• Title/Summary/Keyword: User Feedback Information

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Development of a Virtual Reality Glove Improvement Algorithm for Immersive Virtual Reality contents (몰입형 가상현실 콘텐츠를 위한 가상현실 글러브 개선 알고리즘 개발)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.6
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    • pp.807-812
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    • 2021
  • In order to be able to interact with the user to experience it as if it were real in virtual reality contents, input/output devices that make them feel the five senses of humans are required . In virtual reality (VR), devices that stimulate sight and hearing are the most representative. For a more realistic experience, suits and gloves that stimulate the sense of touch have recently been released, but there are not many cases applied to actual contents due to the limitation of device . In this paper, we analyze a virtual reality glove that can detect hand movement and touch in a virtual world. Based on the analysis, we propose an algorithm that can sense the intensity of collision with a VR object by tactile sense by improving the UI/UX using the vibration of the feedback method used in the existing virtual reality glove. In addition, the system implemented by the algorithm is applied to an actual case.

Multi-Cell Transmit Diversity Scheme for OFDMA Systems (OFDMA 시스템을 위한 다중 셀 전송 다양성 기법)

  • Seo, Bangwon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37A no.9
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    • pp.721-727
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    • 2012
  • Since a conventional multi-cell transmit diversity scheme depends on the feedback from the user for the channel gain information, its performance gets to severely degrade when the channel varies fast due to the high mobility of the user. Also, transmit power of the base station cannot be fully used in the conventional scheme because only one transmit antenna is used for data transmission. In this paper, we propose a multi-cell transmit diversity scheme appropriate for fast fading channel. In the proposed scheme, channel-independent precoding vector is applied over all transmit antennas and different precoding vectors are applied for neighboring subcarriers so that the received signal is avoided to experience deep fading over multiple neighboring subcarriers. Simulation results show that the proposed scheme has better detector output signal-to-noise ratio (SNR) and bit error rate (BER) performances than the conventional scheme.

Application for Workout and Diet Assistant using Image Processing and Machine Learning Skills (영상처리 및 머신러닝 기술을 이용하는 운동 및 식단 보조 애플리케이션)

  • Chi-Ho Lee;Dong-Hyun Kim;Seung-Ho Choi;In-Woong Hwang;Kyung-Sook Han
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.83-88
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    • 2023
  • In this paper, we developed a workout and diet assistance application to meet the growing demand for workout and dietary support services due to the increase in the home training population. The application analyzes the user's workout posture in real-time through the camera and guides the correct posture using guiding lines and voice feedback. It also classifies the foods included in the captured photos, estimates the amount of each food, and calculates and provides nutritional information such as calories. Nutritional information calculations are executed on the server, which then transmits the results back to the application. Once received, this data is presented visually to the user. Additionally, workout results and nutritional information are saved and organized by date for users to review.

The Effect of Psychological Temptation, Site Quality and Sense of Community upon Online Game (심리적 유인과 사이트 품질, 공동체의식이 온라인게임에 미치는 영향)

  • Lee, Sang-Chul;Kim, Nam-Hee;Moon, Jae-Young;Suh, Young-Ho
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.207-227
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and to identify causalities among flow, addiction, customer satisfaction and customer loyalty in online industry. Many previous researches in the area of online games have been carried out about addiction by psychologist and about the development of related technologies by scientists. There are only a few studies about the customer satisfaction from the online business perspective. However, this research is different from the previous ones in the sense that both flow and addiction are considered in the study of the relationship between customer satisfaction/loyalty and flow/addiction in the area of online industry. The empirical results of high-order factor analysis indicate that six independent variables such as design, information, feedback, impulsiveness and motivation have converge three second-order variables such psychological temptation, site quality and sense of community. Consequently, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Conclusively, customer satisfaction and loyalty are positively related not with the addiction but with the flow. Besides, customer loyalty is significantly influenced by the flow and the customer satisfaction. This indicates that companies in the online game industry have to develop a strategy for the flow which is more socially and ethically allowable than the addiction.

Control Method of Mobile Robots for Avoiding Slip and Turnover on Sloped Terrain Using a Gyro/Vision Sensor Module (Gyro/Vision Sensor Module을 이용한 주행 로봇의 미끄러짐 및 넘어짐 회피 제어 기법)

  • Lee Jeong-Hee;Park Jae-Byung;Lee Beom-Hee
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.8
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    • pp.669-677
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    • 2005
  • This acticle describes the control method of mobile robots for avoiding slip and turnover on sloped terrain. An inexpensive gyro/vision sensor module is suggested for obtaining the information of terrain at present and future. Using the terrain information and the robot state, the maximum limit velocity of the forward velocity of the robot is defined fur avoiding slip and turnover of the robot. Simultaneously the maximum value of the robot velocity is reflected to an operator in the form of reflective force on a forte feedback joystick. Consequently the operator can recognize the maximum velocity of the robot determined by the terrain information and the robot state. In this point of view, the inconsistency of the robot movement and the user's command caused by the limit velocity of the robot can be compensated by the reflective force. The experimenal results show the effectiveness of the suggested method.

3D Detection of Obstacle Distribution and Mapping for Walking Guide of the Blind (시각 장애인 보행안내를 위한 장애물 분포의 3차원 검출 및 맵핑)

  • Yoon, Myoung-Jong;Jeong, Gu-Young;Yu, Kee-Ho
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.2
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    • pp.155-162
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    • 2009
  • In walking guide robot, a guide vehicle detects an obstacle distribution in the walking space using range sensors, and generates a 3D grid map to map the obstacle information and the tactile display. And the obstacle information is transferred to a blind pedestrian using tactile feedback. Based on the obstacle information a user plans a walking route and controls the guide vehicle. The algorithm for 3D detection of an obstacle distribution and the method of mapping the generated obstacle map and the tactile display device are proposed in this paper. The experiment for the 3D detection of an obstacle distribution using ultrasonic sensors is performed and estimated. The experimental system consisted of ultrasonic sensors and control system. In the experiment, the detection of fixed obstacles on the ground, the moving obstacle, and the detection of down-step are performed. The performance for the 3D detection of an obstacle distribution and space mapping is verified through the experiment.

Alleviating Semantic Term Mismatches in Korean Information Retrieval (한국어 정보 검색에서 의미적 용어 불일치 완화 방안)

  • Yun, Bo-Hyun;Park, Sung-Jin;Kang, Hyun-Kyu
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.12
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    • pp.3874-3884
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    • 2000
  • An information retrieval system has to retrieve all and only documents which are relevant to a user query, even if index terms and query terms are not matched exactly. However, term mismatches between index terms and qucry terms have been a serious obstacle to the enhancement of retrieval performance. In this paper, we discuss automatic term normalization between words in text corpora and their application to a Korean information retrieval system. We perform two types of term normalizations to alleviate semantic term mismatches: equivalence class and co-occurrence cluster. First, transliterations, spelling errors, and synonyms are normalized into equivalence classes bv using contextual similarity. Second, context-based terms are normalized by using a combination of mutual information and word context to establish word similarities. Next, unsupervised clustering is done by using K-means algorithm and co-occurrence clusters are identified. In this paper, these normalized term products are used in the query expansion to alleviate semantic tem1 mismatches. In other words, we utilize two kinds of tcrm normalizations, equivalence class and co-occurrence cluster, to expand user's queries with new tcrms, in an attempt to make user's queries more comprehensive (adding transliterations) or more specific (adding spc'Cializationsl. For query expansion, we employ two complementary methods: term suggestion and term relevance feedback. The experimental results show that our proposed system can alleviatl' semantic term mismatches and can also provide the appropriate similarity measurements. As a result, we know that our system can improve the rctrieval efficiency of the information retrieval system.

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An OFDMA-Based Next-Generation Wireless Downlink System Design with Hybrid Multiple Access and Frequency Grouping Techniques

  • Lee Won-Ick;Lee Byeong Gi;Lee Kwang Bok;Bahk Saewoong
    • Journal of Communications and Networks
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    • v.7 no.2
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    • pp.115-125
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    • 2005
  • This paper discusses how to effectively design a next-generation wireless communication system that can possibly provide very high data-rate transmissions and versatile quality services. In order to accommodate the sophisticated user requirements and diversified user environments of the next-generation systems, it should be designed to take an efficient and flexible structure for multiple access and resource allocation. In addition, the design should be optimized for cost-effective usage of resources and for efficient operation in a multi-cell environment. As orthogonal frequency division multiple access (OFDMA) has turned out in recent researches to be one of the most promising multiple access techniques that can possibly meet all those requirements through efficient radio spectrum utilization, we take OFDMA as the basic framework in the next-generation wireless communications system design. So, in this paper, we focus on introducing an OFDMA-based downlink system design that employs the techniques of hybrid multiple access (HMA) and frequency group (FG) in conjunction with intra-frequency group averaging (IFGA). The HMA technique combines various multiple access schemes on the basis of OFDMA system, adopting the multiple access scheme that best fits to the given user condition in terms of mobility, service, and environment. The FG concept and IFGA technique help to reduce the feedback overhead of OFDMA system and the other-cell interference (OCI) problem by grouping the sub-carriers based on coherence band-widths and by harmonizing the channel condition and OCI of the grouped sub-carriers.

A Study on Interaction Design Education based on Design Thinking (디자인씽킹 기반의 인터랙션 디자인 교육 연구)

  • Ho-Da Kim;Ae-Ran Joo
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.53-69
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    • 2024
  • This study was attempted to promote changes in traditional design education at a time when non-face-to-face education is necessary, such as digitalization, rapid social structure change, and post-COVID-19 situations, and to meet the demands of the times when user-centered design is more emphasized. Therefore, the goal of this study is to explore the process of developing mobile apps and operating education for deaf learners through design thinking-based interaction design education for design students. Specifically, the curriculum was designed by selecting a design thinking methodology suitable for major students to experience empathy and solutions to user problems. The subject that students majoring in this study want to sympathize with is deaf learners, and the subject of the curriculum is the development of educational support applications for deaf learners. Accordingly, a mobile app prototype that can support online learning for deaf learners was created based on the interaction design education plan designed based on design thinking. In addition, after collecting and analyzing the feedback of deaf learners to evaluate the prototype effectiveness, the final mobile app prototype was presented as an output. Through this process, interactive design education based on design thinking helped to strengthen the ability to empathize with and solve the needs of deaf learners to major students and improve the design learning experience. Based on these findings, if a methodology suitable for various user groups is selectively accepted for design education, the students in the major will have the ability to design by prioritizing the actual needs of users despite changes in the environment of the future design society.

Measurement of Classes Complexity in the Object-Oriented Analysis Phase (객체지향 분석 단계에서의 클래스 복잡도 측정)

  • Kim, Yu-Kyung;Park, Jai-Nyun
    • Journal of KIISE:Software and Applications
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    • v.28 no.10
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    • pp.720-731
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    • 2001
  • Complexity metrics have been developed for the structured paradigm of software development are not suitable for use with the object-oriented(OO) paradigm, because they do not support key object-oriented concepts such as inheritance, polymorphism. message passing and encapsulation. There are many researches on OO software metrics such as program complexity or design metrics. But metrics measuring the complexity of classes at the OO analysis phase are needed because they provide earlier feedback to the development project. and earlier feedback means more effective developing and less costly maintenance. In this paper, we propose the new metrics to measure the complexity of analysis classes which draw out in the analysis based on RUP(Rational Unified Process). By the collaboration complexity, is denoted by CC, we mean the maximum number of the collaborations can be achieved with each of the collaborator and determine the potential complexity. And the interface complexity, is denoted by IC, shows the difficulty related to understand the interface of collaborators each other. We verify theoretically the suggested metrics for Weyuker's nine properties. Moreover, we show the computation results for analysis classes of the system which automatically respond to questions of the user using the text mining technique. As a result of the comparison of CC and CBO and WMC suggested by Chidamber and Kemerer, the class that have highly the proposed metric value maintain the high complexity at the design phase too. And the complexity can be represented by CC and IC more than CBO and WMC. We can expect that our metrics may provide us the earlier feedback and hence possible to predict the efforts, costs and time required to remainder processes. As a result, we expect to develop the cost-effective OO software by reviewing the complexity of analysis classes in the first stage of SDLC(Software Development Life Cycle).

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