• Title/Summary/Keyword: Interactive approach

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Interactive Colision Detection for Deformable Models using Streaming AABBs

  • Zhang, Xinyu;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.306-317
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    • 2007
  • We present an interactive and accurate collision detection algorithm for deformable, polygonal objects based on the streaming computational model. Our algorithm can detect all possible pairwise primitive-level intersections between two severely deforming models at highly interactive rates. In our streaming computational model, we consider a set of axis aligned bounding boxes (AABBs) that bound each of the given deformable objects as an input stream and perform massively-parallel pairwise, overlapping tests onto the incoming streams. As a result, we are able to prevent performance stalls in the streaming pipeline that can be caused by expensive indexing mechanism required by bounding volume hierarchy-based streaming algorithms. At run-time, as the underlying models deform over time, we employ a novel, streaming algorithm to update the geometric changes in the AABB streams. Moreover, in order to get only the computed result (i.e., collision results between AABBs) without reading back the entire output streams, we propose a streaming en/decoding strategy that can be performed in a hierarchical fashion. After determining overlapped AABBs, we perform a primitive-level (e.g., triangle) intersection checking on a serial computational model such as CPUs. We implemented the entire pipeline of our algorithm using off-the-shelf graphics processors (GPUs), such as nVIDIA GeForce 7800 GTX, for streaming computations, and Intel Dual Core 3.4G processors for serial computations. We benchmarked our algorithm with different models of varying complexities, ranging from 15K up to 50K triangles, under various deformation motions, and the timings were obtained as 30~100 FPS depending on the complexity of models and their relative configurations. Finally, we made comparisons with a well-known GPU-based collision detection algorithm, CULLIDE [4] and observed about three times performance improvement over the earlier approach. We also made comparisons with a SW-based AABB culling algorithm [2] and observed about two times improvement.

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Scalable Interest Management based on Interest Groups for Large Networked Virtual Environments (대규모 네트워크 가상 환경을 위한 확장성 있는 사용자 관심그룹기반 인지도 관리 기법)

  • Han, Seung-Hyun;Lim, Min-Gyu;Lee, Dong-Man
    • Journal of KIISE:Information Networking
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    • v.29 no.2
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    • pp.188-196
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    • 2002
  • As networked virtual environment (NVE) scales in terms of users and network latency, a key aspect to consider is scalability for interactive performance because a large number of objects likely impose heavy burden especially on the network and computational resources. To improve the scalability, various relevance-filtering mechanism have been proposed. However, the existing filtering mechanism do not scale well in terms of interactive performance as the number of users increase and crowds in a specific place. In this paper, we propose a new scalable filtering scheme which reduces the number of messages by dynamically grouping users based on their interests and distance. Within a group, members communicate with each other with high fidelity. However, a representative sends up-to-dated group information of members with low transmission frequency when they are not of immediate interest but are still within the interest area. The representative is elected from members of the group in distributed manner. The proposed scheme enhances the interactive performance scalability of large-scale NVE systems as much as 18% compared with the existing approach.

Efficient Controlling Trajectory of NPC with Accumulation Map based on Path of User and NavMesh in Unity3D

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.55-61
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    • 2020
  • In this paper, we present a novel approach to efficiently control the location of NPC(Non-playable characters) in the interactive virtual world such as game, virtual reality. To control the NPC's movement path, we first calculate the main trajectory based on the user's path, and then move the NPC based on the weight map. Our method constructs automatically a navigation mesh that provides new paths for NPC by referencing the user trajectories. Our method enables adaptive changes to the virtual world over time and provides user-preferred path weights for smartagent path planning. We have tested the usefulness of our algorithm with several example scenarios from interactive worlds such as video games, virtual reality. In practice, our framework can be applied easily to any type of navigation in an interactive world.

Interactive Visual Analytic Approach for Anomaly Detection in BGP Network Data (BGP 네트워크 데이터 내의 이상징후 감지를 위한 인터랙티브 시각화 분석 기법)

  • Choi, So-mi;Kim, Son-yong;Lee, Jae-yeon;Kauh, Jang-hyuk;Kwon, Koo-hyung;Choo, Jae-gul
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.135-143
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    • 2022
  • As the world has implemented social distancing and telecommuting due to the spread of COVID-19, real-time streaming sessions based on routing protocols have increased dependence on the Internet due to the activation of video and voice-related content services and cloud computing. BGP is the most widely used routing protocol, and although many studies continue to improve security, there is a lack of visual analysis to determine the real-time nature of analysis and the mis-detection of algorithms. In this paper, we analyze BGP data, which are powdered as normal and abnormal, on a real-world basis, using an anomaly detection algorithm that combines statistical and post-processing statistical techniques with Rule-based techniques. In addition, we present an interactive spatio-temporal analysis plan as an intuitive visualization plan and analysis result of the algorithm with a map and Sankey Chart-based visualization technique.

An Interactive Cooking Video Query Service System with Linked Data (링크드 데이터를 이용한 인터랙티브 요리 비디오 질의 서비스 시스템)

  • Park, Woo-Ri;Oh, Kyeong-Jin;Hong, Myung-Duk;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.59-76
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    • 2014
  • The revolution of smart media such as smart phone, smart TV and tablets has brought easiness for people to get contents and related information anywhere and anytime. The characteristics of the smart media have changed user behavior for watching the contents from passive attitude into active one. Video is a kind of multimedia resources and widely used to provide information effectively. People not only watch video contents, but also search for related information to specific objects appeared in the contents. However, people have to use extra views or devices to find the information because the existing video contents provide no information through the contents. Therefore, the interaction between user and media is becoming a major concern. The demand for direct interaction and instant information is much increasing. Digital media environment is no longer expected to serve as a one-way information service, which requires user to search manually on the internet finding information they need. To solve the current inconvenience, an interactive service is needed to provide the information exchange function between people and video contents, or between people themselves. Recently, many researchers have recognized the importance of the requirements for interactive services, but only few services provide interactive video within restricted functionality. Only cooking domain is chosen for an interactive cooking video query service in this research. Cooking is receiving lots of people attention continuously. By using smart media devices, user can easily watch a cooking video. One-way information nature of cooking video does not allow to interactively getting more information about the certain contents, although due to the characteristics of videos, cooking videos provide various information such as cooking scenes and explanation for each recipe step. Cooking video indeed attracts academic researches to study and solve several problems related to cooking. However, just few studies focused on interactive services in cooking video and they still not sufficient to provide the interaction with users. In this paper, an interactive cooking video query service system with linked data to provide the interaction functionalities to users. A linked recipe schema is used to handle the linked data. The linked data approach is applied to construct queries in systematic manner when user interacts with cooking videos. We add some classes, data properties, and relations to the linked recipe schema because the current version of the schema is not enough to serve user interaction. A web crawler extracts recipe information from allrecipes.com. All extracted recipe information is transformed into ontology instances by using developed instance generator. To provide a query function, hundreds of questions in cooking video web sites such as BBC food, Foodista, Fine cooking are investigated and analyzed. After the analysis of the investigated questions, we summary the questions into four categories by question generalization. For the question generalization, the questions are clustered in eleven questions. The proposed system provides an environment associating UI (User Interface) and UX (User Experience) that allow user to watch cooking videos while obtaining the necessary additional information using extra information layer. User can use the proposed interactive cooking video system at both PC and mobile environments because responsive web design is applied for the proposed system. In addition, the proposed system enables the interaction between user and video in various smart media devices by employing linked data to provide information matching with the current context. Two methods are used to evaluate the proposed system. First, through a questionnaire-based method, computer system usability is measured by comparing the proposed system with the existing web site. Second, the answer accuracy for user interaction is measured to inspect to-be-offered information. The experimental results show that the proposed system receives a favorable evaluation and provides accurate answers for user interaction.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

Multimedia Information and Authoring for Personalized Media Networks

  • Choi, Insook;Bargar, Robin
    • Journal of Multimedia Information System
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    • v.4 no.3
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    • pp.123-144
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    • 2017
  • Personalized media includes user-targeted and user-generated content (UGC) exchanged through social media and interactive applications. The increased consumption of UGC presents challenges and opportunities to multimedia information systems. We work towards modeling a deep structure for content networks. To gain insights, a hybrid practice with Media Framework (MF) is presented for network creation of personalized media, which leverages the authoring methodology with user-generated semantics. The system's vertical integration allows users to audition their personalized media networks in the context of a global system network. A navigation scheme with dynamic GUI shifts the interaction paradigm for content query and sharing. MF adopts a multimodal architecture anticipating emerging use cases and genres. To model diversification of platforms, information processing is robust across multiple technology configurations. Physical and virtual networks are integrated with distributed services and transactions, IoT, and semantic networks representing media content. MF applies spatiotemporal and semantic signal processing to differentiate action responsiveness and information responsiveness. The extension of multimedia information processing into authoring enables generating interactive and impermanent media on computationally enabled devices. The outcome of this integrated approach with presented methodologies demonstrates a paradigmatic shift of the concept of UGC as personalized media network, which is dynamical and evolvable.

Study on Improved Interactive Mode of Delete in Mobile Phone's Full Keyboard and Its Usability (휴대폰의 풀 키보드에서 향상된 대화식 삭제 모드 및 사용성에 관한 연구)

  • Guo, Haoyue;Pan, Younghwan;Luo, Tao
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.41-48
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    • 2020
  • The text has always been an important recording channel for the development of human civilization. The delete text function is essential. The current method of deleting text is to "press" the delete button to complete the operation. It does not meet the user's need to delete large amounts of text. This article focuses on a new interactive approach to this problem. We consider problems and find solutions from the perspective of zero-order position control and first-order rate control. Through experimental design analysis and comparison, the new keyboard interaction method greatly improves efficiency and user experience. This article hopes to evaluate the usability of the new keyboard through usability studies.

A Study on Screen Layout Visual Elements of Interface Design (인터페이스 디자인을 위한 그래픽 화면 구성요소)

  • 이화종
    • Archives of design research
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    • v.11 no.2
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    • pp.265-272
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    • 1998
  • As a frontier, the designers of today' s interactive inteIt'ace search for new ways to use technology as a tool of communication design, In interactive projects, the interlace has an important role to play by making it easy for users to get the infolmation they need, Good design makes information visible and manageable, The design goal for an interface is to clarify the information and to communicate with users, Interface designers should consider functionality as well as beautification of screen layouts in their progressive work, In this paper, I take a stnlctured approach to the subject of intcIt'ace study by concentrating on 10 critical elements of screen layout design and case studies of outstanding interface design projects, The reason I focused on these 10 critical interface elements, was to create the design of function and to avoid the mistake of many designers, which was easy to ignore the functionality of interface design to achieve the beautification of screen layouts.

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Buffer Management Scheme for Interactive Video Streaming (실감교류를 위한 비디오 재생 버퍼 관리 방안)

  • Na, Kwang-Min;Lee, Tae-Young;Kim, Heon-Hui;Park, Kwang-Hyun;Choi, Yong-Hoon
    • Journal of KIISE
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    • v.43 no.3
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    • pp.327-335
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    • 2016
  • In this paper, we propose a buffer management scheme suitable for interactive multimedia services. We consider a typical delay optimization environment so that receiver buffer lengths vary according to the round trip time estimation. In this environment, we propose an optimization technique for minimizing the loss of information that may occur when a reduced buffer length forces I/P/B frames in the buffer to drop. We modeled our problem as a Knapsack Problem for which we used dynamic programing in order to find an approximate solution. The proposed technique is compared with the existing buffer management techniques. Through simulation studies, we found that our approach could increase PSNR, which is important to video quality.