• Title/Summary/Keyword: Shadow interaction

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A method for image-based shadow interaction with virtual objects

  • Ha, Hyunwoo;Ko, Kwanghee
    • Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.26-37
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    • 2015
  • A lot of researchers have been investigating interactive portable projection systems such as a mini-projector. In addition, in exhibition halls and museums, there is a trend toward using interactive projection systems to make viewing more exciting and impressive. They can also be applied in the field of art, for example, in creating shadow plays. The key idea of the interactive portable projection systems is to recognize the user's gesture in real-time. In this paper, a vision-based shadow gesture recognition method is proposed for interactive projection systems. The gesture recognition method is based on the screen image obtained by a single web camera. The method separates only the shadow area by combining the binary image with an input image using a learning algorithm that isolates the background from the input image. The region of interest is recognized with labeling the shadow of separated regions, and then hand shadows are isolated using the defect, convex hull, and moment of each region. To distinguish hand gestures, Hu's invariant moment method is used. An optical flow algorithm is used for tracking the fingertip. Using this method, a few interactive applications are developed, which are presented in this paper.

The Effects of Cognitive Acceleration Instructional Strategies Applied to Unit of 'The Light and Shadow' in Elementary School (초등학교 빛과 그림자 단원에 적용한 인지 가속 수업 전략의 효과)

  • Jeong, Soon-Hwa;Kim, Sun-Ja;Park, Jong-Wook
    • Journal of Korean Elementary Science Education
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    • v.28 no.3
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    • pp.321-330
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    • 2009
  • This study investigated the effects of teaching-learning lesson plan using cognitive acceleration instructional strategies applied to the unit, 'The Light and Shadow' in elementary school. Two classes of the second grade elementary students (N=63) in Chungcheongbukdo districts were assigned to control and treatment groups each, and were taught about 'The Light and Shadow' for 8 class hours. For the treatment group, teaching-learning lesson plan using cognitive acceleration instructional strategies developed by this research was applied. The traditional instruction by textbook and teacher's guides was used for the control group. All students were tested with the test for concept of the shadow and the test for academic achievement about the unit. As the result of the post-test, the scores of the treatment group were higher than those of the control group. However, it was not statistically meaningful difference. The scores of the treatment group were significantly higher than those of the control group in the delayed-post-test for concept of the shadow. No significant interaction was observed with respect to the students' gender, instruction and pre-level for the concept of the shadow. Data analysis indicated that the scores of the treatment group were significantly higher than those of the control group in the post-test and delayed- post-test for the concept of the shadow in the area of object permanence. Our research work shows the effectiveness of the teaching-learning lesson using cognitive acceleration instructional strategies for the development for concept of the shadow for elementary school students, and suggests the necessity for this kind of teaching-learning program in the fields.

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Thermal effect on dynamic performance of high-speed maglev train/guideway system

  • Zhang, Long;Huang, JingYu
    • Structural Engineering and Mechanics
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    • v.68 no.4
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    • pp.459-473
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    • 2018
  • Temperature fields and temperature deformations induced by time-varying solar radiation, shadow, and heat exchange are of great importance for the ride safety and quality of the maglev system. Accurate evaluations of their effects on the dynamic performances are necessary to avoid unexpected loss of service performance. This paper presents a numerical approach to determine temperature effects on the maglev train/guideway interaction system. Heat flux density and heat transfer coefficient of different components of a 25 m simply supported concrete guideway on Shanghai High-speed Maglev Commercial Operation Line is calculated, and an appropriate section mesh is used to consider the time-varying shadow on guideway surfaces. Based on the heat-stress coupled technology, temperature distributions and deformation fields of the guideway are then computed via Finite Element method. Combining guideway irregularities and thermal deformations as the external excitations, a numerical maglev train/guideway interaction model is proposed to analyze the temperature effect. The responses comparison including and excluding temperature effect indicates that the temperature deformation plays an important role in amplifying the response of a running maglev, and the parameter analysis results suggest that climatic and environmental factors significantly affect the temperature effects on the coupled maglev system.

Collaborative 3D Design Workspace for Geographically Distributed Designers - With the Emphasis on Augmented Reality Based Interaction Techniques Supporting Shared Manipulation and Telepresence - (지리적으로 분산된 디자이너들을 위한 3D 디자인 협업 환경 - 공유 조작과 원격 실재감을 지원하는 증강현실 기반 인터랙션 기법을 중심으로 -)

  • SaKong Kyung;Nam Tek-Jin
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.71-80
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    • 2006
  • Collaboration has become essential in the product design process due to internationalized and specialized business environments. This study presents a real-time collaborative 3D design workspace for distributed designers, focusing on the development and the evaluation of new interaction techniques supporting nonverbal communication such as awareness of participants, shared manipulation and tele-presence. Requirements were identified in terms of shared objects, shared workspaces and awareness through literature reviews and an observational study. An Augmented Reality based collaborative design workspace was developed, in which two main interaction techniques, Turn-table and Virtual Shadow, were incorporated to support shared manipulation and tele-presence. Turn-table provides intuitive shared manipulation of 3D models and physical cues for awareness of remote participants. Virtual shadow supports natural and continuous awareness of location, gestures and pointing of partners. A lab-based evaluation was conducted and the results showed that interaction techniques effectively supported awareness of general pointing and facilitated discussion in 3D model reviews. The workspace and the interaction techniques can facilitate more natural communication and increase the efficiency of collaboration on virtual 3D models between distributed participants (designer-designer, engineer, or modeler) in collaborative design environments.

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Development of Interactive Prototyping Methods applying Behavioral Prototyping Methods for Interactive Experience Design (인터랙티브 경험 디자인에 있어서 행위모형 기법을 응용한 인터랙티브 묘형 기법 개발)

  • 이태일
    • Archives of design research
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    • v.17 no.2
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    • pp.253-260
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    • 2004
  • As the need for more variety of interactive media grows, alternative interaction methods beyond conventional ones such as mice and keyboards are vigorously explored recently. In particular, these new approaches are getting attentions because they can enhance the user experiences in the interaction. Howerver, since they are case-dependent and specific, it still becomes crucial to consider and evaluate the effects and possibilities of interactions. The study aims to explore the ways to design the interactions by applying Behavioral Prototyping Methods in the initial stage of design development, which it calls 'Interactive Prototyping Method'. With the case project, 'Shadow Theater', which is an interactive installation for children, children can play and participate in interactive story-making by wearing hand puppets, casting shadows of hand puppets, and interacting with virtual objects on screen. To explore and design the interactions of Shadow Theater at the initial design process, the study builds an interactive prototype which borrows puppet theater settings and lets children play with hand puppets and other objects. The session of user try-outs with the prototype help to understand what and how they interact with virtual objects, and to improve the interactions.

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Numerical Study of Rotor-Tower Interaction for Horizontal Axis Wind Turbine (수평축 풍력터빈의 로터-타워 공력 간섭현상에 대한 수치적 연구)

  • Kim, Jae-Won;Yu, Dong-Ok;Kwon, Oh-Joon
    • Journal of Wind Energy
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    • v.2 no.1
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    • pp.61-67
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    • 2011
  • In the present study, numerical unsteady simulations of the NREL Phase VI wind turbine in downwind operation conditions were conducted to investigate rotor-tower interaction. The calculations were performed using an unstructured mesh, incompressible Reynolds-averaged Navier-Stokes flow solver. To capture the unsteady effects associated with the tower shadow between the rotor blades and the tower, the wind turbine was modelled including the rotor, tower, hub, and nacelle. The present results generally showed good agreements with available experimental data. At the lowest wind speed, the pressure distribution was characterized by a complete collapse of the suction peak on the blade when the blade passes through the tower wake. It was found that unsteady effects play a significant role in the response of the blades.

Size Perception Analysis on Smartphone-based Immersive Virtual Environment (스마트폰 기반 몰입형 가상 환경에서의 크기 인지 분석)

  • Kim, Nam-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.8
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    • pp.1067-1073
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    • 2021
  • Participants in the virtual environment will have an immersive and memorable perceived experience through interacting with virtual objects. Recently, commercial virtual reality technologies have released simple and cost-effective smartphone-based head-mounted displays (HMD) and high-quality wide field-of-view (FOV) HMDs. However, due to the vergence-accommodation conflict structure of HMD and the learned cognition mechanism in real, side effects such as dizziness and nausea remain challenging to overcome. This study focuses on consistent size perception among various cognitive difference factors, which are essential for interaction with virtual objects. We verified whether the visual angle, which affects the size perception of an object in real, is also the main factor in the virtual environment. Our experiments derived the relation between the visual angle and the environmental components, shadow, and grid, which help perceive a virtual object. As a result of the regression analysis, we presented that in the small FOV HMD environment, the visual angle affects size perception, and the relation between the shadow and the grid is statistically significant.

An Alternative Explanation for Anti-Japanese Sentiment in China: Shifting State-Society Interaction in China's Japan Policy

  • Zhou, Min
    • Journal of Contemporary Eastern Asia
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    • v.11 no.2
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    • pp.61-75
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    • 2012
  • The historical turbulence between China and Japan started from the First Sino-Japanese War in 1895, and culminated in Japan's invasion of China during World War Two (the Second Sino-Japanese War) between 1937 and 1945. A series of wars caused huge human and material losses in both countries, and both experienced comprehensive transformations during and after the wars. The impact of this historical turbulence is so long-lasting that it still influences both countries' social psyche. Moreover, it continues casting a long shadow upon the current Sino-Japanese relations. The recent turbulence in Sino-Japanese relations partly stems from the historical turbulence. It is much less violent but can also be emotional and worrisome. It started from the early 1980s (the Japanese history textbook controversy in 1982 and the 1985 anti-Japanese student protests in China), and culminated in the anti-Japanese mass demonstrations in multiple Chinese cities in 2005 (Bush 2010; Gries 2005; Reilly 2012; Stockmann 2010; Weiss 2008). In addition to dramatic demonstrations on streets, there are also other forms of movements, such as war reparations movements, in which Chinese war victims demand reparations from the Japanese state and companies (Rose 2005; Xu and Fine 2010; Xu and Pu 2010). Although the tension has existed for many years and surfaced from time to time, the eruption of the nationwide anti-Japanese movements in China in 2005 still shocked many outside observers. Many scholars have tried to explain the anti-Japanese sentiment within current Chinese society that underlies and drives these social movements. Through careful reexamination of the existing literature, this article proposes an explanation for the anti-Japanese sentiment from a perspective that stresses the shifting state-society interaction in China's Japan policy. Specifically, the totalitarian Chinese state's neglect and suppression of genuine social concerns regarding Japan in earlier years, followed by a relatively liberalized state that tolerates societal participation in Sino-Japanese relations, are an importance source of the anti-Japanese sentiment recently observed in China.

Numerical Simulation of Irregular Wave Transformation due to Wave-induced Current over a Submerged Elliptic Shoal (수중타원형 천퇴상 불규칙파의 파랑쇄파류에 의한 변형 수치모의)

  • Choi, Jun-Woo;Baek, Un-Il;Yoon, Sung-Bum
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.19 no.6
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    • pp.565-573
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    • 2007
  • The effect of wave and current interactions on irregular wave transformation over a submerged elliptic shoal is investigated based on numerical simulations of the Vincent and Briggs experiment [Vincent, C.L., Briggs, M.J., 1989. Refraction-diffraction of irregular waves over a mound. Journal of Waterway, Port, Coastal and Ocean Engineering, 115(2), pp. 269-284]. The numerical simulations are conducted by a combination of REF/DIF S(a wave model) and SHORECIRC(a current model) and a time dependent phase-resolving wavecurrent model, FUNWAVE. In the simulations, the breaking-induced currents defocus waves behind the shoal and bring on a wave shadow zone that shows relatively low wave height distributions. The computed results of the combined model system agree better with the measurements than the computed results obtained by neglecting wave-current interaction do. In addition, the results of FUNWAVE show a good agreement with the measurements. The agreement indicates that it is necessary to take into account the effect of breaking-induced current on wave refraction when wave-breaking occurs over a submerged shoal.

A Semi-Automatic Building Modeling System Using a Single Satellite Image (단일 위성 영상 기반의 반자동 건물 모델링 시스템)

  • Oh, Seon-Ho;Jang, Kyung-Ho;Jung, Soon-Ki
    • The KIPS Transactions:PartB
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    • v.16B no.6
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    • pp.451-462
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    • 2009
  • The spread of satellite image increases various services using it. Especially, 3D visualization services of the whole earth such as $Google\;Earth^{TM}$ and $Virtual\;Earth^{TM}$ or 3D GIS services for several cities provide realistic geometry information of buildings and terrain of wide areas. These service can be used in the various fields such as urban planning, improvement of roads, entertainment, military simulation and emergency response. The research about extracting the building and terrain information effectively from the high-resolution satellite image is required. In this paper, presents a system for effective extraction of the building model from a single high-resolution satellite image, after examine requirements for building model extraction. The proposed system utilizes geometric features of satellite image and the geometric relationship among the building, the shadow of the building, the positions of the sun and the satellite to minimize user interaction. Finally, after extracting the 3D building, the fact that effective extraction of the model from single high-resolution satellite will be show.