• Title/Summary/Keyword: Real time interaction

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Automatic Extraction Techniques of Topic-relevant Visual Shots Using Realtime Brainwave Responses (실시간 뇌파반응을 이용한 주제관련 영상물 쇼트 자동추출기법 개발연구)

  • Kim, Yong Ho;Kim, Hyun Hee
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1260-1274
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    • 2016
  • To obtain good summarization algorithms, we need first understand how people summarize videos. 'Semantic gap' refers to the gap between semantics implied in video summarization algorithms and what people actually infer from watching videos. We hypothesized that ERP responses to real time videos will show either N400 effects to topic-irrelevant shots in the 300∼500ms time-range after stimulus on-set or P600 effects to topic-relevant shots in the 500∼700ms time range. We recruited 32 participants in the EEG experiment, asking them to focus on the topic of short videos and to memorize relevant shots to the topic of the video. After analysing real time videos based on the participants' rating information, we obtained the following t-test result, showing N400 effects on PF1, F7, F3, C3, Cz, T7, and FT7 positions on the left and central hemisphere, and P600 effects on PF1, C3, Cz, and FCz on the left and central hemisphere and C4, FC4, P8, and TP8 on the right. A further 3-way MANOVA test with repeated measures of topic-relevance, hemisphere, and electrode positions showed significant interaction effects, implying that the left hemisphere at central, frontal, and pre-frontal positions were sensitive in detecting topic-relevant shots while watching real time videos.

Robust Real-time Tracking of Facial Features with Application to Emotion Recognition (안정적인 실시간 얼굴 특징점 추적과 감정인식 응용)

  • Ahn, Byungtae;Kim, Eung-Hee;Sohn, Jin-Hun;Kweon, In So
    • The Journal of Korea Robotics Society
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    • v.8 no.4
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    • pp.266-272
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    • 2013
  • Facial feature extraction and tracking are essential steps in human-robot-interaction (HRI) field such as face recognition, gaze estimation, and emotion recognition. Active shape model (ASM) is one of the successful generative models that extract the facial features. However, applying only ASM is not adequate for modeling a face in actual applications, because positions of facial features are unstably extracted due to limitation of the number of iterations in the ASM fitting algorithm. The unaccurate positions of facial features decrease the performance of the emotion recognition. In this paper, we propose real-time facial feature extraction and tracking framework using ASM and LK optical flow for emotion recognition. LK optical flow is desirable to estimate time-varying geometric parameters in sequential face images. In addition, we introduce a straightforward method to avoid tracking failure caused by partial occlusions that can be a serious problem for tracking based algorithm. Emotion recognition experiments with k-NN and SVM classifier shows over 95% classification accuracy for three emotions: "joy", "anger", and "disgust".

The Efficacy of Zoom Technology as an Educational Tool for English Reading Comprehension Achievement in EFL Classroom

  • Kim, HyeJeong
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.198-205
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    • 2020
  • The purpose of this study is to investigate the effect of real-time remote video instruction using zoom on learners' English reading achievement. The study also sought to identify the efficiency of zoom video lectures and consider supplementing them by surveying learners' opinions and satisfaction regarding zoom video lectures. To this end, control and experimental groups were set up, and two achievement tests and a questionnaire were conducted. The study's results demonstrated that zoom video lectures have a positive effect on learners' English reading achievement. The questionnaire found that learners are satisfied with zoom video lectures for the following reasons: 'increased interest in and motivation towards learning', 'self-directed learning', 'active interaction', 'ease of access', 'ease of information retrieval'. At the same time, the questionnaire also found that some learners are dissatisfied with zoom video lectures due to 'mechanical errors or defects', 'poor audio quality', and 'the need to add customized functions for efficient classes'. In practice, zoom video lectures must be supplemented with automatic attendance processing, convenient data upload and download, and more efficient video screen management. Given the recent increase in online classes, we, as instructors, must develop teaching activities and/or strategies for video lectures that can encourage active participation by learners.

Impacts of Internet Blog Information on the Economic Landscape of Real Space: Case Study of Bookchon (지역에 대한 인터넷 블로그 정보와 지역 경제경관의 변화 - 서울 북촌을 사례로 -)

  • Lee, Keum-Sook;Seo, Wee-Yeun;Chae, Ji-Min
    • Journal of the Economic Geographical Society of Korea
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    • v.15 no.2
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    • pp.206-227
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    • 2012
  • This study investigates the interaction mechanisms and processes between cyber space and real space. In particular, we analyze the relationships between changes on the economic landscape of the Bookchon region and the information supply and demand for this area on the Internet Blogs. In order to obtain the behavioral data about how people get information for Bookchon area and the reaction afterward, we perform questionnaire survey. The results of analysis reveal that there are significant connection between real space and cyber space, Internet Blog in particular. Internet Blog is the major media obtaining information about Bookchon area for major portion of people. Most people visit Bookchon after searching informations about it via Internet Blog. In particular, young generations who possess better capability to treat social media. At the same time, female, student, and office workers show these attitudes very strongly. We introduce a conceptual model for the interaction processes between cyber space and real space based on the survey data analysis, and propose a simple theoretical model for the dynamics of the total number of visitors about specific place with the experience of cyber space visit.

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An Analysis of the Interaction Effect of Benefit and Cost on Cloud Computing Service (클라우드 컴퓨팅 서비스 혜택과 비용의 상호작용 효과에 관한 연구)

  • Park, So Yeon;Kim, Yongwon
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.1
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    • pp.27-34
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    • 2013
  • IT has been receiving increasing attention for cloud computing services. However, despite a lot of attention, there are limitations of existing research on cloud computing services. There are researches respectively about the benefits and costs that would occur if you choose a cloud computing services. However, in real life, consumers should be considered about the benefits and costs at the same time if they choose and use a cloud computing service. Therefore, this study examines the interaction effect of benefits and costs on cloud computing service. The findings demonstrate that three independent variables(usefulness, social influence, and innovativeness) positively(+) affect the perceived value. However, showed the benefits and costs of interaction effects analysis, usefulness and innovation on the cost influence the perceived value in statistics. The interaction of the usefulness & cost shows negative(-) effect and the interaction of the innovativeness & cost has positve(+) effect on the perceived value. In conclusion, this study provide that consumers need to consider costs with benefits when they use a cloud computing service.

Linear Convolution Based Realtime Animation of Interaction bewteen Water Surface and 3D object (선형 컨벌루션 기반의 물표면과 객체의 실시간 상호작용 애니메이션)

  • Gang, Gyeong heon;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.708-712
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    • 2007
  • In computer graphics, fluid dynamics are used for animating and expressing the various special effects of water. Although the algorithms that were impossible through the hardware at that time become to be possible in real time, it still requires a lot of time to achieve the realistic and detailed expressions. Therefore, there are many researches on the techniques of balancing between performance and quality. Specially in environments with the game context which express the interaction between water surface and 3D objects in the wide area such as sea or lake according to user's request, it must give priority to the executive performance preserving the visual reality even though physical reality is sacrificed. In this paper, we propose a method for the realtime animation of interaction between water surface and 3D objects using the linear convolution of height fields and the bounding spheres of objects.

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A Study on the Satisfaction of Non Face to Face Real Time Education Focused on Firefighter in COVID-19 (코로나19 상황에서 소방공무원을 대상으로 한 비대면 실시간 교육 만족도에 관한 연구)

  • Park, Jin Chan;Baek, Min Ho
    • Journal of the Society of Disaster Information
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    • v.18 no.1
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    • pp.91-103
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    • 2022
  • Purpose: After COVID-19, changes in the educational ecosystem take place and fire service academy education system have shifted from face-to-face into non fact-to-face. So, the educational effect of fire officials is decreased and the satisfaction level is also decreased. In this study, we want to examine the current status of non-face-to-face real-time remote education and supplement the problems to improve the educational methods, the educational environment, etc. Method: This study is an independent variable that affects non-face-to-face real-time remote education, consisting of education system environment, self-efficacy of computers, contents (education contents, structure, design, etc.), and proper interaction. A dependent variable was selected with satisfaction for non-face-to-face real-time remote education. In addition, it was selected and analyzed as an active property of learning motivation and learning attitude as control variables. Result: The better the content and the more active the learning motivation and the attitude toward learning, the higher the satisfaction of non-face-to-face real-time remote education, and the more active the learning motivation and the attitude toward learning, the more positive the computer self-efficacy and the satisfaction of learning Conclusion: In order to increase the satisfaction of non-face-to-face real-time education due to COVID-19, education designers or professors need to provide non-face-to-face education contents that can increase the aggressiveness of their learning motivation and learning attitude, and to increase the satisfaction of education for learners by increasing computer self-efficacy through pre-education of non-face-to-face education systems.

Spatially Mapped GCC Function Analysis for Multiple Source and Source Localization Method (공간좌표로 사상된 GCC 함수의 다 음원에 대한 해석과 음원 위치 추정 방법)

  • Kwon, Byoung-Ho;Park, Young-Jin;Park, Youn-Sik
    • Journal of Institute of Control, Robotics and Systems
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    • v.16 no.5
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    • pp.415-419
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    • 2010
  • A variety of methods for sound source localization have been developed and applied to several applications such as noise detection system, surveillance system, teleconference system, robot auditory system and so on. In the previous work, we proposed the sound source localization using the spatially mapped GCC functions based on TDOA for robot auditory system. Performance of the proposed one for the noise effect and estimation resolution was verified with the real environmental experiment under the single source assumption. However, since multi-talker case is general in human-robot interaction, multiple source localization approaches are necessary. In this paper, the proposed localization method under the single source assumption is modified to be suitable for multiple source localization. When there are two sources which are correlated, the spatially mapped GCC function for localization has three peaks at the real source locations and imaginary source location. However if two sources are uncorrelated, that has only two peaks at the real source positions. Using these characteristics, we modify the proposed localization method for the multiple source cases. Experiments with human speeches in the real environment are carried out to evaluate the performance of the proposed method for multiple source localization. In the experiments, mean value of estimation error is about $1.4^{\circ}$ and percentage of multiple source localization is about 62% on average.

Implementation of the Realtime Learning Evaluation System and Interaction for Smart Learning (스마트러닝을 위한 실시간 학습평가 및 상호작용 시스템 구현)

  • Lee, Myung-Suk;Son, Yoo-Ek
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.6
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    • pp.245-252
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    • 2013
  • We developed a system which supports the functions of real-time evaluation and feedback for smart learning. The system is consisted of an application for tablet PC and smart phone and the server, and the client exchanges data with the server through wireless communication. Whereby, the proposed system enabled realtime interaction and feedback between learner and teacher or between learners. As a result, the instruction for each learner's level is available using the system, and then it could enhance the level of academic achievement and learning interest.

Development of Tissue-Tool Interaction Simulation Algorithms for Rotator Cuff Surgery Scenario in Arthroscopic Surgery Training Simulator

  • Jo, Kyungmin;Bae, Eunkyung;You, Hyeonseok;Choi, Jaesoon
    • Journal of Biomedical Engineering Research
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    • v.41 no.4
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    • pp.154-164
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    • 2020
  • Various simulator systems for surgery training have been developed and recently become more widely utilized with technology advancement and change in medical education adopting actively simulation-based training. The authors have developed tissue-instrument interaction modeling and graphical simulation algorithms for an arthroscopic surgery training simulator system. In this paper, we propose algorithms for basic surgical techniques, such as cutting, shaving, drilling, grasping, suturing and knot tying for rotator cuff surgery. The proposed method constructs a virtual 3-dimensional model from actual patient data and implements a real-time deformation of the surgical object model through interaction between ten types of arthroscopic surgical tools and a surgical object model. The implementation is based on the Simulation Open Framework Architecture (SOFA, Inria Foundation, France) and custom algorithms were implemented as pulg-in codes. Qualitative review of the developed results by physicians showed both feasibility and limitations of the system for actual use in surgery training.