• 제목/요약/키워드: Real time interaction

검색결과 670건 처리시간 0.027초

Real-Time Eye Detection and Tracking Under Various Light Conditions (다양한 조명하에서 실시간 눈 검출 및 추적)

  • 박호식;배철수
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • 제8권2호
    • /
    • pp.456-463
    • /
    • 2004
  • Non-intrusive methods based on active remote IR illumination for eye tracking is important for many applications of vision-based man-machine interaction. One problem that has plagued those methods is their sensitivity to lighting condition change. This tends to significantly limit their scope of application. In this paper, we present a new real-time eye detection and tacking methodology that works under variable and realistic lighting conditions. Based on combining the bright-Pupil effect resulted from IR light and the conventional appearance-based object recognition technique, our method can robustly track eyes when the pupils ale not very bright due to significant external illumination interferences. The appearance model is incorporated in both eyes detection and tacking via the use of support vector machine and the mean shift tracking. Additional improvement is achieved from modifying the image acquisition apparatus including the illuminator and the camera.

Real-time Multi-device Control System Implementation for Natural User Interactive Platform

  • Kim, Myoung-Jin;Hwang, Tae-min;Chae, Sung-Hun;Kim, Min-Joon;Moon, Yeon-Kug;Kim, SeungJun
    • Journal of Internet Computing and Services
    • /
    • 제23권1호
    • /
    • pp.19-29
    • /
    • 2022
  • Natural user interface (NUI) is used for the natural motion interface without using a specific device or tool like a mouse, keyboards, and pens. Recently, as non-contact sensor-based interaction technologies for recognizing human motion, gestures, voice, and gaze have been actively studied, an environment has been prepared that can provide more diverse contents based on various interaction methods compared to existing methods. However, as the number of sensors device is rapidly increasing, the system using a lot of sensors can suffer from a lack of computational resources. To address this problem, we proposed a real-time multi-device control system for natural interactive platform. In the proposed system, we classified two types of devices as the HC devices such as high-end commercial sensor and the LC devices such astraditional monitoring sensor with low-cost. we adopt each device manager to control efficiently. we demonstrate a proposed system works properly with user behavior such as gestures, motions, gazes, and voices.

스위칭 옵션을 고려한 IT 벤처 기업 가치 평가에 관한 사례 연구

  • 이현정;정종욱;이정동;김태유
    • Proceedings of the Korea Technology Innovation Society Conference
    • /
    • 한국기술혁신학회 2001년도 추계학술대회
    • /
    • pp.307-337
    • /
    • 2001
  • In this paper, we propose the valuation frame of the IT(Information Technology) ventures using ROV(Real Options Valuation) model. Generally, ROV can comprises the traditional valuation method such as DCF(Discounted Cash Flow), which can measure only the tangible value of a firm from the expected future earnings, in that ROV can additionally measure the intangible value such as the strategic value of a firm in the uncertain environment. We set up the hypothetic IT venture future investment plan and assume that there are a growth option and a switching option consequently along the investment time horizon, which are caused by each characteristics of ventures and IT technologies, especially modularity. In the case that there are several embedded real options in the firm's investment plan in a row, we should apply the compound option pricing model as a real option valuation model in order to consider the value interaction between real options. In an addition, we present the results of optimal investment timing analysis using real options approach and compare them. with those of the original assumed investment timing.

  • PDF

Effects of real-time feedback training on weight shifting during golf swinging on golf performance in amateur golfers

  • Hwang, Ji-Hyun;Choi, Ho-Suk;Shin, Won-Seob
    • Physical Therapy Rehabilitation Science
    • /
    • 제6권4호
    • /
    • pp.189-195
    • /
    • 2017
  • Objective: The purpose of this study was to examine the effects of real-time visual feedback weight shift training during golf swinging on golf performance. Design: Repeated-measures crossover design. Methods: Twenty-sixth amateur golfers were enrolled and randomly divided into two groups: The golf swing training with real-time feedback on weight shift (experimental group) swing training on the Wii balance board (WBB) by viewing the center of pressure (COP) trajectory on the WBB. All participants were assigned to the experimental group and the control group. The general golf swing training group (control group) performed on the ground. The golf performance was measured using a high-speed 3-dimensional camera sensor which analyses the shot distance, ball velocity, vertical launch angle, horizontal launch angle, back spin velocity and side spin velocity. The COP trajectory was assessed during 10 practice sessions and the mean was used. The golf performance measurement was repeated three times and its mean value was used. The assessment and training were performed at 24-hour intervals. Results: After training sessions, the change in shot distance, ball velocity, and horizontal launch angle pre- and post-training were significantly different when using the driver and iron clubs in the experimental group (p<0.05). The interaction time${\times}$group and time${\times}$club were not significant for all variables. Conclusions: In this study, real-time feedback training using real-time feedback on weight shifting improves golf shot distance and accuracy, which will be effective in increasing golf performance. In addition, it can be used as an index for golf player ability.

Time Domain Passivity Approach for Soft and Deformable Environments (변형 가능한 작업환경에 대한 시간영역 수동제어 방법)

  • Ryu Jee-Hwan
    • Journal of Institute of Control, Robotics and Systems
    • /
    • 제12권5호
    • /
    • pp.457-463
    • /
    • 2006
  • Recently proposed control scheme for a stable teleoperation, which was based on two-port time-domain passivity approach[21], has been successful for a contact with high stiffness environments. However, we found several conservatisms during the contact with deformable environments and unconstrained motion. The two-port time-domain passivity controller was excessively dissipating energy even though it was not necessary for some cases of an unconstrained motion and soft contact. The main reason of those conservatisms was on the fact that the two-port time-domain passivity controller was activated without considering the amount of energy dissipation at the master and slave manipulators. Especially, the exclusion of the slave manipulator from the two-port was the dominant reason of the conservatisms. In this paper, we consider the amount of energy dissipation at slave manipulator for designing the time-domain passivity observer and controller. The measured interaction force between slave manipulator and environment allow the time-domain passivity observer to include the amount of energy dissipation at the slave manipulator. Based on the modified passivity observer, reference energy following method[24] is applied to satisfy the passivity condition in real-time. The feasibility of the developed methods is proved with experiments. Improved performance is obtained for an interaction with deformable environments and an unconstrained motion.

Real-time Intrusion-Detection Parallel System for the Prevention of Anomalous Computer Behaviours (비정상적인 컴퓨터 행위 방지를 위한 실시간 침입 탐지 병렬 시스템에 관한 연구)

  • 유은진;전문석
    • Review of KIISC
    • /
    • 제5권2호
    • /
    • pp.32-48
    • /
    • 1995
  • Our paper describes an Intrusion Detection Parallel System(IDPS) which detects an anomaly activity corresponding to the actions that interaction between near detection events. IDES uses parallel inductive approaches regarding the problem of real-time anomaly behavior detection on rule-based system. This approach uses sequential rule that describes user's behavior and characteristics dependent on time. and that audits user's activities by using rule base as data base to store user's behavior pattern. When user's activity deviates significantly from expected behavior described in rule base. anomaly behaviors are recorded. Observed behavior is flagged as a potential intrusion if it deviates significantly from the expected behavior or if it triggers a rule in the parallel inductive system.

  • PDF

A Development of Fire Training Simulator Based on Computational Fluid Dynamics Simulation (전산수치해석 기반 화재훈련 VR 시뮬레이터의 개발)

  • Cha, Moo-Hyun;Lee, Jai-Kyung;Park, Seong-Whan;Choi, Byung-Il
    • Korean Journal of Computational Design and Engineering
    • /
    • 제14권4호
    • /
    • pp.271-280
    • /
    • 2009
  • An experience based training system concerning various fire situations which may result many casualties has been required to make rapid decision and improve the responsiveness. Recently, the necessity of virtual reality (VR) based training system which can replace a dangerous full-scale fire training and be easily adopted to the training or evaluation process is increasing. This study constructed tile virtual environment according to pre-defined scenarios, utilized the FDS(Fire Dynamics Simulator), three dimensional computational fire analysis program, to derive numerically simulated data on the propagation of fire. Finally, by visualizing the realistic fire and smoke behavior through virtual reality technique and implementing real-time interaction, we developed a VR-based fire training simulator. Also, in order to ensure the sense for tile real of a virtual world and reaI-time performance at the same time, we proposed appropriate data processing and space search algorithms, demonstrate d the value of proposed method through experiments.

A study on the three dimensional paper doll development with augmented reality technology (증강현실기술이 적용된 3D 인형놀이 개발에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • 제9권3호
    • /
    • pp.297-302
    • /
    • 2014
  • The AR(Augmented Reality) is the technique that make the fusion between real world and virtual object. The augmented object on real world can provide the visualization of digital information to user. Also, the real-time AR system makes the interaction between user and computers. Therefore, the immersion of user be increasing and help the information transfer to user with AR system. In this paper, we implement the AR system with the modeled VRML as a three-dimensional object using programming language. The application technique is proposed that augment the various virtual clothes to three-dimensional avatar. Moreover, we propose the novel interface by using marker that can be increase the immersion of user.

Survey on Mixed Reality R&D (혼합현실 기술 연구개발 동향 및 전망)

  • Lee, Sang-Goog
    • Journal of the Korea Computer Graphics Society
    • /
    • 제13권2호
    • /
    • pp.1-15
    • /
    • 2007
  • In this paper, we review relevant technologies of MR (Mixed Reality) and show important components of perspective that can overcome technical limitations of the current MR. An MR technology combines real and virtual objects in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of IT (Information Technology). We've grouped the major obstacles limiting the wider use of MR technologies into three themes: technological limitations (i,e., tracking, rendering, authoring, and registration), user interface limitations(i.e. UI metaphor for MR interaction), and social acceptance Issues.

  • PDF

Factors affecting satisfaction with online lectures for real-time learning

  • Lee, Seung-Hun
    • Journal of Korean society of Dental Hygiene
    • /
    • 제20권5호
    • /
    • pp.561-569
    • /
    • 2020
  • Objectives: The purpose of this study is to investigate the interaction and satisfaction of with web-based lectures. In addition, it seeks identify their correlations as well as the factors that influence satisfaction. Methods: The study subjects consisted of 139 college students taking up dental hygiene from Suncheon. ANOVA, correlation analysis, and regression analysis were used on the data collected. The Cronbach's alpha for interaction and satisfaction were 0.949 and 0.921, respectively. Results: The interaction recorded was moderate compared to face-to-face lectures. In particular, interaction between students was higher among 3rd grade students compared to those in the 1st grade (p=0.002). Satisfaction with the appropriateness of lecture content and duration was high, but relatively low in terms of the quality of the lecture and the desire to broaden its scope. In particular, satisfaction was higher among students in higher grade levels than their more junior counterparts (p<0.05). It was also found to be positively correlated with interaction (p<0.01). Their respective presence on the educational platform had the greatest impact on satisfaction (β=0.495, p<0.001). Conclusions: Increased interaction results in greater levels of satisfaction. Furthermore, an improvement in the quality of the lectures and the students' perception of them would enable lectures to be conducted more effectively in situations wherein face-to-face lectures cannot be done.