• Title/Summary/Keyword: Motion based interface

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Tracking and Interaction Based on Hybrid Sensing for Virtual Environments

  • Jo, Dongsik;Kim, Yongwan;Cho, Eunji;Kim, Daehwan;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • v.35 no.2
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    • pp.356-359
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    • 2013
  • We present a method for tracking and interaction based on hybrid sensing for virtual environments. The proposed method is applied to motion tracking of whole areas, including the user's occlusion space, for a high-precision interaction. For real-time motion tracking surrounding a user, we estimate each joint position in the human body using a combination of a depth sensor and a wand-type physical user interface, which is necessary to convert gyroscope and acceleration values into positional data. Additionally, we construct virtual contents and evaluate the validity of results related to hybrid sensing-based whole-body tracking of human motion methods used to compensate for the occluded areas.

Design of on-ship Control System for a Semi-Autonomous Underwater Vehicle (반 자율형 무인 잠수정(SAUV) 선상제어 시스템 설계)

  • 이지홍;이필엽;전봉환
    • Proceedings of the IEEK Conference
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    • 2003.07c
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    • pp.2685-2688
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    • 2003
  • A PC-based system for both monitoring and controlling SAUV is developed. The developed system is located on a ship and communicate with the SAUV through optical link through which the system sends motion command and receives video data, SSBL and Digital I/O data. The motion command includes velocity data and direction data. The overall system is developed with the intention of easy operation for operator and safe motion of SAUV. The easy operation is realized by GUI-based interface and the safe motion is realized by fault tolerant capability.

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Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

Development of A Lossless Video Coding System Using Motion Compensation

  • Naoki Ono;Satoshi Ishbashi;Naoki Kobayashi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.177-182
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    • 1998
  • In this paper, we propose a lossless motion video coding method using motion compensation. For realtime coding and transmission, we developed a lossless video codec based on the proposed method. It was confirmed the codec functions normally in an experiment involving coding and transmitting through an actual ATM network. Furthermore, we proposed a lossless coding method with bit-plane expansion under a constant bitrate. Two approaches, a closed bit-plane approach and a merged bit-plane approach, are considered and characteristics of their compression efficiency are estimated. Simulation results show that the proposed method is suitable for lossless video coding with bitrate control.

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Numerical Study of Droplet Motion in a Microchannel with defferent contact angles (접촉각에 따른 마이크로채널 내에서의 액적 거동에 대한 수치적 연구)

  • Choi, Ji-Young;Son, Gi-Hun
    • 한국전산유체공학회:학술대회논문집
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    • 2008.03b
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    • pp.656-657
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    • 2008
  • The droplet dynamics in a hydrophilic/hydrophobic microchannel, which is applicable to a typical proton exchange membrane fuel cell (PEMFC), is studied numerically by solving the equations governing conservation of mass and momentum. The liquid-gas interface or droplet shape is determined by a level set method which is modified to treat contact angles. The matching conditions at the interface are accurately imposed by incorporating the ghost fluid approach based on a sharp-interface representation. The effects of contact angle, inlet flow velocity, droplet size and side wall on the droplet motion are investigated parametrically. Based on the numerical results, the droplet dynamics including the sliding and detachment of droplets is found to depend significantly on the contact angle. Also, a droplet removal process is demonstrated on the combination of hydrophilic and hydrophobic surfaces.

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Design and Implementation of Motion-based Interaction in AR Game (증강현실 게임에서의 동작 기반 상호작용 설계 및 구현)

  • Park, Jong-Seung;Jeon, Young-Jun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.105-115
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    • 2009
  • This article proposes a design and implementation methodology of a gesture-based interface for augmented reality games. The topic of gesture-based augmented reality games is a promising area in the immersive future games using human body motions. However, due to the instability of the current motion recognition technologies, most previous development processes have introduced many ad hoc methods to handle the shortcomings and, hence, the game architectures have become highly irregular and inefficient This article proposes an efficient development methodology for gesture-based augmented reality games through prototyping a table tennis game with a gesture interface. We also verify the applicability of the prototyping mechanism by implementing and demonstrating the augmented reality table tennis game. In the experiments, the implemented prototype has stably tracked real rackets to allow fast movements and interactions without delay.

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Development of User Interface for Motion-based Screen Sports Game (체감형 스크린 스포츠 게임 유저 인터페이스 개발)

  • Yoo, Wang-Yun;Oh, Jong-Hwan
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.109-118
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    • 2017
  • The screen sports game is a motion-based game developed by combining the PC game and the sensor so that the user can directly participate in the game. Following screen golf, which was very popular in the 2000s, screen baseball has been on the rise since 2016. Most of the games released today employ the interface of traditional PC games. However, there is a need for a method that allows the user to manipulate the screen baseball in a more intuitive manner. In this study, we utilize a Kiosk independent of the game, which enables users to intervene naturally without disturbing the flow of the game. Such a Kiosk-based interface results in increased immersion in the game.

Dynamics of Electrowetting of a Liquid-Liquid Interface in a Cylindrical Tube (원형관내의 액체-액체 계면에 대한 전기습윤 현상의 동적 거동)

  • Kang, Kwan-Hyoung;Chung, Won-Young
    • 유체기계공업학회:학술대회논문집
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    • 2006.08a
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    • pp.557-560
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    • 2006
  • The contact angle of a meniscus and a droplet can be controlled by using electrowetting phenomena. We investigated the dynamic aspect of electrowetting for an oil-electrolyte interface formed inside a closed glass tube. A step input voltage is applied and the subsequent motion of the interface is recorded by a high-speed camera. A kind of capillary instability is observed near the three-phase contact line, which could degrade the reliability of device utilizing electrowetting such as electrowetting liquid lens. The dynamics of interface motion for different input voltages and the fluid viscosities are analyzed and discussed based on the experimental results.

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NUMERICAL STUDY ON THE MICRO-LINE PATTERNING PROCESS USING AN INKJET PRINGTING METHOD (잉크젯 방법을 통한 마이크로 라인 형성에 관한 수치적 연구)

  • Lee, W.R.;Son, G.
    • 한국전산유체공학회:학술대회논문집
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    • 2010.05a
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    • pp.548-550
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    • 2010
  • The droplet motion on a flat substrate with contact angle hysteresis is studied by solving the equations governing the conservation of mass and momentum. The liquid- gas interface is determined by an level-set method which is based on a sharp-interface representation for accurately imposing the matching or coupling conditions at the interface. The method is modified to treat the dynamic contact angle at the liquid-gas-solid interface. The computations are performed to investigate a droplet impact and merging pattern on a flat substrate to find a optimal condition in a micro-line patterning process. The effects of dynamic contact angles on droplet motion are quantified.

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

  • Lee, Yong-Hwan;Ahn, Hyochang
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.4
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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.