• Title/Summary/Keyword: Real time interaction

Search Result 670, Processing Time 0.026 seconds

Collaborative Authoring based on Physics Simulation

  • Shahab, Qonita M.;Kwon, Yong-Moo;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.612-615
    • /
    • 2007
  • This research studies the Virtual Reality simulation of Newton's physics law on rigid body type of objects for physics learning. With network support, collaborative interaction is enabled so that people from different places can interact with the same set of objects in Collaborative Virtual Environment. The taxonomy of the interaction in different levels of collaboration is described as: distinct objects and same object, in which there are same object - sequentially, same object - concurrently - same attribute, and same object - concurrently - distinct attributes. The case studies are the interaction of users in two cases: destroying and creating a set of arranged rigid bodies. We identify a specific type of application for contents authoring with modeling systems integrated with real-time physics and implemented in VR system. In our application called Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects.

  • PDF

Design and Control of the Active Split Offset Caster based Omni-directional Vehicle (능동 분할 오프셋 캐스터 기반 전방향 차량의 설계 및 제어)

  • Kim, Han-Gyeol;Huan, Do Ngoc;Park, Jong-Chan;Kwon, Dong-Soo
    • The Journal of Korea Robotics Society
    • /
    • v.8 no.2
    • /
    • pp.75-81
    • /
    • 2013
  • This research would investigate deeply the operation of an omni-directional mobile robot that is able to move with high acceleration. For the high acceleration performance, the vehicle utilizes the structure of Active Split Offset Casters (ASOCs). This paper is mainly focused on inverse kinematics of the structure, hardware design to secure durability and preserve the wheels' contact to the ground during high acceleration, and localization for the real time position control.

A Study of Hand Gesture Recognition for Human Computer Interface (컴퓨터 인터페이스를 위한 Hand Gesture 인식에 관한 연구)

  • Chang, Ho-Jung;Baek, Han-Wook;Chung, Chin-Hyun
    • Proceedings of the KIEE Conference
    • /
    • 2000.07d
    • /
    • pp.3041-3043
    • /
    • 2000
  • GUI(graphical user interface) has been the dominant platform for HCI(human computer interaction). The GUI-based style of interaction has made computers simpler and easier to use. However GUI will not easily support the range of interaction necessary to meet users' needs that are natural, intuitive, and adaptive. In this paper we study an approach to track a hand in an image sequence and recognize it, in each video frame for replacing the mouse as a pointing device to virtual reality. An algorithm for real time processing is proposed by estimating of the position of the hand and segmentation, considering the orientation of motion and color distribution of hand region.

  • PDF

Cyber Social Interactions: Information Behavior in Between Social and Parasocial Interactions

  • Stock, Wolfgang G.;Fietkiewicz, Kaja J.;Scheibe, Katrin;Zimmer, Franziska
    • Journal of Information Science Theory and Practice
    • /
    • v.10 no.3
    • /
    • pp.15-23
    • /
    • 2022
  • Participants in real-time online sessions, be it (business) meetings, virtual school lessons, or social live streams, all engage in cyber social interactions. Unlike parasocial interactions, cyber social interactions are characterized by reciprocity and temporal proximity. In contrast to social interactions, they lack spatial proximity and bodily contact. This is a fairly new concept in information science that rose from technological advances and unprecedented circumstances (e.g., the rise of digital economy and knowledge workers being able to work remotely or, more recently, global lockdowns and contact restrictions). As a result, the past ways of working and socializing were transformed by making them, in some cases predominantly, virtual. Regarding the example of social live streaming we exhibit the importance of cyber social interactions for information behavior research. This conceptual article is a plea for information science to engage more in human-human online relations and interactions.

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
    • /
    • s.22
    • /
    • pp.81-97
    • /
    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

  • PDF

A Study on the Factors Affecting Learning Satisfaction and Continuous Use Intention of Real-Time Online Education Platform (실시간 온라인 교육 플랫폼의 학습만족도와 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Mei, Si-Yang;Lee, Dong-Myung
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.6
    • /
    • pp.342-353
    • /
    • 2022
  • This study aims to help revitalize the real-time online education platform market by analyzing the instructor characteristics, content characteristics, and platform characteristics of real-time online education platforms for local learners in China. A total of 670 questionnaires were collected through an online survey and an empirical analysis was conducted. As a result of the analysis, first, except for attractiveness, which is the characteristic of the instructor, professionalism and sincerity had a significant positive influence on both learning satisfaction. Second, the usefulness, abundance, and appropriateness of content characteristics had a significant positive influence on learning satisfaction. Third, except for interaction, which is a platform characteristic, technology and convenience confirmed a significant positive influence relationship on both learning satisfaction. Fourth, learning satisfaction had a significant positive effect on the intention to continue using. This study presented practical implications for real-time online education platform and future research directions.

Emotion Recognition Implementation with Multimodalities of Face, Voice and EEG

  • Udurume, Miracle;Caliwag, Angela;Lim, Wansu;Kim, Gwigon
    • Journal of information and communication convergence engineering
    • /
    • v.20 no.3
    • /
    • pp.174-180
    • /
    • 2022
  • Emotion recognition is an essential component of complete interaction between human and machine. The issues related to emotion recognition are a result of the different types of emotions expressed in several forms such as visual, sound, and physiological signal. Recent advancements in the field show that combined modalities, such as visual, voice and electroencephalography signals, lead to better result compared to the use of single modalities separately. Previous studies have explored the use of multiple modalities for accurate predictions of emotion; however the number of studies regarding real-time implementation is limited because of the difficulty in simultaneously implementing multiple modalities of emotion recognition. In this study, we proposed an emotion recognition system for real-time emotion recognition implementation. Our model was built with a multithreading block that enables the implementation of each modality using separate threads for continuous synchronization. First, we separately achieved emotion recognition for each modality before enabling the use of the multithreaded system. To verify the correctness of the results, we compared the performance accuracy of unimodal and multimodal emotion recognitions in real-time. The experimental results showed real-time user emotion recognition of the proposed model. In addition, the effectiveness of the multimodalities for emotion recognition was observed. Our multimodal model was able to obtain an accuracy of 80.1% as compared to the unimodality, which obtained accuracies of 70.9, 54.3, and 63.1%.

Real-Time Multimedia Clock using Particle System (파티클 시스템을 활용한 실시간 멀티미디어 시계:구상적 이미지를 통한 시간의 형상화)

  • Im, Jin-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.5
    • /
    • pp.62-69
    • /
    • 2012
  • The newly developed field of media art is quickly making progress to include various and up-to-date forms of expression. Unlike in traditional art, the communication between the art and the viewer has become vastly important, in which the viewer is an active agent who participates and interacts with the artwork. These digital artworks can now be readily observed in everyday places and things, rather than being confined solely in the gallery space. By encouraging open interaction with the public, media art has become more accessible. Accordingly, this thesis examines the construction of a real-time multimedia clock piece using particle systems. Time has always been a significant theme in the realm of traditional art, which continues to be explored extensively in various forms of expression. In an attempt to express the continuity of time and the state of being value of existence based on technological skills, the thesis presents an artwork that uses the popular medium of a clock while also providing both usability and emotional satisfaction for the viewer's sensibility through interaction.

Development of Wheel-Terrain Interaction Device for Mobility Prediction of Off-road Vehicle (야지 차량의 기동성 예측을 위한 휠-토양 상호작용 시험장치 개발)

  • Oh, Hyunhwan;Kim, Gwanyoung;Kim, Jinseong;Shin, Yongjae;Lee, Kyu-Jin;Choi, Minsuk;Lee, Soo Jin
    • Korean Journal of Computational Design and Engineering
    • /
    • v.19 no.4
    • /
    • pp.332-339
    • /
    • 2014
  • This paper presents on the development of wheel-terrain interaction device using low-priced sensors, which will be used to predict the drawbar pull and optimal slip of off-road vehicle in real time. The essential variables obtained in the device to predict the mobility of vehicles are determined based on semi-empirical model describing the wheel-terrain interaction. Using the developed device, the experiments about the wheel-terrain interaction were performed on the soil of the Jumunjin standard sand, which yielded dynamic weight, motor driving torque, drawbar pull, and sinkage with respect to wheel slip ratio. Finally, the repeatability of the measured data are verified through repeating the experiments three times on the same condition.

The Mediating Role of Interaction in the Relationship between IWOM and Purchase Intention E-commerce Live Broadcast (전자상거래 생방송에서 IWOM과 구매의도의 관계에서 상호작용의 매개역할)

  • Zou, ChangYun;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.2
    • /
    • pp.382-389
    • /
    • 2022
  • In China, E-commerce live broadcast has emerged as the most popular and innovative online shopping form for today's consumers, and its "real-time interactive" feature can compensate for the communication delays of general online shopping. Based on the author's previous research it has been demonstrated that, in the E-commerce live broadcast environment, Internet Word of Mouth (IWOM) has become an important reference for consumers when making purchases. In this paper, we reconstructed the "IWOM-Purchase Intentions" model and use interaction (Auchor-Audience and Audience-Audience) as a mediating variable to empirically investigate the impact of IWOM on purchase intentions in E-commerce live broadcast. The data were collected through a questionnaire survey of individuals who had experience in E-commerce live broadcast and 250 valid data were obtained and analyzed by SPSS21.0. The results show that: the interaction (Auchor-Audience) acts as a mediator between IWOM (strength of relationship; word-of-mouth quality and word-of-mouth timeliness) and purchase intention; And the interaction (Audience-Audience) acts as a mediator between word-of-mouth timeliness on purchase intention, but has no significant mediation on the impact on the strength of relationship and word-of-mouth quality to purchase intention. On this basis, recommendations are made for the implementation of IWOM marketing strategies for E-commerce live broadcast platforms and anchors.