• 제목/요약/키워드: dialog

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Pacman Game Using Recognition of Hand Movement from Game Industry (게임 산업에서 손동작 인식을 이용한 팩맨 게임)

  • Shin, Seong-Yoon;Rhee, Yang-Won
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.3
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    • pp.51-57
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    • 2012
  • Pacman is known as the terminator of the loved classic game in the world. In this paper, classic pacman game without using a keyboard or a mouse we should be able to play the game with simple hand gestures. In other words, It use motion game to be a substitute for the hand direction key using the center coordinates. Also, movements of the monster is to be replaced depending on your hand movements by extracting a pointer of hand taking pictures in the MFC dialog using Cam. In this paper, YCbCbr image is convert to RGB images to extract skin color, and multiplication operations and hybrid median filtering was used in order to obtain better images. And it is used to obtain movement of the hand area based on obtain the center of gravity of the hand region.

Historic Preservation towards a Critical Regionalism of Gil-ryong Park's Buildings: The Hwashin Department Store and the No-soo Park house

  • Seo, Myengsoo
    • Architectural research
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    • v.19 no.1
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    • pp.21-26
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    • 2017
  • This research examines the historic preservation of Korean modern architecture by applying Kenneth Frampton(1930-)'s concept of critical regionalism. It explores the representative Korean modern architect Gil-ryong Park (1898-1943) and two of his buildings: the Hwashin Department Store (1935) and the No-soo Park house (1937-1938). The former was in the hot spot on the preservation. There were plans to preserve this building but that it ended up being demolished in 1987. The latter building, however, has been preserved and is currently being used as a museum. These two Korean modern buildings are explored through the frame of Kenneth Frampton's critical regionalism, in particular focusing on three important concepts: "dialectical expression," "place-form," and "sustainability." In this sense, this research will provide pioneering research in understanding the preservation of Korean modern architecture through a representative Western modern theory. In the early $20^{th}$ century, Korean modern architecture, which was built during the Japanese colonial period (1910-1945), could be interpreted as critical regionalism because it represented a dialog between the West and the East, in particular between Western modernism, Japanese modernity, and Korean tradition in the East Asian context. Understanding Korean modernism in this context of a cross-cultural perspective enables scholars to define both the origins and uniqueness of Korean modern architecture.

Development of Interactive Hologram Education System based on Speech Recognition - Live Map (음성인식 기반 대화형 홀로그램 교육 시스템의 개발 및 평가에 관한 연구 - 라이브맵(Live Map))

  • Kwon, Chongsan;Lee, Dong-Heon;Moon, Mikyeong
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.69-75
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    • 2019
  • In this study, we developed a world map learning system for elementary education that uses Google Cloud platform STT, Dialog Flow, and fan holograms to recognize the voices of learners and to show and explain three-dimensional images of suitable results as holograms. As a result of the experiments and interviews, it is expected to be helpful for improving the learning effect by inducing students' interest and immersion and is expected to be effectively used for collaborative learning and education for students with disabilities.

The Perceptions of Educators and Industry Professionals on Foodservice Related-Research (외식 관련 학술적 연구에 대한 산학의 인식 분석)

  • Na, Tae-Kyun
    • Culinary science and hospitality research
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    • v.13 no.3
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    • pp.148-157
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    • 2007
  • The purpose of this research is to analyze what industry professionals and educators perceive as the definition of "research" and foodservice related-research so that the research become rather systematic and useful research. The research result is as follows. First, the independent t-test analysis of the definitions of research showed that the industry professionals were recognizing it as "investigations that are directed toward the discovery of new scientific knowledge that has specific commercial objectives with respect to products or processes or operation" while the educators were regarding it as "original investigation for the advancement of scientific knowledge that does not have a specific commercial objective." Second, the finding about the application of foodservice related-research to decision-making showed that the industry professionals did not fully utilize foodservice research and did not think it is applicable in the industry. That is because academic journal language is too hard for them to understand and they want to see research findings in industry shows and exhibitions or industry magazines in common understandable language. Lastly, foodservice researchers could initiate the dialog between themselves and industry professionals to diagnose the problems of the industry better and provide practical solutions through research findings.

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HUMAN MOTION AND SPEECH ANALYSIS TO CONSTRUCT DECISION MODEL FOR A ROBOT TO END COMMUNICATING WITH A HUMAN

  • Otsuka, Naoki;Murakami, Makoto
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.719-722
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    • 2009
  • The purpose of this paper is to develop a robot that moves independently, communicates with a human, and explicitly extracts information from the human mind that is rarely expressed verbally. In a spoken dialog system for information collection, it is desirable to continue communicating with the user as long as possible, but not if the user does not wish to communicate. Therefore, the system should be able to terminate the communication before the user starts to object to using it. In this paper, to enable the construction of a decision model for a system to decide when to stop communicating with a human, we acquired speech and motion data from individuals who were asked many questions by another person. We then analyze their speech and body motion when they do not mind answering the questions, and also when they wish the questioning to cease. From the results, we can identify differences in speech power, length of pauses, speech rate, and body motion.

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A Study on the Implementation of SIP based new Integrated Instant Messenger (SIP 기반의 새로운 통합 인스턴트 메신저 구현에 관한 연구)

  • Jo, Hyun-Gyu;Lee, Ky-Soo;Jang, Choon-Seo
    • The KIPS Transactions:PartC
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    • v.11C no.3
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    • pp.371-378
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    • 2004
  • SIP(Session Initiation Protocol) is a text based call signaling protocol that has characteristics such as flexibilities and extensibility for various application services over Internet. In this paper, we have implemented SIP based integrated Instant Messenger system which includes Presence Watcher Information service that can notify various current users status. In this system, voice and video communications are also possible as well as text based instant messages. For voice and video communication, we have newly proposed a method in which direct connection is possible between users without creation of SW INVITE dialog by extending PRESENCE TUPLE of presence information. In this case, PRESENCE TUPLE stores some informations necessary for the session.

Development of a CAD-based Utility for Topological Identification and Rasterized Mapping from Polygonal Vector Data (CAD 수단을 이용한 벡터형 공간자료의 위상 검출과 격자도면화를 위한 유틸리티 개발)

  • 조동범;임재현
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.4
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    • pp.137-142
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    • 1999
  • The purpose of this study is to develope a CAD-based tool for rasterization of polygonal vector map in AutoCAD. To identity the layer property of polygonal entity with user-defined coordinates as topology, algorithm in processing entity data of selection set that intersected with scan line was used, and the layers were extracted sequentially by sorted intersecting points in data-list. In addition to the functions for querying and modifying topology, two options for mapping were set up to construct plan projection type and to change meshes' properties in existing DTM data. In case of plan projection type, user-defined cell size of 3DFACE mesh is available for more detailed edge, and topological draping on landform can be executed in case of referring DTM data as an AutoCAD's drawing. The concept of algorithm was simple and clear, but some unexpectable errors were found in detecting intersected coordinates that were AutoCAD's error, not the utility's. Also, the routines to check these errors were included in algorithmic processing. Developed utility named MESHMAP was written in entity data control functions of AutoLISP language and dialog control language(DCL) for the purpose of user-oriented interactive usage. MESHMAP was proved to be more effective in data handling and time comparing with GRIDMAP module in LANDCADD which has similar function.

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A Study on the Research Patterns of Korea and Japan's Library Il Information Research through ISA (한국과 일본 문헌정보학 연구자들의 연구동향 분석 연구 : I S A를 중심으로)

  • 최희곤
    • Journal of the Korean Society for information Management
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    • v.20 no.1
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    • pp.53-73
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    • 2003
  • This study is to examine into the research pattern of the each country then, Korea and Japan's library and information science researchers through the ISA database, to analyze the thesis in various aspects which is included in ISA database. It analyzed such as leading authors production. subjects, journals etc. In addition, the study is to analyze the form of citation of Korea and Japan's library and information science researchers by studying the citation written in the thesis of the internationalization of library and information science and indicate the direction of our study in the future.

Ontology-based Dialog Generate System in Game (온톨로지 기반 게임 대화 생성 시스템)

  • Park, Kyo-Hyeon;Kim, Kun-Soo;Kim, Dong-Moon;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10c
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    • pp.301-304
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    • 2007
  • Role-Playing Game (RPG)에서는 플레이어가 조종하는 캐릭터 외에도 컴퓨터가 조종하는 Non-Player Character(NPC)가 등장한다. 플레이어는 NPC와 이러한 상호 작용들을 통해 점점 게임의 세계관을 이해하면서 게임에 몰입할 수 있게 된다. 이를 위해서 일반적으로 시나리오나 세계관에 따라 필요한 NPC를 생성, 배치하고 적당한 대사와 퀘스트를 부여한다. 그러나 이러한 구조에서는 NPC는 항상 정해진 정적인 대사만을 할 수 있다. 그 결과, 플레이어들은 NPC와 플레이 시간이 길어질수록 반복되는 대사에 흥미를 잃고 점점 대사를 읽지 않고 진행에 필요한 부분만을 얻어내려 하게 된다. 또한 이러한 구조는 게임 콘텐츠를 추가하고자 할 때, 새로 생성하는 NPC의 대사를 전부 새로 작성해야 하는 단점도 존재한다. 본 논문에서는 이러한 동적인 게임 환경 구축을 위한 방법으로 온톨로지 기반의 대화 생성 시스템을 제안한다. 제안하는 시스템은 플레이어가 NPC와 대화하고 싶은 내용과 관련된 키워드를 제시하면 온톨로지를 이용하여 제시한 키워드와 관련이 있고, 현재 상황과 조건이 맞는 대화나 퀘스트를 제공한다. 그 결과, 유저와의 상호 작용이 중요해지므로 플레이어의 게임 몰입도를 더욱 높일 수 있다. 또한 시스템 구축 과정에서 생성되는 온톨로지를 이용하여 다른 다양한 기능들을 추론할 수 있는 장점이 있다.

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Interactive Remote Lecture System Based on IPv6 Multicast Services (IPv6 멀티캐스트 기반의 쌍방향 원격 강의 시스템)

  • Kang, Sung-Ho;Choo, Young-Yeol
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.295-301
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    • 2006
  • The scope ID field of IPv6 multicast address indicates the zone of the destination for which a multicast traffic is intended. Without any further examination on the header field, the scope ID enables a router to determine whether the traffic will be forwarded to a subnet or not. For the graceful migration from IPv4 networks to IPv6 networks, various IPv6 applications working through IPv4 networks are indispensable during the migration period. This paper describes development of an interactive remote lecture system providing service integration on voice, image, and data of teaching materials. Access right to the network for dialog among multicast group members is controlled via additional TCP (Transmission Control Protocol) session. A jitter buffer algorithm was implemented to improve the voice communication jitters.

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