We propose an intelligent interface algorithm using hand gesture recognition information based on artificial intelligence. This method is functionally an interface that recognizes various motions quickly and intelligently by using MediaPipe and artificial intelligence techniques such as KNN, LSTM, and CNN to track and recognize user hand gestures. To evaluate the performance of the proposed algorithm, it is applied to a self-made 2D top-view racing game and robot control. As a result of applying the algorithm, it was possible to control various movements of the virtual object in the game in detail and robustly. And the result of applying the algorithm to the robot control in the real world, it was possible to control movement, stop, left turn, and right turn. In addition, by controlling the main character of the game and the robot in the real world at the same time, the optimized motion was implemented as an intelligent interface for controlling the coexistence space of virtual and real world. The proposed algorithm enables sophisticated control according to natural and intuitive characteristics using the body and fine movement recognition of fingers, and has the advantage of being skilled in a short period of time, so it can be used as basic data for developing intelligent user interfaces.
Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.
Many of today's video systems have additional depth camera to provide extra features such as 3D support. Thanks to these changes made in multimedia system, it is now much easier to obtain depth information of the video. Depth information can be used in various areas such as object classification, background area recognition, and so on. With depth information, we can achieve even higher coding efficiency compared to only using conventional method. Thus, in this paper, we propose the 2D video coding algorithm which uses depth information on top of the next generation 2D video codec HEVC. Background area can be recognized with depth information and by performing HEVC with it, coding complexity can be reduced. If current CU is background area, we propose the following three methods, 1) Earlier stop split structure of CU with PU SKIP mode, 2) Limiting split structure of CU with CU information in temporal position, 3) Limiting the range of motion searching. We implement our proposal using HEVC HM 12.0 reference software. With these methods results shows that encoding complexity is reduced more than 40% with only 0.5% BD-Bitrate loss. Especially, in case of video acquired through the Kinect developed by Microsoft Corp., encoding complexity is reduced by max 53% without a loss of quality. So, it is expected that these techniques can apply real-time online communication, mobile or handheld video service and so on.
The burning behaviors of board for flooring materials were investigated using cone calorimetry at an incident heat flux of $50kWm^{-2}$. Seven domestic flooring materials were used to observe the burning behavior of maximum heat release rate, total heat release and average heat release rate. The experimental data indicated that the medium density fiberboard (MDF) flooring had higher release rate than the other flooring materials. Also, the mass loss of MDF flooring was higher than the other floors. When measuring the smoke production from burning, PE fiberboard flooring and PVC Plastic Resin Sheet showed higher carbon monoxide and carbon dioxide yield than the others. The average smoke release of both carbon dioxide and carbon monoxide through specific extinction area was similar. Toxic smoke measurement from flooring materials were determined by the mouse stop motion, and the results indicated that MDF flooring contains more toxic material than the other flooring materials.
Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.7
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pp.734-739
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2016
The globe valve is a linear motion valve that is designed primarily to stop, start, and regulate flow. The disk of a globe valve can be removed totally from the flow path or it can completely close the flow path. In this study, numerical analysis using ANSYS-CFX was initially performed to predict the flow coefficient and build a prototype model of a globe valve. The flow coefficient is the volume of water at $15.6^{\circ}C$ that will flow per minute through a valve with a pressure drop of 1 psi across the valve. In other words, it is an important factor for determining the size of the valve. From the analysis results, the fluid flux of water and flow coefficient of the valve were extracted. From the numerical results, a prototype of ultra-fine precision control valve, which can regulate the fluid flow of range 0 ~ 0.1 gal per min, was developed. The experimental results were compared with the numerical results using the flow coefficient ($C_v$) graph. From the comparative results, the flow coefficient ($C_v$) error percentage between the numerical and experimental results was very low, which is acceptable, proving that the proposed prototype model is convincing. In addition, it is possible to predict the flow coefficient using only numerical analysis.
Transactions of the Korean Society of Mechanical Engineers A
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v.40
no.12
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pp.1067-1076
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2016
This paper describes the development of a hybrid-powered wheelchair (HPW) for the elderly. The proposed HPW has novel mechanical and control features compared with conventional powered wheelchairs. An ergonomic back-braking mechanism was designed in order to stop the wheels easily. In terms of control features, the HPW remarkably reduces the muscle power required by combining various assistive functions, such as wheel torque assistance, friction/inertia compensation, gravity compensation, and the one-hand driving algorithm. For wheel torque assistance, strain gauges were attached to the hand-rim in order to measure the wheel torque applied by a human. Gyroscopes and an accelerometer were attached to the wheel and chair respectively for friction and inertia compensation. An inclinometer was attached for gravity compensation and the one-hand driving algorithm was included for patients who can only use one hand. The one-hand driving algorithm controls the angular velocity of the uncontrolled wheel by using a gyroscope and pressure sensors attached to the bottom of the seat. Finally, the performance of the proposed motion assisted algorithm was verified through various experiments.
In this study, the burning behaviours of five different kinds of carpet samples covered with nylon, PP (polypropylene), PTT (poly(trimethylene terephthalate)), wool fabric and NW (nylon and wool) were evaluated by using the cone calorimeter having a radiant flux of 50kW/$m^2$. And the combustion gas toxicity was evaluated according to KS F 2271 test method. As a result of the cone calorimeter test (KS F ISO 5660-1), nylon carpet samples were ignited most easily. In ignition ability or initial flammability, NW carpet samples showed the highest value. In heat release rate (HRR), fire intensity, PP carpet samples were larger than any other samples. Nylon carpet samples were the highest smoke production rate, while N/W carpet samples the lowest. The following were in mass loss rates: NW > wool > nylon > PP > PTT. CO (carbon monoxide) was one of the most toxic gases released from the combustion. PTT carpet samples gave rise to the highest CO concentration, while NW carpet samples the lowest. In addition, PP carpet samples caused the highest $CO_2$ (carbon dioxide) concentration, while NW carpet samples the lowest. Toxicity of the gas produced from carpet samples was determined by the mouse stop motion, and it resulted in the fact that the combustion gas of PTT carpet samples was more toxic than that of any other samples.
Reexamining Brecht's theoretical hypotheses in terms of cognitive science, this essay arrived at several temporary interpretations. Cognitive science implies that empathy can precede the rational understanding in Verfremdungseffekt. The spectator tends to simulate the unfamiliar incident and character and feels the consequential embodied emotion that leads to the cognitive understanding. The similar situation can be found in social gestus. According to cognitive science, gesture(social gestus) is simulated in the mirror-neuron of spectator, arousing consequently the embodied emotion that triggers the succeeding understanding. The spectator apts to experience and feel physically the moving gesture before decoding it as a social signification. Brecht's intention that attempts to reveal the duality of actor and character by eliminating the fourth wall is negated by cognitive science. According to the theory of conceptual blending, the spectator under the eliminated fourth wall mixes actor and character, and simulates this blending image so that he experiences it imaginatively. As such, another kind of illusion can be formed when a fourth wall is collapsed. Meanwhile, the critical thinking of spectator Brecht wanted can be hard to occur during the performance. It is necessary for the spectator to recollect the bygone dialogue and action in terms of social context as if he presses the pause, stopping the playback while watching a play in video. In this respect the social meaning Brecht intended can be achieved more effectively by the stop motion like tableau. It would not only give the time for the spectator to consider the implied social signification, but also make him possible to decode a semiotic meaning as if interpreting a still picture. Or it can be delivered by the dialogue that expresses the playwright's critical judgement. In this case, the subject of critical thinking is not the spectator but the author. The alternative explanation that the cognitive science suggests illuminates theoretically the reasons why Brecht's theory fails to be realized in practice. In a sense, Brecht's theory is nothing but a theoretical hypothesis. It takes the premise that the emotion hinders the rational thinking, understanding emotion and reason oppositively like Plato. This assumption is negated easily by the recent cognitive science that sees the reason as a by-product of physical experience including emotion. The rational understanding, in this sense, begins from the embodied emotion. As such the cognitive science denies the dichotomy of emotion and reason that Brecht adopted. The theoretical hypothesis of cognitive science makes us recognize again the importance of bodily experience in theatre. In theatre the spectator tends to experience physically before decoding the intellectual meaning. The spectator Brecht wanted, therefore, is far from the reality. The spectator usually experiences and reacts physically before decoding the meaning critically. Thus Brecht's intention can be realized by the embodied emotion resulted from simulation. This tentative interpretation suggests that we need to pay more attention to the empirical study of spectatorship, not remaining in a speculative study.
The Journal of The Korea Institute of Intelligent Transport Systems
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v.17
no.5
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pp.1-13
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2018
Divers types of Personal Mobility(PM) are appeared on the market after the Segway is introduced. PMs have propagated very rapidly with their ease of use, and accidents related with PM show a sudden increase. Many studies on the PM are performed as its trend, but dring safety of passengers are excluded. In this study, criteria which can be adopted for PM's driving safety evaluation are reviewed. Also result of driving safety evaluation on 3 types of PM(wheel chair, kickboard, scooter(seating/standing) and walking using deducted criteria is given. COG(Center of the gravity) and SM(Stability Metric) are finally selected two criteria among many of them used in other fields. COG indicates how the center of mass deviates from the direction of the gravity. SM is a normalized value of generated force when PM moves as internal force, angular momentum, and ground reaction force. 0 means stop, and negative value means rollover, so it can be used for safety evaluation of PM. Average and standard deviation of measurement are standard of safety on the COG analysis. Wheel chair is the most safe and kickboard is the most unstable on the COG analysis. Wheel chair is also ranked as top safe on the SM analysis. Among two riding types(seating and standing) on the scooter, seating type is evaluated more safer than standing type. It is proposed that more various type of PMs are need to get safety evaluation for drivers and devices themselves together.
Purpose: A Pixelated BSGI gamma camera has features to enhance resolution and sensitivity and minimize the distance between detector and organs by narrow FOV. Therefore, it is known as useful device to examine small organs such as thyroid, parathyroid and gall bladder. In general, when we would like to enlarge the size of images and obtain high resolution images by gamma camera in nuclear medicine study, we use pinhole collimator. The purpose of this study is to evaluate the usefulness of Pixelated BSGI gamma camera and to compare to it using pinhole collimator in thyroid scan which is a study of typical small organs. Materials and methods: (1) The evaluation of sensitivity and spatial resolution: We measured sensitivity and spatial resolution of Pixelated BSGI with LEHR collimator and Infinia gamma camera with pinhole collimator. The sensitivity was measured by point source sensitivity test recommended by IAEA. We acquired images considering dead time in BSGI gamma camera for 100 seconds and used $^{99m}TcO4-\;400{\mu}Ci$ line source. (2) The evaluation of thyroid phantom: The thyroid phantom was filled with $^{99m}TcO4-$. After set 300 sec or 100 kcts stop conditions, we acquired images from both pixelated BSGI gamma camera and Infinia gamma camera with LEHR collimator. And we performed all thyroid studies in the same way as current AMC's procedure. Results: (1) the result of sensitivity: As a result, the sensitivity and spatial resolution of pixelated BSGI gamma camera were better than Infinia's. The sensitivities of pixelated BSGI and Infinia gamma camera were $290cps/{\mu}Ci$ and $350cps/{\mu}Ci$ respectively. So, the sensitivity of pixelated BSGI was 1.2 times higher than Infinia's (2) the result of thyroid phantom: Consequently, we confirmed that images of Pixelated BSGI gamma camera were more distinguishable between hot and cold spot compared with Infinia gamma camera. Conclusion: A pixelated BSGI gamma camera is able to shorten the acquisition time. Furthermore, the patients are exposed to radiation less than before by reducing amount of radiopharmaceutical doses. Shortening scan time makes images better by minimizing patient's breath and motion. And also, the distance between organ and detector is minimized because detector of pixelated BSGI gamma camera is small and possible to rotate. When patient cannot move at all, it is useful since device is feasible to move itself. However, although a pixelated BSGI gamma camera has these advantages, the effect of dead time occurs over 2000 cts/s since it was produced only for breast scan. So, there were low concentrations in organ. Therefore, we should consider that it needs to take tests to adjust acquisition time and amount of radiopharmaceutical doses in thyroid scan case with a pixelated BSGI gamma camera.
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