• Title/Summary/Keyword: Natural 인터페이스

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A Study on the Interactive Ship Compartmentation Modelling Technique Using Graphical User Interface (그래픽 지원 대화식 구획배치 모델링에 관한 연구)

  • W.S. Kang;K.Y. Lee
    • Journal of the Society of Naval Architects of Korea
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    • v.31 no.4
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    • pp.23-31
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    • 1994
  • The compartmentation model is represented by the characteristics and geometric information of the spaces defined by the structural members which are used for the boundary planes of the compartment. For the efficient compartment modeling a program performing the compartmentation design by the chopping and merging method was presented by authors. In this research, the development of an interactive ship compartmentation modeller is introduced. It is natural that the value of the program lessens if the input process is complicated and uneasy, even though the internal techniques for the compartmentation modeling are superior. In this paper, a method for the convenient input is proposed and implemented with the help of a graphical user interface technique. The modeling method introduced in this paper performs an efficient compartmentation modeling fast and conveniently by the solid modeling concept and the graphical user interface.

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The Protostome database (PANM-DB): Version 2.0 release with updated sequences (연체동물 NGS 데이터 분석을 위한 PANM 데이터베이스 업데이트 (Version II))

  • Kang, Se Won;Park, So Young;Patnaik, Bharat Bhusan;Hwang, Hee Ju;Chung, Jong Min;Song, Dae Kwon;Park, Young-Su;Lee, Jun Sang;Han, Yeon Soo;Park, Hong Seog;Lee, Yong Seok
    • The Korean Journal of Malacology
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    • v.32 no.3
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    • pp.185-188
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    • 2016
  • PANM-DB (version 1.0) was constructed as a web-based interface for the analysis and annotation of Next-Generation Sequencing (NGS) data of Mollusca, Arthropoda, and Nematoda. The database collected the sequences of Protostomes (Mollusca, Arthropoda, and Nematoda) from the NCBI Taxonomy Browser, and the same were compiled in a multi-FASTA format and stored using the formatdb program. This improved the processing of the RNA-seq sequences in terms of speed and hit percentage. PANM-DB has been successfully used for the transcriptome annotation of butterfly, land snail, and other commercial mollusca. We have improved the database by updating the same with new sequences and version 2.0 contains a total of 7,571,246 protein sequences (two times more as compared to version 1.0). Furthermore, the updated version contains the Cephalopoda database. The constructed web interface is available that independently analyses following these updates that is an improvement of the mollusks BLAST server. The updated version of PANM-DB will be helpful for the analysis of the NGS based sequencing data of non-model species, especially Mollusca, Arthropoda, Nematoda.

A Study on Virtual Assembly Simulation Using Virtual Reality Technology (가상현실 기술을 이용한 가상 조립 시뮬레이션에 대한 연구)

  • Kim, Yong-Wan;Park, Jin-Ah
    • Journal of Korea Multimedia Society
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    • v.13 no.11
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    • pp.1715-1727
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    • 2010
  • Although a hand haptic interaction which provides direct and natural sensation is the most natural way of interacting with VR environment, the hand haptic interaction has still limitations with respect to the complexity of articulated hand and related hardware capabilities. Particularly, virtual assembly simulation which refers to the verification process of digital mockup in product development lifecycle is one of the most challenging topics in virtual reality applications. However, hand haptic interaction is considered as a big obstacle, because difficulty initial grasping and non-dextrous manipulation remain as unsolved problems. In this paper, we propose that common hand haptic interactions involves two separate stages with different aspects. We present the hand haptic interaction method enables us to stably grasp a virtual object at initial grasping and delicately manipulate an object at task operating by one's intention. Therefore, proposed method provides the robustness using grasping quality and dextrous manipulation using physically simulation. We conducted experiments to evaluate the effectiveness of our proposed method under different display environments -monoscopic and stereoscopic. From 2-way ANOVA test, we show that the proposed method satisfies two aspects of hand haptic interaction. Finally, we demonstrated an actual application of various assembly simulation for relatively complex models.

Games for Elderly People using u-Table (유테이블을 활용한 노인용 게임)

  • Hwang, Tae-Doo;Roh, Young-Tae;Lee, Jun;Park, Sung-Jun;Shin, Hae-Won;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.13-19
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    • 2007
  • Computer games for elderly people can be utilized as a tool not only for enjoying themselves but also for improving their health and quality of lives. It is reported that such games could be played in order to stimulate and enhance mental and physical capabilities of elderly people. It is also reported that traditional folk games are preferred to be played by elderly people rather than modern computer games. In this paper, we propose to use a tabletop interface, u-Table, and its corresponding natural gestures as a user interface for playing traditional folk games by elderly people. Since a table is a good place for people to get together, talk to each other and share their experiences, a tabletop interface can be used for playing games of cooperation, conversation and sharing. A set of traditional folk games were digitalized using u-Table. It was demonstrated that its users had better experiences of playing games with u-Table comparing to playing games using a mouse of a conventional computer.

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Development of Change Detection Technique Using Time Seriate Remotely Sensed Satellite Images with User Friendly GIS Interface (사용자 중심적 GIS 인터페이스를 이용한 시계열적 원격탐사 영상의 변화탐지 기법의 개발)

  • 양인태;한성만;윤희천;김흥규
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.22 no.2
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    • pp.151-159
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    • 2004
  • The diversity, expansion of human activity and rapid urbanization make modem society to faced with problems like damage of nature and drain of natural resources. Under these circumstances rapid and accurate change detection techniques, which can detect wide range utilization changes, are needed for efficient management and utilization plan of national territory. In this study to perform change detection from remote sensing images, space analysis technique contained in Geographic Information System is applied. And from this technique, the software. that can execute new change detection algorithm, query, inquiry and analysis, is produced. This software is on the basis of graphic user interface and has many functions such as format conversion, grid calculation, statistical processing, display and reference. In this study, simultaneously change detection for multi-temporal satellite images can be performed and integrated one change image about four different periods was produced. Further more software user can acquire land cover change information for an specific area through querying and questioning about yearly changes. Finally making of every application module for change detection into one window based visual basic program, can be produced user convenience and automatic performances.

Digital Library Interface Research Based on EEG, Eye-Tracking, and Artificial Intelligence Technologies: Focusing on the Utilization of Implicit Relevance Feedback (뇌파, 시선추적 및 인공지능 기술에 기반한 디지털 도서관 인터페이스 연구: 암묵적 적합성 피드백 활용을 중심으로)

  • Hyun-Hee Kim;Yong-Ho Kim
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.261-282
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    • 2024
  • This study proposed and evaluated electroencephalography (EEG)-based and eye-tracking-based methods to determine relevance by utilizing users' implicit relevance feedback while navigating content in a digital library. For this, EEG/eye-tracking experiments were conducted on 32 participants using video, image, and text data. To assess the usefulness of the proposed methods, deep learning-based artificial intelligence (AI) techniques were used as a competitive benchmark. The evaluation results showed that EEG component-based methods (av_P600 and f_P3b components) demonstrated high classification accuracy in selecting relevant videos and images (faces/emotions). In contrast, AI-based methods, specifically object recognition and natural language processing, showed high classification accuracy for selecting images (objects) and texts (newspaper articles). Finally, guidelines for implementing a digital library interface based on EEG, eye-tracking, and artificial intelligence technologies have been proposed. Specifically, a system model based on implicit relevance feedback has been presented. Moreover, to enhance classification accuracy, methods suitable for each media type have been suggested, including EEG-based, eye-tracking-based, and AI-based approaches.

A PageRank based Data Indexing Method for Designing Natural Language Interface to CRM Databases (분석 CRM 실무자의 자연어 질의 처리를 위한 기업 데이터베이스 구성요소 인덱싱 방법론)

  • Park, Sung-Hyuk;Hwang, Kyeong-Seo;Lee, Dong-Won
    • CRM연구
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    • v.2 no.2
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    • pp.53-70
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    • 2009
  • Understanding consumer behavior based on the analysis of the customer data is one essential part of analytic CRM. To do this, the analytic skills for data extraction and data processing are required to users. As a user has various kinds of questions for the consumer data analysis, the user should use database language such as SQL. However, for the firm's user, to generate SQL statements is not easy because the accuracy of the query result is hugely influenced by the knowledge of work-site operation and the firm's database. This paper proposes a natural language based database search framework finding relevant database elements. Specifically, we describe how our TableRank method can understand the user's natural query language and provide proper relations and attributes of data records to the user. Through several experiments, it is supported that the TableRank provides accurate database elements related to the user's natural query. We also show that the close distance among relations in the database represents the high data connectivity which guarantees matching with a search query from a user.

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A study of the Korean Inclination to visual equivocality (시각적 등가성에 대한 한국인의 성향 연구)

  • 오근재
    • Archives of design research
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    • v.15 no.4
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    • pp.359-368
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    • 2002
  • This study was conducted to analyze the Korean inclination to visual equivocality. Similar studies conducted by several psychologists were reviewed in order to determine whether we can put equal value on the visual equivocality which is often shown in natural appearance. This Korean inclination was also investigated with the help of a public survey. The following conclusions were derived from the study. - In reality, there is no visual equivocality for Koreans except in some specific cases. - It is true that, on a screen, a diagonal line from the lower right to the upper left produces a stronger feeling of upward tendency than one from the lower left to the upper right. - The idea that the right side of a screen looks heavier than the left one was not supported and should be rejected for Koreans. - It was discovered that the user interface is working when a person is describing a natural appearance or looking at a description. This fact is generally accepted for Koreans, the majority of whom are right-handed. - Until now, the idea of a Korean superiority toward the left side in visual expression has been found in our culture. In short, it was uncovered that Korean people generally do not have visual equivocality but, instead, have an inclination to left side rather than the right from various aspects.

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Yoke Tube Crack Inspection by Using Acoustic Resonance Spectral Analysis (음향 공진 스펙트럼 분석을 통한 요크 튜브 크랙 검사)

  • Yeom, Woo-Jung;Hong, Yeon-Chan;Kim, Jin-Young;Kang, Joonhee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.108-114
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    • 2018
  • Due to the development of nondestructive testing techniques, methods of inspecting cracks in mechanical parts have drawn attentions. Among various non-destructive testing methods the acoustic resonance method which analyzes the natural frequencies has been developed into a technique suitable for the prompt judgements of the existence of the defects in the mechanical parts. In this study, we investigated the crack inspection technique to examine the cracks in the yoke tubes by using the acoustic resonance method and realized the system to quickly detect the cracks. A 24bit ADC circuit and an MCU were installed for the smooth data collection, and a TCP / IP communication interface was configured for the data communication with PC. We used a microphone as a sensor measuring the vibrations. We constructed an analysis software to obtain the frequency spectra of the vibrations, to find the existence of the cracks, and to feedback to the user. Tests were conducted using the yoke tubes manufactured in the real industrial field. The tests were successfully conducted to distinguish the good products from the defective (cracked) products and confirmed that they can be employed in the actual industrial field.

A Real-time Augmented Reality System using Hand Geometric Characteristics based on Computer Vision (손의 기하학적인 특성을 적용한 실시간 비전 기반 증강현실 시스템)

  • Choi, Hee-Sun;Jung, Da-Un;Choi, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.15 no.3
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    • pp.323-335
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    • 2012
  • In this paper, we propose an AR(augmented reality) system using user's bare hand based on computer vision. It is important for registering a virtual object on the real input image to detect and track correct feature points. The AR systems with markers are stable but they can not register the virtual object on an acquired image when the marker goes out of a range of the camera. There is a tendency to give users inconvenient environment which is limited to control a virtual object. On the other hand, our system detects fingertips as fiducial features using adaptive ellipse fitting method considering the geometric characteristics of hand. It registers the virtual object stably by getting movement of fingertips with determining the shortest distance from a palm center. We verified that the accuracy of fingertip detection over 82.0% and fingertip ordering and tracking have just 1.8% and 2.0% errors for each step. We proved that this system can replace the marker system by tacking a camera projection matrix effectively in the view of stable augmentation of virtual object.