• Title/Summary/Keyword: Interactive performance

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Reinforcement Learning Method Based Interactive Feature Selection(IFS) Method for Emotion Recognition (감성 인식을 위한 강화학습 기반 상호작용에 의한 특징선택 방법 개발)

  • Park Chang-Hyun;Sim Kwee-Bo
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.7
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    • pp.666-670
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    • 2006
  • This paper presents the novel feature selection method for Emotion Recognition, which may include a lot of original features. Specially, the emotion recognition in this paper treated speech signal with emotion. The feature selection has some benefits on the pattern recognition performance and 'the curse of dimension'. Thus, We implemented a simulator called 'IFS' and those result was applied to a emotion recognition system(ERS), which was also implemented for this research. Our novel feature selection method was basically affected by Reinforcement Learning and since it needs responses from human user, it is called 'Interactive feature Selection'. From performing the IFS, we could get 3 best features and applied to ERS. Comparing those results with randomly selected feature set, The 3 best features were better than the randomly selected feature set.

Face Detection for Interactive TV Control System in Near Infra-Red Images (인터랙티브 TV 컨트롤 시스템을 위한 근적외선 영상에서의 얼굴 검출)

  • Won, Chul-Ho
    • Journal of Sensor Science and Technology
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    • v.20 no.6
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    • pp.388-392
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    • 2011
  • In this paper, a face detection method for interactive TV control system using a new feature, edge histogram feature, with a support vector machine(SVM) in the near-infrared(NIR) images is proposed. The edge histogram feature is extracted using 16-directional edge intensity and a histogram. Compared to the previous method using local binary pattern(LBP) feature, the proposed method using edge histogram feature has better performance in both smaller feature size and lower equal error rate(EER) for face detection experiments in NIR databases.

Grid Generation about Full Aircraft Configuration Using Interactive Grid Generator (상호 대화형 격자생성 환경을 이용한 항공기 전기체 격자계 생성)

  • Kim Y. S.;Kwon J. H.
    • 한국전산유체공학회:학술대회논문집
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    • 1999.11a
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    • pp.145-151
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    • 1999
  • An Interactive grid generation program(KGRID) with graphical user interface(GUI) has been improved. KGRID works on the UNLX environment and GUI has been implemented with OSF/Motif and X Toolkit and the graphics language is Open GL for visualization of the 3D objects. It supports more convenient user environment to generate 2D and 3D multi-block structured grid systems. It provides various useful field grid generation methods, which are the algebraic methods, the elliptic partial differential equations method and the predictor-corrector method. It also supports 3D surface grid generation with NURBS(Non-Uniform Rational B-Spline) and various stretching functions to control grid points distribution on curves and surfaces. And some menus are added to perform flexible management, for the objects. We generated surface and field grid system about full aircraft configuration using KGRID. The performance and stability of the KGRID is verified through the generation of the grid system about a complex shape.

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A Study on the Implementation and Practical Application of Web Monitoring System (웹 모니터링 시스템 구현 및 활용 방안 연구: 쇼핑몰 이용고객에 대한 응답소요시간 평가를 중심으로)

  • Park, Chul-Jae;Cho, Jae-Gyeun
    • The Journal of Information Systems
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    • v.16 no.2
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    • pp.35-49
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    • 2007
  • The web monitoring is a procedure to detect and monitor the change of a particular information from the web site. In this paper, we propose a monitoring system to survey the response time for the customers chi an internet shopping mall. This system we designed, decreases the network overload and guarantees the accuracy as well as the reliability of the information by using an interactive agent. This interactive agent we constructed, is written in Java and controlled by the high-level information such as the index or the robot. from the N web site, we extracted the web monitoring results of keyword "LCD Monitor" and verified our system's efficiency. The performance of the system is tested and the result is illustrated.

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Trend-Casting in the Interactive Digital Media Industry: Some Results and Guidelines

  • Sharma, Ravi S.;Yi, Yang
    • Asian Journal of Innovation and Policy
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    • v.2 no.1
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    • pp.20-36
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    • 2013
  • In this practice article, we present the results of a scenario planning approach that is a hybrid of the three main schools of thought. Our research objective was to study the future of Interactive Digital Media applications such as online music, on-demand television and massively multi-player online role-playing games. Our approach, while essentially qualitative in nature, nevertheless draws from the rigors of the quantitative school in identifying and then tracking the significant dimensions of analysis that emerge over time as strands of events leading to plausible scenarios. Our empirical analysis revealed mapping strands to three themes - ownership, distribution and innovation - which we used in an expert validation exercise to formulate scenarios. We present and discuss the major findings and implications of this empirical investigation. In a nutshell, we conjecture that an open, competitive IDM marketplace with performance safeguards may serve both and lead to a win-win scenario. While there are differences among IDM sectors, a unified approach to regulation and policy would be effective.

A Layered Authoring Model for Constructing Interactive Virtual Environment

  • Ishiwaka, Michitoshi;Inoue, Seiki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.154-159
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    • 1998
  • It is difficult and important for virtual studio systems and media-art products to be designed effective interactions between a performance person, who appears in the studio, and virtual studio equipments, and, an appreciation person and artistic products. The difficulties originate with originate with no even-grained component and no framework of interaction design work. In this article, a layered authoring model is proposed in order to facilitate system designers and artists to construct the system more easily and flexibly using fine-grained media components. And some experimental interactive virtual environments based on the model are shown.

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Performance Estimation of Stream Synchronization Mechanism using Insertion Interactive Object and Variable Suffer (상호대화형 객체 삽입과 가변 버퍼 정책을 이용한 스트림 동기화 기법의 성능 평가)

  • 이병문;이양민;이재기
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04d
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    • pp.58-60
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    • 2003
  • 현재 시간성에 민감한 서비스가 인터넷상에서 중요한 위치물 차지하고 있다 시간성이 민감한 서비스는 사용자와 상호대화를 가능케 하는 미디어 전송 방법 및 연속적 재생을 보장하기 위한 버퍼 정책이 요구된다 관련 연구에서는 설러 방법을 통해 동기화를 달성하고 있으나 상호대화라는 측면에서는 만족할 만한 해결책을 제시하지 못하고 있다. 본 논문에서는 상호대화형 객체(Interactive Object)를 각 미디어 파일에 삽입하고 객체들이 서로의 정보를 이용할 수 있는 함수를 설계하여 실시간에 원하는 미디어 프레임의 재생위치를 찾아냄으로써 동기화와 상호대화성이라는 문제를 해결하였다. 또한 네트워크에 대한 의존성 때문에 발생하는 불연속적인 재생은 크기를 변화시킬 수 있는 가변 버퍼를 이용함으로써 해결하였다. 그리고 두 가지 방법을 적용한 기법의 우수성을 시뮬레이션 실험을 통하여 확인하였다.

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Health and Wellness Monitoring Using Intelligent Sensing Technique

  • Meng, Yao;Yi, Sang-Hoon;Kim, Hee-Cheol
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.478-491
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    • 2019
  • This work develops a monitoring system for the population with health concerns. A belt integrated with an on-body circuit and sensors measures a wearer's selected vital signals. The electrocardiogram sensors monitor heart conditions and an accelerometer assesses the level of physical activity. Sensed signals are transmitted to the circuit module through digital yarns and are forwarded to a mobile device via Bluetooth. An interactive application, installed on the mobile device, is used to process the received signals and provide users with real-time feedback about their status. Persuasive functions are designed and implemented in the interactive application to encourage users' physical activity. Two signal processing algorithms are developed to analyze the data regarding heart and activity. A user study is conducted to evaluate the performance and usability of the developed system.

Some Suggestions for Improving Environment of Chinese Reading Class: Focused on Blended Learing (중국어 읽기 수업 환경 개선을 위한 제안: 블렌디드 러닝을 중심으로)

  • Park, Chan Wook
    • Cross-Cultural Studies
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    • v.29
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    • pp.413-452
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    • 2012
  • The purpose of this study is to examine and apply Blended Learning to Chinese reading class and give some suggestions for Chinese reading class for realizing the interactive model for reading. For learner's improvement in Chinese reading level, various teaching methods need to be applied to Chinese reading class. Among teaching methods, this article tried to apply Blened Learning in terms of interaction, because Blended Learning can follow the general trend that all of people use laptop, smartphone, etc., and also can be contribution to reading as performance in foreign language learning. As a result, Blended Learning can make learner prepare class for giving online contents, and can make teacher and learner have more chances of interaction in class for improving reading competence.

Computational Cost Reduction Method for HQP-based Hierarchical Controller for Articulated Robot (다관절 로봇의 계층적 제어를 위한 HQP의 연산 비용 감소 방법)

  • Park, Mingyu;Kim, Dongwhan;Oh, Yonghwan;Lee, Yisoo
    • The Journal of Korea Robotics Society
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    • v.17 no.1
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    • pp.16-24
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    • 2022
  • This paper presents a method that can reduce the computational cost of the hierarchical quadratic programming (HQP)-based robot controller. Hierarchical controllers can effectively manage articulated robots with many degrees of freedom (DoFs) to perform multiple tasks. The HQP-based controller is one of the generic hierarchical controllers that can provide a control solution guaranteeing strict task priority while handling numerous equality and inequality constraints. However, according to a large amount of computation, it can be a burden to use it for real-time control. Therefore, for practical use of the HQP, we propose a method to reduce the computational cost by decreasing the size of the decision variable. The computation time and control performance of the proposed method are evaluated by real robot experiments with a 15 DoFs dual-arm manipulator.