• Title/Summary/Keyword: USER-ANGLE

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The Analysis and Implementation of Realistic Sound using Doppler Effect (도플러 효과를 이용한 실감 음향 분석 및 구현)

  • Yim, Yong-Min;Lim, Heung-Jun;Heo, Jun-Seok;Park, Jun-Young;Do, Yun-Hyung;Lee, Kangwhan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.523-526
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    • 2017
  • In modern recently technology, 3D-Audio is used to enhance immersion in Virtual Reality. This includes interest of people about VR and AR, which related to the field of computer graphics. In fact, a lot of research has been carried out in recent years into a 3D sound field. However, the existing 3D generator device used for virtual reality does not contain Doppler effect occurred by the sound comes to or leave from a listener, while an angle from the listener and the altitude of the source sound are applied. Therefore, this paper present 3D real sound utilizing Doppler effect with spatial-rotation-speaker. We map the source sound in 3D-space into a real space where a user stays and present 3D real sound by manipulating with rotation angle, phase difference, sound output volume of the sound in 3D-space, according to the location of a virtual source sound. Utilizing both natural Doppler effect of rotating sound that is occurring by spatial-rotation-speaker and artificial Doppler effect generated by frequency-modulation of sound quality could improving the virtual reality for sound condition for perspective listening.

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User experience of MV2000-MT (SU:M2)® as a Mechanical Ventilator: A Comparative Clinical Study on Usability, Safety, and Medical Staff Satisfaction

  • Jeon, Soeun;Kim, Hae Kyu;Lee, Dowon;Kim, Hyae Jin;Park, Eun Ji
    • Journal of Biomedical Engineering Research
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    • v.40 no.6
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    • pp.260-267
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    • 2019
  • In the present study, we aimed to demonstrate that MV2000-MT(SU:M2)® (MV, MEK-ICS, Paju, Korea), a domestic ventilator, is not inferior in terms of usability, safety, and medical staff satisfaction as compared to Hamilton G5 (G5, Hamilton Medical AG, Rhäzuns, Switzerland). A total of 39 patients who applied MV (group M) or G5 (group H) were included in the study sample. Usability was evaluated by the following factors: the number of alarm errors, replacement requirement of breathing circuit, replacement requirement of a right-angle connector, and ease of ventilator weaning. For safety evaluation, the number of ventilator replacements due to malfunction of the ventilator was evaluated. Items for medical staff satisfaction survey were as follows: the number of MV and G5 uses, hardware, and software assessment. In the usability evaluation, the replacement requirement of the right-angle connector was lower in Group M than in Group H (mean ± standard deviation, Group M: 7.39 ± 6.72, Group H: 14.19 ± 10.24, p = 0.021); however, the evaluations of other parts were not significantly different between the two groups. The number of ventilator replacements due to a malfunction of the ventilator did not differ between two groups. The number of MV and G5 uses was 3.0 [3.0-4.0] and 10.0 [5.0-10.0] (median [interquartile range], p < 0.001). Overall, the mean medical staff satisfaction score of Hamilton G5 was higher than that of MV2000-MT(SU:M2)®. The usability of MV is comparable to that of G5. However, medical staff satisfaction with Hamilton G5 was higher than that with MV2000-MT(SU:M2)®, and this difference could be due to the difference in the number of uses. In order to improve the penetration rate of the domestic mechanical ventilator, it is necessary to find ways to increase familiarity of medical staff with domestic mechanical ventilators.

The Analysis on the Effects of Interference between HAPS and NGSO System in the Service Link (HAPS와 NGSO 시스템의 Service Link상의 간섭영향)

  • Yang, Eui-Jang;Kim, Kyu-Hwan;Ham, Hyung-Il;Kang, Yung-Heung
    • Journal of Advanced Navigation Technology
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    • v.7 no.1
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    • pp.22-29
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    • 2003
  • In this paper, we analyze the interference effects between NGSO(Non-Geostationary Orbit) and HAPS(High Altitude Platform System) by dividing into two cases. The one is interference effects of HAPS into NGSO, the another is the interference effects of NGSO into HAPS. At the result, we canknow the interference effect into NGSO mobile station is the highest when position of NGSO is $95^{\circ}$. In this case, we can also know the interference effects from both HAPS and NGSO exceed interference criteria when the number of users are more than 20. And, in the case of the interference effect into HAPS mobile station, we can know it is the highest when elevation angle of NGSO is $87^{\circ}$, and the interference effects from both NGSO and HAPS exceed interference criteria when the number of users is more then 10. Moreover, the interference effect is the minimum, when elevation angle of NGSO is $64^{\circ}$, at this time, in case that the number of users of NGSO equal to the number of user of HAPS, the interference effects exceed interference criteria when the number of users is 190.

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A 2D / 3D Map Modeling of Indoor Environment (실내환경에서의 2 차원/ 3 차원 Map Modeling 제작기법)

  • Jo, Sang-Woo;Park, Jin-Woo;Kwon, Yong-Moo;Ahn, Sang-Chul
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.355-361
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    • 2006
  • In large scale environments like airport, museum, large warehouse and department store, autonomous mobile robots will play an important role in security and surveillance tasks. Robotic security guards will give the surveyed information of large scale environments and communicate with human operator with that kind of data such as if there is an object or not and a window is open. Both for visualization of information and as human machine interface for remote control, a 3D model can give much more useful information than the typical 2D maps used in many robotic applications today. It is easier to understandable and makes user feel like being in a location of robot so that user could interact with robot more naturally in a remote circumstance and see structures such as windows and doors that cannot be seen in a 2D model. In this paper we present our simple and easy to use method to obtain a 3D textured model. For expression of reality, we need to integrate the 3D models and real scenes. Most of other cases of 3D modeling method consist of two data acquisition devices. One for getting a 3D model and another for obtaining realistic textures. In this case, the former device would be 2D laser range-finder and the latter device would be common camera. Our algorithm consists of building a measurement-based 2D metric map which is acquired by laser range-finder, texture acquisition/stitching and texture-mapping to corresponding 3D model. The algorithm is implemented with laser sensor for obtaining 2D/3D metric map and two cameras for gathering texture. Our geometric 3D model consists of planes that model the floor and walls. The geometry of the planes is extracted from the 2D metric map data. Textures for the floor and walls are generated from the images captured by two 1394 cameras which have wide Field of View angle. Image stitching and image cutting process is used to generate textured images for corresponding with a 3D model. The algorithm is applied to 2 cases which are corridor and space that has the four wall like room of building. The generated 3D map model of indoor environment is shown with VRML format and can be viewed in a web browser with a VRML plug-in. The proposed algorithm can be applied to 3D model-based remote surveillance system through WWW.

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Ergonomic Design of Office Chair (사무실 의자의 인간공학적 디자인)

  • 곽원모;홍성수;정석길;이상도;이동춘;윤훈용
    • Archives of design research
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    • v.12 no.3
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    • pp.73-80
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    • 1999
  • Many domestic users complain about severe pain to the waist, neck, and shoulder as well as work performance because the domestic chair design was developed with western anthropometry dimension and design criteria. Ergonomic design standards are needed for office chair design to reduce stress and poor physical posture for various user body types. In this study, we have suggested design dimensions recommended from previous studies and Korean anthropometry data. We also have reviewed users' preference dimension through measured subjects and analyzed differences between users' preference dimension and the previous design criteria to verify physical appropriateness. We evaluated general office chairs and adjustable chairs which can adjust to fit each person. we also analyzed how each design dimension was reached and affected the human body by evaluation of physical discomfort and comfort. We have found seat height is very important in a workstation. If the seat height is high, it effects the thigh. If width, height, and angle of the backrest are wrong, fatigue to the shoulder, neck, and waist, etc.. As a result of this experiment, we suggested that the height of a seat for Koreans be 425mm for the fixed type and 365-484mm for the adjustable type. Also other design recommendations were suggested in the thesis. In conclusion, our research will be very important in the database because it provides adjustable ranges to fit user's body types in the various design fields.

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A Real-time Hand Pose Recognition Method with Hidden Finger Prediction (은닉된 손가락 예측이 가능한 실시간 손 포즈 인식 방법)

  • Na, Min-Young;Choi, Jae-In;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.79-88
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    • 2012
  • In this paper, we present a real-time hand pose recognition method to provide an intuitive user interface through hand poses or movements without a keyboard and a mouse. For this, the areas of right and left hands are segmented from the depth camera image, and noise removal is performed. Then, the rotation angle and the centroid point of each hand area are calculated. Subsequently, a circle is expanded at regular intervals from a centroid point of the hand to detect joint points and end points of the finger by obtaining the midway points of the hand boundary crossing. Lastly, the matching between the hand information calculated previously and the hand model of previous frame is performed, and the hand model is recognized to update the hand model for the next frame. This method enables users to predict the hidden fingers through the hand model information of the previous frame using temporal coherence in consecutive frames. As a result of the experiment on various hand poses with the hidden fingers using both hands, the accuracy showed over 95% and the performance indicated over 32 fps. The proposed method can be used as a contactless input interface in presentation, advertisement, education, and game applications.

Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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Development of Smart Athleisure Fashion for Dumbbell Economy -Focused on the Analysis of Upper and Lower body muscle strength by angle- (덤벨 이코노미 현상을 반영한 스마트 애슬레저 패션 개발 -상·하체의 각도별 근력운동을 중심으로-)

  • Kim, Ga-Yeon;Kim, Youn-Hee
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.165-176
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    • 2021
  • Recently, interest in home training and changes in lifestyle are expanding the market in the healthcare field, and high value-added fashion products reflecting the dumbbell economy phenomenon are being released. This study had the following objectives: to investigate the possibility of developing a fashion item that can be applied to the dumbbell economy phenomenon; to develop the UI/UX of a smartphone application for beginners who wish to work out their upper and lower bodies regardless of time and space; and to create a wearable customized smart athleisure fashion device. First, the study identified factors related to exercise methods, breathing techniques, and range of exercises for beginners by investigating the postures of workouts of the upper and lower bodies by angles. Based on the results, the study collected empirical data through a user needs analysis from muscle strengthening exercise experts to verify the significance of the study and use as fundamental data. Second, the study developed the UI/UX of a smartphone application with three different contents: counting, suggesting exercise postures, and providing exercise calendars. Further, the study analyzed necessary user-centered concepts and characteristics in terms of design and technology and developed a wearable customized smart athleisure fashion device based on the results.

Personalized insurance product based on similarity (유사도를 활용한 맞춤형 보험 추천 시스템)

  • Kim, Joon-Sung;Cho, A-Ra;Oh, Hayong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.11
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    • pp.1599-1607
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    • 2022
  • The data mainly used for the model are as follows: the personal information, the information of insurance product, etc. With the data, we suggest three types of models: content-based filtering model, collaborative filtering model and classification models-based model. The content-based filtering model finds the cosine of the angle between the users and items, and recommends items based on the cosine similarity; however, before finding the cosine similarity, we divide into several groups by their features. Segmentation is executed by K-means clustering algorithm and manually operated algorithm. The collaborative filtering model uses interactions that users have with items. The classification models-based model uses decision tree and random forest classifier to recommend items. According to the results of the research, the contents-based filtering model provides the best result. Since the model recommends the item based on the demographic and user features, it indicates that demographic and user features are keys to offer more appropriate items.

Pattern Development of Waist / Abdominal Area of Obese Womem Using 3D Geometrical Model (3D모델을 이용한 비만체형 여성의 허리-배 부위 패턴 특성 연구)

  • Kim, So-Young;Hong, Kyung-Hi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.7 s.144
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    • pp.1018-1026
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    • 2005
  • Recent development of 3D scanner and software is regarded as a promising method of acquiring replicas from human body indirectly. It would be very helpful if we could predict the characteristics of 2D pattern from the simple parameters related to 3D shape for ordinary user. Therefore, in this study, investigation of 2D pattern of waist/abdominal area from the 3D geometrical model was conducted for the pattern development of waist nipper. To create body models and develop the surface of them, one ortho commonly used CAD/CAM program, IDEAS(UGS-plm solutions, USA) was used. As for the size of the models, the width, thickness, and circumference ranges of adult women's torso reported in National Anthropometric Survey of Korea (1997) were used as a standard model. Seven size variations were made by changing the width of the waist only, from 19 cm to 40 cm. Therefore, simulated body models include not only the normal body but also obese body who has wider waist and abdomen width than hip width. As results, it was found that the curvature of the unfolded 2D pattern around the abdominal area decreases as the waist width increases. As the width of the waist increases more and more, so that the comparative ratios around the torso becomes in abnormal ranges, there appears inflection points and the direction of curvature was changed. 2D Patterns obtained in this research were quantified by curvature, length of the curve and angle of deflection in the reference frame box for the convenience of the actual pattern making process. It was also possible to find that the shape of patterns of abnormal body resulted in a quite interesting change in the curves of 2D pattern, which could be applied to the custom made waist nipper for obese women.