• Title/Summary/Keyword: Manipulating

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Research on Content Control Technology using Hand Gestures to Improve the Usability of Holographic Realistic Content

  • Sangwon LEE;Hyun Chang LEE
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.163-168
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    • 2024
  • Technologies that are considered to be a part of the fourth industrial revolution include holograms, augmented reality, and virtual reality. As technology advances, the industry's scale is growing quickly as well. While the development of technology for direct use is moving slowly, awareness of floating holograms-which are considered realistic content-is growing as the industry's scale and rate of technological advancement continue to accelerate. Specifically, holograms that have been incorporated into museums and exhibition spaces are static forms of content that viewers gaze at inertly. Additionally, their use in educational fields is very passive and has a low rate of utilization. Therefore, in order to improve usability from the viewpoint of viewers of realistic content, such as exhibition halls or museums, we introduce realistic content control technology in this study using a machine learning framework to recognize hands. It is anticipated that using the study's findings, manipulating realistic content independently will enhance comprehension of objects presented as realistic content and boost its applicability in the industrial and educational domains.

Mitochondrial genome editing: strategies, challenges, and applications

  • Kayeong Lim
    • BMB Reports
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    • v.57 no.1
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    • pp.19-29
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    • 2024
  • Mitochondrial DNA (mtDNA), a multicopy genome found in mitochondria, is crucial for oxidative phosphorylation. Mutations in mtDNA can lead to severe mitochondrial dysfunction in tissues and organs with high energy demand. MtDNA mutations are closely associated with mitochondrial and age-related disease. To better understand the functional role of mtDNA and work toward developing therapeutics, it is essential to advance technology that is capable of manipulating the mitochondrial genome. This review discusses ongoing efforts in mitochondrial genome editing with mtDNA nucleases and base editors, including the tools, delivery strategies, and applications. Future advances in mitochondrial genome editing to address challenges regarding their efficiency and specificity can achieve the promise of therapeutic genome editing.

First Year Undergraduate Students' Difficulties with Ball-and-stick Molecular Models

  • Chue, Shien;Kim, Chwee;Tan, Daniel
    • Journal of The Korean Association For Science Education
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    • v.27 no.6
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    • pp.477-487
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    • 2007
  • Previous studies show that students have difficulties in understanding and using molecular visualization tools. This study focuses on the ways in which first year chemistry undergraduates use ball-and-stick molecular models to explain the concept of addition reaction and the difficulties that they face using the models. Video recordings of interviews with undergraduates manipulating ball-and-stick models to solve problems related to reaction mechanisms are analysed to determine if they are able to elucidate their understanding with use of models. The results showed that students have difficulties with viewing the ball-and-stick models from the proper perspective and understanding the relationship between the various structures that they have created using the models. They also find the use of ball-and-stick models tedious and prefer drawing molecular structures on paper to explain their ideas. Implications for the teaching using ball-and-stick molecular models are discussed.

Novel Graphene Volatile Memory Using Hysteresis Controlled by Gate Bias

  • Lee, Dae-Yeong;Zang, Gang;Ra, Chang-Ho;Shen, Tian-Zi;Lee, Seung-Hwan;Lim, Yeong-Dae;Li, Hua-Min;Yoo, Won-Jong
    • Proceedings of the Korean Vacuum Society Conference
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    • 2011.08a
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    • pp.120-120
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    • 2011
  • Graphene is a carbon based material and it has great potential of being utilized in various fields such as electronics, optics, and mechanics. In order to develop graphene-based logic systems, graphene field-effect transistor (GFET) has been extensively explored. GFET requires supporting devices, such as volatile memory, to function in an embedded logic system. As far as we understand, graphene has not been studied for volatile memory application, although several graphene non-volatile memories (GNVMs) have been reported. However, we think that these GNVM are unable to serve the logic system properly due to the very slow program/read speed. In this study, a GVM based on the GFET structure and using an engineered graphene channel is proposed. By manipulating the deposition condition, charge traps are introduced to graphene channel, which store charges temporarily, so as to enable volatile data storage for GFET. The proposed GVM shows satisfying performance in fast program/erase (P/E) and read speed. Moreover, this GVM has good compatibility with GFET in device fabrication process. This GVM can be designed to be dynamic random access memory (DRAM) in serving the logic systems application. We demonstrated GVM with the structure of FET. By manipulating the graphene synthesis process, we could engineer the charge trap density of graphene layer. In the range that our measurement system can support, we achieved a high performance of GVM in refresh (>10 ${\mu}s$) and retention time (~100 s). Because of high speed, when compared with other graphene based memory devices, GVM proposed in this study can be a strong contender for future electrical system applications.

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Visual Feedback System for Manipulating Objects Using Hand Motions in Virtual Reality Environment (가상 환경에서의 손동작을 사용한 물체 조작에 대한 시각적 피드백 시스템)

  • Seo, Woong;Kwon, Sangmo;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.9-19
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    • 2020
  • With the recent development of various kinds of virtual reality devices, there has been an active research effort to increase the sense of reality by recognizing the physical behavior of users rather than by classical user input methods. Among such devices, the Leap Motion controller recognizes the user's hand gestures and can realistically trace the user's hand in a virtual reality environment. However, manipulating an object in virtual reality using a recognized user's hand often causes the hand to pass through the object, which should not occur in the real world. This study presents a way to build a visual feedback system for enhancing the user's sense of interaction between hands and objects in virtual reality. In virtual reality, the user's hands are examined precisely by using a ray tracing method to see if the virtual object collides with the user's hand, and when any collision occurs, visual feedback is given through the process of reconstructing the user's hand by moving the position of the end of the user's fingers that enter the object through sign distance field and reverse mechanics. This enables realistic interaction in virtual reality in real time.

Tension Based 7 DOEs Force Feedback Device: SPIDAR-G

  • Kim, Seahak;Yasuharu Koike;Makoto Sato
    • Transactions on Control, Automation and Systems Engineering
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    • v.4 no.1
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    • pp.9-16
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    • 2002
  • In this paper, we intend to demonstrate a new intuitive force-feedback device for advanced VR applications. Force feed-back for the device is tension based and is characterized by 7 degrees of freedom (DOF); 3 DOF for translation, 3 DOF for rotation, and 1 DOF for grasp). The SPIDAR-G (Space Interface Device for Artificial Reality with Grip) will allow users to interact with virtual objects naturally by manipulating two hemispherical grips located in the center of the device frame. We will show how to connect the strings between each vertex of grip and each extremity of the frame in order to achieve force feedback. In addition, methodologies will be discussed for calculating translation, orientation and grasp using the length of 8 strings connected to the motors and encoders on the frame. The SPIDAR-G exhibits smooth force feedback, minimized inertia, no backlash, scalability and safety. Such features are attributed to strategic string arrangement and control that results in stable haptic rendering. The design and control of the SPIDAR-G will be described in detail and the Space Graphic User Interface system based on the proposed SPIDAR-G system will be demonstrated. Experimental results validate the feasibility of the proposed device and reveal its application to virtual reality.

Partial Parallax Adjustment of Stereo Image by Manipulating Depth Map (깊이영상 조작에 의한 스테레오 영상의 부분 시차 조정)

  • Lee, Jaewon;Bae, Yun-Jin;Kim, Kang-San;Lee, Cheol-Hee;Jin, Kyung-A;Seo, Hyun-Kyo;Lee, Ho-Keun;Kim, Hyung-Suk;Choi, Hyun-Jun;Seo, Young-Ho;Yoo, Ji-Sang;Kim, Dong-Wook
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.311-314
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    • 2010
  • 최근 3D 영상에 대한 대중화가 급속히 진행되고 있음에도 불구하고 한 번 만들어진 영상/비디오를 재사용하거나 조작하여 다양한 형태의 콘텐츠를 만들지 못하고 있다. 본 논문에서는 깊이영상과 양안(스테레오) 영상 또는 깊이영상과 단안 영상이 주어졌다고 가정하고 깊이영상을 조작하여 양안 시차(parallax)를 변화시키는 방법을 제안한다. 시차변화의 대상은 부분영상이며, 특정 개체를 추출하여 깊이정보를 수정하고, 이를 바탕으로 스테레오 영상을 재구성한다. 본 논문에서는 정지영상만을 대상으로 하며, 동일한 방법을 동영상에 적용하면 동영상 또한 시차를 변화시킨 결과를 얻을 수 있다. 실험은 Middlebury의 테스트 영상들을 대상으로 제안한 방법을 적용하여 자연스러운 스테레오 영상을 얻을 수 있음을 보인다.

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Evaluation and Design for Joint Configurations Based on Kinematic Analysis (운동학에 기초한 로봇 손가락의 관절구조 평가 및 설계)

  • Hwang Chang-Soon
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.29 no.2 s.233
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    • pp.176-187
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    • 2005
  • This paper presents an evaluation of joint configurations of a robotic finger based on kinematic analysis. The evaluation is based on an assumption that the current control methods for the fingers require that the contact state specified by the motion planner be maintained during manipulation. Various finger-joint configurations have been evaluated for different contact motions. In the kinematic analysis, the surface of the manipulated object was represented by B-spline surface and the surface of the finger was represented by cylinders and a half ellipsoid. Three types of contact motion, namely, 1) pure rolling, 2) twist-roiling, and 3) slide-twist-rolling are assumed in this analysis. The finger-joint configuration best suited for manipulative motion is determined by the dimension of manipulation workspace. The evaluation has shown that the human-like fingers are suitable for maintaining twist-rolling and slide-twist-rolling but not for pure rolling. A finger with roll joint at its fingertip link, which is different from human fingers, proved to be better for pure rolling motion because it can accommodate sideway motions of the object. Several kinds of useful finger-joint configurations suited for manipulating objects by fingertip surface are proposed.

On Flexibility in Architecture Focused on the Contradiction in Designing Flexible Space and Its Design Proposition

  • Kim, Young-Ju
    • Architectural research
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    • v.15 no.4
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    • pp.191-200
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    • 2013
  • Since Modern Movement flexibility has been one of the most attractive words in architecture. However, "overprovision first, division later" has been the most prevailing design method for spatial flexibility, and many of buildings designed for flexible use are practically quite inflexible due to insufficient building systems or/and irresponsible planning. There have been two dominant strategies to achieve architectural flexibility: multi-functionality and polyvalence. These two approaches, which point contradictory directions, actually reflect the difficulty in providing a proper form of architectural flexibility. Multi-functionality can afford changeable environments with satisfying spatial conditions; however it lacks tolerance to accommodate other uses but intended functions by architects. Meanwhile, flexibility by a polyvalent form relies on the vague anticipation of user's various interpretations. In this study by looking up these two different standpoints and historical precedents flexibility in architecture is carefully scrutinized focused on the contradiction, and as an alternative for architectural flexibility contextual relations is proposed. Unlike both multi-functionality and polyvalence, which produce flexibility by changing its own properties, manipulating contextual relations infuses flexibility into space by changing the properties of a building, not of its individual room. By using this contextual relations method, a community-centered school in Manhattan, NY, which was in danger of being closed because of its academic failure, is represented as a flexible space.

Introducing Depth Camera for Spatial Interaction in Augmented Reality (증강현실 기반의 공간 상호작용을 위한 깊이 카메라 적용)

  • Yun, Kyung-Dahm;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.62-67
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    • 2009
  • Many interaction methods for augmented reality has attempted to reduce difficulties in tracking of interaction subjects by either allowing a limited set of three dimensional input or relying on auxiliary devices such as data gloves and paddles with fiducial markers. We propose Spatial Interaction (SPINT), a noncontact passive method that observes an occupancy state of the spaces around target virtual objects for interpreting user input. A depth-sensing camera is introduced for constructing the virtual space sensors, and then manipulating the augmented space for interaction. The proposed method does not require any wearable device for tracking user input, and allow versatile interaction types. The depth perception anomaly caused by an incorrect occlusion between real and virtual objects is also minimized for more precise interaction. The exhibits of dynamic contents such as Miniature AR System (MINARS) could benefit from this fluid 3D user interface.

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