• Title/Summary/Keyword: USER-ANGLE

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3D Visualization using Face Position and Direction Tracking (얼굴 위치와 방향 추적을 이용한 3차원 시각화)

  • Kim, Min-Ha;Kim, Ji-Hyun;Kim, Cheol-Ki;Cha, Eui-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.173-175
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    • 2011
  • In this paper, we present an user interface which can show some 3D objects at various angles using tracked 3d head position and orientation. In implemented user interface, First, when user's head moves left/right (X-Axis) and up/down(Y-Axis), displayed objects are moved towards user's eyes using 3d head position. Second, when user's head rotate upon an X-Axis(pitch) or an Y-Axis(yaw), displayed objects are rotated by the same value as user's. The results of experiment from a variety of user's position and orientation show good accuracy and reactivity for 3d visualization.

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Determination of the Optimal Design Parameters for Search Task with VDT Screen Written in Korean (탐색작업에서 한글 VDT를 화면의 최적설계 모수의 결정)

  • 황우상;이동춘
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.20 no.42
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    • pp.39-47
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    • 1997
  • There are four parameters (i.e. overall density, local density, grouping, layout complexity) to consider in designing screen of a visual display terminal. Among these, only the optimum level of overall density is known to be about 25~30% by some studies. Therefore, the present experiment is conducted to define the optimum levels of the other parameters to achieve the user's best performance in visual search task. The results are as follows; (1) The function related to the levels of local density and user's search times is shown to be U -shaped. When the level of local density is about 40%, the search time is shorter than those of any other levels. (2) In the experiment of grouping, user's performance is best when the number of group is 5, and the size of group does not exceed visual angle $5^{\circ}$ (0,088rad). (3) The user performance is improved as the layout becomes less complex.

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An Optimal Adaptation Framework for Transmission of Multiple Visual Objects (다중 시각 객체 전송을 위한 최적화 적응 프래임워크)

  • Lim, Jeong-Yeon;Kim, Mun-Churl
    • Journal of KIISE:Software and Applications
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    • v.35 no.4
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    • pp.207-218
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    • 2008
  • With the growth of the Internet, multimedia streaming becomes an important means to deliver video contents over the Internet and the amount of the streaming multimedia contents is also getting increased. However, it becomes difficult to guarantee the quality of service in real-time over the IP network environment with instantaneously varying bandwidth. In this paper, we propose an optimal adaptation framework for streaming contents over the Internet in the sense that the perceptual quality of the multi-angie content with multiple visual objects is maximized given the constraints such as available bandwidth and transcoding cost. In the multi-angle video service framework, the user can select his/her preferred alternate views among the given multiple video streams captured at different view angles for a same event. This enhanced experience often entails streaming problems in real-time over the network, such as instantaneous bandwidth changes in the Internet. In order to cope with this problem, we assume that multi-angle video contents are encoded at different bitrates and the appropriate video streams are then selected or transcoded for delivery to meet such bandwidth constraints. For the user selective consumption of the various bitstreams in the multi-angle video service, the bitstream in each angle can be encoded in various bitrate, and the user can select a sub-bitrstream in the given bitrstreams or transcode the corresponding content in order to deliver the optimally adapted video contents to the instantaneously changing network condition. Therefore, we define the transcoding cost which means the time taken for transcoding the video stream and formulate a unified optimization framework which maximizes the perceptual quality of the multiple video objects in the given constraints such as the transcoding cost and the network bandwidth. Finally, we present plenty of the experimental results to show the effectiveness of the proposed method.

An Analysis on Kinematically Contributing Factors at Impact of Forehand Drive Motion in Squash (스쿼시 포핸드 드라이브 동작의 임팩트시 운동학적 주요요인 분석)

  • Lee, Kyung-Il;Lee, Hee-Kyung
    • Korean Journal of Applied Biomechanics
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    • v.17 no.1
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    • pp.29-39
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    • 2007
  • This study were obtained elapsed time phase-by-phases, displacement, user angle, velocity and angular velocity to analyse kinematically contributing factors at impact of forehand drive motion, on targeting three male players. The results of the study were presented as follows; In the forehand drive swing, the elapsed time by phases was a total of .52 seconds: .30 seconds from backswing to impact and .22 seconds from impact to follow-through, Considering the mean change in locations of COM of each(part$\rightarrow$body segment) at impact, racket head, left shoulder, right wrist and left hip, the left-right directions(X-axis) were showm to be each $.61{\pm}.03$, $1.19{\pm}.08$, $.66{\pm}.03$, $.94{\pm}.06$, and $.45{\pm}.03m$. The displacement differences of COM of each body segment were shown to be -.57, -.05, -.33, and .16m. For the vertical direction(Z-axis), the center of mass was lowest at impact and highest at E3. For the displacement of the right wrist on the left hip, the right wrist moved to .82m to the lower direction without change in the locations of the hip from E1 from E2. When the left hip moved .02m from E2 to E3, the right wrist moved .7m in the upper direction. In respect to the velocity of each body segment, the hip and the shoulder joint accelerated and then the wrist followed. Then the right wrists of all the subjects and their racket heads showed maximum speed, and an effective swing was observed. At the angle of each part, the angle of the right wrist was the smallest at the backswing and the largest at the moment of the impact. Then it increased gradually in the follow-through section. In respect of angular velocity for subject A, the hip moved and the largest change occurred. Immediately before the impact, the subject made a swing using his right wrist, his hip, and the shoulder joint, showing the maximum value, which was judged to be effective.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

Estimation of Shoulder Flexion Torque and Angle from Surface Electromyography for Physical Human-Machine Interaction (물리적 인간-기계 상호작용을 위한 표면 근전도 신호 기반의 어깨 굴곡 토크 및 각도 추정)

  • Park, Ki-Han;Lee, Dong-Ju;Kim, Jung
    • Journal of the Korean Society for Precision Engineering
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    • v.28 no.6
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    • pp.663-669
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    • 2011
  • This paper examines methods to estimate torque and angle in shoulder flexion from surface electromyography(sEMG) signals for intuitive and delicate control of robotic assistance device. Five muscles on the upper arm, three for shoulder flexion and two for shoulder extension, were used to offer favorable sEMG recording conditions in the estimation. The methods tested were the mean absolute value (MAV) with linear regression and the artificial neural network (ANN) method. An optimal condition was sought by varying combination of muscles used and the parameters in each method. The estimation performance was evaluated using the correlation values and normalized root mean square error values. In addition, we discussed their possible use as an estimation of motion intent of a user or as a command input in a physical human-machine interaction system.

A Study on Design and Development of an Engine Control System Based on Crank Angle (크랭크 각 기준의 엔진 제어시스템 설계.제작에 관한 연구)

  • 윤팔주;김명준;선우명호
    • Transactions of the Korean Society of Automotive Engineers
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    • v.6 no.4
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    • pp.198-210
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    • 1998
  • A crank angle-based engine control system has been developed for use as an engine research tool to provide precise control of the fuel injection(timing and duration) and ignition(timing and dwell) in real-time. The engine event information is provided by the engine shaft encoder, and the engine control system uses this information to generate spark and injector control signals for relevant cylinders. Eight different engine types and four different rotary encoder resolutions can be accommodated by this system. Also this system allows a user to individually control the ignition and fuel injection for each cylinder in a simple manner such as through a keyboard or in a real-time operation from a closed-loop control program.

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A study on Mobile SNS Attributes Effects on Information share, Relationship formation, and User satisfaction (모바일 SNS속성이 관계형성과 정보공유를 매개로 사용자 만족도에 미치는 영향)

  • Sim, Sun-Hee;Moon, Jae-Young
    • Journal of Korean Society for Quality Management
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    • v.40 no.1
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    • pp.60-72
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    • 2012
  • This research conducted a survey targeting mobile SNS users in order to see whether mobile SNS attribute( accessibility, usefulness, newness, connectivity) through the medium of information share and relationship formation had a positive influence on user satisfaction. The results of the analysis showed that usefulness and accessibility had a significant influence on information share, while accessibility and connectivity had a significant influence on relationship formation. Information share and relationship formation both had a significant influence on user satisfaction. Based on this research, an angle of approach different from the business transactions and information services offered in existing mobile networks is necessary when corporations provide SNS through mobiles. When considering that the most important part in the use of mobile SNS is the social component, this can be actively used for the development and marketing of SNS services. Therefore, the SNS provider must focus its efforts on finding a method to stimulate user sensibilities in order to increase customer satisfaction and draw out continuous usage.

Real-Time Obstacle Avoidance of Autonomous Mobile Robot and Implementation of User Interface for Android Platform (자율주행 이동로봇의 실시간 장애물 회피 및 안드로이드 인터페이스 구현)

  • Kim, Jun-Young;Lee, Won-Chang
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.4
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    • pp.237-243
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    • 2014
  • In this paper we present an real-time obstacle avoidance technique of autonomous mobile robot with steering system and implementation of user interface for mobile devices with Android platform. The direction of autonomous robot is determined by virtual force field concept, which is based on the distance information acquired from 5 ultrasonic sensors. It is converted to virtual repulsive force around the autonomous robot which is inversely proportional to the distance. The steering system with PD(proportional and derivative) controller moves the mobile robot to the determined target direction. We also use PSD(position sensitive detector) sensors to supplement ultrasonic sensors around dead angle area. The mobile robot communicates with Android mobile device and PC via Ethernet. The video information from CMOS camera mounted on the mobile robot is transmitted to Android mobile device and PC. And the user can control the mobile robot manually by transmitting commands on the user interface to it via Ethernet.

User-friendly adjustable table fan with selective rotation angles (사용 편의성 향상을 위한 선풍기의 효율적 회전구간 선정)

  • Kim, Sang-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.53-58
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    • 2022
  • Since a general household fan has only one left/right turning stage, the rotation angle cannot be adjusted leading to cases whether the wind reaches to an unnecessary area or vice versa. In this paper, we propose a method to efficiently control the turning section to selectively send wind to a necessary space while reducing energy waste. The minimum rotation angle was obtained by experimentally measured the stationary wind direction angle of the fan, and the optimal number of turning stages was selected by appropriately dividing the space where the wind reaches. Through this, it was confirmed that if the fan has a minimum rotation angle of 45°, a turning section of 3 stages and its rotation angle is increased by twice the stationary wind direction angle at each stage, the wind is distributed efficiently. Therefore, it is considered that the selective turning stage control proposed in this paper can minimize energy waste without significant change of the fan structure.