• Title/Summary/Keyword: Interactive Flow

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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.

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
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    • v.23 no.7
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    • pp.793-800
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    • 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

Coherent Structure Extraction from 3-Dimensional Isotropic Turbulence Velocity Field Using Discrete Wavelet Transform (이산 Wavelet 변환을 이용한 3차원 등방성 난류속도장의응집구조 추출)

  • Lee, Sang-Hwan;Jung, Jae-Yoon
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.28 no.9
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    • pp.1032-1041
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    • 2004
  • In this study we decompose the 3-dimensional velocity field of isotropic turbulent flow into the coherent and the incoherent structure using the discrete wavelet. It is shown that the coherent structure, 3% wavelet modes, has 98% energy and 88% enstrophy and its statistical characteristics are almost same as the original turbulence structure. And it is confirmed that the role of the coherent structure is that it produces the turbulent kinetic energy at the inertia range then transfers energy to the dissipation range. The incoherent structure, with residual wavelet modes, is uncorrelated and has the Gaussian probability density function but it dissipates the kinetic energy in dissipation range. On the procedure, we propose a new but easy way to get the threshold by applying the energy partition percentage concept about coherent structure. The vorticity field extracted from the wavelet-decomposed velocity field has the same structure as the result of the precedent studies which decomposed vorticity field directly using wavelet. Therefore it has been shown that velocity and vorticity field are on the interactive condition.

A Study of Buck-Boost Current-Source PWM Inverter for Utility Interactive Photovoltaic Generation System (태양광발전과 계통연계를 위한 Buck-Boost 전류원형 PWM 인버터에 관한 연구)

  • Yang Geun-Ryoung;Kang Feel-Soon;Kim Cheul-U
    • Proceedings of the KIPE Conference
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    • 2002.07a
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    • pp.63-68
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    • 2002
  • In a utility interactive photovoltaic generation system, a PWM inverter is used for the connection between the photovoltaic arrays and the utility. The do current becomes pulsated when the conventional inverter system operates in the continuous current mode and dc current pulsation causes the distortion of the ac current waveform. To reduce pulsation of dc input current, This paper presents a Buck-Boost PWM power inverter and its application for residential photovoltaic system. The PWM power inverter is realized by combining two sets of a high frequency Buck-Boost chopper and by making it operate in the discontinuous conduction mode. In this paper, we show the Buck-Boost PWM power inverter circuit, its equivalent circuit and basic differential equations and the power flow characteristics are clarified when the proposed Inverter is interconnected with the utility lines. In conclusion, the proposed inverter system provides a sinusoidal ac current for domestic loads and the utility line with unity power factor

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Multi-scale and Interactive Visual Analysis of Public Bicycle System

  • Shi, Xiaoying;Wang, Yang;Lv, Fanshun;Yang, Xiaohang;Fang, Qiming;Zhang, Li
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.6
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    • pp.3037-3054
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    • 2019
  • Public bicycle system (PBS) is a new emerging and popular mode of public transportation. PBS data can be adopted to analyze human movement patterns. Previous work usually focused on specific scales, and the relationships between different levels of hierarchies are ignored. In this paper, we introduce a multi-scale and interactive visual analytics system to investigate human cycling movement and PBS usage condition. The system supports level-of-detail explorative analysis of spatio-temporal characteristics in PBS. Visual views are designed from global, regional and microcosmic scales. For the regional scale, a bicycle network is constructed to model PBS data, and an flow-based community detection algorithm is applied on the bicycle network to determine station clusters. In contrast to the previous used Louvain algorithm, our method avoids producing super-communities and generates better results. We provide two cases to demonstrate how our system can help analysts explore the overall cycling condition in the city and spatio-temporal aggregation of stations.

An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence (온라인 게임의 애호도에 관한 실증적 연구: 상호작용성과 현존감을 중심으로)

  • Um Myoungyong;Kim Taeung;Kim Chungkoo
    • Korean Management Science Review
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    • v.22 no.1
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    • pp.47-66
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    • 2005
  • Online game business has emerged as the most lucrative entertainment Industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games Into the main-stream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from in vestigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence, flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

Educational Simulator for Transmission Network Use of System Charge (송전망 이용요금산정을 위한 교육용 시뮬레이터 개발)

  • Kim, H.H.;Song, H.Y.;Lee, C.J.;Park, J.B.;Shin, J.R.
    • Proceedings of the KIEE Conference
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    • 2006.11a
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    • pp.201-203
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    • 2006
  • This paper presents a graphical windows-based software for the education and training of the transmission network use of system charge. The developed simulator consist of the main module(MMI,GUI), the power flow module(PF), the power flow tracing module(PFT) and management of usage cost DB module(UCD). Each module has a separate graphical and interactive interfacing window. To have effective education for transmission network use of system charge, the developed simulator are provided with two power system analysis methods. Input data of power system can use the format of PSS/E input data. Also calculation of power flow tracing are provided with four methods such as "Felix Wu","Modified Felix Wu", "DCLF ICRP" and "Reverse MW mile". Results of calculation for usage cost are shown on the window through the table or chart. Therefore user can confirm the detailed differences of results from each calculation method.

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An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence (온라인 게임의 애호도에 관한 실증적 연구 : 상호작용성과 현존감을 중심으로)

  • Kim Taeung;Um Myoungyoung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.200-218
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

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Effect of Experiential Space Perception on Performing Interactive Digital Contents (체험적 공간감이 상호작용 콘텐츠 수행에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.2
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    • pp.111-118
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    • 2011
  • It is not easy to define a boundary between TV and home computer in these day since developing H/W and S/W of computer technology induces that TV is conflated with computer. Coming digital HD broadcasting forces for replacement of TV at home and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since screen of TV become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. But, the related basic research is not enough to catch the user's eye to induce flow or presence. Our goal of this study is to analyse effects of experiential space perception on performing interactive digital contents. The result shows that users interacted with contents without any difficulty when they met a same dimension and shape of objects as dimension and shape objects in their experiences or learning.

TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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