• Title/Summary/Keyword: Natural 인터페이스

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A Study on Applying Real Card to Online Trading Card Game (온라인 TCG 게임에의 현실 카드 적용 방안 연구)

  • Park, Jong-Il;Kim, Soo-Hong
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.45-51
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    • 2012
  • Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.

HUD Interface and VR content interaction: VR+HUD (HUD Interface와 VR 콘텐츠 인터렉션: VR+HUD)

  • Park, Keonhee;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.925-932
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    • 2018
  • Virtual reality seems to be the center of the next generation platform, which is founded on various engines that can easily make device progress and content. However, the interaction between virtual reality contents and users is thought of as relatively requiring technological advances. In this paper, we propose a technique to improve the interaction technique based on the case of Virtual Figure Model Crafting (VFMC) to analyze the problem of interaction caused by virtual reality contents. We introduced the concept of Head-Up Display (HUD) to present a more natural interaction method. The HUD is the digital visual interface of the aircraft. The advantage of HUD visual interface is to minimizes the user's visual movement by displaying the information of the scattered view to the forward direction of the pilot. In other words, we can reduce unnecessary left and right movements that make it is possible to expect an effect of reducing fatigue and increasing immersion.

HorseDB; an Integrated Horse Resource and Web Service (말 데이터베이스 구축)

  • Kim Dae-Soo;Jo Un-Jong;Huh Jae-Won;Choe Eun-Sang;Cho Byung-Wook;Kim Heui-Soo
    • Journal of Life Science
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    • v.16 no.3 s.76
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    • pp.472-476
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    • 2006
  • We have built a database server called HorseDB which contains the genome annotation information and biological information for horse from public database entries. The aims of HorseDB are the integration of biological information and horse genome data on genome scale using bioinformatic methods. To facilitate the extraction of useful information among collected horse genome and biological data, we developed a user-friendly interface system, HorseDB; an Integrated Horse Resource and web Service. The database is categorized by the general horse information data, a sequence annotation data, and a world-wide web analysis program interface. The database also provides an easy access for user to find out the useful information within horse genomes and support analyzed information, such as sequence alignment and gene annotation results. HorseDB can be accessed at http://www.primate.or.kr./horse.

A Study on the Development Methodology for User-Friendly Interactive Chatbot (사용자 친화적인 대화형 챗봇 구축을 위한 개발방법론에 관한 연구)

  • Hyun, Young Geun;Lim, Jung Teak;Han, Jeong Hyeon;Chae, Uri;Lee, Gi-Hyun;Ko, Jin Deuk;Cho, Young Hee;Lee, Joo Yeoun
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.215-226
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    • 2020
  • Chatbot is emerging as an important interface window for business. This change is due to the continued development of chatbot-related research from NLP to NLU and NLG. However, the reality is that the methodological study of drawing domain knowledge and developing it into a user-friendly interactive interface is weak in the process of developing chatbot. In this paper, in order to present the process criteria of chatbot development, we applied it to the actual project based on the methodology presented in the previous paper and improved the development methodology. In conclusion, the productivity of the test phase, which is the most important step, was improved by 33.3%, and the number of iterations was reduced to 37.5%. Based on these results, the "3 Phase and 17 Tasks Development Methodology" was presented, which is expected to dramatically improve the trial and error of the chatbot development.

Comparative Study on the Interface and Interaction for Manipulating 3D Virtual Objects in a Virtual Reality Environment (가상현실 환경에서 3D 가상객체 조작을 위한 인터페이스와 인터랙션 비교 연구)

  • Park, Kyeong-Beom;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.1
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    • pp.20-30
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    • 2016
  • Recently immersive virtual reality (VR) becomes popular due to the advanced development of I/O interfaces and related SWs for effectively constructing VR environments. In particular, natural and intuitive manipulation of 3D virtual objects is still considered as one of the most important user interaction issues. This paper presents a comparative study on the manipulation and interaction of 3D virtual objects using different interfaces and interactions in three VR environments. The comparative study includes both quantitative and qualitative aspects. Three different experimental setups are 1) typical desktop-based VR using mouse and keyboard, 2) hand gesture-supported desktop VR using a Leap Motion sensor, and 3) immersive VR by wearing an HMD with hand gesture interaction using a Leap Motion sensor. In the desktop VR with hand gestures, the Leap Motion sensor is put on the desk. On the other hand, in the immersive VR, the sensor is mounted on the HMD so that the user can manipulate virtual objects in the front of the HMD. For the quantitative analysis, a task completion time and success rate were measured. Experimental tasks require complex 3D transformation such as simultaneous 3D translation and 3D rotation. For the qualitative analysis, various factors relating to user experience such as ease of use, natural interaction, and stressfulness were evaluated. The qualitative and quantitative analyses show that the immersive VR with the natural hand gesture provides more intuitive and natural interactions, supports fast and effective performance on task completion, but causes stressful condition.

A New Navigation/Traveling Method in Virtual Environment (가상공간에서 새로운 이동기법에 관한 연구)

  • 권태욱;최윤철
    • Journal of Korea Multimedia Society
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    • v.3 no.3
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    • pp.224-233
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    • 2000
  • An important feature of virtual reality is the facility for the user to move around a virtual environment in a natural and easily controlled manner, Navigation. Navigation involves changing the perspective of the user in the virtual environment (VE). Natural locomotion methods are able to contribute to a sense of presence and reality. This paper focuses on the navigation method in the virtual environment, one of the major interfaces for the interactivity between human and virtual environments in virtual reality circumstances and worlds. It proposes a new navigation method: Intelligent Cruise-Control Navigation (ICCN), which provides a natural and user-centered navigation method in virtual environment and can improve the reality and the presence. Intelligent Cruise-Control Navigation is composed of three major phases: Constant Velocity Navigation, Collision Detection and Avoidance, and Path Adjustment. The ICCN can reduce the user's fatigue and improve the user's presence and reality in the virtual environment. Through the experimental study it has been determined that the ICCN will be a natural, straightforward, and useful interface in VE.

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Special Effect Generator for Various Digital Contents (다양한 디지털 콘텐츠를 위한 특수효과 생성기)

  • Song Seung-Heon;Kim Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.572-575
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    • 2005
  • In digital contents industry there is a high demand to convincingly mimic the appearance and behavior of natural phenomena such as smoke, waterfall, rain, and fire. Particle systems are methods adequate for modeling fuzzy objects of natural phenomena. It is clear which parameter of which action in a particular effect should be modified for a particular visual result. The generator is usable for offline animation and for real-time special effects in digital contents and virtual reality. The application programmer is able to specify different accuracy needs for different effects. This paper design special effect generator for make low-price and high-quality digital contents in reflection industry and virtual reality applications.

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A Study on the design implementation of ODA document formatter using backtracking mechanism (역추적 기능을 이용한 ODA 문서 포맷터 설계 및 구현에 관한 연구)

  • Jung, H.K.;JO, I.J.;Kim, J.S.
    • The Journal of Natural Sciences
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    • v.8 no.1
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    • pp.93-100
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    • 1995
  • This paper describes the design and implementation of ODA document formatter with the capability of interchange for the structured multimedia document information between heterogeneous systems. We designed the formatter generating the specific layout structure by the generic about structure and establishing relationship between specific logical/layout structure by interaction of user. For it, we proposed backtracking mechanism and processing rules of layout directive. Especially, we implemented and interactive method as user interface for ease creation of a document due to show user transparently complicated internal of structure.

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A Study of Smart Crisis Management Strategy using Information Communication Technology (ICT를 활용한 스마트 위기관리 전략에 관한 연구)

  • Kang, Heau-Jo
    • Journal of Advanced Navigation Technology
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    • v.14 no.6
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    • pp.851-858
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    • 2010
  • Presently, all nations think importantly about an industry and environment. While importance of the environmental field is recognized and the natural environment preservation is importantly regarded, importance of the advanced prevention of the natural disaster and disaster are emphasized. By using the small sensor, the Ubiquitous Sensor Network obtains and processes a neighboring information. And the information is provided through the air interface to the other sensor. Presently, the several kinds of disasters and society safety accident increase around the world. In this paper, the intelligent crisis management strategy and the application field which uses the sensor network technology of the IT based so that nations can go on living safely are inquired.

Motion-based Controlling 4D Special Effect Devices to Activate Immersive Contents (실감형 콘텐츠 작동을 위한 모션 기반 4D 특수효과 장치 제어)

  • Kim, Kwang Jin;Lee, Chil Woo
    • Smart Media Journal
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    • v.8 no.1
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    • pp.51-58
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    • 2019
  • This paper describes a gesture application to controlling the special effects of physical devices for 4D contents using the PWM (Pulse Width Modulation) method. The user operation recognized by the infrared sensor is interpreted as a command for 3D content control, several of which manipulate the device that generates the special effect to display the physical stimulus to the user. With the content controlled under the NUI (Natural User Interface) technique, the user can be directly put into an immersion experience, which leads to provision of the higher degree of interest and attention. In order to measure the efficiency of the proposed method, we implemented a PWM-based real-time linear control system that manages the parameters of the motion recognition and animation controller using the infrared sensor and transmits the event.