• Title/Summary/Keyword: Real-time interactive feedback

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An Interactive Aerobic Training System Using Vision and Multimedia Technologies

  • Chalidabhongse, Thanarat H.;Noichaiboon, Alongkot
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1191-1194
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    • 2004
  • We describe the development of an interactive aerobic training system using vision-based motion capture and multimedia technology. Unlike the traditional one-way aerobic training on TV, the proposed system allows the virtual trainer to observe and interact with the user in real-time. The system is composed of a web camera connected to a PC watching the user moves. First, the animated character on the screen makes a move, and then instructs the user to follow its movement. The system applies a robust statistical background subtraction method to extract a silhouette of the moving user from the captured video. Subsequently, principal body parts of the extracted silhouette are located using model-based approach. The motion of these body parts is then analyzed and compared with the motion of the animated character. The system provides audio feedback to the user according to the result of the motion comparison. All the animation and video processing run in real-time on a PC-based system with consumer-type camera. This proposed system is a good example of applying vision algorithms and multimedia technology for intelligent interactive home entertainment systems.

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Researching for Improvement Directions for Elementary school Real-time Remote Learning Through Unit Class Analysis and Teacher Interviews (단위 차시 수업 분석 및 교사 면담을 통한 초등학교 실시간 원격수업 개선 방향 모색)

  • Kim, Dong-jin;Koo, Duk-hoi
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.355-360
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    • 2021
  • COVID-19 has brought major changes to school education. Although it was attempted to guarantee students' right to learn through romote learning, the limitations of remote learning compared to face-to-face classes were clear. Nevertheless, the method of remote learning is undoubtedly a learning method that needs to be continuously developed in terms of being able to consider separated time and space and enabling learners to learn individually and autonomously. Therefore, in this study, real-time romote learning cases were analyzed at the elementary school stage, and problems in real-time remote classes were discovered and improved through teacher interviews. The problems with real-time remote classes in elementary school unit classes examined through examples are: First, that the proportion of teacher activity is high due to the anxiety of the unfamiliar environment of remote classes, and second, even though it is a real-time interactive class, it It was impossible to provide feedback. As a solution to this, it is necessary to consider the basic class steps (introduction-deployment-organization) and the use of class tools to provide appropriate communication and feedback was suggested.

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Health and Wellness Monitoring Using Intelligent Sensing Technique

  • Meng, Yao;Yi, Sang-Hoon;Kim, Hee-Cheol
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.478-491
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    • 2019
  • This work develops a monitoring system for the population with health concerns. A belt integrated with an on-body circuit and sensors measures a wearer's selected vital signals. The electrocardiogram sensors monitor heart conditions and an accelerometer assesses the level of physical activity. Sensed signals are transmitted to the circuit module through digital yarns and are forwarded to a mobile device via Bluetooth. An interactive application, installed on the mobile device, is used to process the received signals and provide users with real-time feedback about their status. Persuasive functions are designed and implemented in the interactive application to encourage users' physical activity. Two signal processing algorithms are developed to analyze the data regarding heart and activity. A user study is conducted to evaluate the performance and usability of the developed system.

Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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Development of a Real-Time Driving Simulator for Vehicle System Development and Human Factor Study (차량 시스템 개발 및 운전자 인자 연구를 위한 실시간 차량 시뮬레이터의 개발)

  • 이승준
    • Transactions of the Korean Society of Automotive Engineers
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    • v.7 no.7
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    • pp.250-257
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    • 1999
  • Driving simulators are used effectively for human factor study, vehicle system development and other purposes by enabling to reproduce actural driving conditions in a safe and tightly controlled enviornment. Interactive simulation requries appropriate sensory and stimulus cuing to the driver . Sensory and stimulus feedback can include visual , auditory, motion, and proprioceptive cues. A fixed-base driving simulator has been developed in this study for vehicle system developmnet and human factor study . The simulator consists of improved and synergistic subsystems (a real-time vehicle simulation system, a visual/audio system and a control force loading system) based on the motion -base simulator, KMU DS-Ⅰ developed for design and evaluation of a full-scale driving simulator and for driver-vehicle interaction.

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Networked Visualization for a Virtual Bicycle Simulator (가상현실 자전거 시뮬레이터에서 시각화 네트워크)

  • Lee J.H.;Han S.H.
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.3
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    • pp.212-219
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    • 2004
  • This paper presents the visualization method of the KAIST interactive bicycle simulator. The simulator consists of two bicycles of 6 DOF and 4 DOF platforms, force feedback handlebars and pedal resistance systems to generate motion feelings; a real-time visual simulator, a HMD and a beam projection system; and a 3D sound system. The system has an integrating control network with the server-client network structure for multiple simulators. The visual simulator generates dynamic images in real-time while communicating with other modules of the simulator. The operator of the simulator can have realistic visual experience of riding on a velodrome or through the KAIST campus, while being able to watch the other bicycle with an avatar.

A Case Study on the Development of Real-Time Interactive Class Data among Non-face-to-Face Remote Class Types (비대면 원격수업 형태 중 실시간 쌍방향 수업 자료 개발 사례 연구: 고등학교 기하 과목 공간도형 단원의 평면의 결정 요건을 중심으로)

  • Lee, Dong Gun;Ahn, Sang Jin
    • Communications of Mathematical Education
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    • v.35 no.2
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    • pp.173-191
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    • 2021
  • This study noted that a survey of teachers in a leading study conducted in Korea during the Pandemics period pointed out that the "real-time interactive" classes account for a significantly small portion of the remote class format. Contentually, the study reported cases of developing and applying "real-time interactive" class materials based on "planar decision requirements" of high school mathematics subject geometry. The teacher who participated in the development was a math teacher who worked at a Seoul-based high school with 28 years of high school teaching experience, and a teacher who was in charge of geometry in the math department in 2020. The development teacher decided to develop real-time interactive classes. In particular, the materials were developed by organizing the class guidance plan in four stages: 'Meeting and Class Guidance', 'Giving motivation', 'Suggesting tasks', 'Individual Investigative Activities and Teacher Feedback' and 'Reflection and Evaluation' which were selected through the process of selecting the class contents and selecting online class tools. At this time, the development teacher produced and presented about five minutes of video material using the videooscribe, a whiteboard animation program. And in case of task number 8, it consisted of recording the students' free thoughts after class, which served as a role of assessment by students themselves and providing feedback to their teachers. This study is a case study that introduces a series of courses in which field teachers develop class materials, and in addition to presenting class materials that can be applied directly to classes, is a result of a study that focuses on the role of presenting samples for future class data development. The materials developed were verified as class materials based on the opinions of the students who participated in the class and the results of the evaluation commissioned by the three math teachers.

Interactive Judgemental Adjustment of Initial Forecasts with forecasting Support Systems (예측지원시스템에 의한 직관적 예측의 행태에 관한 연구)

  • Lim, Joa-Sang;Park, Hung-Kook
    • Journal of the Korean Operations Research and Management Science Society
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    • v.24 no.1
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    • pp.79-98
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    • 1999
  • There have been a number of empirical studios on the effectiveness of Judgmental adjustment to statistical forecasts Generally the results have been mixed. This study examined the impact of the reliability and the source of the additionally presented reference forecast upon the revision process in a longitudinal time series forecasting task with forecast support systems. A 2-between(reliability & source). 2-within(seasonality & block) factorial experiment was conducted with post-graduate students using real time series. Judgmental adjustment was found to improve the accuracy of initial eyeballing irrespective of the reliability of an additionally presented forecast. But it did not outperform the dampened reference forecast. No effect was found of the way the source of the reference forecast was framed. Overall the subjects anchored heavily on their Initial forecast and relied too little on the reference forecast irrespective of its reliability. Moreover they did not improve at the task over time, despite immediate outcome feedback.

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Cooperative 3D Modelling System based on WebGL (WebGL기반 협업 3D 모델링 시스템)

  • Pyun, Hae-Gul;An, Haeng-A;Park, Jinho
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.189-196
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    • 2015
  • The proposed cooperative 3D modelling system enables more efficient modeling works by improving current cooperation systems. Current 3D modeling tasks work on off-line and most of works are cooperation systems which communicate by files. These cooperation system cannot be interactive, occurs time delay while feedback and must have some programs which can read the files. This paper solves these problems using web that has the characteristics of network and proposes new cooperation system form. Using WebGL(Web Graphics Library) which is proposing technology in technical realization of Web 3D modeling, we make 3D objects in web browser and these objects can be manipulated by server-client communication. Therefore, if people use this system, they can use real time interaction and feedback. Also this system lowers a software installation necessity and can access everytime if web browser is installed.

An Interdisciplinary study on the Interactive Art Using Computer Vision System (비전 시스템을 활용한 인터랙티브 아트의 간학제적 연구)

  • Kim, Jae-Hwa;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.458-463
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    • 2007
  • 인터랙티브 아트는 최신의 기술을 이용하여 관객에게 예술적 경험을 풍요롭게 하고 컴퓨터를 통해 관객과 작품이 상호소통 할 수 있도록 실감현실을 제공하는 예술표현 장르이다. 테크놀로지의 진보에 의해 생겨난 사회, 문화, 예술에서의 혁명은 인터랙티브의 영향으로 개인과 다른 주역들 사이의 관계방식을 뒤섞이게 한 커뮤니케이션의 혁명이었다. 본 논문에서는 현대예술의 중요한 표현 매체 수단인 컴퓨터를 매체로 비전 시스템을 활용하여 제작되고 있는 인터랙티브 아트를 구현하는 실시간 영상처리(Real-time Digital Processing)에 대하여 알아보며, 특히 PC카메라로 관객을 인식하여 관객을 작품 속으로 끌어들여 소통하게 하고, 관객의 감정과 생각들을 동요시켜 관객의 반응을 피드백(Feedback)할 수 있는 작품의 제작방법을 제시한다. 또한 이 연구는 실제로 작품을 제작하였고, 컴퓨터를 이용하여 제작된 인터랙티브 아트 작품들을 유비적으로 논구하여 컴퓨터로 생성되는 이미지의 가상현실 문제가 현대미술에 미치는 다각적인 영향에 대하여 논의한다.

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