• 제목/요약/키워드: USER-ANGLE

검색결과 273건 처리시간 0.024초

카메라 앵글 조정 방식을 통한 다시점 UCV(User Created Video) 서비스 분석과 평가 (Analysis and Evaluation of Multi-view UCV(User Created Video) Service through Adjusting Camera Angle)

  • 성보경;고일주
    • 한국콘텐츠학회논문지
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    • 제14권2호
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    • pp.39-47
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    • 2014
  • 개인용 스마트 디바이스의 빠른 발전과 역동적 보급은 개인 사용자들을 영상시청 중심의 소비자에서 영상의 촬영에서 공유로 확장된 프로슈머로 변화 시키고 있다. 이러한 변화 속에서 방송영상에 비견되는 소비가 발생되고 지속적으로 생산 및 공유되는 사용자 제작 영상(User Created Video,UCV)이 다양한 콘텐츠 서비스가 가능한 플랫폼으로 주목을 받고 있다. 특히 경험의 공유 목적으로 제작되는 UCV는 복수의 사용자들이 한정된 시간, 공간의 동일한 이벤트로부터 촬영된 것으로, 방송영상과 유사하게 동일한 이벤트를 다양한 앵글의 카메라로 촬영된다. 본 논문에서는 UCV의 다시점적 특성을 제시하고, 이러한 특징을 기반하여 동일한 이벤트에서 촬영된 UCV를 앵글 전환하며 시청할 수 있는 다시점 UCV 서비스를 제안하였다. 또한 사용자 만족도 설문을 통해 중복영역이 포함된 UCV의 시청방식으로 다시점 UCV 서비스를 기존의 선형적 시청방식보다 더 선호함을 알 수 있었다.

NREH: 다양한 운동과 데이터 수집이 가능한 가정용 상지재활로봇 (NREH: Upper Extremity Rehabilitation Robot for Various Exercises and Data Collection at Home)

  • 송준용;이성훈;송원경
    • 로봇학회논문지
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    • 제18권4호
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    • pp.376-384
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    • 2023
  • In this paper, we introduce an upper extremity rehabilitation robot, NREH (NRC End-effector based Rehabilitation arm at Home). Through NREH, stroke survivors could continuously exercise their upper extremities at home. NREH allows a user to hold the handle of the end-effector of the robot arm. NREH is a end-effector-based robot that moves the arm on a two-dimensional plane, but the tilt angle can be adjusted to mimic a movement similar to that in a three-dimensional space. Depending on the tilting angle, it is possible to perform customized exercises that can adjust the difficulty for each user. The user can sit down facing the robot and perform exercises such as arm reaching. When the user sits 90 degrees sideways, the user can also exercise their arms on a plane parallel to the sagittal plane. NREH was designed to be as simple as possible considering its use at home. By applying error augmentation, the exercise effect can be increased, and assistance force or resistance force can be applied as needed. Using an encoder on two actuators and a force/torque sensor on the end-effector, NREH can continuously collect and analyze the user's movement data.

Intelligent robotic walker with actively controlled human interaction

  • Weon, Ihn-Sik;Lee, Soon-Geul
    • ETRI Journal
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    • 제40권4호
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    • pp.522-530
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    • 2018
  • In this study, we developed a robotic walker that actively controls its speed and direction of movement according to the user's gait intention. Sensor fusion between a low-cost light detection and ranging (LiDAR) sensor and inertia measurement units (IMUs) helps determine the user's gait intention. The LiDAR determines the walking direction by detecting both knees, and the IMUs attached on each foot obtain the angular rate of the gait. The user's gait intention is given as the directional angle and the speed of movement. The two motors in the robotic walker are controlled with these two variables, which represent the user's gait intention. The estimated direction angle is verified by comparison with a Kinect sensor that detects the centroid trajectory of both the user's feet. We validated the robotic walker with an experiment by controlling it using the estimated gait intention.

VDT 화면에서 한글의 글자크기와 서체에 따른 탐색속도와 오류율에 관한 실험적 연구 (An experimental study on search speed and error rate according to Korean letter size and font on search task with VDT)

  • 황우상;이동춘;이상도;이진호
    • 대한인간공학회지
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    • 제16권2호
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    • pp.29-38
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    • 1997
  • The research on the factors which effect on legibility is mainly utilized as the basic data of selecting the standard guideline of VDT screen. But the research on Korean is scarcer than that of English. Furthermore, it is unreasonable to apply the results of the foreign language to Korean, beause of the difference between the typography of English and that of Korean. Therefore, more systematic and ergonomic research of the Korean typography on VDT screen is needed. In this paper, an experimental study on search speed and error rate is designed and performed according to different Korean letter size and font on search task with VDT. The experimental screen based on popular Ming and Gothic style is made up of total 12 artificial screens, each 6 different font size. As the criteria of the performance, searching speed(s.s.) and error rate (e) are selected, and CFF value is measured to evaluate user's visual fatigue. The results of experiment in font show that the Korean Gothic style is superior to the Korean Ming style in user's visual performance. The letter size that gives user the optimal performance ranges from the visual angle 39.8' to 55.5' in Ming style, from the visual angle 39.8' to 52.6' in Gothic systle. In visual fatigue experiment, the better performance of letter size is, the less tired user feels. And the smaller letter size is, the more tired user feels. There is no relationship between font and user's visual fatigue.

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스마트 NUX용 고해상도 광각렌즈모듈 및 영상왜곡보정 설계 (Design of High-resolution Wide-angle Lenz Module, and Image Distortion Compensation for Smart NUX)

  • 이재곤;강민구;김원규;이경택
    • 한국전자통신학회논문지
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    • 제7권5호
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    • pp.999-1004
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    • 2012
  • 본 논문에서는 광각렌즈기반의 WDR(Wide Dynamic Range)인 2M(Mega)급 CMOS 이미지 센서를 통해 왜곡영상을 보정하는 카메라 모듈의 설계와 렌즈영상의 성능을 분석한다. 또한, 설계한 광각렌즈모듈의 광각렌즈($176^{\circ}$) 특성으로 인한 왜곡영상의 보정된 결과를 분석하였으며, 카메라 모듈의 스마트 NUX(Natural User eXprience) 활용방안을 제안하였다.

틸팅 차량용 시뮬레이터 적용을 위한 통제 및 가상현실 영상 시스템 개발 (Development of a Control and Virtual Realty Visual System for the Tilting Train Simulator)

  • 송용수;한성호;김정석
    • 한국철도학회논문집
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    • 제8권4호
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    • pp.330-336
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    • 2005
  • This paper presents a development of the control and the virtual reality visual system for a tilting train simulator. The user of the tilting train simulator is able to set up the environmental and operating conditions through the user interface provided by the control system. In the control system, an arbitrary track which has user-defined curve radius, length and direction can be generated. The virtual reality visual system provides an artificial environment that is composed of several facilities such as station, platform, track, bridge, tunnel and signaling system. In order to maximize the reality, all of the 3D modeling were based on the real photographs taken in the Jungang line. A dome screen with 1600mm diameter was used to maximize the view angle. The hemispherical screen can ensure the view angle of the 170 degrees of vertical direction and 135 degrees of lateral direction.

Case Study on Developing an Elderly Automatic Shower System

  • Kim, Jong-Hyun;Hong, Jae-Soo;Chun, Keyoung-Jin
    • 대한인간공학회지
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    • 제30권5호
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    • pp.629-636
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    • 2011
  • Objective: The aim of this study is developing an elderly automatic showering system by optimizing nozzle position and angle of water injection on ergonomics approach. Background: The elderly living in nursing home or hospital were increased by an aging population. Helping the elderly on showering is so hard. In addition, the existing showering/bathing systems are not effective because shower pattern of the elderly and washed range of nozzle were not considered. Method: Firstly, basic specification were determined by anthropometric approach. Secondly, position of nozzle and angle of water injection were determined through observation of elderly behavior on showering. And, finally, they were optimized by washing test and showering simulation. Results: On showering importance of body parts were able to analysis through observation of elderly behavior. The position of nozzle and angle of water injection was able to optimize by showering simulation. The automatic showering system was developed by considering their results. Conclusion: The most important technology of developing a showering system is the determining position of nozzle and angle of water injection, number of nozzle. It was developed by applying its results through user centered-research. Application: The user centered-research of developing products was able to apply directly to develop automatic bath, showering products etc. Further more it was available to apply senior friendly products.

MOBA 게임 카메라 밸런스 개선을 위한 영향요소 분석 - 중심으로 (Study on Influencing Factors of Camera Balance in MOBA Games - Focused on )

  • 이정;조동민
    • 한국멀티미디어학회논문지
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    • 제23권12호
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    • pp.1565-1575
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    • 2020
  • This study examines the game balance of the MOBA game genre, which was selected as a model item for the Asian Games. The "bird-eye view" was used for a more efficient representation of 3D modeling. Based on that, statistical analysis was conducted to present appropriate game camera settings and camera balance to match the competitive structure of the MOBA game. A review of the game camera settings reveals that 64° to 70° is the angle that minimizes the difference in vision between the two-player teams the most. Through a one-way ANOVA analysis, we found that the user ranking level and SVB value are closely related. Therefore, the factor of the regression equation using the SVB value must have a user ranking level. As a result of the optimized camera focus analysis of , the camera setting methods were classified into 3 types. For main action games, the recommended camera angle is 64°~66°, and the recommended camera focus is 11.2 mm~19.3 mm. For action and strategy games, the camera angle is 66°~68°, camera focus - 19.3 mm~27.3 mm. And lastly, for the main strategy game, the recommended camera angle is 68°~70°, and the camera focus is 27.3 mm~35.3 mm.

Study on transient performance of tilting-pad thrust bearings in nuclear pump considering fluid-structure interaction

  • Qiang Li;Bin Li;Xiuwei Li;Quntao Xie;Qinglei Liu;Weiwei Xu
    • Nuclear Engineering and Technology
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    • 제55권6호
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    • pp.2325-2334
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    • 2023
  • To study the lubrication performance of tilting-pad thrust bearing (TPTBs) during start-up in nuclear pump, a hydrodynamic lubrication model of TPTBs was established based on the computational fluid dynamics (CFD) method and the fluid-structure interaction (FSI) technique. Further, a mesh motion algorithm for the transient calculation of thrust bearings was developed based on the user defined function (UDF). The result demonstrated that minimum film thickness increases first and then decreases with the rotational speed under start-up condition. The influence of pad tilt on minimum film thickness is greater than that of collar movement at low speed, and the establishment of dynamic pressure mainly depends on pad tilt and minimum film thickness increases. As the increase of rotational speed, the influence of pad tilt was abated, where the influence of the moving of the collar dominated gradually, and minimum film thickness decreases. For TPTBs, the circumferential angle of the pad is always greater than the radial angle. When the rotational speed is constant, the change rate of radial angle is greater than that of circumferential angle with the increase of loading forces. This study can provide reference for improving bearing wear resistance.

ABAQUS User Material(UMAT)을 이용한 콘크리트 비선형 해석 (Nonlinear Analysis of Concrete Using ABAQUS User Material(UMAT))

  • 조병완;김장호;김영진
    • 한국전산구조공학회:학술대회논문집
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    • 한국전산구조공학회 2003년도 봄 학술발표회 논문집
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    • pp.145-152
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    • 2003
  • This paper develops a relatively comprehensive and sophisticated constitutive model of concrete for finite element analysis of concrete structures. The present model accounts for the hydrostatic pressure sensitivity and Lode angle dependence behavior of concrete, not only in its strength criterion, but also in its hardening characteristics. The implementation is carried out through incorporating the developed concrete model in User Subroutine Material(UMAT) of the general-purpose FE program ABAQUS(v.5.8). It is found that the model can sufficiently predict the hardening as well as the softening behaviour of concrete under high confining pressure.

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