• Title/Summary/Keyword: User's movements

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A Study on the Ubiquitous Interface Technologies (유비쿼터스 인터페이스 기술에 대한 고찰)

  • Lee, Hyeon-Jae;Oh, Chang-Heon
    • Journal of Digital Convergence
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    • v.4 no.1
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    • pp.31-41
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    • 2006
  • This article introduces developing trends of an 'Ubiquitous Interface' as an access method for use of various network resources, such as public wireless networks and un-licensed wireless networks in ubiquitous sensor network environments, without troublesome settings or operations by users. 'Ubiquitous Interface' is a relatively wide sense meaning not only physical interface of specified device or between processors, but anything method for access USN. These 'Ubiquitous Interface' able to provide seamless services that adapt autonomously to the user's movements and changes in the state of wireless resources. Recently, strongly recommended current technologies are RFID, NFC, Multi-mode mobile terminal, UMA mobile terminal and Wearable computer as a future ubiquitous interface. These technologies are have to have flexibility and multiple physical communication channels for seamless service hand over and serve easy connection at huge USN to user. Also, they have to must have flexible software structure. Finally, through the 'Ubiquitous Interface', we will be experience of seamless communication and realize a real liberty of communication.

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Development of Motion Mechanisms for Health-Care Riding Robots (지능형 헬스케어 승마로봇의 모션 메카니즘 개발)

  • Kim, Jin-Soo;Lim, Mee-Seub;Lim, Joon-Hong
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1735-1736
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    • 2008
  • In this research, a riding robot system named as "RideBot" is developed for health-care and entertainments. The developed riding robot can follow the intention of horseman and can simulate the motion of horse. The riding robot mechanisms are used for many functions of attitude detection, motion sensing, recognition, common interface and motion-generations. This riding robot can react on health conditions, bio-signals and intention informations of user. One of the objectives of this research is that the riding robot could catch user motion and operate spontaneous movements. In this paper, we develope the saddle mechanism which can generate 3 degrees-of-freedom riding motion based on the intention of horseman. Also, we develope reins and spur mechanism for the recognition of the horseman's intention estimation and the bio-signal monitoring system for the health care function of a horseman. In order to evaluate the performance of the riding robot system, we tested several riding motions including slow and normal step motion, left and right turn motion.

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The Study on Park Designing for Users of Common Residential Room (공동주거 공간의 이용자 중심형 공원계획에 대한 연구)

  • Cho, Kyoung-Deuk
    • Journal of The Korean Digital Architecture Interior Association
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    • v.7 no.1
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    • pp.35-42
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    • 2007
  • Common residential environment is synthetic forms promote with organic organization of varied cultures and images. Users perceive and classify about these environments of feeling and atmosphere of each elements through their experiences and memories, not fixed point of view. In Korea, park designing of common residential room is in operation monotonously attach importance to economical efficiency without aesthetic structures, varied tries of materials, multiplicity, congruity of surrounding, and user-oriented plan. Recently, in policy of park designing has elements that obstruct to characteristic of environment because of applied to wrong guidelines which are end in investigation to model of an advanced countries'. In conclusion, this investigation shows improve on quality of park planning with the pivot of the matter is for users of common residential room. and park planning needs to multidimensional achieve.

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Developing Trend of an Ubiquitous Interface Technologies (유비쿼터스 인터페이스 기술의 개발 동향)

  • Lee, Hyeon-Jae;O, Chang-Heon
    • 한국디지털정책학회:학술대회논문집
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    • 2005.11a
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    • pp.299-311
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    • 2005
  • This article introduces developing trends of an "Ubiquitous Interface" as an access method for use of various network resources, such as public wireless networks and un-licensed wireless networks in ubiquitous sensor network environments, without troublesome settings or operations by users. "Ubiquitous Interface" is include a relatively wide sense meaning not only physical interface of specified device or between processors, but anything method for access USN. These "Ubiquitous Interface" able to provide seamless services that adapt autonomously to the user's movements and changes in the state of wireless resources. Recently, strongly recommended candidates are RFID, NFC, Multi-mode mobile terminal, Wearable computer and OSGi for integrated digital home networking system as a future ubiquitous interface. These candidates are have to have flexibility and multiple physical communication channel for seamless service hand over and serve easy connection at huge USN to user. And, must have flexible software structure and multi-functional middleware. Consequently, for more enhance performance of an ubiquitous interface and developing, need more structured and integrated future plan.

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Combined Traffic Signal Control and Traffic Assignment : Algorithms, Implementation and Numerical Results

  • Lee, Chung-Won
    • Proceedings of the KOR-KST Conference
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    • 2000.02a
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    • pp.89-115
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    • 2000
  • Traffic signal setting policies and traffic assignment procedures are mutually dependent. The combined signal control and traffic assignment problem deals with this interaction. With the total travel time minimization objective, gradient based local search methods are implemented. Deterministic user equilibrium is the selected user route choice rule, Webster's delay curve is the link performance function, and green time per cycle ratios are decision variables. Three implemented solution codes resulting in six variations include intersections operating under multiphase operation with overlapping traffic movements. For reference, the iterative approach is also coded and all codes are tested in four example networks at five demand levels. The results show the numerical gradient estimation procedure performs best although the simplified local searches show reducing the large network computational burden. Demand level as well as network size affects the relative performance of the local and iterative approaches. As demand level becomes higher, (1) in the small network, the local search tends to outperform the iterative search and (2) in the large network, vice versa.

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A Study on Marker-based Detection Method of Object Position using Perspective Projection

  • Park, Minjoo;Jang, Kyung-Sik
    • Journal of information and communication convergence engineering
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    • v.20 no.1
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    • pp.65-72
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    • 2022
  • With the mark of the fourth industrial revolution, the smart factory is evolving into a new future manufacturing plant. As a human-machine-interactive tool, augmented reality (AR) helps workers acquire the proficiency needed in smart factories. The valuable data displayed on the AR device must be delivered intuitively to users. Current AR applications used in smart factories lack user movement calibration, and visual fiducial markers for position correction are detected only nearby. This paper demonstrates a marker-based object detection using perspective projection to adjust augmented content while maintaining the user's original perspective with displacement. A new angle, location, and scaling values for the AR content can be calculated by comparing equivalent marker positions in two images. Two experiments were conducted to verify the implementation of the algorithm and its practicality in the smart factory. The markers were well-detected in both experiments, and the applicability in smart factories was verified by presenting appropriate displacement values for AR contents according to various movements.

Visualization System for Dance Movement Feedback using MediaPipe (MediaPipe를 활용한 춤동작 피드백 시각화 시스템)

  • Hyeon-Seo Kim;Jae-Yeung Jeong;Bong-Jun Choi;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.217-224
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    • 2024
  • With the rapid growth of K-POP, the dance content industry is spreading. With the recent increase in the spread of SNS, they also shoot and share their dance videos. However, it is not easy for dance beginners who are new to dancing to learn dance moves because it is difficult to receive objective feedback when dancing alone while watching videos. This paper describes a system that uses MediaPipe to compare choreography videos and dance videos of users and detect whether they are following the movement correctly. This study proposes a method of giving feedback based on Color Map to users by calculating the similarity of dance movements between user images taken with webcam or camera and choreography images using cosine similarity and COCO OKS. Through this system, objective feedback on users' dance movements can be visually received, and beginners are expected to be able to learn accurate dance movements.

Development of Real-Time Vision-based Eye-tracker System for Head Mounted Display (영상정보를 이용한 HMD용 실시간 아이트랙커 시스템)

  • Roh, Eun-Jung;Hong, Jin-Sung;Bang, Hyo-Choong
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.35 no.6
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    • pp.539-547
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    • 2007
  • In this paper, development and tests of a real-time eye-tracker system are discussed. The tracker system tracks a user's gaze point through movement of eyes by means of vision-based pupil detection. The vision-based method has an advantage of detecting the exact positions of user's eyes. An infrared camera and a LED are used to acquire a user's pupil image and to extract pupil region, which was hard to extract with software only, from the obtained image, respectively. We develop a pupil-tracking algorithm with Kalman filter and grab the pupil images by using DSP(Digital Signal Processing) system for real-time image processing technique. The real-time eye-tracker system tracks the movements of user's pupils to project their gaze point onto a background image.

MyWorkspace: VR Platform with an Immersive User Interface (MyWorkspace: 몰입형 사용자 인터페이스를 이용한 가상현실 플랫폼)

  • Yoon, Jong-Won;Hong, Jin-Hyuk;Cho, Sung-Bae
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.52-55
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    • 2009
  • With the recent development of virtual reality, it has been actively investigated to develop user interfaces for immersive interaction. Immersive user interfaces improve the efficiency and the capability of information processing in the virtual environment providing various services, and provide effective interaction in the field of ubiquitous and mobile computing. In this paper, we propose an virtual reality platform "My Workspace" which renders an 3D virtual workspace by using an immersive user interface. We develop an interface that integrates an optical see-through head-mounted display, a Wii remote controller, and a helmet with infrared LEDs. It estimates the user's gaze direction in terms of horizontal and vertical angles based on the model of head movements. My Workspace expands the current 2D workspace based on monitors into the layered 3D workspace, and renders a part of 3D virtual workspace corresponding to the gaze direction. The user can arrange various tasks on the virtual workspace and switch each task by moving his head. In this paper, we will also verify the performance of the immersive user interface as well as its usefulness with the usability test.

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Design of Computer Access Devices for Severly Motor-disability Using Bio-potentials (생체전위를 이용한 중증 운동장애자들을 위한 컴퓨터 접근제어장치 설계)

  • Jung, Sung-Jae;Kim, Myung-Dong;Park, Chan-Won;Kim, Il-Hwan
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.55 no.11
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    • pp.502-510
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    • 2006
  • In this paper, we describe implementation of a computer access device for the severly motor-disability. Many people with severe motor disabilities need an augmentative communication technology. Those who are totally paralyzed, or 'locked-in' cannot use conventional augmentative technologies, all of which require some measure of muscle control. The forehead is often the last site to suffer degradation in cases of severe disability and degenerative disease. For example, In ALS(Amyotrophic Lateral Sclerosis) and MD(Muscular dystrophy) the ocular motorneurons and ocular muscles are usually spared permitting at least gross eye movements, but not precise eye pointing. We use brain and body forehead bio-potentials in a novel way to generate multiple signals for computer control inputs. A bio-amplifier within this device separates the forehead signal into three frequency channels. The lowest channel is responsive to bio-potentials resulting from an eye motion, and second channel is the band pass derived between 0.5 and 45Hz, falling within the accepted Electroencephalographic(EEG) range. A digital processing station subdivides this region into eleven components frequency bands using FFT algorithm. The third channel is defined as an Electromyographic(EMG) signal. It responds to contractions of facial muscles and is well suited to discrete on/off switch closures, keyboard commands. These signals are transmitted to a PC that analyzes in a time series and a frequency region and discriminates user's intentions. That software graphically displays user's bio-potential signals in the real time, therefore user can see their own bio-potentials and control their physiological signals little by little after some training sessions. As a result, we confirmed the performance and availability of the developed system with experimental user's bio-potentials.