• Title/Summary/Keyword: Virtual goal

Search Result 222, Processing Time 0.028 seconds

Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • Journal of the Ergonomics Society of Korea
    • /
    • v.33 no.3
    • /
    • pp.175-189
    • /
    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

An Approach to the Graph-based Representation and Analysis of Building Circulation using BIM - MRP Graph Structure as an Extension of UCN - (BIM과 그래프를 기반으로 한 건물 동선의 표현과 분석 접근방법 - UCN의 확장형인 MRP 그래프의 제안 -)

  • Kim, Jisoo;Lee, Jin-Kook
    • Korean Journal of Construction Engineering and Management
    • /
    • v.16 no.5
    • /
    • pp.3-11
    • /
    • 2015
  • This paper aims to review and discuss a graph-based approach for the representation and analysis of building circulation using BIM models. To propose this approach, the authors survey diverse researches and developments which are related to building circulation issues such as circulation requirements in Korea Building Act, spatial network analysis, as well as BIM applications. As the basis of this paper, UCN (Universal Circulation Network) is the main reference of the research, and the major goal of this paper is to extend the coverage of UCN with additional features we examined in the survey. In this paper we restructured two major perspectives on top of UCN: 1) finding major factors of graph-based circulation analysis based on UCN and 2) restructuring the UCN approach and others for adjusting to Korean Building Act. As a result of the further studies in this paper, two major additions have demonstrated in the article: 1) the most remote point-based circulation representation, and 2) virtual space-based circulation analysis.

Creating Personality and Behavior of NPC Using Probability Distribution (성격 확률 분포를 이용한 NPC의 성격 및 행동 생성)

  • Min, Kyung-Hyun;Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
    • /
    • v.8 no.4
    • /
    • pp.95-105
    • /
    • 2008
  • In virtual games, Non-Playing Character(NPC)s as game elements tend to frequently communicate with game players. Although the artificial-intelligence (AI) algorithm widely used for games has been greatly developed, basic roles of NPCs have remained on the same. In a life game whose goal is to observe the actions and behaviors of the human-like NPCs, for example, their straightahead actions cause boredom. Actually, NPCs fail to display their various expressions that are characterized by humans. To make NPCs act like humans, several characters with a greater variety of characteristics need to be created. this paper proposes how NPCs both express the wide range of emotions using probability distribution and react based on their different characteristics. To verify the change of NPC actions, personalities were assigned according to the probability distribution and this algorithm was applied to a 3D game to validate the method suggested in this paper.

  • PDF

A Study on Human-Robot Interface based on Imitative Learning using Computational Model of Mirror Neuron System (Mirror Neuron System 계산 모델을 이용한 모방학습 기반 인간-로봇 인터페이스에 관한 연구)

  • Ko, Kwang-Enu;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.23 no.6
    • /
    • pp.565-570
    • /
    • 2013
  • The mirror neuron regions which are distributed in cortical area handled a functionality of intention recognition on the basis of imitative learning of an observed action which is acquired from visual-information of a goal-directed action. In this paper an automated intention recognition system is proposed by applying computational model of mirror neuron system to the human-robot interaction system. The computational model of mirror neuron system is designed by using dynamic neural networks which have model input which includes sequential feature vector set from the behaviors from the target object and actor and produce results as a form of motor data which can be used to perform the corresponding intentional action through the imitative learning and estimation procedures of the proposed computational model. The intention recognition framework is designed by a system which has a model input from KINECT sensor and has a model output by calculating the corresponding motor data within a virtual robot simulation environment on the basis of intention-related scenario with the limited experimental space and specified target object.

Parallel task scheduling under multi-Clouds

  • Hao, Yongsheng;Xia, Mandan;Wen, Na;Hou, Rongtao;Deng, Hua;Wang, Lina;Wang, Qin
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.11 no.1
    • /
    • pp.39-60
    • /
    • 2017
  • In the Cloud, for the scheduling of parallel jobs, there are many tasks in a job and those tasks are executed concurrently on different VMs (Visual machines), where each task of the job will be executed synchronously. The goal of scheduling is to reduce the execution time and to keep the fairness between jobs to prevent some jobs from waiting more time than others. We propose a Cloud model which has multiple Clouds, and under this model, jobs are in different lists according to the waiting time of the jobs and every job has different parallelism. At the same time, a new method-ZOMT (the scheduling parallel tasks based on ZERO-ONE scheduling with multiple targets) is proposed to solve the problem of scheduling parallel jobs in the Cloud. Simulations of ZOMT, AFCFS (Adapted First Come First Served), LJFS (Largest Job First Served) and Fair are executed to test the performance of those methods. Metrics about the waiting time, and response time are used to test the performance of ZOMT. The simulation results have shown that ZOMT not only reduces waiting time and response time, but also provides fairness to jobs.

3D Reenactment System of Soccer Game (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Journal of Broadcast Engineering
    • /
    • v.8 no.1
    • /
    • pp.54-62
    • /
    • 2003
  • This paper presents a Soccer Game 3D Reencatment System which reenact the Important scene like getting a goal with image processing and computer graphics technologies. KBS Research Institute of Technology has developed the 3D Reenactment System of Soccer Game called ‘VPlay' to provide TV viewers with fresh images in soccer games. Vplay generates the reenactment of exciting and important soccer scenes by using computer graphics. Vplay extracts legion of players from video with color information, and then computes precise positions of players on the ground by using global motion estimation model and playground axis transformation model. The results are applied to locomotion generation module that generates the locomotion of virtual characters automatically. Using predefined motion and model library, Vplay reenacts the important scene in a quick and convenient manner Vplay was developed for live broadcasting of soccer games that demands rapid producing time and was used efficiently during past WorldCup and Asian Game.

Reusing Technique of Primitive Motions for Effective Implementation of Complex Action (복합적 행동들을 효율적으로 구현하기 위한 기본 동작의 재활용 기법)

  • Choi, Jun-Seong;Park, Jong-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.9
    • /
    • pp.1-13
    • /
    • 2014
  • Apart from the physical realism, the implementation of various physical actions of an agent to respond to dynamically changing situations is essential for the design of an agent in a cyber world. To achieve a maximum diversity in actions, we develop a mechanism that allows composite actions to be constructed by reusing a set of primitive motions and enables an agent to instantly react to changes in the ambient states. Specifically we model an agent's body in terms of joints, and a primitive or composite motion is performed in a real time. To implement this mechanism, we produce an animation for basic joint movements and develop a method to construct overall motions out of the primitive motions. These motions can be assembled into a plan by which an agent can achieve a goal. In this manner, diverse actions can be implemented without excessive efforts. This approach has conspicuous advantages when constructing a parallel action, e.g., eating while walking, that is, two or more parallel actions can be naturally merged into a parallel action according to their priority. We implement several composite and parallel actions to demonstrate the viability of our approach.

Tele-operation of a Mobile Robot Using Force Reflection Joystick with Single Hall Sensor (단일 홀센서 힘반영 조이스틱을 이용한 모바일 로봇 원격제어)

  • Lee, Jang-Myung;Jeon, Chan-Sung;Cho, Seung-Keun
    • The Journal of Korea Robotics Society
    • /
    • v.1 no.1
    • /
    • pp.17-24
    • /
    • 2006
  • Though the final goal of mobile robot navigation is to be autonomous, operators' intelligent and skillful decisions are necessary when there are many scattered obstacles. There are several limitations even in the camera-based tele-operation of a mobile robot, which is very popular for the mobile robot navigation. For examples, shadowed and curved areas cannot be viewed using a narrow view-angle camera, especially in bad weather such as on snowy or rainy days. Therefore, it is necessary to have other sensory information for reliable tele-operations. In this paper, sixteen ultrasonic sensors are attached around a mobile robot in a ring pattern to measure the distances to obstacles. A collision vector is introduced in this paper as a new tool for obstacle avoidance, which is defined as a normal vector from an obstacle to the mobile robot. Based on this collision vector, a virtual reflection force is generated to avoid the obstacles and then the reflection force is transferred to an operator who is holding a joystick to control the mobile robot. Relying on the reflection force, the operator can control the mobile robot more smoothly and safely. For this bi-directional tele-operation, a master joystick system using a hall sensor was designed to resolve the existence of nonlinear sections, which are usual for a general joystick with two motors and potentiometers. Finally, the efficiency of a force reflection joystick is verified through the comparison of two vision-based tele-operation experiments, with and without force reflection.

  • PDF

A Methodology for Analyzing Effects of the Cooperative Engagement Capability System Applied to Naval Operations (협동교전능력(CEC) 체계구축을 위한 해상작전 적용효과 분석 방법론)

  • Jung, Yong-Tae;Jeong, Bong Joo;Choi, Bong-Wan;Yim, Dong-Soon
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.42 no.1
    • /
    • pp.95-105
    • /
    • 2019
  • The Cooperative Engagement Capability (CEC) System produces a synergy between the sensors and shooters that are used on various platforms by integrating them. Even the US Navy has been recently adopting the CEC system that maximizes the effectiveness of the air defense operations by efficiently coordinating the dispersed air defense assets. The Navy of other countries are conducting research studies on the theory and application methods for the CEC system. The ROK Navy has limited air defense capabilities due to its independent weapons systems on battle ships. Therefore, the ROK Navy is currently going through a phase where research on proving the validity of building the CEC system because it will provide a way to overcome the limit of the platform based air defense capability. In this study, our goal is to propose methods that maximize the air defense capability of ROK Navy, identify the available assets for constructing the CEC system, and estimate effects of the CEC system when it is applied to the naval operations. In addition, we will provide a simple model that was developed to estimate these effects and a case study with virtual data to demonstrate the effects of the system when it is applied to the naval operations. The research result of this study will provide a way for building the basis of the Korean CEC system.

Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
    • /
    • v.23 no.6
    • /
    • pp.914-924
    • /
    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.