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[Environmental User Interface] [Tangible and Embodied Interfaces]
[Augment Reality/Virtual Reality and 3D Applications]
[Interactive Interface] [Computer Vision and Image Processing] [Realtime OS and Embedded System] |
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| Wearable Interaction Research Vortal (Vortal: Vertical Portal) |
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Wearable Interaction Research Vortal consists of research articles, conferences and examples of wearable computers and portable devices that produce interactions that are different from conventional interaction dialogues and techniques. This vortal is to share and discuss issues regarding wearable computers and devices including human-computer interactions, user interfaces and ubiquitous among researchers, developers and students. The scope of the Wearable Interaction vortal consists of three parts: (1) Provides technological trends, (2) Introduces research labs and companies, and (3) Introduces applications that includes commercials.
The Wearable Interaction Research Vortal is funded by CIMERR (Center for Industrial & Management Engineering Research Resources) at POSTECH (Pohang University of Science and Technology).
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Sep. 2009~Current, Member: Y. Hung, J. Kim, M. Suh, and V. Harold |
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| Environmental User Interface (EUI) |
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| Autonomous Mobile Robot |
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In today’s world, robots are playing significant roles in many different parts of our lives. This project is about building an autonomous intelligent mobile robot recognizing its surroundings. A round shaped robot as seen in the thumb nail picture on the left has been developed. It has three wheels with an encoder on each wheel and 24 infrared sensors along its outer body. The purpose of the 24 sensors is to detect obstacles and recognize environmental surroundings. The three wheels are controlled by a Mc7 dc motor controller and the robot is programmed using Microsoft Visual Studio 2008 through a Phidgets’ USB interface board. In this project, I did a main programmer role programming the robot intelligent that understands the environmental situations. |
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May 2009~Current, Member: R. Sturges, Ph.D. (PI) |
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| Near and Far Environment Awareness System (NaFEAS) |
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This project explores the user interactions of individuals with Severe Visual Impairments (SVIs) in a wayfinding task. One objective of this project is to suggest design guidelines for designing a garment-based wearable wayfinding system consisting of two platforms: electronic beacons such as a RFID system and a garment. We refer to this wearable wayfinding system as the Near and Far Environmental Awareness System (NaFEAS). It is used to support users with SVIs in wayfinding tasks with a goal of ensuring that these tasks can occur independently. In addition, users with SVIs can recognize objects while receiving appropriate near and far environmental information. This project will include findings the user requirements of users with SVIs through three participatory design process since the emphasis of this research is to determine whether a garment-based wearable wayfinding platform is effective, efficient, and acceptable to users with SVIs. This project was funded by NSF (National Science Foundation) and a paper was presented in HCII2009. |
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May 2008~August 2009, Member: T. Smith-Jackson, Ph.D.(PI), K. Carroll, Ph.D. (co-PI), F. Quek, Ph.D.(co-PI), M. Suh, N. Mi, K. Heard, R. Parang, T. Savant, L. Logothe, and A. Vasquez |
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| Ubi-Fashion (Ubiquitous Fashion Coordination) |
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Ubi-Fashion stands for Ubiquitous Fashion Coordination system which coordinates clothing based on the characteristics of upper and lower garments such as color, fabric and style. It also incorporates an individual's schedule and environmental contexts such as temperature and humidity when coordinating the garments to find the best clothing for the day in terms of design and purpose. As a proof of concept prototype, Ubi-Fashion has been realized as a mirror in the Ubiquitous Fashionable Wearable Computing Competition 2007. The mirror enables garments to interact with each other so that they can exchange the characteristics of our clothing. The system inside of the mirror collects schedules and weather information in real time and transfers it to the mirror to find the best coordination for the day. This project was funded by the SDIA at KAIST and the result was presented in ACMSE 2009. |
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April 2007~December 2007, Member: Y. Cho, and H. Park |
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| An Auditory Alarm Design based on Environmental User Interface |
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We propose a novel interactivity design framework called environment user interface (EUI) and show preliminary evidence of its efficacy. It is our conjecture that EUI, leveraging contextually appropriate environmental data, could enrich the interactivity between a user and technology. Further, this enriched interaction could enhance human situational awareness and, thus, support decision making. To evaluate the potential efficacy of this framework, one domain specific scenario about delivering auditory signals under ambient noise was implemented and evaluated with and without EUI components. The result of this project has been presented in HCII 2007. |
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Jan. 2007~Dec. 2007, Member: Y. H. Hung, S. Jenkins, and W. Winchester, Ph.D. |
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Tangible and Embodied Interfaces [Top] |
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| Extreme Wave |
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Apr. 2009~Oct. 2009, Member: Y. Lee, S. Kim, M. Suh, and R. Parang |
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| Assessing the Relationships Between Engagement and Fun in Embodied Interactive Game |
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This research is about how different user interfaces in an interactive game affect physical engagement and fun. The relationship between engagement and fun was investigated through a user study with 16 participants whom played the game Wii Tennis. The user study revealed that there was a positive correlation between physical engagement and fun. The higher level of physical engagement increased fun and learning since it promoted users to form swinging motions similar to a real tennis swing. It is recommended to have a good balance between fun and learning by adjusting the level of physical engagement. A manuscript of this project has been submitted to the Journal of IEEE Transactions on Learning Technologies.
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Feb. 1, 2008~Dec. 1, 2008, Member: K. Lee, Y. Park, and W. Winchester, Ph.D. |
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| STAGES - System for a Tangible Animated Game: Embodied Storytelling |
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The STAGES is built on principles of embodied cognition and interaction for the communication of historical information. We motivate each aspect of our design with the need for engaged interaction, spatial and temporal situatedness, and social interaction. Our design model is based on extensions of the hyper-narrative with the concept of the ‘happening' that occurs in place and is presented in the form of a dramatic scene. We further enhance the concept by situating the user in the context of place by use of a tangible tracked game board. We discuss the implementation of the system,
highlighting how each system component is realized in hardware and software.
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Aug. 23, 2006~Dec. 15, 2006, Member: J. Kim, A. Robinson, F. Quek, Ph.D., and L. Zhang |
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| Punch Punch Diet |
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The rate of obesity has been increasing and it has emerged as a significant threat not only to individual health but also to the health of society. The motivation of this project is to give physical exercises and group interactions to the obese children while they are playing games. A physical activity based interactive exercise called Punch Punch Diet is implemented that is played with virtual objects displayed on a large screen. A study revealed that the game enhanced physical and social activities while playing games. Results of this project were presented in IEEE ProCAms 2007. |
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Apr. 01, 2005~Jan. 23, 2006, Member: Y. Choi, and J. Lee, Ph.D. |
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| Interactive Gravitational Wall |
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This is an interactive wall representing gravity according to human mass. The gravity is generated from the wall when a person gets close to the wall. To implement this, Microsoft's Direct Draw and Microrobot's computer vision board were used. The result of this work was exhibited in the 2005 Einstein Exhibition in Seoul National Science Museum from July 1, 2005 to March 1, 2006. This exhibition is hosted by the Korean Physical Society and the Korea Science Foundation to celebrate Einstein's great achievements.
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March 1, 2005~July 1, 2005, Member: Y. Choi |
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| Chroma-key Hall |
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In general, the chroma-key technique is used to make synthesized avis. The purpose of this project is to show the concept of Einstein's worm hole. Visitors to the museum can feel that they are being moved to some place instantly. The result of this work was exhibited at the Seoul National Science Museum from July 1, 2005 to March 1, 2006. This exhibition was hosted by the Korean Physical Society and the Korea Science Foundation to celebrate Einstein's great achievements. |
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March 1, 2005~July 1, 2005, Member: Y. Choi |
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| Interactive Shooting Game using Laser Pointers |
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One of the unique characteristics of LASER light is its ability to travel in a straight line. This project was originated to demonstrate the principle to young children who visit a science museum, and it was realized as an interactive shooting game played by shooting bugs using general laser pointers. The result of this work was exhibited at the Seoul National Science Museum from July 1, 2005 to March 1, 2006. This exhibition was hosted by the Korean Physical Society and the Korea Science Foundation to celebrate Einstein's great achievements. |
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Jan. 3, 2005~Jul. 30, 2005, Member: Y. Choi |
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| Laser Mouse |
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As computer-based multimedia content for educational and industrial venues is being further developed, a new input device is needed to interact with objects for application in these areas. This project introduces the Laser Shot System that uses a convention laser pointer as a pointing device, allowing many degrees of freedom when selecting objects displayed on a large screen that is located a far distance from the user. The main purpose of the device is to enable the user to interact with multimedia content in a spacious area; whereas, selecting objects on a screen located a substantial distance from the user is difficult with current general input methods such as a keyboard and mouse, even with radio frequency enabled widgets. |
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Oct.2003~Dec. 2003, Member:V. Surov, Ph.D., B. T. Lee, and R. Parang |
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| Hunting Duck 2003 |
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Duck Hunting is a shooting game played by using multiple laser pointers and colored balls. This game is equipped with a beam projector and a computer vision system. In the game, the beam projector creates a virtual world on a large screen and the computer vision system detects the balls and reads the colors of laser pointers. In this game, laser pointers act as guns and colored balls act as bombs. This game won third prize at the 4th game competition hosted by Sungkyunkwan University. |
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Apr. 2003~Oct. 2003, Member: V. Surov, Ph.D., and B.T Lee |
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| Interactive Virtual Aquarium |
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This project is about a virtual aquarium in which virtual fishes are displaying on a large screen. In this virtual aquarium, all kinds of fishes are manipulated by physical pointers that include human hands (see the picture on the left). For example, when a fish is touched by a hand, its information is displayed to provide further information. A computer vision system and an image processing techniques are used to detect both the real and the virtual objects. This project was presented at the EDMEDIA 2004 conference.
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Jul.2003~Aug.2003, Member: V. Surov, Ph.D., and B.T Lee |
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| Capture the Virtual Objects |
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This project is about an on/off line mixed interactive game in which the game is played on the floor using real and virtual objects and as many players can join the game as desired. Users can catch the fire-shaped virtual objects using bamboo-shaped real objects. A computer vision system was used in order to detect the collisions between the real and virtual objects, and a beam projector was used to display virtual scenes on a floor. The result of this project was presented in the IEEE SMC in 2004.
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Oct.2002~Jan.2003, Member: V. Surov, Ph.D., B.T Lee, and M. S. Jang |
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| Augment Reality, Virtual Reality and 3D Applications [Top] |
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| Assessing The Efficacy Of A Mixed-Modal Information Display System For Conveying Context |
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The purpose of this study is to determine whether or not a light apparatus, which is installed on a speaker unit that can present auditory data through the use of lights and colors, can help to effectively convey the context of aural signals. The experiment showed that a synchronized visual and audio representation enhanced the user’s auditory sensation. Findings suggest that the light apparatus could be useful when auditory signal displays are not universally applicable because people who suffer from hearing loss are unable to use them effectively. The results of this project were presented in ACMSE 2009. |
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Mar.1, 2007~Dec. 1, 2008, Member: J. Thangjitham, and W. Winchester, Ph.D. |
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| Active Text Drawing Styles for Outdoor Augmented Reality: A User-Based Study and Design Implications |
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A challenge in presenting augmenting information in outdoor augmented reality (AR) settings lies in the broad range of uncontrollable environmental conditions that may be present, specifically large-scale fluctuations in natural lighting and wide variations in likely backgrounds or objects in the scene. In this paper, we present an active AR testbed that samples the user's field of view, and collects outdoor illuminance values at the participant's position. The main contribution presented herein is a user-based study (conducted using the testbed) that examined the effects on user performance of four outdoor background textures, four text colors, three text drawing styles, and two text drawing style algorithms for a text identification task using an optical, see-through AR system. We report significant effects for all these variables, and discuss design guidelines and ideas for future work. Results of this project were published in IEEE VR 2007. |
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January 2006~June 2006,
Member: J. Gabbard, Ph.D. (PI), and G. Fitch. |
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| Evaluation of the Effect of Low-Stimulus Area |
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We hypothesize
that low stimuli can improve the efficiency and usability of an
immersive VE (Virtual Environment). For example, low visual stimulus
areas may naturally separate the VE from the real
world. We think that such total occlusion of the real world will
increase the user's attention to and feeling of presence in the
VE, because things that may remind him or her of the real world
will be absent. In this project, we will try to prove this hypothesis
by controlled experiments and theoretical analysis. Results of this project was published in VRST2006 and International Journal of VR |
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Jan. 23, 2006~May 30, 2006,
Member: Y. Wang, K. Otitoju, T. Lu, and D. Bowman, Ph.D. |
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| Distributed Virtual Environment Game (T3: Ting Ting Together) |
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This project presents the AR-CAVE (Augmented Reality connected CAVE) platform that enables embodied interaction and tangible manipulations from a set of augmented reality (AR) remote site to integrate physical free body interactions in a CAVE system. Combining an AR environment with an immersive virtual environment (VE) can reduce interaction gaps and provide embodied interactions in distributed collaborative works. It can also provide many opportunities and degrees of freedom for collaboration in both real and virtual worlds. In the AR-CAVE, gesture-based inputs from the AR site provide variety of input and output modalities to the VE site. The result of this work was presented at ICARA 2006.
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Aug. 23, 2005~Dec. 15, Member: D. Gracanin, Ph.D. |
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| Warship Simulation Game, "Jinhae Warship" |
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This is a battle ship simulation game installed in the Children's Museum of South Korea. This game is running based on physics and a real warship model which has an accelerator, a steering gear, and shooting mechanisms. Microsoft DirectX 8.0 was used to render scenes and detect the user inputs.
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Apr. 2003~Oct. 2003, Member: M. Jang, and M. Jo |
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| Gait Simulator |
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This is a gait simulator of human for analyzing walking pattens of patients at Seoul Bo-Hun Hospital. This project was performed with a faculty member at Seoul Health College. The main function of this software is to represent the joint motions of lower half of the body. There are 15 joints in total without dummy joints. The 7 joints of the 15 are located in each leg and one joint is on the pelvis. We used the previous research results of the 3D articulated figure animation. Open GL is used for displaying a 3D human character under an IBM compatible PC.
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Nov.2002~Mar.2003, Member: M.S Jang, and S. Ryu, Ph.D |
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| Live AVATAR |
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Most Avatars need an extra supporting program called a plug-in to convert the 2D axis to 3D axis of screen. Concerning this point, we developed a 2.5 dimensional Avatar called Live Avatar. It does not needs any plug-ins but it is shown like 3D. In this project, we used 3D Studio Max to make 3D models and developed a motion builder software to make a cell animation. This application can be used as a Web Agent in the field of general Internet application area.
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Oct.2001~Oct. 2002, Member: M.S Jang, and K. Ko, Ph.D. |
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| World Cup2003, Seoul Worldcup Stadium |
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This motivation of this project is to show the 2002 Sangahm Worldcup Stadium to domestic and international people through the Web. A 3D model of the Sangahm Worldcup Stadium was constructed and it was plugged to a webpage. To control and navigate the 3D model, several control points were programmed with Java. This project was partially supported by the Seoul Regional Government Agency.
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Aug.2001~Dec. 2001, Member: Y. Kim, and Y. T.Lee |
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| Concrete Simulation Software |
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This is a simulation project of concrete. The OpenGL with MS's Visuals C++ 6.0 was used. This concrete simulation software has several conditional parameters such as time and types of materials . This project was funded by MOST (Ministry of Science and Technology).
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Apr.2001~Dec. 2001, Member: S. H. Kim |
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| Driving Simulator on the Web |
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Apr.1999~Jan. 2000, Member: K. Ko, and Y. H. Kim, Ph.D. |
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| 3D Avatar Chatting |
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This is a 3D Avatar chatting application implemented based on a facial animation engine.It is running on an IBM compatible pc and the chatting avatar can generate various shapes such as smiling, angry, surprising, etc. The OpenGL with Visuals C++5.0 was used to render the scene and control the face.
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Mar.1999~Dec. 1999, Member: Y. Lee, and M. Jang |
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| Script based Avatar Control Interface |
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Feb.1998~May. 1998, Member: T. Y, Kuc, Ph.D. |
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| 3D Human Running Animation |
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This is a human running simulation implemented based on the PUMA Robot simulator below. It is built based on the principle of robot arm generating a circular motion. OpenGL with Visual C++ 5.0 was used.
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Mar.1998~Apr. 1998, Member: T. Y, Kuc, Ph.D. |
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| PUMA Robot Simulator |
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This is a PUMA Robot simulator moving according to the predefined trajectories. The trajectory is generated by an internal timer, and OpenGL with Visual C++ 4.0 was used to render the trajectories. The human running motion above was relaized based on the results of this work.
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Mar.1998, |
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| 3D Human Character Library |
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Mar.1997~Dec. 1997, Member: T. Y, Kuc, Ph.D. |
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| Bicycle Simulator |
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This is a virtual reality bicycle simulator conducted when I was in Samsung Software Membership. TGS's Open Inventor was used to render a 3D bicycle and VC++ 4.0 was used to control sensors and process data from two encoders. A force sensor was installed in the bicycle to get force feedback while a user pedaled. The two encoders were installed in each wheel to check the bicycle's speed and directions. The results of this work were published in KACC'98 and KACC'97
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Mar.1997~July 1997, Member: Y. Choi, Ph.D. |
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| Interactive Interface [Top] |
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| Poly UI (User Interface) for Phonebook |
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This project suggests the Poly UI (Polygonal User Interface) for a cell phone, especially for a Nokia N93 phone (s60 platform) to improve the functionality of a conventional phone book. The main idea of the Poly UI is to display contact information on a 3D cube which has six surfaces. Each surface has a unique function such as social relationship, number of associations, and hierarchy of contacts. It is our conjecture that the Poly UI could improve a conventional phonebook by displaying information on multi surfaces and associating them. |
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Jan. 2008~July 2008, Member: C. Oh, M. Song, Y. Hung, and K. Sridhar |
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| A Semantic Browser |
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A semantic video browser is an interactive web browser especially for on-line video. It provides the user with rich information annotated according to the each scene of the video based on ontology. The annotated information has been categorized into six categories in terms of physical and non physical (abstract) point of interests. The categories are movie, actor, music, product, place, and comment. This project focused that how the semantic video browser efficiently notifies the user annotated information and how the user acquires the rich information conveniently. We believe the semantic video browser could enhance relationships between possible stakeholders such as viewers (end users), movie retailers (providers) and service hosts. This project was conducted when I was an intern with HP Labs, Palo Alto. |
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Aug. 2007~Dec. 2007, Member: M. Mesarina, and C. Sayers, Ph.D. |
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| Designing Educational Distributed Game |
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This is a usability study as an extension of the Distributed Pictionary game. This study focuses on finding fun factors in a distributed on-line game. Finding is that increasing the number of interactions in a game can increase the possibility of making a multi-user game more enjoyable. However, too much interactions may lead to confusion due to complexity. Assesing the priority of interactions could reduce unnecessary interactions that would make a game complex. |
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Jan. 23, 2006~May 30, 2006, Member: Y. Lee, and H. Yoo |
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| Information Notification Site |
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The purpose of this project is to create a web interface in order to provide information to users who are seeking research proposals exactly and quickly. The interface is divided into two parts: the utility part and the association part. The utility part has utility tools such as a mailer and a content scrapper and the association part displays association URLs and can save new associations as well as manage them. |
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Dec. 23, 2005~May 15, 2006, Member: T. Bowden, and K. Potter, Ph.D. |
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| Distributed Pictonary Game (Guess! What This Is?) |
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This is a distributed pictionary game implemented by the Tuple Space of IBM. This project is originated to make a new coordination between multiple players enjoying the game on-line.
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Oct. 1, 2005~Dec. 15, Member: Henry Tseng |
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| Data Element Grouping Page Development |
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This project
is about making a group page for the same records which have the
same field names and table names in multiple databases. To achieve
the goal, Cold
Fusion of Macromedia was used as a main development tool. |
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Sep. 10, 2005~May 2006,
Member: T. Bowden, and K. Potter, Ph.D. |
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| Ubiquitous Adaptation Planning for Museum Sites |
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The concept of biquitous and its related technology were reviewed to see how it can be applied to museum sites. The review was conducted in terms of three aspects: exchanging information, monitoring visitors, and planning path for collecting information. This project was ordered by Time and Space Co. |
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Mar. 2004~Dec. 2004 |
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| Interactive eCatalog/Album |
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This interactive eCatalog/Album is a kind of book-styled web browser that enables us to see digital images on the Web. The Interactive eCcatalog/Album consists of three main parts: a viewer, builder, and web frame. The results of this work can be apply to eBook, Web Presentation, and eComics. |
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Jan. 2004~May 2004, Member: V. Surov, Ph.D., |
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| Audio and Video Control System Design for The National Museum of Korea |
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This project is about controlling Audio and Video System of the National Museum of Korea. The project was divided into two parts: hardware and software. The hardware part includes building an intranet and the software part includes controlling various movie clips according to date, time, and type of contents. |
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Feb.2003~May 2004 |
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| CMS (Contents Management System) |
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A CMS is a web based management system for images, avis, sounds, and texts. The CMS can deliver information through the Internet whenever a user requests. ASP was used for Web programming and Visual Basic was used for making active X modules. |
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Feb. 2003~Dec. 2003, Member: H.S. Park, and M.S. Jang |
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| Kiosk Browser |
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This project is about
developing a costomized browser for an information Kiosk, which is connected to
the Internet or a local database. The browser can display the web contents
as well as pictures from a camera installed in the kiosk. The Kiosk was used by TouchNet
Co.
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Oct.2002~Dec. 2002, Member: H.S. Park, and M.S. Jang |
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| Flash Speaker |
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One day, I wanted to see music, not only listen to. The Flash Speaker is for representing sound visually with aural information. It represents the sound as lights (colors) according to the rhythms. To represent sound into lights, first software analyzed the frequency every each time and then mapped the frequency to pre-defined lights. The patent of the Flash Speaker was licensed by Samsung Electro-Mechanics Co.
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Mar. 2000~Oct. 2000, Member: S.D. Moon, and Y. T. Lee |
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| On-line and Off-line quiz program for KBS 2, Quiz Craft |
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Most TV quiz programs are conducting inside. This project is about an interactive game in which participants can join a game from both on-line and off-line by using the Internet or phone. This project was conducted with KBS (Korea Broadcasting System).
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Jun. 1999~Dec. 1999, Member: Y. T. Lee |
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| Subway Transferring Information Software |
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This is a subway exit and transfer information software telling the user which exit is closer to the destination and which subway line is better to transfer.
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Feb.1998 |
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| DBASE Programming (Shop Management) |
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This is my first project with DBASE. A shop management program was implemented which manages borrowing, receiving and cashing between customers and the owner. After this project, I used to other database programs such as Fox Pro and Clipper.
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1989 |
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| Computer Vision and Image Processing [Top] |
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| Panoramic Image Making S/W, T3PANORAMA |
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T3 PANORAMA is an image stitching software to make a panoramic image. This project was funded by MIC (Ministry of Information and Communication). The software consist of mainly three parts: image pre-processing, image stitching, and publishing. MS's Visual C++6.0 was used for making a builder and Java was used for publisher an applet. Final result of this software was packaged as seen on the left thumb nail image..
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Dec.2001~Dec. 2002, Member: M.S Jang, S. H, Kim, and Y. S. Lee |
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| 3D eCatalog |
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When I took part in a trade show, one sales man gave me a paper-based brochure but I wanted to see a real product. However, giving a real product to a visiter is difficult in case the size of the product is big or its cost is expensive. The 3D eCatalog is a web based interactive 3D catalog displaying porducts in 3D on the web or CD-ROM.
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Aug.2001~Dec. 2001, Member: M.S Jang, J.S. Lee, and Y. T. Lee |
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| 360 object VR making S/W, T3STUDIO 2.0 |
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This is a upgrade version of T3STUDIO 1.0. This version includes 360 object VR making software that makes a 3D using several serialized digital images.
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Mar.2000~Aug. 2001, Member: M.S Jang, J.S. Lee, and Y. T. Lee |
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| 360 object VR making System, VR STUDIO |
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As seen on the left side, the VR STUDIO is a set of digital devices equipped with several photographing devices. The VR STUDIO consists of four components: lights, turntable to rotate an object, camera to take pictures, and screen to make a background.
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Jan.2001~Aug. 2001, Member: M.S Jang, Y. T. Lee |
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| Semiconductor Inspection S/W, TIPS(Total Image Processing System) |
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This is a semiconductor inspection software using Matrox's computer vision system. The main functions of the software are capturing a wiper, drawing lines or typing texts, sending an image via the Internet, and contacting a supervisor. A system can be controlled by a stopper, because a worker's hands are busy for their work. This system was installed in a factory in Samsung Electronics Co. and Anam Semiconductor Co.
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Apr.1999~Apr. 2000, Member: Y. T. Lee, and M.S Jang |
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| 360 object VR making S/W, T3STUDIO 1.0 |
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Most iInternet shopping malls upload 2D images of their products on the web to sell them. However, customers want to see various points of a real product although they look at it on the Web. To remove this problem, we developed a 3D object making software using serialized digital images called T3STUDIO. The T3STUDIO is a 360 object VR making software, which displays an object as 3D.
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Jun. 1999~Jan. 2000, Member: Y. T. Lee, and M.S Jang |
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| Wow Photo Album |
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This is a digital album builder. Using this software, a user can change color, insert texts, and draw lines on their picture. MS Visuals C++ 5.0 and a computer vision board were used to capture an image and overy graphics..
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Mar.1999~Dec. 1999, Member: Y. T Lee, and M.S Jang |
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| Cyber Photo Cody System |
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This is an image synthesizing project called Cyber Photo Cody. Using this system, A user can make photo stickers as well as synthesized images. A computer vision board of Integral was used.
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Apr.01~Apr. 2002, Member: Y. T. Lee, and M.S Jang |
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Real-time OS and Embedded System [Top] |
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| Cell Animator for Embedded PC(WIN CE.NET) |
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This project is about making an animation engine running on an embedded board in which ARM9 processor is used. The purpose of this software is to display instructions in animation. The software can make cell animations using serialized images and processes tasks when a user press a button on a 7.2" TFT LCD touch screen. The EVC (Embedded Visual C++) 4.5 of Microsoft's and 3D studio Max were used to represent 3D images on a TFY LCD monitor. |
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Mar. Dec. 2004, Member: M.S Jang, and Y.S Lee |
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| DVD and LED Control System |
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This project is about making synchronization
engine for binding data between DVDs and the location of LEDs.
In this system, an input came from a touch screen monitor when
a user touches to see specific DVD. To control DVD players, RS232 ports of a oc were used..
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Sep.2002, Member: Y. J.
Jeon |
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| Mobile Game, "Gatz" |
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This project is about making a 3D game similar to Doom playing on a mobile phone. MS's EVT4.0 and KTF's (one of big telecom service provider in Korea) mobile phone were used. The game consists of three stages and has similar scenario as in a traditional Doom game.
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Dec.2001~Mar. 2002, Member: V. Surov, Ph.D. |
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| 2D Barcode Printing and Management Software |
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Apr.2001~Apr. 2002, Member: J. W. Suck, and Y. T. Lee |
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| Motor Control with RTOS |
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Jun.1998~Oct.1998, Member: Y. Choi, Ph.D. |
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| Robot Arm Control using Microtec Real Time OS |
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This is a SCARA Robot control project using
a real time OS, VRTX of Microtech. A MVME162
of Motorola's single board computer was used with Unix system.
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July 1997~Dec. 1997, Member: T. Y. Kuc, Ph.D. |
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| Home Automation System using Telephone |
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This project is about home automation system controlled by an answering machine. Computer programs such as MS-WORD, Webcam, and EXCEL can be run using this program. The result of this project was awarded the best paper award by Seodu Logic Inc.
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Oct.1994~Oct.1995 |
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| Line Control Board Development |
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A line tracer checking an error was implemented in this project using 80196 and 68000 micro processors. This control board was installed at the condenser manufacturing building in Samsung Electro-Mechanics Co.
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Oct.1993~Apr. 1994, Member: B. S.Gu |
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| Deflection York development of Wide Television |
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Typically, a TV picture tube has 3:4 aspect ratios. This project is about developing a new TV called Wide TV, which has 16:9 screen ratios. In this project, I took a role in developing deflection york for the 16:9 screen ratios in Samsung Electronics Co. My research team produced the first version of wide vision TV called WT3200 for the first time in Korea.
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Jan.1992~Jan. 1993, Member: J. W. Ahn, K. I Kim, J. G Lee, and S. C. Choi |
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| Color TV development using One-chip microprocessor (Micom Programming) |
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An OSD (On Screen Display) is my first project achieved at Samsung Electronics Co. The purpose of OSD is to display texts on a TV screen and thus a user can communicate with a system. For example, a user can see a number or symbol when he or she changes volume using a remote. In this project, a Samsung micom was used with a Toshiba's one-chip IC.
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Jan.1991~Dec. 1991, Member: J. W. Ahn |
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| Electronic Circuit Game, Russian Roulette |
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March 1988~Jan. 1990 |
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