• Title/Summary/Keyword: Real time interaction

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Real Time Eye and Gaze Tracking (실시간 눈과 시선 위치 추적)

  • Hwang, suen ki;Kim, Moon-Hwan;Cha, Sam;Cho, Eun-Seuk;Bae, Cheol-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.3
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    • pp.61-69
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    • 2009
  • In this paper, to propose a new approach to real-time eye tracking. Existing methods of tracking the user's attention to the little I move my head was not going to get bad results for each of the users needed to perform the calibration process. Infrared eye tracking methods proposed lighting and Generalized Regression Neural Networks (GRNN) By using the calibration process, the movement of the head is large, even without the reliable and accurate eye tracking, mapping function was to enable each of the calibration process by the generalization can be omitted, did not participate in the study eye other users tracking was possible. Experimental results of facial movements that an average 90% of cases, other users on average 85% of the eye tracking results were shown.

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Future Challenges and Perspectives of Digital Dance Interventions for Depression in Older Adults

  • Zhiting Zhang;Qingfeng Zhang
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.72-89
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    • 2024
  • Depression is a common disorder among the elderly, significantly affecting their quality of life. Traditional dance interventions, although beneficial, have limitations in convenience, personalization, and retention. With the advent of digital technology, digital dance interventions have emerged as a potential solution to these limitations. This paper involves an extensive review of literature on digital dance interventions. Research databases were searched for studies that focus on the use of digital dance in treating depression among older adults. The review also includes analyses of the advancements in digital dance technology, its application in therapeutic settings, and the evaluation of its efficacy. The paper identifies three main challenges in the current digital dance intervention research: real-time dynamic assessment, multimodal dance generation, and improving compliance. Despite these challenges, digital dance interventions show promise in addressing the limitations of traditional dance therapy. The research suggests that the integration of human-computer interaction and personalized approaches in digital dance interventions could significantly improve outcomes in elderly patients with depression. Digital dance interventions represent a novel and promising approach to treating depression in older adults. Future research should focus on overcoming the identified challenges and enhancing the effectiveness of these interventions.

A Prototype Design for a Real-time VR Game with Hand Tracking Using Affordance Elements

  • Yu-Won Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.47-53
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    • 2024
  • In this paper, we propose applying interactive technology in virtual environments to enhance interaction and immersion by inducing more natural movements in the gesture recognition process through the concept of affordance. A technique is proposed to recognize gestures most similar to actual hand movements by applying a line segment recognition algorithm, incorporating sampling and normalization processes in the gesture recognition process. This line segment recognition was applied to the drawing of magic circles in the <VR Spell> game implemented in this paper. The experimental method verified the recognition rates for four line segment recognition actions. This paper aims to propose a VR game that pursues greater immersion and fun for the user through real-time hand tracking technology using affordance Elements, applied to immersive content in virtual environments such as VR games.

RGB Camera-based Real-time 21 DoF Hand Pose Tracking (RGB 카메라 기반 실시간 21 DoF 손 추적)

  • Choi, Junyeong;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.942-956
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    • 2014
  • This paper proposes a real-time hand pose tracking method using a monocular RGB camera. Hand tracking has high ambiguity since a hand has a number of degrees of freedom. Thus, to reduce the ambiguity the proposed method adopts the step-by-step estimation scheme: a palm pose estimation, a finger yaw motion estimation, and a finger pitch motion estimation, which are performed in consecutive order. Assuming a hand to be a plane, the proposed method utilizes a planar hand model, which facilitates a hand model regeneration. The hand model regeneration modifies the hand model to fit a current user's hand, and improves robustness and accuracy of the tracking results. The proposed method can work in real-time and does not require GPU-based processing. Thus, it can be applied to various platforms including mobile devices such as Google Glass. The effectiveness and performance of the proposed method will be verified through various experiments.

A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

Implementation of Virtual Environment System for Multi-joint Manipulator Designed for Special Purpose Equipment with Wearable Joystick used in Disaster Response (웨어러블 조작기 기반 재난·재해 특수 목적기계 다관절 작업기의 가상 환경 작업시스템 구현)

  • Cha, Young Taek;Lee, Yeon Ho;Choi, Sung Joon
    • Journal of Drive and Control
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    • v.17 no.3
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    • pp.33-46
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    • 2020
  • We introduce a piece of special-purpose equipment for responding to disasters that has a dual-arm manipulator consisting of six-axis multi joints, and a master-slave operating system controlled by a wearable joystick for intuitive and convenient operation. However, due to the complexity and diversity of a disaster environment, training and suitable training means are needed to improve the interaction between the driver and equipment. Therefore, in this paper, a system that can improve the operator's immersion in the training simulation is proposes, this system is implemented in a virtual environment. The implemented system consists of a cabin installed with the master-slave operation system, a motion platform, visual and sound systems, as well as a real-time simulation device. This whole system was completed by applying various techniques such as a statistical mapping method, inverse kinematics, and a real-time physical model. Then, the implemented system was evaluated from a point of view of the appropriateness of the mapping method, inverse kinematics, the feasibility for real-time simulations of the physical environment through some task mode.

A Study on the Tele-medicine Robot System with Face to Face Interaction

  • Shin, Dae Seob
    • Journal of IKEEE
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    • v.24 no.1
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    • pp.293-301
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    • 2020
  • Consultation with the patient and doctor is very important in the examination. However, if the consultation cannot be done directly, such as corona virus, it is difficult for the doctor to determine the patient's condition more accurately. Recently, an image counseling system has been developed based on the Internet, but in the case of heart disease, remote medical counseling cannot be performed because it is not possible to stethoscope the heart sounds remotely. In order to solve this problem, it is necessary to develop an interactive mobile robot capable of remote medical consultation, and a doctor and a patient should be able to set a planting sound during consultation and transmit it in real time. In this paper, we developed a robot that can remotely control a medical counseling robot to move to a hospital room where patients are hospitalized, and to consult a patient in the room remotely from a doctor's office. A remote medical imaging stethoscope system for real-time heart sound transmission is presented. The proposed system is a kind of P2P communication that transmits video information, audio information, and control signal independently through webRTC platform, so that there is no data loss. Consults and sees doctors in real time and finds it more effective than traditional methods for patient security. The system implemented in this paper will be able to perform remote medical care in the place where the spread of diseases between humans like the recent corona 19 as well as the remote medical care of heart disease patients in the future.

Consumer Perception of Types of Fashion Live Commerce: Using Text Mining (패션 라이브 커머스 유형별 소비자 인식 비교: 텍스트 마이닝 적용)

  • Gwak, Ha-Yeon;Lee, Kyu-Hye
    • Journal of Fashion Business
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    • v.25 no.3
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    • pp.90-107
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    • 2021
  • This study concludes that communication based on interaction between broadcasting hosts and consumers is differently characterized by fashion live commerce types. Subcategories of the types of fashion live commerce were created and used in the analyses of domestic consumer awareness. Three subcategories were created: The department store type, Designer brand type, and Influencer host type. Comments representing consumers' awareness that appear immediately during real-time broadcasting were collected and used for the analyses. The frequency and TF-IDF-based top keywords were selected to analyze the semantic network and CONCOR, and the top keywords were analyzed by deriving the values of degree of centrality. The analysis identified that a group of product attributes and a group of live commerce offered value were common between the three types. As for the group characteristics classified by type, for the department store types, brand attributes, benefits, and values from pursuing the products were identified. For designer brand types, a group of viewers' responses and inquiries were identified. It is interpreted that the satisfaction value gained from hosts with product expertise has been clustered. Influencer host types have affirmed a group of external product values. A close relationship is formed and it is thought to have led a group of values to trust the external image of the product. This study carries significance in analyzing real-time comment data from consumers using fashion live commerce to empirically reveal the characteristics of each type.

A Measurement System for 3D Hand-Drawn Gesture with a PHANToMTM Device

  • Ko, Seong-Young;Bang, Won-Chul;Kim, Sang-Youn
    • Journal of Information Processing Systems
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    • v.6 no.3
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    • pp.347-358
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    • 2010
  • This paper presents a measurement system for 3D hand-drawn gesture motion. Many pen-type input devices with Inertial Measurement Units (IMU) have been developed to estimate 3D hand-drawn gesture using the measured acceleration and/or the angular velocity of the device. The crucial procedure in developing these devices is to measure and to analyze their motion or trajectory. In order to verify the trajectory estimated by an IMU-based input device, it is necessary to compare the estimated trajectory to the real trajectory. For measuring the real trajectory of the pen-type device, a PHANToMTM haptic device is utilized because it allows us to measure the 3D motion of the object in real-time. Even though the PHANToMTM measures the position of the hand gesture well, poor initialization may produce a large amount of error. Therefore, this paper proposes a calibration method which can minimize measurement errors.

Mixed Reality(MR) Technology Trends and Development Prospect (혼합현실(Mixed Reality) 기술 동향과 발전 전망)

  • Moon, Hyung-Nam;Cho, Hee-in;Han, Youngmi
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.3
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    • pp.21-25
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    • 2017
  • In this paper, we review relevant technologies of Mixed Reality(MR) 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 Information Technology(IT). 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(UI) limitations(i.e., UI metaphor for MR interaction), and social acceptance issues.