• Title/Summary/Keyword: need for interaction

Search Result 906, Processing Time 0.023 seconds

3DARModeler: a 3D Modeling System in Augmented Reality Environment (3DARModeler : 증강현실 환경 3D 모델링 시스템)

  • Do, Trien Van;Lee, Jeong-Gyu;Lee, Jong-Weon
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.127-136
    • /
    • 2009
  • This paper describes a 3D modeling system in Augmented Reality environment, named 3DARModeler. It can be considered a simple version of 3D Studio Max with necessary functions for a modeling system such as creating objects, applying texture, adding animation, estimating real light sources and casting shadows. The 3DARModeler introduces convenient, and effective human-computer interaction to build 3D models. The 3DARModeler targets nontechnical users. As such, they do not need much knowledge of computer graphics and modeling techniques. All they have to do is select basic objects, customize their attributes, and put them together to build a 3D model in a simple and intuitive way as if they were doing in the real world.

  • PDF

Design of Flexible Composite Propellers considering Fluid-structure Interaction (유체-구조 연성 효과를 고려한 복합소재 유연 프로펠러의 설계)

  • Kim, Ji-Hye;Ahn, Byoung-Kwon;Kim, Gun-Do
    • Journal of the Society of Naval Architects of Korea
    • /
    • v.57 no.2
    • /
    • pp.61-69
    • /
    • 2020
  • Due to its flexibility of the composite propeller blade, it is necessary to design a shape capable of generating a desired load at a design point in consideration of the shape change of the propeller. In order to design it, we need to evaluate not only the hydrodynamic force around it, but also its structural response of flexible propeller according to its deformation. So, it is necessary to develop a design tool to predict the hydroelastic performance of a flexible propeller with deformation considering fluid-structure interaction and special operating conditions. Finally a design optimization tool for flexible propellermade of CFRP is required. In this study, a design methodology of the specific flexible composite propeller is suggested, considering fluid-structural interaction analysis of the specific flexible propeller.

A case study on the adequacy between student residence and living behavior of the hearing impaired (청각장애인의 생활공간과 사용행태와의 적합성에 관한 연구 - 기숙사 공간사례를 중심으로 -)

  • Kwak, Yoonjung;Kim, Kyoungyeon;Lim, Jeanny;Lee, Yeunsook
    • KIEAE Journal
    • /
    • v.7 no.4
    • /
    • pp.81-89
    • /
    • 2007
  • The changes of social climate in respecting differences and needs of each diverse groups and human equality have caused the disabled to persue quality of life, through enabling their lives more independent. The purpose of this research was to find out adequacy of the residence and living behavior of the hearing impaired. Though this reach it was expected to find out environment features which have become obstacle in maintain their life independent in normal way and the way of improving their environment. Small group workshop with three hearing impaired persons was implemented. Living behavior and physical environmental characteristic of dormitory and interaction between them were identified. The need of non auditorial communication for the hearing impaired found far beyond required guidelines of the disabled Act. Design professionals need more profound knowledge with and ethical and humanistic attitude to find and satisfy the need of disabled.

The Moderate Effects of Semantic Cues of discount types on Consumer's Perception and Purchase Intention in Prices Discount Advertising of Clothing Products (의류제품 가격할인 광고시 할인유형의 어의적 단서가 소비자의 지각과 구매의도에 미치는 조절효과)

  • 전영미;정명선
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.26 no.9
    • /
    • pp.1342-1353
    • /
    • 2002
  • The purpose of this study was to provide the basic information to be helpful in establishing more rational prices discount strategy in prices discount advertising. The experiment design for study was a $3{\times}2{\times}3$ between subject factorial design in which the factors were discount presentation types(discount price presentation/discount rate presentation/discount price and discount rate presentation), existence of normal price presentation(presentation/ non-presentation) and semantic cues(regular sales/markdown on the previous season's product/storehouse opening sales). Thirty subjects were randomized in one of 18 experimental conditions. The subjects of this study were 540 female university students in Kwangju, Korea. The results were as follows; 1. Significant interaction effects between discount presentation types and the semantic cues were found in perceived transaction value(p<.01), perceived acquisition value(p<.05), and purchase intention(p<.05)- It means that discount presentation types in prices discount advertising need to present differently according to price discount types. 2. Significant interaction effects between existence of normal price and the semantic cues were not found. It means that normal price need to present in prices discount advertising regardless of price discount types.

The Cognition of Non-Ridged Objects Using Linguistic Cognitive System for Human-Robot Interaction (인간로봇 상호작용을 위한 언어적 인지시스템 기반의 비강체 인지)

  • Ahn, Hyun-Sik
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.15 no.11
    • /
    • pp.1115-1121
    • /
    • 2009
  • For HRI (Human-Robot Interaction) in daily life, robots need to recognize non-rigid objects such as clothes and blankets. However, the recognition of non-rigid objects is challenging because of the variation of the shapes according to the places and laying manners. In this paper, the cognition of non-rigid object based on a cognitive system is presented. The characteristics of non-rigid objects are analysed in the view of HRI and referred to design a framework for the cognition of them. We adopt a linguistic cognitive system for describing all of the events happened to robots. When an event related to the non-rigid objects is occurred, the cognitive system describes the event into a sentential form and stores it at a sentential memory, and depicts the objects with a spatial model for being used as references. The cognitive system parses each sentence syntactically and semantically, in which the nouns meaning objects are connected to their models. For answering the questions of humans, sentences are retrieved by searching temporal information in the sentential memory and by spatial reasoning in a schematic imagery. Experiments show the feasibility of the cognitive system for cognizing non-rigid objects in HRI.

A Study on the Statistical Structure and Additional Analysis of the 3-level Foldover Resolution IV Fractional Factorial Designs (3-수준계 Foldover Resolution IV 부분실험법의 통계적 구조 및 추가분석방법에 관한 연구)

  • Kim, Sang-Ik
    • Journal of Korean Society for Quality Management
    • /
    • v.38 no.1
    • /
    • pp.42-51
    • /
    • 2010
  • For the fractional factorial designs, the resolution-IV designs can be used when we want to estimate the main effects and to investigate the structure of the non-negligible two-factor interaction effects, when the three-factor and higher order interaction effects are all negligible. However we need to add the additional treatment combinations in order to identify the influential interactions for the resolution-IV fractional factorial designs. In this paper we investigate the statistical structure for 3-level resolution-IV designs constructed by fold-over scheme and introduce a method for analyzing the influential two-factor interactions.

A Study on the Sequential Analysis of Resolution IV $3^t$ Fractional Factorial Designs (Resolution IV $3^t$ 요인부분실험법의 축차 분석방법에 관한 연구)

  • Kim, Sang-Ik
    • Proceedings of the Korean Society for Quality Management Conference
    • /
    • 2010.04a
    • /
    • pp.129-138
    • /
    • 2010
  • For the fractional factorial designs, the resolution-IV designs can be used when we want to estimate the main effects and to investigate the structure of the non-negligible two-factor interaction effects, when the three-factor and higher order interaction effects are all negligible. However we need to add the additional treatment combination in order to identify the influential interactions for the resolution-IV fracrtional factorial designs. In this paper we investigate the statistical structure for 3-level resolution-IV designs constructed by fold-over scheme and introduce a method for analyzing the influential two-factor interactions.

  • PDF

Spatiotemporal Grounding for a Language Based Cognitive System (언이기반의 인지시스템을 위한 시공간적 기초화)

  • Ahn, Hyun-Sik
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.15 no.1
    • /
    • pp.111-119
    • /
    • 2009
  • For daily life interaction with human, robots need the capability of encoding and storing cognitive information and retrieving it contextually. In this paper, spatiotemporal grounding of cognitive information for a language based cognitive system is presented. The cognitive information of the event occurred at a robot is described with a sentence, stored in a memory, and retrieved contextually. Each sentence is parsed, discriminated with the functional type of it, and analyzed with argument structure for connecting to cognitive information. With the proposed grounding, the cognitive information is encoded to sentence form and stored in sentence memory with object descriptor. Sentences are retrieved for answering questions of human by searching temporal information from the sentence memory and doing spatial reasoning in schematic imagery. An experiment shows the feasibility and efficiency of the spatiotemporal grounding for advanced service robot.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
    • /
    • v.15 no.4
    • /
    • pp.553-564
    • /
    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

  • PDF

AI-based Automatic Spine CT Image Segmentation and Haptic Rendering for Spinal Needle Insertion Simulator (척추 바늘 삽입술 시뮬레이터 개발을 위한 인공지능 기반 척추 CT 이미지 자동분할 및 햅틱 렌더링)

  • Park, Ikjong;Kim, Keehoon;Choi, Gun;Chung, Wan Kyun
    • The Journal of Korea Robotics Society
    • /
    • v.15 no.4
    • /
    • pp.316-322
    • /
    • 2020
  • Endoscopic spine surgery is an advanced surgical technique for spinal surgery since it minimizes skin incision, muscle damage, and blood loss compared to open surgery. It requires, however, accurate positioning of an endoscope to avoid spinal nerves and to locate the endoscope near the target disk. Before the insertion of the endoscope, a guide needle is inserted to guide it. Also, the result of the surgery highly depends on the surgeons' experience and the patients' CT or MRI images. Thus, for the training, a number of haptic simulators for spinal needle insertion have been developed. But, still, it is difficult to be used in the medical field practically because previous studies require manual segmentation of vertebrae from CT images, and interaction force between the needle and soft tissue has not been considered carefully. This paper proposes AI-based automatic vertebrae CT-image segmentation and haptic rendering method using the proposed need-tissue interaction model. For the segmentation, U-net structure was implemented and the accuracy was 93% in pixel and 88% in IoU. The needle-tissue interaction model including puncture force and friction force was implemented for haptic rendering in the proposed spinal needle insertion simulator.