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

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An Efficient Visualization Method for Interactive Volume Rendering (대화식 볼륨 렌더링을 지원하는 효율적인 가시화 방법)

  • Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.1
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    • pp.1-11
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    • 2002
  • In order to widely use volume rendering technology in practical fields, a user should be able to control the classification parameter interactively and extract a meaningful information easily from the 3D data as fast as it can be. Previous work on an accelerating volume rendering reconstructs an isotropic volume from an anisotropic one and classifies in pre-processing time and then renders the classified volume rapidly in run time. But, this traditional step may result in long pre-processing time and no real-time feedback. In this paper, we present an efficient classification and rendering method that allows a user to set the opacity transfer function interactively at rendering time on a personal computer without special-purpose hardware.

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The Development of Interactive Ski-Simulation Motion Recognition System by Physics-Based Analysis (물리 모델 분석을 통한 상호 작용형 스키시뮬레이터 동작인식 시스템 개발)

  • Jin, Moon-Sub;Choi, Chun-Ho;Chung, Kyung-Ryul
    • Transactions of the KSME C: Technology and Education
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    • v.1 no.2
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    • pp.205-210
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    • 2013
  • In this research, we have developed a ski-simulation system based on a physics-based simulation model using Newton's second law of motion. Key parameters of the model, which estimates skier's trajectory, speed and acceleration change due to skier's control on ski plate and posture changes, were derived from a field test study performed on real ski slope. Skier's posture and motion were measured by motion capture system composed of 13 high speed IR camera, and skier's control and pressure distribution on ski plate were measured by acceleration and pressure sensors attached on ski plate and ski boots. Developed ski-simulation model analyzes user's full body and center of mass using a depth camera(Microsoft Kinect) device in real time and provides feedback about force, velocity and acceleration for user. As a result, through the development of interactive ski-simulation motion recognition system, we accumulated experience and skills based on physics models for development of sports simulator.

Reducing latency of neural automatic piano transcription models (인공신경망 기반 저지연 피아노 채보 모델)

  • Dasol Lee;Dasaem Jeong
    • The Journal of the Acoustical Society of Korea
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    • v.42 no.2
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    • pp.102-111
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    • 2023
  • Automatic Music Transcription (AMT) is a task that detects and recognizes musical note events from a given audio recording. In this paper, we focus on reducing the latency of real-time AMT systems on piano music. Although neural AMT models have been adapted for real-time piano transcription, they suffer from high latency, which hinders their usefulness in interactive scenarios. To tackle this issue, we explore several techniques for reducing the intrinsic latency of a neural network for piano transcription, including reducing window and hop sizes of Fast Fourier Transformation (FFT), modifying convolutional layer's kernel size, and shifting the label in the time-axis to train the model to predict onset earlier. Our experiments demonstrate that combining these approaches can lower latency while maintaining high transcription accuracy. Specifically, our modified model achieved note F1 scores of 92.67 % and 90.51 % with latencies of 96 ms and 64 ms, respectively, compared to the baseline model's note F1 score of 93.43 % with a latency of 160 ms. This methodology has potential for training AMT models for various interactive scenarios, including providing real-time feedback for piano education.

Affective interaction to emotion expressive VR agents (가상현실 에이전트와의 감성적 상호작용 기법)

  • Choi, Ahyoung
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.37-47
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    • 2016
  • This study evaluate user feedback such as physiological response and facial expression when subjects play a social decision making game with interactive virtual agent partners. In the social decision making game, subjects will invest some of money or credit in one of projects. Their partners (virtual agents) will also invest in one of the projects. They will interact with different kinds of virtual agents which behave reciprocated or unreciprocated behavior while expressing socially affective facial expression. The total money or credit which the subject earns is contingent on partner's choice. From this study, I observed that subject's appraisal of interaction with cooperative/uncooperative (or friendly/unfriendly) virtual agents in an investment game result in increased autonomic and somatic response, and that these responses were observed by physiological signal and facial expression in real time. For assessing user feedback, Photoplethysmography (PPG) sensor, Galvanic skin response (GSR) sensor while capturing front facial image of the subject from web camera were used. After all trials, subjects asked to answer to questions associated with evaluation how much these interaction with virtual agents affect to their appraisals.

Primary school teacher recognition for distance learning due to COVID-19 - Focusing on science classes - (COVID-19 상황에서 온라인 비대면 수업에 대한 초등교사의 인식 - 과학교과를 중심으로 -)

  • Kang, Eugene;Jeong, Dojun;Park, Jihun;Kim, Jina;Park, Jongseok;Nam, Jeonghee
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.460-479
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    • 2021
  • The crisis of the COVID-19 pandemic has caused significant changes in education systems worldwide, including in Korea. Due to COVID-19's social distancing policies, the education system was suddenly switched to distance learning, resulting in many problems in primary schools without preparation. The purpose of this study was to investigate a teacher's awareness of science education techniques, responses to issues in science classes, including inquiry activities, advantages and disadvantages, and roles after experiencing distance learning. Survey and focus interviews were conducted for primary school teachers who had previously participated in distance learning, such as online content classes and real-time interactive classes. The study findings showed three conclusions: 1) Primary school teachers conducted one-way and interactive lectures in online classes. It is vital to improve a teacher's digital literacy to improve other teaching methods such as investigation and discussion in online classes. 2) Primary school teachers acknowledged the challenges of field feedback, inquiry item preparations, and safety in inquiry activities of science classes, by providing individual experimental packages and videos and using online discussion and feedback among teacher - student and student - student interactions. 3) Primary school teachers recognized that various types of classes using IT devices and individualized learning were possible as advantages of distance learning. As for disadvantages, it was acknowledged that inquiry activities, cooperative learning, immediate feedback, and interaction among students were challenging. Furthermore, learning gaps were wider in distance learning.

The study on the current status of the intelligent agent with "added characteristic" and its development scheme (캐릭터성을 추가한 지능형 에이전트의 국내 사례와 발전방안 연구)

  • Maeng, Jae-Hee;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.64-67
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    • 2006
  • Computer performance and the development of computer appliances of today have adopted a new shape of concept, "ubiquitous computing." Thus, users can readily obtain access to abundant information as they can utilize the wireless network taking advantage of the ubiquitous concept, which allows usage inhibited by neither time nor location. In this process, the supply and feedback of information tends to be made real in the form of "interactive agent". This interactive agent with the application of artificial intelligence can enhance the reliability of information using friendly characters, and is used as a tool to grasp the intention! and behavior patterns of the users. This paper will take a look at the concept and the definition of the intelligent agent with "added characteristic", and furthermore investigate the potential and the scope of its development analyzing its features and comparing the examples of the domestic market that pursues to generate profits with it.

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An Explorative Study on Development Direction of a Mobile Fitness App Game Associated with Smart Fitness Wear (스마트 피트니스 웨어 연동형 모바일 피트니스 앱 게임의 개발 방향 탐색)

  • Park, Su Youn;Lee, Joo Hyeon
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1225-1235
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    • 2018
  • In this study, as a part of practical and customized smart contents development planning research related to smart fitness contents associated with smart wear that can monitor physical activity, we investigated the potential needs for smart fitness contents through research. As a result, the potential needs for smart fitness contents is 'accessibility to use', 'inducement of interest', 'diverse story line' were derived at the stage of 'before exercise', 'Real - time voice coaching', 'accurate exercise posture monitoring', and 'personalized exercise prescription' were derived at the stage of 'during exercise'. At the stage of 'after exercise', 'substantial reward system', 'grading system', 'body figure change monitoring' and 'everyday life monitoring' were derived. At the stage of 'connection to the next exercise', 'triggering exercise motivation', 'high sustainability' wear derived.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

A Study of VR Interaction for Non-contact Hair Styling (비대면 헤어 스타일링 재현을 위한 VR 인터렉션 연구)

  • Park, Sungjun;Yoo, Sangwook;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.367-372
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    • 2022
  • With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.

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
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    • s.22
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    • pp.81-97
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    • 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.

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