• 제목/요약/키워드: Interactive System

검색결과 1,794건 처리시간 0.03초

Infrared Sensitive Camera Based Finger-Friendly Interactive Display System

  • Ghimire, Deepak;Kim, Joon-Cheol;Lee, Kwang-Jae;Lee, Joon-Whoan
    • International Journal of Contents
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    • 제6권4호
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    • pp.49-56
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    • 2010
  • In this paper we present a system that enables the user to interact with large display system even without touching the screen. With two infrared sensitive cameras mounted on the bottom left and bottom right of the display system pointing upwards, the user fingertip position on the selected region of interest of each camera view is found using vertical intensity profile of the background subtracted image. The position of the finger in two images of left and right camera is mapped to the display screen coordinate by using pre-determined matrices, which are calculated by interpolating samples of user finger position on the images taken by pointing finger over some known coordinate position of the display system. The screen is then manipulated according to the calculated position and depth of the fingertip with respect to the display system. Experimental results demonstrate an efficient, robust and stable human computer interaction.

실시간 멀티미디어 교육에서 공정 평가를 위한 인터넷 문제 은행의 설계 및 구현 (Design and Implementation of the Internet Problem bank for the Fairness test on the Realtime Multimedia Education Environment)

  • 김종률;박길철
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2002년도 춘계학술발표논문집(하)
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    • pp.797-801
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    • 2002
  • Information network technologies introduce a new education environment. Cyber education is growing rapidly as a field of practice especially in distance education system. The development of multimedia environment based on such technology as graphics, image, voice, and video, personal computer systems use has become the media for interactive teaching-teaming service. These features have made integrated multimedia education feasible. This research suggested a direction for the development of an interactive distance education system. I have developed an education system which cooperate problem bank and learning system. This system support arbitration of the relative difficulty in the problem bank database. An ongoing version of this research was evaluated. Those findings reveal several factors that influence how the proposed system can be tailored to the students' perspectives in order to come up with the enhanced version of this system.

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조선대학교 기숙사전원용 50kW 태양광발전시스템 발전특성 (Operating Characteristics of 50kW Utility Interactive Photovoltaic System)

  • 박정민;김지훈;최연옥;김대곤;장용해
    • 전력전자학회:학술대회논문집
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    • 전력전자학회 2005년도 전력전자학술대회 논문집
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    • pp.720-722
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    • 2005
  • A photovoltaic panel is a device that, through the photovoltaic effect, converts luminous energy into electric energy. Photovoltaic generation system uses infinity of solar energy, cost of fuel is needless and there is no all pollution or waste occurrence. This paper summarizes the results of these efforts by offering a photovoltaic system structure in 50kW large scale applications installed In Chosun University dormitory roof. The status of PV system components, are inter-connection and safety equipment monitoring system will be summarized as this article. This describes configuration of utility interactive photovoltaic system which generated power supply for dormitory In this paper represent 50kw utility PV system examination result

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대화형 IPTV 서비스를 위한 사용자 중심의 패키지 콘텐츠 운용 시스템 (User-Focused Package Contents Application System for Interactive IPTV Services)

  • 김광용;이영일;유정주;류원;정재길;정회경
    • 한국정보통신학회논문지
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    • 제13권11호
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    • pp.2323-2329
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    • 2009
  • 최근 IPTV(Internet Protocol Television) 서비스는 방송 영상과 함께 다양한 데이터를 제공받을 수 있는 대화형(Interactive) 서비스 특성을 제대로 살리지 못한 단순 방송 서비스 수준에 머무르고 있다. 이에 IPTV 사업자는 소비자(시청자)의 참여를 유도하고 방송 콘텐츠의 독점적 서비스 방식을 탈피하기 위해 노력하고 있다. 하지만 기존의 서비스 시스템이 각 사업자 간의 통합된 솔루션을 사용하지 않기 때문에 상호운용성 문제가 발생한다. 이를 해결하기 위해서는 생성된 패키지 콘텐츠를 공유하고 배포하기 위한 프레임워크 및 시스템이 필요하다. 본 논문에서는 대화형 IPTV 서비스를 위한 사용자 중심의 콘텐츠 공유 및 배포 프레임워크를 제안하였다. 또한 프레임워크를 구성하는 핵심 요소인 패키지 콘텐츠 저작 및 소비 시스템을 설계하였다.

지능형 IoT 미러 시스템을 활용한 인터랙티브 콘텐츠 서비스 구현 (Development of Interactive Content Services through an Intelligent IoT Mirror System)

  • 정원석;서정욱
    • 한국항행학회논문지
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    • 제22권5호
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    • pp.472-477
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    • 2018
  • 본 논문에서는 지능형 IoT (internet of things) 미러 시스템을 통해 사용자의 우울증 예방을 위한 인터랙티브 콘텐츠 서비스를 구현한다. 인터랙티브 콘텐츠 서비스를 위해 IoT 미러 장치는 뇌파 헤드셋 디바이스로부터 집중도 및 명상도 데이터를 측정하고, 웹캠을 통해 다층 퍼셉트론 알고리즘으로 분류된 "슬픔", "분노", "혐오감", "중립", "행복" 및 "놀람"과 같은 표정 데이터를 측정한 후, oneM2M 표준을 준용한 IoT 서버로 전송한다. IoT 서버에 수집된 데이터는 제안한 병합 레이블링 과정을 거쳐 세 가지의 우울 단계(RED, YELLOW, GREEN)를 분류하는 기계학습 모델을 생성한다. 실험을 통해 k-최근접 이웃 모델로 우울 단계를 분류한 결과 약 93%의 정확도를 얻을 수 있었고, 분류된 우울 단계에 따라 가족, 친구 및 사회복지사에게 소셜 네트워크 서비스 에이전트를 통해 알림 메시지를 전송하여 사용자와 보호자 간의 인터랙티브 콘텐츠 서비스를 구현하였다.

공공공간에서 나타나는 미디어 특성에 관한 연구 - 뉴 미디어와 HCI 이론을 중심으로 - (Analysis of the Adaptability and Methods of Public space in media - Focused on new-media and HCI theory -)

  • 고귀한;강선경
    • 한국실내디자인학회논문집
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    • 제22권1호
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    • pp.203-210
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    • 2013
  • With digital technology, space design is developing in a new direction with the changing paradigm. The space creates an interactive environment by motivating the User's active participation through the digital madia. In this social stream, it is very important to think about how this new paradigm affects the spatial design and the interactions between social changes and spatial design paradigm, so that we can understand design paradigm of our time. Hence, in this research, we will think about social characteristic and design paradigm of digital age by questioning how spatial design is changing in the digital age and how digital technology is affecting spatial design. this study analyzed about the space form, digital media setting, user interactivity of the examples of experience space using digital media. fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system, and the main computer system sends manipulated output media to interactive devices. So, a user's movement in the space is more than just a movement itself user's movement now forms a important spatial structure that leads the narrative of the space. Researcher will analyze the characteristic of a public space and progress this research supposing that space needs this interactive design.

Interaction based Teleautonomous Control System

  • Lee, Geunho;Lee, Chang-Hoon;Nam, Chang-Woo;Kim, Sung-Wan;Kim, Euntai;Park, Mignon
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 하계종합학술대회 논문집(5)
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    • pp.21-24
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    • 2002
  • There has been a growing need for interaction between human operator and a remote system to perform a complex task in an unpredictable environment and to operate an important work at a remote distance. The interaction becomes an important parameter in the teleautonomous operation because it permits the operator to control the system at remote distance. As the environmental uncertainties to be applied are getting increased, so is the difference between the plan of the operator and the execution of the system increased. Since the operator may be difficult to know the latest information from frequently changing environment due to time-varying delays, remote system may be hard to control in accordance with the operators command. Interactive Teleautonomous Control System (ITCS) is an approach based on interactions at these environments. The ITCS can be regarded as a control system using the transmitted a system's intnetion. The interactive teleautonomous control does not mean the interaction from operators point of view only considering feedback environmental information and forward simulation but an interaction between the operator and the system that transmits or receives intentions. The proposed ITCS is based on the intention communication that transmits their intentions to each other. The ITCS can correctly control the system in accordance with the operator's intention. Using the intention communication, a system intention is helpful to the operator. In the interactive teleautonomous control, the intention communication has to be provided by the interaction between the operator and the system.

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12상 다중 GTO 인버터 (12 Phase Multiple GTO Inverter)

  • 오동섭;이규종;성세진;최수현
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1990년도 추계학술대회 논문집 학회본부
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    • pp.291-294
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    • 1990
  • Fuel cell system needs DC-AC conversion inverter system because its output is DC. And the inverter system can be operated not only in stand-alone load but also in interactive mode in interactive mode, it is necessary to control active-reactive power of inverter and to synchronize inverter output voltage to power line voltage. In this paper, a 12 phase multiple VSI type GTO inverter system for fuel cell is described. Synchronization between power line voltage phase and inverter output voltage phase, and reduction of harmonics in the output voltage phase are the purpose of this inverter system. This control algorithm for the system is realized by the software method utilizing 8031AH 8bit Microprocessor.

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3상 태양광발전시스템의 계통연계운전 해석 (Analysis of 3 Phase utility interactive photovoltaic power generation system)

  • 김우현;김창일;김봉태;유인근
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1999년도 추계학술대회 논문집 학회본부 A
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    • pp.236-238
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    • 1999
  • This paper presents a model and analysis results of 3 phase utility interactive photovoltaic power generation system. The control system is composed of feed forward, feedback and PID system. The voltage source inverter system provides sinusoidal PWM at current for the loads of utility system. A phase to ground fault and 3 phase fault are analyzed, and the results are discussed.

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Co-Operative Strategy for an Interactive Robot Soccer System by Reinforcement Learning Method

  • Kim, Hyoung-Rock;Hwang, Jung-Hoon;Kwon, Dong-Soo
    • International Journal of Control, Automation, and Systems
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    • 제1권2호
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    • pp.236-242
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    • 2003
  • This paper presents a cooperation strategy between a human operator and autonomous robots for an interactive robot soccer game, The interactive robot soccer game has been developed to allow humans to join into the game dynamically and reinforce entertainment characteristics. In order to make these games more interesting, a cooperation strategy between humans and autonomous robots on a team is very important. Strategies can be pre-programmed or learned by robots themselves with learning or evolving algorithms. Since the robot soccer system is hard to model and its environment changes dynamically, it is very difficult to pre-program cooperation strategies between robot agents. Q-learning - one of the most representative reinforcement learning methods - is shown to be effective for solving problems dynamically without explicit knowledge of the system. Therefore, in our research, a Q-learning based learning method has been utilized. Prior to utilizing Q-teaming, state variables describing the game situation and actions' sets of robots have been defined. After the learning process, the human operator could play the game more easily. To evaluate the usefulness of the proposed strategy, some simulations and games have been carried out.