• 제목/요약/키워드: Interactive System

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OverIT: An Interactive Overlay for Touchscreen-based UI Customization by Demonstration

  • Lee, Kyungyeon;Chung, SeungA;Oh, Uran
    • International journal of advanced smart convergence
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    • 제10권3호
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    • pp.143-148
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    • 2021
  • Smartphones have been widely used for various purposes and stay connected with people at all times. However, the use of such touchscreen devices can be physically restricted depending on users' context where only one hand is available to interact with the device. Even major smartphone manufacturers (e.g., Apple, Samsung) offer one handed mode, they still lack functions in the third-party applications, and the process is also complicated. We propose OverIT, a system that enables users to customize interfaces by adding new buttons on an interactive overlay which can be positioned anywhere on the touchscreen where each button serves the same functionality as an existing one. It is designed to support users to map a certain button event freely and easily to a newly created button by performing a demonstration of a button tap. We expect our system to improve the overall user experience of one-handed interaction with touchscreen devices.

사용자의 인터랙션 정보를 반영한 ROI 기반 스케일러블 비디오 소비 (User Interactive ROI based Scalable Video Consumption System)

  • 최정화;배태면;노용만
    • 한국HCI학회논문지
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    • 제2권1호
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    • pp.1-12
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    • 2007
  • 본 논문은 콘텐츠 소비과정에서 계속 변화하는 사용자의 관심을 사용자의 인터랙션(user interaction) 정보반영을 통해 최적화된 품질의 비디오 콘텐츠를 제공받을 수 있는 비디오 서비스 시스템을 제안한다. 본 논문에서 제안하는 사용자 인터랙션을 고려한 서비스 시스템은 H.264/AVC Scalable Video Coding(SVC)의 다중 ROI(Region of Interest)를 기반으로 구현하였다. 제안된 시스템에서는 다양한 비디오 품질을 사용하여, 다중 ROI에 대한 선택 과정에서 콘텐츠 소비 주체인 사용자와 비디오 시스템간의 쌍방향 제어 수단을 개발하였다. 게다가 콘텐츠의 다중 ROI 중 유의미적인 ROI에 대한 선택 과정에서 사용자의 인터랙션 정보를 이용하는 방법을 제안한다. 제안하는 시스템의 유효성을 테스트하기 위해 제안된 시스템을 테스트 베드에 구현하여 시스템에 대한 유용성을 검증하였다.

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Development of Automated Analysis System for Model Plane Engine Using Fuzzy Knowledge Processing

  • Lee, Joon-Seong;Lee, Shin-Pyo
    • 한국지능시스템학회논문지
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    • 제12권2호
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    • pp.171-176
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    • 2002
  • This paper describes a new automated analysis system for model plane engine. An automatic finite element (FE) mesh generation technique, which is based on the fuzzy knowledge processing and computational geometry technique, is incorporated into the system, together with one of commercial FE analysis codes, ANSYS, and one of commercial solid modelers, Designbase, The system allows a geometry model of concern to be automatically converted to different FE models, depending on physical phenomena of plane engine to be analyzed, i.e. deformation analysis, thermal analysis and so on. The FE models are then automatically analyzed by the FE analysis code. Among a whole process of analysis, the definition of a geometry model, the designation of local node patterns, the assignment of material properties and boundary conditions onto the geometry model are only the interactive processes to be done by a user. The interactive operations can be processed in a few minutes. The other processes which are time consuming and labour-intensive in conventional CAE systems are fully automatically performed in a personal computer environment. The proposed analysis system is successfully applied to evaluate a model plane entwine.

마이크로머쉰의 자동 시뮬레이션 시스템 (Automated Simulation System for Micromachines)

  • 이준성
    • 한국시뮬레이션학회논문지
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    • 제5권1호
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    • pp.29-29
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    • 1996
  • This paper describes a new automated simulation system for micromachines whose size range $10^{-6}$ to $10^{-3}$ m. An automic finite element (FE) mesh generation technique, which is bases on the fuzzy knowledge processing and computation al geometry technique, is incorporated into the system, together with one of commerical FE analysis codes, MARC, and one of commerical solid modelers, Designbase. The system allows a geometry model of concern to be automatically converted to different FE models, depending on physical phenomena of micromachines to be analyzed, i,e. electrostatic analysis, stress analysis, modal analysis and so on. The FE models are then automatically analyzed using the FE analysis code. Among a whole process of analysis, the definition of a geometry model, the designation of local node patterns and the assignment of material properties and boundary conditions onto the geometry model are only the interactive process to be done by a user. The interactive operations can be processed in a few minutes. The other processes which are time consuming and labour-intensive in conventional CAE systems are fully automatically performed in a popular engineering workstation environment. This automated simulation system is successfully applied to evaluate an electrostatic micro wobble actuator.

마이크로머쉰의 자동 시뮬레이션시스템 (Automated Simulation System for Micromachines)

  • 이준성
    • 한국시뮬레이션학회논문지
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    • 제5권1호
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    • pp.28-42
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    • 1996
  • This paper describes a new automated simulation system for micromachines whose size range $10^{-6}$ to $10^{-3}$ m. An automic finite element (FE) mesh generation technique, which is bases on the fuzzy knowledge processing and computation al geometry technique, is incorporated into the system, together with one of commerical FE analysis codes, MARC ,and one of commerical solid modelers, Designbase. The system allows a geometry model of concern to be automatically converted to different FE models, depending on physical phenomena of micromachines to be analyzed , i,e. electrostatic analysis, stress analysis, modal analysis and so on. The FEmodels are then automatically analyzed using the FE analysis code, Among a whole process of analysis, the definition of a geometry model, the designation of local node patterns and the assignment of material properties and boundary conditions onto the geometry model are only the interactive process to be done by a user. The interactive operations can be processed in a few minutes. The other processes which are time consuming and labour-intensive in conventional CAE systems are fully automatically performed in a popular engineering workstation environment. This automated simulation system is successfully applied to evaluate an electrostatic micro wobble actuator.

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

  • 양근령;강필순;김철우
    • 전력전자학회:학술대회논문집
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    • 전력전자학회 2002년도 전력전자학술대회 논문집
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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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Implementation of interactive Stock Trading System Using VoiceXML

  • Shin Jeong-Hoon;Cho Chang-Su;Hong Kwang-Seok
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2004년도 ICEIC The International Conference on Electronics Informations and Communications
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    • pp.387-390
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    • 2004
  • In this paper, we design and implement practical application service using VoiceXML. And we suggest new solutions of problems can be occurred when implementing a new systems using VoiceXML, based on the fact. Up to now, speech related services were developed using API (Application Program Interface) and programming languages, which methods depend on system architectures. It thus appears that reuse of contents and resource was very difficult. To solve these problems, nowadays, companies develop their applications using VoiceXML. Advantages of using VoiceXML when developing services are as follows. First, we can use web developing technologies and technologies for transmitting web contents. And, we can save labors for low level programming like C language or Assembler language. And we can save labors for managing resources, too. As the result of these advantages, we can reduce developing hours of applications services and we can solve problem of compatibility between systems. But, there's poor grip of actual problems can be occurred when implementing their own services using VoiceXML. To overcome these problems, we implemented interactive stock trading system using VoiceXML and concentrated our effort to find out problems when using VoiceXML. And then, we proposed solutions to these problems and analyzed strong points and weak points of suggested system.

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설계프로세스의 표현과 분석을 위한 프로세스 뷰어 개발과 적용 (Development and Application of a Process Visualizer to Represent and Analyze Design Process)

  • 김성아
    • 한국실내디자인학회논문집
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    • 제15권3호
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    • pp.193-200
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    • 2006
  • Any design process is interwoven with numerous intermediate design representations and information. On the other hand, designers proceed the design through various activities. It has always been a difficult task to model the design process, yet there are many significant research outputs that explain the design process through the cognitive approaches. This research started from the necessity of an interactive system which externalize the elements of design process in a visual or tangible manner. In order to do so, a design model, specifically a design process representation model was necessary to capture and represent design process. Several concepts such as design issue, design concept, and design form were defined through the empirical studies of design practices. The assumption is that the design process can be effectively captured by the presented system and it can help both designers and tutors review and analyze the design process. It should also help novice designers learn from expert designer's design process patterns. The system represents design process pattern in a interactive graphic environment. It also provides various useful features to enhance the analysis of design process. This paper presents theoretical groundwork and development process of the design process visualizer. The representation model is presented, and the application of the system is reviewed. Discussions on the further development directions include critical evaluation of the system.

Real-time Multi-device Control System Implementation for Natural User Interactive Platform

  • 김명진;황태민;채승훈;김민준;문연국;김승준
    • 인터넷정보학회논문지
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    • 제23권1호
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    • pp.19-29
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    • 2022
  • Natural user interface (NUI) is used for the natural motion interface without using a specific device or tool like a mouse, keyboards, and pens. Recently, as non-contact sensor-based interaction technologies for recognizing human motion, gestures, voice, and gaze have been actively studied, an environment has been prepared that can provide more diverse contents based on various interaction methods compared to existing methods. However, as the number of sensors device is rapidly increasing, the system using a lot of sensors can suffer from a lack of computational resources. To address this problem, we proposed a real-time multi-device control system for natural interactive platform. In the proposed system, we classified two types of devices as the HC devices such as high-end commercial sensor and the LC devices such astraditional monitoring sensor with low-cost. we adopt each device manager to control efficiently. we demonstrate a proposed system works properly with user behavior such as gestures, motions, gazes, and voices.

저가형 모션 캡처 장비를 이용한 실시간 상호작용 애니메이션 시스템 (Real-time Interactive Animation System for Low-Priced Motion Capture Sensors)

  • 김정호;강다은;이윤상;권태수
    • 한국컴퓨터그래픽스학회논문지
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    • 제28권2호
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    • pp.29-41
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    • 2022
  • 본 논문에서는 대표적인 보급형 장비인 키넥트를 활용하여 실시간으로 사용자 캐릭터의 자세를 제어하고, 상대 캐릭터와 함께 자연스러운 상호작용 동작을 수행하는 실시간 상호작용 애니메이션 시스템을 소개한다. 해당 상호작용 애니메이션 시스템은 실시간으로 두 캐릭터의 상호작용 동작을 연출하는 시스템으로, 사용자는 키넥트를 이용한 자세 입력을 통해 사용자 캐릭터의 동작을 제어하고 상대 캐릭터는 사용자 캐릭터의 동작에 따라 반응하는데 이 반응 동작은 시스템에 의해 자동으로 결정된다. 전처리 과정은 예제 동작 데이터 정보를 사전에 관측 및 분석하여 맵핑 모델을 생성하고, 실시간 처리 과정에서는 사용자의 실시간 입력에 맞는 두 캐릭터의 자세(동작)을 실시간으로 생성 및 보정 후 최종 결과 애니메이션을 화면에 출력한다. 실험 결과를 통해 해당 시스템은 사용자의 입력 동작에 맞추어 상대 캐릭터는 적절한 대응 동작을 수행하고, 화면상의 두 캐릭터가 서로 상호작용 동작을 연출하는 것을 확인할 수 있다. 본 논문에서 제안하는 기술 및 아이디어는 응용하여 실제 사용자 상호작용 소프트웨어 개발에 적용할 수 있고, 이를 통해 사용자에게 더 나은 몰입감을 제공할 수 있을 것이다.