• Title/Summary/Keyword: Motion based interface

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Arm Orientation Estimation Method with Multiple Devices for NUI/NUX

  • Sung, Yunsick;Choi, Ryong;Jeong, Young-Sik
    • Journal of Information Processing Systems
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    • v.14 no.4
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    • pp.980-988
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    • 2018
  • Motion estimation is a key Natural User Interface/Natural User Experience (NUI/NUX) technology to utilize motions as commands. HTC VIVE is an excellent device for estimating motions but only considers the positions of hands, not the orientations of arms. Even if the positions of the hands are the same, the meaning of motions can differ according to the orientations of the arms. Therefore, when the positions of arms are measured and utilized, their orientations should be estimated as well. This paper proposes a method for estimating the arm orientations based on the Bayesian probability of the hand positions measured in advance. In experiments, the proposed method was used to measure the hand positions with HTC VIVE. The results showed that the proposed method estimated orientations with an error rate of about 19%, but the possibility of estimating the orientation of any body part without additional devices was demonstrated.

Development of Biped Walking Robot and Its Swing Motion (이족 보형로봇 개발과 그네 운동)

  • Park, Seong-Hoon;Kim, Jee-Hong;Yi, Soo-Yeong;Chong, Kil-To;Sung, Young-Whee
    • Proceedings of the KIEE Conference
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    • 2003.07d
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    • pp.2411-2413
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    • 2003
  • A new small humanoid robot system is developed in this paper. The humanoid robot has total 20 DOFs : 6 DOFs in each legs, 3 DOFs in each arms, and 2 DOFs in head, 34cms in height, and 2kgs in weight. The robot has the following characteristics: (1) PDA as host controller (2) network-based joint controller (3) wireless camera attached in robot's head (4) mechanism design by CATIA and high speed laser prototyping (5) graphic MMI(Man-Machine Interface) utilizing the CATIA data. By using ADXL inclination sensor, we implement the rope swing with the robot leg motion as well as walking.

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KIGAM Quake: An open platform for seismological data and earthquake research information

  • Moon-Gyo Lee;Youngchai Kim;Hyung-Ik Cho;Han-Saem Kim;Chang-Guk Sun;Yun-Jeong Seong;Il-Young Che
    • Geomechanics and Engineering
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    • v.37 no.3
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    • pp.279-291
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    • 2024
  • The "Korea Institute of Geoscience and Mineral (KIGAM) Quake" is a web-based open platform developed for publicly serving seismological data from 61 stations operated by KIGAM in Korea. The service provides meta-information related to observatory sites, sensors, and recorders necessary for utilizing the seismological data, as well as mainly observed continuous and strong-motion waveforms. The data is available through both the web and International Federation of Digital Seismograph Networks (FDSN) web services (open API), a unified data-providing interface in seismology. The platform aims to strengthen its open nature by offering a signal processing function for strong ground motions that can be controlled by user requests. The processed results can be downloaded in ASCII format, designed to meet the increased demands and accessibility in the earthquake engineering field. The platform also offers earthquake research information produced by KIGAM, such as recent major earthquake source information and academic annual report of earthquakes. Additionally, a site flat file was constructed for the geotechnical characteristics of 61 KIGAM station (KGNET) sites based on direct investigations and estimations.

Data-driven Facial Animation Using Sketch Interface (스케치 인터페이스를 이용한 데이터 기반 얼굴 애니메이션)

  • Ju, Eun-Jung;Ahn, Soh-Min;Lee, Je-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.3
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    • pp.11-18
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    • 2007
  • Creating stylistic facial animation is one of the most important problems in character animation. Traditionally facial animation is created manually by animators of captured using motion capture systems. But this process is very difficult and labor-intensive. In this work, we present an intuitive, easy-to-use, sketch-based user interface system that facilitates the process of creating facial animation and key-frame interpolation method using facial capture data. The user of our system is allowed to create expressive speech facial animation easily and rapidly.

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Optimal Structural Dynamics Modification Using Eigen Reanalysis Technique of Technique of Topological Modifications (위상 변경 고유치 재해석 기법을 이용한 최적 구조물 동특성 변경)

  • 이준호;박영진;박윤식
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2003.05a
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    • pp.77-81
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    • 2003
  • SDM (Structural Dynamics Modification) is a tool to improve dynamic characteristics of a structure, more specifically of a base structure, by adding or deleting auxiliary (modifying) structures. In this paper, the goal of the optimal SDM is set to maximize the natural frequency of a base plate structure by attaching serially-connected beam stiffeners. The design variables are chosen as positions of the attaching beam stiffeners, where the number of stiffeners is considered as a design space. The problem of non-matching interface nodes between the base plate and beam stiffeners is solved by using localized Lagrange multipliers, which act to glue the two structures with non-matching interface nodes. As fer the cases of non-matching interface nodes problem, the governing equation of motion of a structure can be considered from the viewpoint of a topological modification, which involves the change of the number of structural members and DOFs. Consequently, the eigenpairs of the beam-stiffened plate structure are obtained by using an eigen reanalysis technique of topological modifications. Evolution Strategies (ES), which is a probabilistic population-based optimization technique that mimics the principles from biological evolution in nature, is utilized as a mean for the optimization.

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Numerical Analysis for Two-Dimensional Compressible and Two-Phase Flow Fields of Air-Water in Eulerian Grid Framework (2차원 압축공기-물의 압축성 이상 유동 수치 해석)

  • Park, Chan-Wook;Lee, Sung-Su
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.32 no.6
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    • pp.429-445
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    • 2008
  • Two-phase compressible flow fields of air-water are investigated numerically in the fixed Eulerian grid framework. The phase interface is captured via volume fractions of each phase. A way to model two phase compressible flows as a single phase one is found based on an equivalent equation of states of Tait's type for a multiphase cell. The equivalent single phase field is discretized using the Roe‘s approximate Riemann solver. Two approaches are tried to suppress the pressure oscillation phenomena at the phase interface, a passive advection of volume fraction and a direct pressure relaxation with the compressible form of volume fraction equation. The direct pressure equalizing method suppresses pressure oscillation successfully and generates sharp discontinuities, transmitting and reflecting acoustic waves naturally at the phase interface. In discretizing the compressible form of volume fraction equation, phase interfaces are geometrically reconstructed to minimize the numerical diffusion of volume fraction and relevant variables. The motion of a projectile in a water-filled tube which is fired by the release of highly pressurized air is simulated presuming the flow field as a two dimensional one, and several design factors affecting the projectile movement are investigated.

Development of Hand Recognition Interface for Interactive Digital Signage (인터렉티브 디지털 사이니지를 위한 손 인식 인터페이스 개발)

  • Lee, Jung-Wun;Cha, Kyung-Ae;Ryu, Jeong-Tak
    • Journal of Korea Society of Industrial Information Systems
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    • v.22 no.3
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    • pp.1-11
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    • 2017
  • There is a Growing Interest in Motion Recognition for Recognizing Human Motion in Camera Images. As a Result, Researches are Being Actively Conducted to Control Digital Devices with Gestures at a Long Distance. The Interface Using Gesture can be Effectively Used in the Digital Signage Industry Where the Advertisement Effect is Expected to be Exposed to the Public in Various Places. Since the Digital Signage Contents can be Easily Controlled through the Non-contact Hand Operation, it is Possible to Provide the Advertisement Information of Interest to a Large Number of People, Thereby Providing an Opportunity to Lead to Sales. Therefore, we Propose a Digital Signage Content Control System Based on Hand Movement at a Certain Distance, which can be Effectively Used for the Development of Interactive Advertizing Media.

Proposal of a Hand Motion and Control Method Matching System for Interaction Optimized for Mixed Reality Control - Focusing on Meta Interface and Augmented Behavior (혼합현실 컨트롤에 최적화된 인터랙션을 위한 손 동작과 컨트롤 방식 Matching체계의 제안 - Augmented Behavior와 Meta Interface를 중심으로)

  • Lee, SaYa;Lee, EunJong
    • Smart Media Journal
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    • v.11 no.9
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    • pp.81-93
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    • 2022
  • In an era where non-face-to-face meetings become common, eXtended Reality(XR) is rapidly developing and filling areas that are not satisfied in online meetings based on existing photos/video method. In particular, general users are also able to easily access and use HMD-type mixed reality devices. However, the basic operations applied in HMD-type in Mixed Reality(MR) with hands as the main input tool do not have a standardized system, and each manufacturer operates in a separate response to each other's hand movements. Therefore, this study considered that a systematic hand motion matching system considering the usability and efficiency of operations performed in mixed reality was necessary, and conducted a study to clarify this. First, the basic operation performed in the MR environment and its attributes were investigated, and at the same time, the structure of the hand and the attributes of the possible hand movements were identified. Based on the identified properties, it is intended to present a system that can intuitively and efficiently match basic operation properties in the MR environment with subtle operation properties according to the structure/context of the hand.

Three-Dimensional Simulation of Seismic Wave Propagation in Elastic Media Using Finite-Difference Method (유한차분법을 이용한 3차원 지진파 전파 모의)

  • 강태섭
    • Proceedings of the Earthquake Engineering Society of Korea Conference
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    • 2000.10a
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    • pp.81-88
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    • 2000
  • The elastic wave equation is solved using the finite-difference method in 3D space to simulate the seismic wave propagation. It is based on the velocity-stress formulation of the equation of motion on a staggered grid. The nonreflecting boundary conditions are used to attenuate the wave field close to the numerical boundary. To satisfy the stress-free conditions at the free-surface boundary, a new formulation combining the zero-stress formalism with the vacuum one is applied. The effective media parameters are employed to satisfy the traction continuity condition across the media interface. With use of the moment-tensor components, the wide range of source mechanism parameters can be specified. The numerical experiments are carried out in order to test the applicability and accuracy of this scheme and to understand the fundamental features of the wave propagation under the generalized elastic media structure. Computational results show that the scheme is sufficiently accurate for modeling wave propagation in 3D elastic media and generates all the possible phases appropriately in under the given heterogeneous velocity structure. Also the characteristics of the ground motion in an sedimentary basin such as the amplification, trapping, and focusing of the elastic wave energy are well represented. These results demonstrate the use of this simulation method will be helpful for modeling the ground motion of seismological and engineering purpose like earthquake hazard assessment, seismic design, city planning, and etc..

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Gesture Recognition using Global and Partial Feature Information (전역 및 부분 특징 정보를 이용한 제스처 인식)

  • Lee, Yong-Jae;Lee, Chil-Woo
    • Journal of KIISE:Software and Applications
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    • v.32 no.8
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    • pp.759-768
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    • 2005
  • This paper describes an algorithm that can recognize gestures constructing subspace gesture symbols with hybrid feature information. The previous popular methods based on geometric feature and appearance have resulted in ambiguous output in case of recognizing between similar gesture because they use just the Position information of the hands, feet or bodily shape features. However, our proposed method can classify not only recognition of motion but also similar gestures by the partial feature information presenting which parts of body move and the global feature information including 2-dimensional bodily motion. And this method which is a simple and robust recognition algorithm can be applied in various application such surveillance system and intelligent interface systems.