• Title/Summary/Keyword: Interactive technology

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A Fast Vision-based Head Tracking Method for Interactive Stereoscopic Viewing

  • Putpuek, Narongsak;Chotikakamthorn, Nopporn
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1102-1105
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    • 2004
  • In this paper, the problem of a viewer's head tracking in a desktop-based interactive stereoscopic display system is considered. A fast and low-cost approach to the problem is important for such a computing environment. The system under consideration utilizes a shuttle glass for stereoscopic display. The proposed method makes use of an image taken from a single low-cost video camera. By using a simple feature extraction algorithm, the obtained points corresponding to the image of the user-worn shuttle glass are used to estimate the glass center, its local 'yaw' angle, as measured with respect to the glass center, and its global 'yaw' angle as measured with respect to the camera location. With these estimations, the stereoscopic image synthetic program utilizes those values to interactively adjust the two-view stereoscopic image pair as displayed on a computer screen. The adjustment is carried out such that the so-obtained stereoscopic picture, when viewed from a current user position, provides a close-to-real perspective and depth perception. However, because the algorithm and device used are designed for fast computation, the estimation is typically not precise enough to provide a flicker-free interactive viewing. An error concealment method is thus proposed to alleviate the problem. This concealment method should be sufficient for applications that do not require a high degree of visual realism and interaction.

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Development of Low-Cost Vision-based Eye Tracking Algorithm for Information Augmented Interactive System

  • Park, Seo-Jeon;Kim, Byung-Gyu
    • Journal of Multimedia Information System
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    • v.7 no.1
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    • pp.11-16
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    • 2020
  • Deep Learning has become the most important technology in the field of artificial intelligence machine learning, with its high performance overwhelming existing methods in various applications. In this paper, an interactive window service based on object recognition technology is proposed. The main goal is to implement an object recognition technology using this deep learning technology to remove the existing eye tracking technology, which requires users to wear eye tracking devices themselves, and to implement an eye tracking technology that uses only usual cameras to track users' eye. We design an interactive system based on efficient eye detection and pupil tracking method that can verify the user's eye movement. To estimate the view-direction of user's eye, we initialize to make the reference (origin) coordinate. Then the view direction is estimated from the extracted eye pupils from the origin coordinate. Also, we propose a blink detection technique based on the eye apply ratio (EAR). With the extracted view direction and eye action, we provide some augmented information of interest without the existing complex and expensive eye-tracking systems with various service topics and situations. For verification, the user guiding service is implemented as a proto-type model with the school map to inform the location information of the desired location or building.

A Study on Activation of Movie Marketing Using Interactive Media (인터랙티브 미디어를 활용한 영화 마케팅 활성화 방안)

  • Song, Joon-hee;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.243-248
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    • 2019
  • As digital media technology continues to evolve, media arts are being created using new technologies. Among them, interactive media provides new experience and interest to the audience in that the audience is completed only by participating in the works. The use of these characteristics as a marketing strategy has led to an increase in sales and a positive image of the company. Through this study, we analyze the case of interactive media contents and infer the usage plan and elements. In addition, we propose a prototype of interactive media contents that can be used as a strategic marketing element by exploring ways to utilize interactive media as a marketing element of the film industry. This suggests the development direction of interactive media that provides a continuous and new sense of immersion to the audience, and suggests subsequent research on effective use of the industry as well as movie marketing.

Metatechnology: Correspondence of the Arts, Sciences, Technology and Humans

  • Joongsun Yoon;In Hwang;Sungho Chang
    • International Journal of Precision Engineering and Manufacturing
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    • v.1 no.1
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    • pp.71-78
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    • 2000
  • Current Western-dominated paradigms of technology are based on a reductionstic view, i.e., machines evolve to an intelligent but isolated object form by serially integrating precise subtechnology, humans and the environment through K rperlichkeit(corporeality or philosophy of Mom), is explored. Parallelism based on holism and embodiment, and relative interactions based on correspondence and interrelationships, are the key ideas in the proposed paradigm. An interactive system, called the Emotional intelligence Interface and Performance System(EIPS), is proposed and implemented to explore the proposed interactive technology paradigm. Also, recent collaborations by ASTA(Arts, Sciences & Technology in Asia), an interdisciplinary project team of artists and engineers, are introduced to demonstrate these explorations.

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Design and Development of Interactive Therapy System for Children with Autism (발달장애아동을 위한 상호작용 치료시스템의 디자인 개발)

  • Choi, Min-Young;Lee, Hyun-Jhin;Lee, Jang-Han
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.777-788
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    • 2010
  • Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.

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Theoretical Categorization of Meanings of Interaction in Interactive Media (인터랙티브 미디어에 적용되는 인터랙션 의미의 범주화)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.170-178
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    • 2015
  • Interactive media is a buzz word in current creative industry, but many of related fields have different understanding of the meaning of "interaction" in interactive media. This aspect is often the cause of difficulties communication and becomes an obstacle to joint researches. Thus this study attempts to develop a theoretical categorization of the meanings of interaction in interactive media. For this, this study first gathered various interpretations about what is interaction and build a rough classification. Then the classification is supplemented and amended over three times through FGIs of the interactive media related experts. This theoretical categorization is expected to help smooth cross-disciplinary studies and integrated technology development in interactive media.

Asymmetric Semi-Supervised Boosting Scheme for Interactive Image Retrieval

  • Wu, Jun;Lu, Ming-Yu
    • ETRI Journal
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    • v.32 no.5
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    • pp.766-773
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    • 2010
  • Support vector machine (SVM) active learning plays a key role in the interactive content-based image retrieval (CBIR) community. However, the regular SVM active learning is challenged by what we call "the small example problem" and "the asymmetric distribution problem." This paper attempts to integrate the merits of semi-supervised learning, ensemble learning, and active learning into the interactive CBIR. Concretely, unlabeled images are exploited to facilitate boosting by helping augment the diversity among base SVM classifiers, and then the learned ensemble model is used to identify the most informative images for active learning. In particular, a bias-weighting mechanism is developed to guide the ensemble model to pay more attention on positive images than negative images. Experiments on 5000 Corel images show that the proposed method yields better retrieval performance by an amount of 0.16 in mean average precision compared to regular SVM active learning, which is more effective than some existing improved variants of SVM active learning.

A tailor-made process proposal for Interactive space using smart device (스마트 디바이스를 이용한 인터렉티브 공간의 맞춤형 콘텐츠 프로세스 제안)

  • Won, Jong Wook;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.155-165
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    • 2013
  • For the service and creation of new space, the next generation smart device for interactive space using tailor-made contents process serve as an opportunity for the growth of new special display due to the integration of the latest digital technology. The application of next generation technology is in the field that most people expect. So, this thesis serving as the beginning, it is hoped that the smart mirror and wall industry in Korea will play a practical and academic momentum. An interactive environment which is the smart device can be realized when space displays based on smart device built on the experience of the user can provide various tailor-made processes such as academics, performances, meetings, virtual experience, exhibits and promotion, and through this a strategic direction was suggested for the development of each field.

미래 방송서비스의 수요예측 연구: i-TV를 중심으로

  • 유설희;박명철
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2001.11a
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    • pp.37-57
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    • 2001
  • Digital technology enhanced the improvement of technological aspects in the both broadcasting and telecommunications industries. The infrastructures of each industry converged to one, which impacts not only on technology but also on the broadcasting service. The current broadcasting service is characterized by one-way service, but it'll changed to be customized, or two-way service that reflects the interest of customers. This change requires a new standard to categorize and analyze the future broadcasting service converged and market structure, differing from the present standard based on the transmission channels. This study aims at forecasting the demand of interactive TV service as a representative broadcasting service in the near future, and analyzing the market structure of the broadcasting services. We assume that the present broadcasting and information and telecommunications services such as terrestrial, cable TV, satellite, digital TV services and high-speed broadband service have strong relationship with interactive TV service. First we use Bass diffusion method to predict the diffusion curve of the present five services. Then we analyze the relationship between the present services and interactive TV service by Delphi method. Finally we estimate the potential subscription number of interactive TV service based on the relationship among the services and diffusion parameters.

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A Multi-Sensor Module of Snake Robot for Searching Survivors in Narrow Space (협소 공간 생존자 탐색을 위한 뱀형 로봇의 다중 센서 모듈)

  • Kim, Sungjae;Shin, Dong-Gwan;Pyo, Juhyun;Shin, Juseong;Jin, Maolin;Suh, Jinho
    • The Journal of Korea Robotics Society
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    • v.16 no.4
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    • pp.291-298
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    • 2021
  • In this study, we present a multi-sensor module for snake robot searching survivors in a narrow space. To this end, we integrated five sensor systems by considering the opinions of the first responders: a gas sensor to detect CO2 gases from the exhalation of survivors, a CMOS camera to provide the image of survivors, an IR camera to see in the dark & smoky environment, two microphones to detect the voice of survivors, and an IMU to recognize the approximate location and direction of the robot and survivors. Furthermore, we integrated a speaker into the sensor module system to provide a communication channel between the first responders and survivors. To integrated all these mechatronics systems in a small, compact snake head, we optimized the positions of the sensors and designed a stacked structure for the whole system. We also developed a user-friendly GUI to show the information from the proposed sensor systems visually. Experimental results verified the searching function of the proposed sensor module system.