• Title/Summary/Keyword: interactive control

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Design and Implementation of a Call Control Markup Interpreter and Its Interaction with Voice Dialog Systems (호 제어 마크업 해석기 개발 및 음성 대화 시스템과의 연동)

  • Lee, Kyung-A;Kwon, Ji-Hye;Kim, Ji-Young;Hong, Ki-Hyung
    • MALSORI
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    • no.53
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    • pp.171-183
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    • 2005
  • Call Control eXtensible Markup (CCXML) is a standard language that supports a call control of voice dialog systems such as VoiceXML based systems. CCXML allows developers to handle telephony calls in an easy way without deep knowledge about telephony networks and their switching systems.We design and implement a call control markup interpreter. At the implementation, we use a Dialogic JCT-LS board, but, by designing a wrapping class for CTI (computer telephony board) features, the interpreter can easily adopt other CTI boards. We also design and implement event-based interaction scheme between the interpreter and voice dialog systems. For verifying the interaction scheme, we implement a simple voice dialog system.

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A Research of MPPT Control Algorithm using TM320F2812 DSP (TMS320F2812 DSP를 이용한 MPPT 제어 알고리즘 연구)

  • Kim, Byeong-Man;Lee, Dong-Gi;Jung, Young-Seok;Yu, Gwon-Jong;Choi, Ju-Yeop;Choy, Ick
    • Proceedings of the KIPE Conference
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    • 2005.07a
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    • pp.57-60
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    • 2005
  • The existing DSP for utility interactive photovoltaic generation system control, generally uses floating point process type. Because it is easy to use for number crunching, However it is too late and too expensive. fixed point process DSP, TMS320F2812, has high control speed and is rather inexpensive. This paper presents more efficient method for MPPT control using TMS320F2812.

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User Performance Measures for iTV Remote Control of Pointing Devices (iTV 리모컨 포인팅 디바이스 수행도 측정)

  • Cheong, Kyeong-Kyun;Kim, In-Soo;Park, Sung-Kwon;Park, Yong-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.145-150
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    • 2011
  • In this study, we assessed the performance of the test remote pointing device that is applicable to interactive TV (iTV). An empirical test was carried out with the pointing devices in three different interface methods that are recently tried in the industry. For the measurement, a directional task was performed on the linear track described in the conventional ISO 9241-Part 9. The measured variables included the movement time, accuracy, throughput and the subjective satisfaction. The result showed that the motion time was better in the device in the GyroPoint method than the other devices, but the accuracy of the GyroPoint device was lower than that of the devices in the Hall Mouse and OFN methods. It was found that the throughput and the subjective satisfaction were dependent upon the individual input devices. Since this study was conducted on the major point devices that are currently tried and analyzed the problems and characteristics, it is assumed that this study will provide useful data for the design of the remote pointing device that is more suitable to the iTV environment.

Technical Development of Interactive Game Interface Using Multi-Channel EMG Signal (다채널 근전도 신호를 이용한 체감형 게임 인터페이스 개발)

  • Kim, Kang-Soo;Han, Yong-Hee;Jung, Won-Beom;Lee, Young-Ho;Kang, Jung-Hoon;Choi, Heung-Ho;Mun, Chi-Woong
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.65-73
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    • 2010
  • In this paper, we developed the device for an interactive game interface using bio signals which were able to recognize user's motion intention using EMG signals and it was applied to the games which need the information of the muscle motion directions. The module for acquiring EMG signals consists of 4-Ch, wrist-motions were defined as up, right, down and left state. The user's intent was recognized through thresholding and comparing signals of each channel. The classification result of the motion directions could control the arrow keys on the keyboard of PC and it was applied on the various games. This proposed game device can be expected to induce an effective exercise with an interesting and enjoyment, and it can use both self-developed or commercial games.

Developing Interactive Game Contents using 3D Human Pose Recognition (3차원 인체 포즈 인식을 이용한 상호작용 게임 콘텐츠 개발)

  • Choi, Yoon-Ji;Park, Jae-Wan;Song, Dae-Hyeon;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.619-628
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    • 2011
  • Normally vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment. On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part. In this paper, we describe a development of interactive game contents using pose recognition interface that using 3D human body joint information. Our system was proposed for the purpose that users can control the game contents with body motion without any additional equipment. Poses are recognized comparing current input pose and predefined pose template which is consist of 14 human body joint 3D information. We implement the game contents with the our pose recognition system and make sure about the efficiency of our proposed system. In the future, we will improve the system that can be recognized poses in various environments robustly.

Attribute-Based Signatures with DNF Policies (DNF 정책을 가지는 속성 기반 서명)

  • Lee, Kwang-Su;Hwang, Jung-Yeon;Kim, Hyoung-Joong;Lee, Dong-Hoon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.1
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    • pp.78-87
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    • 2009
  • An attribute-based signature scheme is a signature scheme where a signer's private key is associate with an attribute set and a signature is associated with an access structure. Attribute-based signature schemes are useful to provide anonymity and access control for role-based systems and attribute-based systems where an identity of object is represented as a set of roles or attributes. In this paper, we formally define the definition of attribute-based signature schemes and propose the first efficient attribute-based signature scheme that requires constant number of pairing operations for verification where a policy is represented as a disjunctive normal form (DNF). To construct provably secure one, we introduce a new interactive assumption and prove that our construction is secure under the new interactive assumption and the random oracle model.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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Motion Patches (모션 패치)

  • Choi, Myung-Geol;Lee, Kang-Hoon;Lee, Je-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.1_2
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    • pp.119-127
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    • 2006
  • Real-time animation of human figures in virtual environments is an important problem in the context of computer games and virtual environments. Recently, the use of large collections of captured motion data have added increased realism in character animation. However, assuming that the virtual environment is large and complex, the effort of capturing motion data in a physical environment and adapting them to an extended virtual environment is the bottleneck for achieving interactive character animation and control. We present a new technique for allowing our animated characters to navigate through a large virtual environment, which is constructed using a small set of building blocks. The building blocks can be tiled or aligned with a repeating pattern to create a large environment. We annotate each block with a motion patch, which informs what motions are available for animated characters within the block. We demonstrate the versatility and flexibility of our approach through examples in which multiple characters are animated and controlled at interactive rates in large, complex virtual environments.

Interactive Music Performance Content for Infants' emotional regulation Improvement (유아의 정서조절능력 향상을 위한 인터랙티브 음악연주 콘텐츠 제안)

  • Park, Min-kyung;Choi, Ye-ji;Park, Yeong-mi;Jang, Se-jin;Park, Sui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.141-144
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    • 2018
  • During human development, rapid emotional growth develops in infancy, and emotional regulation affects positive emotional development. Therefore, it is important for infants to learn how to control their emotions in infancy. In this study, we propose music-based media content that can improve the emotional regulation ability of infants. In other words, this study suggests a projector-based interactive content that plays various musical instruments through movement of the body following the music on the basis of the Eurhythmics education. Children were asked to perform five instruments: bass, drums, tambourines, castanets, and maracas in their physical movements using their hands, arms, and legs, so that physical activity had a positive impact on the child's emotional regulation. This music - based interactive content is expected to provide an environment that can help improve the emotional regulation by concentrating the attention of children.

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Design Evaluation of Parent-child Interactive Game Furniture Based on AHP-TOPSIS Method (AHP-TOPSIS 방법에 기초한 부모-자식 인터랙티브 게임 가구의 설계 평가)

  • Wang, Jiaqi;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.235-248
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    • 2022
  • Through the research on the design evaluation index of parent-child interactive game furniture, it is convenient for designers to quantitatively analyze the design advantages and disadvantages of related products, which is of positive help to control and improve the design quality. Combined with AHP and TOPSIS, this study proposes the evaluation model of three design criteria and 26 design indexes. After expert scoring, calculation, and consistency test of each index, the weight value of each design index is obtained, and the index is classified according to the importance of each index. Finally, eight essential indicators, eleven secondary indicators, and seven general indicators are classified. A case study was conducted with TOPSIS, and the design samples of three parent-child climbing game furniture were analyzed. Finally, the three samples' relative proximity was 0.505, 0281, and 0.640, respectively. The research shows that the AHP-TOPSIS method can scientifically and effectively sort and screen the advantages and disadvantages of design schemes and provide a reference for the research and development of related products.