• Title/Summary/Keyword: Key Input Interaction

Search Result 32, Processing Time 0.026 seconds

A method for image-based shadow interaction with virtual objects

  • Ha, Hyunwoo;Ko, Kwanghee
    • Journal of Computational Design and Engineering
    • /
    • v.2 no.1
    • /
    • pp.26-37
    • /
    • 2015
  • A lot of researchers have been investigating interactive portable projection systems such as a mini-projector. In addition, in exhibition halls and museums, there is a trend toward using interactive projection systems to make viewing more exciting and impressive. They can also be applied in the field of art, for example, in creating shadow plays. The key idea of the interactive portable projection systems is to recognize the user's gesture in real-time. In this paper, a vision-based shadow gesture recognition method is proposed for interactive projection systems. The gesture recognition method is based on the screen image obtained by a single web camera. The method separates only the shadow area by combining the binary image with an input image using a learning algorithm that isolates the background from the input image. The region of interest is recognized with labeling the shadow of separated regions, and then hand shadows are isolated using the defect, convex hull, and moment of each region. To distinguish hand gestures, Hu's invariant moment method is used. An optical flow algorithm is used for tracking the fingertip. Using this method, a few interactive applications are developed, which are presented in this paper.

Robot Gesture Reconition System based on PCA algorithm (PCA 알고리즘 기반의 로봇 제스처 인식 시스템)

  • Youk, Yui-Su;Kim, Seung-Young;Kim, Sung-Ho
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 2008.04a
    • /
    • pp.400-402
    • /
    • 2008
  • The human-computer interaction technology (HCI) that has played an important role in the exchange of information between human being and computer belongs to a key field for information technology. Recently, control studies through which robots and control devices are controlled by using the movements of a person's body or hands without using conventional input devices such as keyboard and mouse, have been going only in diverse aspects, and their importance has been steadily increasing. This study is proposing a recognition method of user's gestures by applying measurements from an acceleration sensor to the PCA algorithm.

  • PDF

Effect of relative stiffness on seismic response of subway station buried in layered soft soil foundation

  • Min-Zhe Xu;Zhen-Dong Cui;Li Yuan
    • Geomechanics and Engineering
    • /
    • v.36 no.2
    • /
    • pp.167-181
    • /
    • 2024
  • The soil-structure relative stiffness is a key factor affecting the seismic response of underground structures. It is of great significance to study the soil-structure relative stiffness for the soil-structure interaction and the seismic disaster reduction of subway stations. In this paper, the dynamic shear modulus ratio and damping ratio of an inhomogeneous soft soil site under different buried depths which were obtained by a one-dimensional equivalent linearization site response analysis were used as the input parameters in a 2D finite element model. A visco-elasto-plastic constitutive model based on the Mohr-Coulomb shear failure criterion combined with stiffness degradation was used to describe the plastic behavior of soil. The damage plasticity model was used to simulate the plastic behavior of concrete. The horizontal and vertical relative stiffness ratios of soil and structure were defined to study the influence of relative stiffness on the seismic response of subway stations in inhomogeneous soft soil. It is found that the compression damage to the middle columns of a subway station with a higher relative stiffness ratio is more serious while the tensile damage is slighter under the same earthquake motion. The relative stiffness has a significant influence on ground surface deformation, ground acceleration, and station structure deformation. However, the effect of the relative stiffness on the deformation of the bottom slab of the subway station is small. The research results can provide a reference for seismic fortification of subway stations in the soft soil area.

Gesture Recognition using Training-effect on image sequences (연속 영상에서 학습 효과를 이용한 제스처 인식)

  • 이현주;이칠우
    • Proceedings of the IEEK Conference
    • /
    • 2000.06d
    • /
    • pp.222-225
    • /
    • 2000
  • Human frequently communicate non-linguistic information with gesture. So, we must develop efficient and fast gesture recognition algorithms for more natural human-computer interaction. However, it is difficult to recognize gesture automatically because human's body is three dimensional object with very complex structure. In this paper, we suggest a method which is able to detect key frames and frame changes, and to classify image sequence into some gesture groups. Gesture is classifiable according to moving part of body. First, we detect some frames that motion areas are changed abruptly and save those frames as key frames, and then use the frames to classify sequences. We symbolize each image of classified sequence using Principal Component Analysis(PCA) and clustering algorithm since it is better to use fewer components for representation of gestures. Symbols are used as the input symbols for the Hidden Markov Model(HMM) and recognized as a gesture with probability calculation.

  • PDF

Comparison of User Interaction Alternatives in a Tangible Augmented Reality Environment (감각형 증강현실 기반 상호작용 대안들의 비교)

  • Park, Sang-Jin;Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
    • /
    • v.17 no.6
    • /
    • pp.417-425
    • /
    • 2012
  • In recent years, great attention has been paid to using simple physical objects as tangible objects to improve user interaction in augmented reality (AR) environments. In this paper, we address AR-based user interaction using tangible objects, which has been used as a key component for virtual design evaluation of engineered products including digital handheld products. We herein consider the use of two types (product-type and pointer-type) of tangible objects. The user creates input events by touching specified parts of the product-type object with the pointer-type object, and the virtual product reacts to the events by rendering its visual and auditory contents on the output devices. The product-type object is used to reflect the geometric shape of a product of interest and to determine its position and orientation in the AR environment. The pointer-type object is used to recognize the reference position of the pointer (or finger) in the same environment. The rapid prototype of the product is employed as a good alternative to the product-type object, but various alternatives to the pointer-type object can be considered according to fabrication process and touching mechanism. In this paper, we present four alternatives to the pointer-type object and investigate their strong and weak points by performing experimental comparison of their various aspects including interaction accuracy, task performance, and qualitative user experience.

A study on the rock fracture mechanism of cutter penetration and the assessment system of TBM tunnelling procedure

  • Baek, Seung-Han;Moon, Hyun-Koo
    • 한국지구물리탐사학회:학술대회논문집
    • /
    • 2003.11a
    • /
    • pp.162-169
    • /
    • 2003
  • Excavation by TBM can be characterized by a rock-machine interaction during the cutting process on a small scale, but on a large scale the interaction between the rock mass and TBM becomes very significant. For the planning and evaluation of TBM tunnelling it needs to understand rock fracture mechanism by a cutter or cutters on a small scale, and to estimate penetration rate, advance rate and utilization on a large scale. In this study rock chipping mechanism due to cutter-penetration is analysed by numerical simulation, showing that rock chipping is mainly occurred by tensile failure. Also, through the analysis of factors that affect on TBM procedures in various assessment systems, it is determined that the key elements that should be considered in the planning and evaluation of TBM tunnelling are classified into rock properties, the geological structures and properties of rock mass, and the structural and functional specifications of the machine. The user-friendly assessment tool is developed, so that penetration rate, advance rate and TBM utilization are evaluated from various input data. The tool developed in this study can be applied to a practical TBM tunnelling by understanding TBM tunnelling procedures.

  • PDF

Nonlinear Seismic Behavior Analysis of Skewed Bridges Considering Pounding Between Deck and Abutment (상판과 교대의 충돌을 고려한 사교의 비선형 지진거동 해석)

  • Kang, Seung Woo;Choi, Kwang Kyu;Song, Si Young;Son, Min Kyu
    • Journal of the Earthquake Engineering Society of Korea
    • /
    • v.20 no.5
    • /
    • pp.301-310
    • /
    • 2016
  • There are differences in seismic behavior between non-skewed bridges and skewed bridges due to in-plane rotations caused by pounding between the skewed deck and its abutments during strong earthquake. Many advances have been made in developing design codes and guidelines for dynamic analyses of non-skewed bridges. However, there remain significant uncertainties with regard to the structural response of skewed bridges caused by unusual seismic response characteristics. The purpose of this study is performing non-linear time history analysis of the bridges using abutment-soil interaction model considering pounding between the skewed deck and its abutments, and analyzing global seismic behavior characteristics of the skewed bridges to assess the possibility of unseating. Refined bridge model with abutment back fill, shear key and elastomeric bearing was developed using non-linear spring element. In order to evaluate the amplification of longitudinal and transverse displacement response, non-linear time history analysis was performed for single span bridges. Far-fault and near-fault ground motions were used as input ground motions. According to each parameter, seismic behavior of skewed bridges was evaluated.

Countermeasure against MITM attack Integrity Violation in a BLE Network (BLE 네트워크에서 무결성 침해 중간자 공격에 대한 대응기법)

  • Han, Hyegyeon;Lee, Byung Mun
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.2
    • /
    • pp.221-236
    • /
    • 2022
  • BLE protocol prevents MITM attacks with user interaction through some input/output devices such as keyboard or display. Therefore, If it use a device which has no input/output facility, it can be vulnerable to MITM attack. If messages to be sent to a control device is forged by MITM attack, the device can be abnormally operated by malicious attack from attacker. Therefore, we describes a scenario which has the vulnerabilities of the BLE network in this paper and propose countermeasure method against MITM attacks integrity violations. Its mechanism provides data confidentiality and integrity with MD5 and security key distribution of Diffie Helman's method. In order to verify the effectiveness of the countermeasure method proposed in this paper, we have conducted the experiments. ​As experiments, the message was sent 200 times and all of them successfully detected whether there was MITM attack or not. In addition, it took at most about 4.2ms delay time with proposed countermeasure method between devices even attacking was going on. It is expected that more secure data transmission can be achieved between IoT devices on a BLE network through the method proposed.

Bio-mimetic Recognition of Action Sequence using Unsupervised Learning (비지도 학습을 이용한 생체 모방 동작 인지 기반의 동작 순서 인식)

  • Kim, Jin Ok
    • Journal of Internet Computing and Services
    • /
    • v.15 no.4
    • /
    • pp.9-20
    • /
    • 2014
  • Making good predictions about the outcome of one's actions would seem to be essential in the context of social interaction and decision-making. This paper proposes a computational model for learning articulated motion patterns for action recognition, which mimics biological-inspired visual perception processing of human brain. Developed model of cortical architecture for the unsupervised learning of motion sequence, builds upon neurophysiological knowledge about the cortical sites such as IT, MT, STS and specific neuronal representation which contribute to articulated motion perception. Experiments show how the model automatically selects significant motion patterns as well as meaningful static snapshot categories from continuous video input. Such key poses correspond to articulated postures which are utilized in probing the trained network to impose implied motion perception from static views. We also present how sequence selective representations are learned in STS by fusing snapshot and motion input and how learned feedback connections enable making predictions about future input sequence. Network simulations demonstrate the computational capacity of the proposed model for motion recognition.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
    • /
    • v.15 no.4
    • /
    • pp.553-564
    • /
    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

  • PDF