• Title/Summary/Keyword: Interactive Display

Search Result 193, Processing Time 0.027 seconds

A Study on Real Time Gaze Discrimination System using GRNN (GRNN을 이용한 실시간 시선 식별 시스템에 관한 연구)

  • Lee Young-Sik;Bae Cheol-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.9 no.2
    • /
    • pp.322-329
    • /
    • 2005
  • This paper describes a computer vision system based on active IR illumination for real-time gaze discrimination system. Unlike most of the existing gaze discrimination techniques, which often require assuming a static head to work well and require a cumbersome calibration process for each person, our gaze discrimination system 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 generalized regression neural networks (GRNNS). With GRNNS, the mapping does not have to be an analytical function and head movement is explicitly accounted for by the gaze mapping function. furthermore, the mapping function can generalize to other individuals not used in the training. To further improve the gaze estimation accuracy, we employ a reclassification scheme that deals with the classes that tend to be misclassified. This leads to a 10$\%$ improvement in classification error. The angular gaze accuracy is about $5^{circ}$horizontally and $8^{circ}$vertically. The effectiveness of our gaze tracker is demonstrated by experiments that involve gaze-contingent interactive graphic display.

A Next Generation Electronic Bulletin Board Supporting N-Screen for a College Information System (대학정보시스템을 위한 N-Screen 지원 차세대 전자게시판)

  • Park, Jae Heung;Seo, Yeong Geon
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.1 no.3
    • /
    • pp.169-176
    • /
    • 2012
  • The information delivery and transmission media(DID or PID) market is making remarkable growth as the high-speed networks are spreading and LCD/LED TVs are more and more popularized, and display devices are increasingly large and high-definition. In addition, the popularization of smart devices and the expansion of the information delivery and transmission media market make a demand for N-Screen in content service. Colleges and universities have installed and operated various types of DID to promote their schools and departments and deliver information about them, still remaining in the level of media content implementation. So, we implement and evaluate a next-generation electronic bulletin board for each department that allows for interactive N-Screen communication based on the integration of smart phone and internet. This board enhanced efficiency as supporting N-Screen, inserting and deleting the contents at real time and offering bidirectional communication.

Optical Properties Correction of a Heterogeneous Stereoscopic Camera (이종 입체 영상 카메라의 광학 특성 일치화)

  • Jung, Eun Kyung;Baek, Seung-Hae;Park, Soon-Yong;Jang, Ho-Wook
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.49 no.11
    • /
    • pp.74-85
    • /
    • 2012
  • In this paper, we propose a optical property correction technique for a low-cost heterogeneous stereoscopic camera. Three main optical properties of a stereoscopic camera are zoom, focus, and DOF(depth of field). The difference or mis-match of these properties between two stereoscopic videos are the main causes of the visual fatigue to human eyes. The proposed correction technique reduces the difference of the optical properties between the stereoscopic videos and produces high-quality stereoscopic videos. To correct the zoom difference, a LUT(look-up table) is established to match the zoom ratio between the stereoscopic videos. To correct the DOF difference, the magnitude of image edge is measured and the lens iris is changed to control the DOF of the camera. A vertical-type stereoscopic rig is developed for the experiments of the optical property correction. Based on the experimental results, we find that a low-cost heterogeneous stereoscopic camera can be implemented, which can yield low visual fatigue to human eyes.

System for Generating Interactive Animation for Children's Dental to Relax Tensions (긴장 완화를 위한 어린이치과용 상호작용 애니메이션 생성 시스템)

  • Heo, Yu-Gyeong;Moon, Mikyeong
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.20 no.1
    • /
    • pp.37-44
    • /
    • 2019
  • Recentrly, early dental care for children is becoming more important, and the number of children patients' dental services is on the rise. So, a variety of seduction therapies are needed to alleviate the tension in children who are anxious about dental care. This paper describes the development process and contents of system that can display the animation of different stories according to the treatment stage by grasping the use state of the treatment device in real time. In the animation, the hreo character and the villain, the cavity character, appear and the hero defeat the villain at each treatment stage. Animation is played when treatment starts and ends after treatment. Current existing one-side played animation of dental clinics is not enough to attract children's attention. If the flow of animation changes depending on the treatment process, it will give children a different enjoyment and consequently ease the tension over the treatment.

Analysis of Interaction Items in the Virtual Reality Game Interface (가상현실 게임 인터페이스의 상호작용 아이템 비교분석에 관한 연구)

  • Kang, Ho-Seong;Kim, Jung-Yoon
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.185-195
    • /
    • 2018
  • As virtual reality technology has gained popularity from people, various contents have appeared. Virtual reality game making good use of virtual reality device has received lots of attention from users and market. A number of virtual reality games have been developed. Virtual reality game allows users to feel presence and flow to be maximized through virtual reality device. A user can interact with several items through interface of device in display environment of virtual reality. This study was find a way to arouse an interest and induce users to be immersed in virtual reality game by maximizing above mentioned characteristics. This study was analyze interaction items in popular virtual reality game and interface design methods before presenting design methods. This study was make a comparative analysis of interface design methods centering on virtual reality game cases and examine a link between interface and interaction items. Through this study, it is expected that this will be a prior study that will be the basis for designing interfaces for virtual reality games that are more presence.

Design of a Smart Music Learning Device that can interact with each other using a transparent touch panel (투명 터치패널을 이용한 상호작용이 가능한 스마트 음악학습기의 설계)

  • Kim, Hyeong-Gyun;Kim, Yong-Ho
    • Journal of Digital Convergence
    • /
    • v.18 no.12
    • /
    • pp.127-132
    • /
    • 2020
  • The Smart Music Learning Device(SMLD) presented in this paper constructs the display part by attaching the touch panel to both sides of the transparent panel. The main processing unit uses raspberry pie, and the operating system uses Android. On the transparent panel, music education contents are displayed, and on the touch panels 1 and 2, the inputs of learners and instructors are accepted. The signal input from the touch panels 1 and 2 controls the progress of the music education contents through a process in the main processing unit. This control process design and implement a two - sided panel - based interactive training algorithm. This device aims at musical education based on mutual understanding. Therefore, it conducts face-to-face education using music education contents presented through transparent panel. This allows the instructor to know in real time the response to the learner, thus improving the understanding of the learning and the quality of the education. Also, the learner's concentration can be improved.

A Study on the Characteristics of Colour Perception According to Light and Dark Mode in the Digital Media Environment (디지털 미디어 환경에서 사용자 환경 모드에 따른 색채 인지 특성 연구)

  • Ji-Young Hong
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.3
    • /
    • pp.65-70
    • /
    • 2023
  • In recent years, the digital media environment has begun to diversify, with a greater focus being placed on user-centric design. With the development of digital technology, the digital media environment has formed a vast network of information, which supports interactive communication between people, creating a need for user-centric research. Mobile displays, as a representation of the digital media environment, have the advantage of mobility through the use of thin screen displays and low-performance image sensors, which allow for miniaturization and power saving. However, this results in reduced colour accuracy compared to large displays. This study investigates users' colour perception when using dark and light mode mobile displays. Colour perception was measured using a psycho-physical experiment, which controls each colour attribute based on the 12 colours of KS. The results were analysed to determine whether there is a difference in colour perception between dark mode and light mode, and if the difference was statistically significant. Future research directions based on the results are then discussed.

The development of training platform for CiADS using cave automatic virtual environment

  • Jin-Yang Li ;Jun-Liang Du ;Long Gu ;You-Peng Zhang;Xin Sheng ;Cong Lin ;Yongquan Wang
    • Nuclear Engineering and Technology
    • /
    • v.55 no.7
    • /
    • pp.2656-2661
    • /
    • 2023
  • The project of China initiative Accelerator Driven Subcritical (CiADS) system has been started to construct in southeast China's Guangdong province since 2019, which is expected to be checked and accepted in the year 2025. In order to make the students in University of Chinese Academy of Sciences (UCAS) better understand the main characteristic and the operation condition in the subcritical nuclear facility, the training platform for CiADS has been developed based on the Cave Automatic Virtual Environment (CAVE) in the Institute of Modern Physics Chinese Academy of Sciences (IMPCAS). The CAVE platform is a kind of non-head mounted virtual reality display system, which can provide the immersive experience and the alternative training platform to substitute the dangerous operation experiments with strong radioactivity. In this paper, the CAVE platform for the training scenarios in CiADS system has been presented with real-time simulation feature, where the required devices to generate the auditory and visual senses with the interactive mode have been detailed. Moreover, the three dimensional modeling database has been created for the different operation conditions, which can bring more freedom for the teachers to generate the appropriate training courses for the students. All the user-friendly features will offer a deep realistic impression to the students for the purpose of getting the required knowledge and experience without the large costs in the traditional experimental nuclear reactor.

A Study on XR Technology in Korean and Chinese Dinosaur Museums (한중 공룡박물관의 XR 기술 연구)

  • Wen-yi Zhang;Young-ha Yang
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.583-590
    • /
    • 2023
  • In today's rapidly developing technology, the traditional exhibition format of museums can no longer meet social needs. By analyzing the advantages and key technologies of extended reality technologies such as virtual reality, augmented reality, and hybrid reality, the museum XR exhibition interaction scheme is analyzed. Come to Discovery Museum. In this regard, this study first delves into the concept of XR technology, the concept and influencing factors of tourist experience, and the relationship between the application of XR technology and tourist experience through theoretical investigation. On this basis, representative paleontological museums in China and South Korea were selected, and the actual experience of visitors at the exhibition site and the application of XR technology were investigated through examples. Research has shown that the use of augmented reality technology can achieve seamless integration of virtual and real worlds in paleontological museums, extend viewing space, expand cultural heritage connotations, and revitalize cultural heritage. It provides visitors with a deeper interactive experience, enhances immersion and enriches display methods, making this type of museum more attractive. On this basis, XR technology helps museums achieve Digital transformation, and makes them have the advantages of sustainable development.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
    • /
    • s.47
    • /
    • pp.1-29
    • /
    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.