• 제목/요약/키워드: Interface and interaction

검색결과 1,231건 처리시간 0.037초

A Study on Developmental Direction of Interface Design for Gesture Recognition Technology

  • Lee, Dong-Min;Lee, Jeong-Ju
    • 대한인간공학회지
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    • 제31권4호
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    • pp.499-505
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    • 2012
  • Objective: Research on the transformation of interaction between mobile machines and users through analysis on current gesture interface technology development trend. Background: For smooth interaction between machines and users, interface technology has evolved from "command line" to "mouse", and now "touch" and "gesture recognition" have been researched and being used. In the future, the technology is destined to evolve into "multi-modal", the fusion of the visual and auditory senses and "3D multi-modal", where three dimensional virtual world and brain waves are being used. Method: Within the development of computer interface, which follows the evolution of mobile machines, actively researching gesture interface and related technologies' trend and development will be studied comprehensively. Through investigation based on gesture based information gathering techniques, they will be separated in four categories: sensor, touch, visual, and multi-modal gesture interfaces. Each category will be researched through technology trend and existing actual examples. Through this methods, the transformation of mobile machine and human interaction will be studied. Conclusion: Gesture based interface technology realizes intelligent communication skill on interaction relation ship between existing static machines and users. Thus, this technology is important element technology that will transform the interaction between a man and a machine more dynamic. Application: The result of this study may help to develop gesture interface design currently in use.

Interaction and mechanical effect of materials interface of contact zone composite samples: Uniaxial compression experimental and numerical studies

  • Wang, Weiqi;Ye, Yicheng;Wang, Qihu;Luo, Binyu;Wang, Jie;Liu, Yang
    • Geomechanics and Engineering
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    • 제21권6호
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    • pp.571-582
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    • 2020
  • Aiming at the mechanical and structural characteristics of the contact zone composite rock, the uniaxial compression tests and numerical studies were carried out. The interaction forms and formation mechanisms at the contact interfaces of different materials were analyzed to reveal the effect of interaction on the mechanical behavior of composite samples. The research demonstrated that there are three types of interactions between the two materials at the contact interface: constraint parallel to the interface, squeezing perpendicular to the interface, and shear stress on the interface. The interaction is mainly affected by the differences in Poisson's ratio and elastic modulus of the two materials, stronger interface adhesion, and larger interface inclination. The interaction weakens the strength and stiffness of the composite sample, and the magnitude of weakening is positively correlated with the degree of difference in the mechanical properties of the materials. The tensile-shear stress derived from the interaction results in the axial tensile fracture perpendicular to the interface and the interfacial shear facture. Tensile cracks in stronger material will propagation into the weaker material through the bonded interface. The larger inclination angle of the interface enhances the effect of composite tensile/shear failure on the overall sample.

MPEG-U-based Advanced User Interaction Interface Using Hand Posture Recognition

  • Han, Gukhee;Choi, Haechul
    • IEIE Transactions on Smart Processing and Computing
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    • 제5권4호
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    • pp.267-273
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    • 2016
  • Hand posture recognition is an important technique to enable a natural and familiar interface in the human-computer interaction (HCI) field. This paper introduces a hand posture recognition method using a depth camera. Moreover, the hand posture recognition method is incorporated with the Moving Picture Experts Group Rich Media User Interface (MPEG-U) Advanced User Interaction (AUI) Interface (MPEG-U part 2), which can provide a natural interface on a variety of devices. The proposed method initially detects positions and lengths of all fingers opened, and then recognizes the hand posture from the pose of one or two hands, as well as the number of fingers folded when a user presents a gesture representing a pattern in the AUI data format specified in MPEG-U part 2. The AUI interface represents a user's hand posture in the compliant MPEG-U schema structure. Experimental results demonstrate the performance of the hand posture recognition system and verified that the AUI interface is compatible with the MPEG-U standard.

MPEG-U part 2 기반 향상된 사용자 상호작용 인터페이스 시스템 (MPEG-U part 2 based Advanced User Interaction Interface System)

  • 한국희;백아람;최해철
    • 한국콘텐츠학회논문지
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    • 제12권12호
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    • pp.54-62
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    • 2012
  • 향상된 사용자 상호작용 (AUI: Advanced User Interaction) 인터페이스(interface)의 목적은 다양한 입/출력 장치와 비디오, 오디오, 그래픽 등의 객체로 표현되는 장면 기술(scene description) 사이에서 정보의 상호연동을 향상시키는 것이다. 이를 위해서 국제 표준화 기구인 MPEG(moving picture experts group)에서는 MPEG-U part 2: AUI Interface 프로젝트를 통해서 AUI 인터페이스 데이터 포맷의 표준화를 진행 중이다. 본 논문에서는 MPEG-U part 2의 표준을 소개하고, 이 표준에 기반을 둔 AUI 인터페이스 시스템을 제안한다. 제안하는 AUI 인터페이스 시스템은 크게 UID(User Interaction Device)의 데이터를 처리하는 사용자 인터페이스 입/출력부와 XML 문서를 처리하는 MPEG-U XML 생성/해석부로 구성된다. 본 시스템은 MPEG-U 표준 기반 입/출력 장치와 사용자와의 상호작용을 향상시키기 위한 시스템의 프레임 워크로 활용될 수 있다. 실험에서는 제안하는 사용자 상호작용 인터페이스 시스템이 MPEG-U part2 표준에 적합한지를 보이며 이를 이용하여 MPEG-U part 2 표준의 타당성을 검증한다.

인관과 로봇의 다양한 상호작용을 위한 휴대 매개인터페이스 ‘핸디밧’ (A Portable Mediate Interface 'Handybot' for the Rich Human-Robot Interaction)

  • 황정훈;권동수
    • 제어로봇시스템학회논문지
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    • 제13권8호
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    • pp.735-742
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    • 2007
  • The importance of the interaction capability of a robot increases as the application of a robot is extended to a human's daily life. In this paper, a portable mediate interface Handybot is developed with various interaction channels to be used with an intelligent home service robot. The Handybot has a task-oriented channel of an icon language as well as a verbal interface. It also has an emotional interaction channel that recognizes a user's emotional state from facial expression and speech, transmits that state to the robot, and expresses the robot's emotional state to the user. It is expected that the Handybot will reduce spatial problems that may exist in human-robot interactions, propose a new interaction method, and help creating rich and continuous interactions between human users and robots.

FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계 (Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game)

  • 이용환;안효창
    • 반도체디스플레이기술학회지
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    • 제18권4호
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

TV와 휴대폰의 사용자 인터페이스 디자인 비교 연구 (A Comparative Study for User Interface Design between TV and Mobile Phone)

  • 반영환
    • 대한인간공학회지
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    • 제27권1호
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    • pp.29-35
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    • 2008
  • An estimated 1 billion mobile phone were sold globally in the year 2006. In Korea, people watch television 3.17 hours in a day. Television isn't what it used to be. Digital TV provides both interactivity and high definition. Mobile phone also transferred from 2G to 3G or 3.5G. This means the complexity of TV and mobile phone is increased, design of user interface is more difficult. Unlike the personal computer industry, TV and mobile phone industries have no standard user interface. A comparative study for user interface between TV and mobile phone is studied. User, task, system are analyzed in requirement analysis. User interface model and interaction are also analyzed between TV and mobile phone. This study provides some insights for user interface design. First, the UI designer have to consider another products because one user using one product at the same time using another products. Experience for one product affects that for another product. Second, TV and mobile phone show very similar pattern, especially interaction task and input interaction. Third, there are not sometimes optimized experience between service operator and device manufacturer. Cooperative design between them is required.

유체-고체 상호작용 해석을 위한 계면요소의 개발 (Development of interface elements for the analysis of fluid-solid problems)

  • 김현규
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2008년도 추계학술대회A
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    • pp.442-447
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    • 2008
  • This paper presents a new approach to simulate fluid-solid interaction problems involving non-matching interfaces. The coupling between fluid and solid domains with dissimilar finite element meshes consisting of 4-node quadrilateral elements is achieved by using the interface element method (IEM). Conditions of compatibility between fluid and solid meshes are satisfied exactly by introducing the interface elements defined on interfacing regions. Importantly, a consistent transfer of loads through matching interface element meshes guarantees the present method to be an efficient approach of the solution strategy to fluid-solid interaction problems. An arbitrary Lagrangian-Eulerian (ALE) description is adopted for the fluid domain, while for the solid domain an updated Lagrangian formulation is considered to accommodate finite deformations of an elastic structure. The stabilized equal order velocity-pressure elements for incompressible flows are used in the motion of fluids. Fully coupled equations are solved simultaneously in a single computational domain. Numerical results are presented for fluid-solid interaction problems involving nonmatching interfaces to demonstrate the effectiveness of the methodology.

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접합요소를 도입한 기초지반의 유한요소해석 (The Finite Element Analysis of Foundation Layer by Introducing Interface Element)

  • 양극영;이대재
    • 한국전산구조공학회논문집
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    • 제15권1호
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    • pp.9-20
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    • 2002
  • 본 연구의 목적은 비선형 흙-구조물 상호 작용문제를 연구하기 위한 계산 절차를 개발하는 것이다. 흙-구조물 상호 작용 거동을 연구하기 위하여 연직과 수평하중을 동시에 받은 대상기초와 강널말뚝으로 보강된 기초지반에 대한 유한 요소 수치해석을 하였으며 흙과 기초구조물 사이의 상호작용 거동을 모델하기 위하여 접합요소를 사용하였다 주 해석 결과는 다음과 같다. 1. 침하와 측방변위의 예측에 대해서는, 접합요소를 사용한 결과가 더 큰 값을 얻었다. 2. 극한지지력 결정에 대해서는 접합요소를 사용한 경우가 약 12%정도 더 작게 나타났다 3. 대상기초의 수평과 연직변위는 접합요소의 영향을 받았다.

피지컬 인터페이스의 구현에 관한 연구

  • 오병근
    • 디자인학연구
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    • 제16권2호
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    • pp.131-140
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    • 2003
  • 컴퓨터를 이용한 인터랙션 디자인에 있어서 일반적인 입력방식은 키보드나 마우스를 이용하여 사용자가 모니터를 통해 인터페이스를 조작하는 제한적 형태이다. 그러나 이것은 기존의 전기나 전자의 기초기술을 활용하여 다른 형식의 입력방법을 창작하고 구현하여 인터랙션 디자인의 영역을 넓힐 수 있다. 최근 컴퓨터나 영상매체를 이용한 미디어 예술표현도 다양한 방식으로 제공되는 인터페이스를 사용자가 직접 참여하여 작동해야 예술적 표현이 완성되는 형식이 선보이고 있다. 피지컬 인터페이스를 이용한 인터랙션 디자인도 사용자가 작동하는 인터페이스로부터의 신호를 디지털이나 아날로그 형식으로 구분하고 컴퓨터에 입력하거나 출력하므로써 이를 활용할 수 있다. 이 때 인터페이스의 신호는 컴퓨터가 안전하게 받아들 일 수 있는 형식이 필요하므로 이를 위한 전기적 회로장치 구현이 필요하다. 인터페이스의 형식도 컴퓨터 키보드나 마우스 등의 기존 형태가 아닌 스위치나 센서, 카메라 등을 이용한 또 다른 물리적 형태의 창작물이 되는 것이다. 이러한 형태의 인터랙션 디자인은 인간이 원래부터 사용하는 언어와 몸짓을 이용한 인터랙션의 인간적(Humanity) 풍부함을 부여할 수 있는 디자인이라고 할 수 있다.

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