• Title/Summary/Keyword: Tabletop

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General Touch Gesture Definition and Recognition for Tabletop display (테이블탑 디스플레이에서 활용 가능한 범용적인 터치 제스처 정의 및 인식)

  • Park, Jae-Wan;Kim, Jong-Gu;Lee, Chil-Woo
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06b
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    • pp.184-187
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    • 2010
  • 본 논문에서는 터치 제스처의 인식을 위해 시도된 여러 방법 중 테이블탑 디스플레이상에서 HMM을 이용한 제스처의 학습과 사용에 대해 제안한다. 터치 제스처는 제스처의 획(stroke)에 따라 single stroke와 multi stroke로 분류할 수 있다. 그러므로 제스처의 입력은 영상프레임에서 터치 궤적에 따라 변하는 방향 벡터를 이용하여 방향코드로 분석될 수 있다. 그리고 분석된 방향코드를 기계학습을 통하여 학습시킨 후, 인식실험에 사용한다. 제스처 인식 학습에는 총 10개의 제스처에 대하여 100개 방향코드 데이터를 이용하였다. 형태를 갖추고 있는 제스처는 미리 정의되어 있는 제스처와 비교를 통하여 인식할 수 있다. (4 방향 드래그, 원, 삼각형, ㄱ ㄴ 모양 >, < ) 미리 정의되어 있는 제스처가 아닌 경우에는 기계학습을 통하여 사용자가 의미를 부여한 후 제스처를 정의하여 원하는 제스처를 선택적으로 사용할 수 있다. 본 논문에서는 테이블탑 디스플레이 환경에서 사용자의 터치제스처를 인식하는 시스템을 구현하였다. 앞으로 테이블탑 디스플레이 환경에서 터치 제스처 인식에 적합한 알고리즘을 찾고 멀티터치 제스처를 인식하는 연구도 이루어져야 할 것이다.

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A Guideline for Educational Game Engagement based on a Review of Designing and Developing Non-Digital Games literature An Actual Implementation of a Tabletop Game

  • Villegas, Tatiana Rincon;Torres, Eric Avila;Jeong, Jong-In;Gang, Sin-Cheon;Kim, Chang-Seok;Kim, Ui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.193-196
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    • 2019
  • Digital Game design with educational purposes and User Experience measurement via game analytics has been extensively covered in literature, however non-digital games such as tabletops in education and its corresponding educational impact have limited research. In this paper, we propose a guideline to create non-digital educational games from scratch and evaluate them based on the know-how of developers and the investigation of scholars who have studied the engagement factors related to the digital games and applied their findings to non-digital games. Along with the guideline we provide an actual implementation, a game called HXGN_766, meant to serve as scaffolding of computational thinking and rudimentary Python programing concepts. We believe both, guideline and game, can be a useful reference for those interested on game design, educational content design, game quality control check, and unplugged computer science activities. This is the first in a series of papers where the game design concept, the evaluation methodology and the game itself will be presented with more detail.

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A Monochromatic Soft X-ray Generation from Femtosecond Laser-produced Plasma with Aluminum

  • Son, Joon-Gon;Hwang, Byung-Jun;Seo, Okkyun;Kim, Jae Myung;Noh, Do Young;Ko, Do-Kyeong
    • Journal of the Korean Physical Society
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    • v.73 no.12
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    • pp.1834-1839
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    • 2018
  • A tabletop ultrafast soft x-ray has been generated from the laser-produce plasma with a femtosecond pulsed Ti:Sapphire laser. The estimated total flux of Al $K{\alpha}$ is of $2.2{\times}10^9photons/sec$ in $4{\pi}$ radian and the parameters related to the optical performance were obtained. The tungsten/silicon multilayer, flat quartz and bent thallium acid phthalate (TLAP) crystal were used for monochromatization of soft x-ray to refine the aluminum $K{\alpha}$ radiation and compared the respective value of $E/{\Delta}E$. To estimate the size of the x-ray source beam generated by a fs laser, the approximation using the FWHM obtained from the x-ray beam scan near the focal point was discussed, and the size of the diameter was about $9.76{\mu}m$.

Domestic and Foreign Case Studies of Virtual Drought Exercise (가상가뭄 훈련의 국내외 사례 연구)

  • Ahn, Sang-Hyun;Kim, Jitae;Chung, Il-Moon;Lee, Jeong Eun
    • The Journal of Engineering Geology
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    • v.30 no.4
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    • pp.415-421
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    • 2020
  • Drought has repeatedly occurred due to the climate change effect. The government is working on ways to reduce drought damage and is conducting drought exercise. This study analyzed drought literature and exercise cases in the United States, Australia and Korea. Based on the analysis results, the study suggested considerations in selecting exercise types which are workshop, tabletop exercise and functional exercise, and process of the drought exercise. The results of the study can be used as an effective tool to prepare the virtual drought exercise.

Interprofessional Education Collaboration between Chung Ang Medical School and Sungshin Nursing School (전문직 간 교육을 위한 학교 간 협동 사례: 중앙대학교 의과대학과 성신여자대학교 간호대학)

  • Young Ju Kim
    • Korean Medical Education Review
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    • v.26 no.2
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    • pp.108-117
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    • 2024
  • Interprofessional collaboration is crucial for patient-centered care and safety. Since healthcare students will be part of interprofessional teams in the future, they need to understand the unique contributions of various healthcare professions to patient care and develop skills in collaboration, communication, leadership, and mutual respect. In response to this need, healthcare faculties have adopted interprofessional education as an innovative teaching method. However, traditional health education has typically taken place within individual schools, resulting in a limited understanding of other professional roles and identities. In our study, we introduced an interprofessional education model involving two different colleges. A total of 152 undergraduate students, comprising 101 medical students from Chung Ang University and 51 nursing students from Sungshin Women's University, participated in the program. A one-day interprofessional education program was conducted to promote collaboration between medical and nursing students. The program included team building and communication games, scenario-based simulations, such as a "room of errors," and tabletop exercises. Key factors for successful interprofessional education include carefully planned scheduling, leadership, and commitment from participating colleges, faculty support and training, the use of diverse teaching methods and technology, and alignment regarding educational directions among the faculty. We believe that this model may provide valuable insights for healthcare institutions aiming to develop and implement interprofessional curricula.

Multi-modal Sense based Interface for Augmented Reality in Table Top Display (테이블 탑 디스플레이 기반 증강현실 구현을 위한 다중 감각 지원 인터페이스)

  • Jeong, Jong-Mun;Yang, Hyung-Jeong;Kim, Sun-Hee
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.708-716
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    • 2009
  • Applications which are implemented on Table Top Display are controlled by hands, so that they support an intuitive interface to users. Users feel the real sense when they interact on the virtual scene in Table Top Display. However, most of conventional augmented reality applications on Table Top Display satisfy only visual sense. In this paper, we propose an interface that supports multi-modal sense in that tactile sense is utilized for augment reality by vibrating a physical control unit when it collides to virtual objects. Users can feel the collision in addition to visual scene. The proposed system facilitates tactile augmented reality through an air hockey game. A physical control unit vibrates when it receives virtual collision data over wireless communication. Since the use of tabletop display environment is extended with a tactile sense based physical unit other than hand, it provides a more intuitive interface.

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Full mouth rehabilitation of a patient with occlusal plane discrepancy with milling machine for clinic (진료실용 밀링머신을 이용한 교합평면 부조화 환자의 완전 구강 회복술)

  • Park, Ji-Man
    • Journal of the Korean Academy of Esthetic Dentistry
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    • v.25 no.2
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    • pp.68-78
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    • 2016
  • Recently, digital technology has become increasingly prevalent in the dental clinic. Using a milling machine for clinic, it is possible to produce provisional restoration inside the clinic. This can promote large clinical cases such as full mouth rehabilitation with the help of a tabletop scanner, which is capable of semi-adjustable articulator equipment, and a powerful dental CAD software with excellent user convenience. In this case report, a full-mouth rehabilitation was done with digital technology to a 55 year-old female patient, who has lost vertical dimension through the attrition, and has got inclined occlusal plane with unplanned and repeated dental reconstruction. Through the design and milling of the provisional restoration in the clinic and the duplication of these provisionals by double scanning technique, a good functional and esthetic result could be achieved.

Hybrid Group Path Planning System for Multiple Visitors (다수 방문자를 위한 혼합형 그룹 방문 경로 생성 시스템)

  • Shin, Choon-Sung;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.25-31
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    • 2010
  • This paper proposes a hybrid tour path planning system for multiple visitors in a museum. The proposed path planning system merges individual user profiles into a group profile by exploiting the multiplicative utilization algorithm. It then generates a tour path for the users based on mixed initiative decision of the system and the involved visitors. It automatically selects visiting sites when group users have highly similar preferences while it asks users to select their appropriate visiting sites among available sites when their preferences are different. We developed the hybrid path planning system based on a tabletop display and evaluated it with four different exhibition settings and 11 participants. We found that the mixed decision of the system and users was useful in building a tour path for a group of visitors.

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Radially patterned polycaprolactone nanofibers as an active wound dressing agent

  • Shin, Dongwoo;Kim, Min Sup;Yang, Chae Eun;Lee, Won Jai;Roh, Tai Suk;Baek, Wooyeol
    • Archives of Plastic Surgery
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    • v.46 no.5
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    • pp.399-404
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    • 2019
  • Background The objectives of this study were to design polycaprolactone nanofibers with a radial pattern using a modified electrospinning method and to evaluate the effect of radial nanofiber deposition on mechanical and biological properties compared to non-patterned samples. Methods Radially patterned polycaprolactone nanofibers were prepared with a modified electrospinning method and compared with randomly deposited nanofibers. The surface morphology of samples was observed under scanning electron microscopy (SEM). The tensile properties of nanofibrous mats were measured using a tabletop uniaxial testing machine. Fluorescence-stained human bone marrow stem cells were placed along the perimeter of the radially patterned and randomly deposited. Their migration toward the center was observed on days 1, 4, and 7, and quantitatively measured using ImageJ software. Results Overall, there were no statistically significant differences in mechanical properties between the two types of polycaprolactone nanofibrous mats. SEM images of the obtained samples suggested that the directionality of the nanofibers was toward the central area, regardless of where the nanofibers were located throughout the entire sample. Florescence images showed stronger fluorescence inside the circle in radially aligned nanofibers, with significant differences on days 4 and 7, indicating that migration was quicker along radially aligned nanofibers than along randomly deposited nanofibers. Conclusions In this study, we successfully used modified electrospinning to fabricate radially aligned nanofibers with similar mechanical properties to those of conventional randomly aligned nanofibers. In addition, we observed faster migration along radially aligned nanofibers than along randomly deposited nanofibers. Collectively, the radially aligned nanofibers may have the potential for tissue regeneration in combination with stem cells.

The process of estimating user response to training stimuli of joint attention using a robot (로봇활용 공동 주의 훈련자극에 대한 사용자 반응상태를 추정하는 프로세스)

  • Kim, Da-Young;Yun, Sang-Seok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1427-1434
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    • 2021
  • In this paper, we propose a psychological state estimation process that computes children's attention and tension in response to training stimuli. Joint attention was adopted as the training stimulus required for behavioral intervention, and the Discrete trial training (DTT) technique was applied as the training protocol. Three types of training stimulation contents are composed to check the user's attention and tension level and provided mounted on a character-shaped tabletop robot. Then, the gaze response to the user's training stimulus is estimated with the vision-based head pose recognition and geometrical calculation model, and the nervous system response is analyzed using the PPG and GSR bio-signals using heart rate variability(HRV) and histogram techniques. Through experiments using robots, it was confirmed that the psychological response of users to training contents on joint attention could be quantified.