lee, Hae-Jun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.5
    • /
    • pp.487-494
    • /
    • 2019
  • A Small-Sat Power System Design and Development should be depend on space environment such as solar wind with Electromagnetic field by hurdle of techniques. It is surmount solution of trend that will unitize and converge with power module in these days. The level of modularize means that applying Universal Middleware for payload power module requirements. The scope of target system is a main power provider module and operational subunit that can be implemented with the final power module distribution loads to consume for continuous process. A Universal Middleware strengthen to build power module from satellite power system should be accuracy and consuming data. A Power Service Module and dynamic system drive interactive management between power distribution and consumer module by Range Control. Consequently, suggesting evaluation, unexpecting payload system power consumer that makes fine variable resources in the development design process and efficiency.

How to create mixed reality educational contents using Hololens (홀로렌즈를 활용한 혼합현실 교육 콘텐츠 제작 방법)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.3
    • /
    • pp.391-397
    • /
    • 2020
  • Realistic content such as virtual reality, augmented reality, and mixed reality is emerging as an innovative technology in the education field in that it allows people to safely and efficiently experience dangerous, expensive or impossible situations, such as disaster training or space travel. Recently, as government agencies have supported a lot for producing virtual augmented reality contents about education, various educational contents using virtual augmented reality technology have been developed through the Edutech industry. Many virtual augmented reality-based educational contents are being developed, but mixed reality-based educational contents are very limited which could be more effective for education. This study examines the basic method of producing mixed reality educational contents using Hololens and, on the basis of this, it proposes the method for producing scientific experiment contents. Hololens made it possible to share information in real time without a regular desktop PC, and it is effective for teachers to manage and evaluate students in real time.

An Index-Building Method for Boundary Matching that Supports Arbitrary Partial Denoising (임의의 부분 노이즈제거를 지원하는 윤곽선 매칭의 색인 구축 방법)

  • Kim, Bum-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.11
    • /
    • pp.1343-1350
    • /
    • 2019
  • Converting boundary images to time-series makes it feasible to perform boundary matching even on a very large image database, which is very important for interactive and fast matching. In recent research, there has been an attempt to perform fast matching considering partial denoising by converting the boundary image into time series. In this paper, to improve performance, we propose an index-building method considering all possible arbitrary denoising parameters for removing arbitrary partial noises. This is a challenging problem since the partial denoising boundary matching must be considered for all possible denoising parameters. We propose an efficient single index-building algorithm by constructing a minimum bounding rectangle(MBR) according to all possible denoising parameters. The results of extensive experiments conducted show that our index-based matching method improves the search performance up to 46.6 ~ 4023.6 times.

Hash chain based Group Key Management Mechanism for Smart Grid Environments (스마트그리드 환경에 적용 가능한 해쉬체인 기반의 그룹키 관리 메커니즘)

  • Eun, Sun-Ki;Oh, Soo-Hyun
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.21 no.4
    • /
    • pp.149-160
    • /
    • 2011
  • Smart Grid is the next-generation intelligent power grid that maximizes energy efficiency with the convergence of IT technologies and the existing power grid. It enables consumers to check power rates in real time for active power consumption. It also enables suppliers to measure their expected power generation load, which stabilizes the operation of the power system. However, there are high possibility that various kinds of security threats such as data exposure, data theft, and privacy invasion may occur in interactive communication with intelligent devices. Therefore, to establish a secure environment for responding to such security threat with the smart grid, the key management technique, which is the core of the development of a security mechanism, is required. Using a hash chain, this paper suggests a group key management mechanism that is efficiently applicable to the smart grid environment with its hierarchical structure, and analyzes the security and efficiency of the suggested group key management mechanism.

B-COV:Bio-inspired Virtual Interaction for 3D Articulated Robotic Arm for Post-stroke Rehabilitation during Pandemic of COVID-19

  • Allehaibi, Khalid Hamid Salman;Basori, Ahmad Hoirul;Albaqami, Nasser Nammas
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.2
    • /
    • pp.110-119
    • /
    • 2021
  • The Coronavirus or COVID-19 is contagiousness virus that infected almost every single part of the world. This pandemic forced a major country did lockdown and stay at a home policy to reduce virus spread and the number of victims. Interactions between humans and robots form a popular subject of research worldwide. In medical robotics, the primary challenge is to implement natural interactions between robots and human users. Human communication consists of dynamic processes that involve joint attention and attracting each other. Coordinated care involves sharing among agents of behaviours, events, interests, and contexts in the world from time to time. The robotics arm is an expensive and complicated system because robot simulators are widely used instead of for rehabilitation purposes in medicine. Interaction in natural ways is necessary for disabled persons to work with the robot simulator. This article proposes a low-cost rehabilitation system by building an arm gesture tracking system based on a depth camera that can capture and interpret human gestures and use them as interactive commands for a robot simulator to perform specific tasks on the 3D block. The results show that the proposed system can help patients control the rotation and movement of the 3D arm using their hands. The pilot testing with healthy subjects yielded encouraging results. They could synchronize their actions with a 3D robotic arm to perform several repetitive tasks and exerting 19920 J of energy (kg.m2.S-2). The average of consumed energy mentioned before is in medium scale. Therefore, we relate this energy with rehabilitation performance as an initial stage and can be improved further with extra repetitive exercise to speed up the recovery process.