• Title/Summary/Keyword: 인간과 컴퓨터의 상호 작용

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Appraising the Interface Features of Web Search Engines Based on User-defined Relevance Criteria (이용자정의형 적합성 기준을 토대로 한 웹검색엔진 인터페이스 평가)

  • Kim, Yang-Woo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.1
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    • pp.247-262
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    • 2011
  • Although research has shown a significant amount of work identifying various dimensions of relevance along with exhaustive lists of relevance criteria, there seem to have been less effort to apply the findings to improve actual systems design. Based on this assumption, this paper investigates to what extent those relevance criteria have been incorporated into the interface features of major commercial Web search engines, suggesting what can/should be done more. Before stepping into the actual system features, this paper compares recent relevance research in Information Science with other human factor studies both in Information Science and its neighboring discipline (HCI), as an attempt to identify studies that are conceptually similar to the relevance research, but not named as such way. Similarities and differences between these studies are presented. Recommendations suggested to support applicable interface features include: 1) further personalization of interface designs; 2) author-supplied meta tags for the Web contents; and 3) extensions of beyond-topical representations based on link structure.

Hand posture recognition robust to rotation using temporal correlation between adjacent frames (인접 프레임의 시간적 상관 관계를 이용한 회전에 강인한 손 모양 인식)

  • Lee, Seong-Il;Min, Hyun-Seok;Shin, Ho-Chul;Lim, Eul-Gyoon;Hwang, Dae-Hwan;Ro, Yong-Man
    • Journal of Korea Multimedia Society
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    • v.13 no.11
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    • pp.1630-1642
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    • 2010
  • Recently, there is an increasing need for developing the technique of Hand Gesture Recognition (HGR), for vision based interface. Since hand gesture is defined as consecutive change of hand posture, developing the algorithm of Hand Posture Recognition (HPR) is required. Among the factors that decrease the performance of HPR, we focus on rotation factor. To achieve rotation invariant HPR, we propose a method that uses the property of video that adjacent frames in video have high correlation, considering the environment of HGR. The proposed method introduces template update of object tracking using the above mentioned property, which is different from previous works based on still images. To compare our proposed method with previous methods such as template matching, PCA and LBP, we performed experiments with video that has hand rotation. The accuracy rate of the proposed method is 22.7%, 14.5%, 10.7% and 4.3% higher than ordinary template matching, template matching using KL-Transform, PCA and LBP, respectively.

A Study on Interaction Design of Companion Robots Based on Emotional State (감정 상태에 따른 컴패니언 로봇의 인터랙션 디자인 : 공감 인터랙션을 중심으로)

  • Oh, Ye-Jeon;Shin, Yoon-Soo;Lee, Jee-Hang;Kim, Jin-Woo
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1293-1301
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    • 2017
  • Recent changes in social structure, such as nuclear family and personalization, are leading to personal and social problems, which may cause various problems due to negative emotional amplification. The absence of a family member who gives a sense of psychological stability in the past can be considered as a representative cause of the emotional difficulties of modern people. This personal and social problem is solved through the empathic interaction of the companion robot communication with users in daily life. In this study, we developed sophisticated empathic interaction design through prototyping of emotional robots. As a result, it was confirmed that the face interaction greatly affects the emotional interaction of the emotional robot and the interaction of the robot improves the emotional sense of the robot. This study has the theoretical and practical significance in that the emotional robot is made more sophisticated interaction and the guideline of the sympathetic interaction design is presented based on the experimental results.

Autonomous Mobile Robot Control using the Wearable Devices Based on EMG Signal for detecting fire (EMG 신호 기반의 웨어러블 기기를 통한 화재감지 자율 주행 로봇 제어)

  • Kim, Jin-Woo;Lee, Woo-Young;Yu, Je-Hun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.3
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    • pp.176-181
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    • 2016
  • In this paper, the autonomous mobile robot control system for detecting fire was proposed using the wearable device based on EMG(Electromyogram) signal. Myo armband is used for detecting the user's EMG signal. The gesture was classified after sending the data of EMG signal to a computer using Bluetooth communication. Then the robot named 'uBrain' was implemented to move by received data from Bluetooth communication in our experiment. 'Move front', 'Turn right', 'Turn left', and 'Stop' are controllable commands for the robot. And if the robot cannot receive the Bluetooth signal from a user or if a user wants to change manual mode to autonomous mode, the robot was implemented to be in the autonomous mode. The robot flashes the LED when IR sensor detects the fire during moving.

Design of Character Emoticon based on Sex for Efficient Emotion Communication (효율적인 감정 전달을 위한 성별 기반 캐릭터형 이모티콘 디자인)

  • Lee, Hyun-Ki;Yang, Janghoon
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1641-1652
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    • 2018
  • In this study, a design of emoticons based on sex was studied through Kansai engineering method. First, we developed emoticon prototypes according to a design guideline derived from existing related literatures. Then, the design guidelines was updated from the survey results on the properties of emoticon, and the two sets of modified emoticons were developed from them. Another survey was executed to evaluate the degree of emotional expressions on the three types of emoticons developed in this way. A small number of emoticons were found to be designed fulling the researcher's intention. However, in many other emoticons, it was difficult to find a consistent characteristics. Even though it was observed through detailed analysis that one of the main causes of this result was lack of detail in the design guidelines, the results of this study are expected to be used as basic data for the development and application of character - type emoticons suitable for male and female users' emotional expressions in future researches.

인공 신경망 기법을 이용한 제지공정의 지절 원인 분석

  • 이진희;이학래
    • Proceedings of the Korea Technical Association of the Pulp and Paper Industry Conference
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    • 2001.04a
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    • pp.168-168
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    • 2001
  • 제지공정의 지절 현상은 많은 공정 변수들이 복합적으로 작용하여 발생하는 가장 큰 공정 트러블 중의 하나이다. 지절은 생산량 감소 뿐만 아니라 발생 후 공정의 복구 와 정리, 생산재가동 및 공정의 재안정화를 위해 많은 시간과 비용, 그리고 노력이 투 입되어야 하므로 공정의 효율과 생산성을 크게 저하시키는 요인이다. 그러나 지절 현상 의 복잡성 때문에 이에 대해 쉽게 접근하거나 해결하지 못하고 있는 것이 현실이지만 그 필요성은 더욱 더 증대되고 있다. 본 연구에서는 최근 들어 각종 산업분야에서 복잡 한 공정상의 결점 발견 및 진단에 효과적이라고 인정받고 있는 예측 분석기법인 인공 신경망(artificial neural network) 시율레이션과 일반적인 통계기법 중의 하나인 주성분 분석을 이용하여 제지 공정의 지절 현상의 검토 가능성을 타진하였다. 인공신경망이란 인간두뇌에서 일어나는 자극-반응-학습과정을 모사하여 현실세계에 존재하는 다양한 현상들의 업력벡터와 출력상태 간의 비선형 mapping올 컴퓨터 시율 레이션을 통하여 분석하고자 하는 기법으로, 여러 가지 현상들을 학습을 통해서 인식하 는 신경망 내의 신경단위들이 병렬처리에 의해 많은 양의 자료에 대한 추론이나 판단 을 신속하고 정확하게 해주는 특징이 있으며 실시간 패턴인식이나 분류 응용분야에도 매우 매력적으로 이용되고 있는 방법이다. 이러한 인공 신경망 기법 중에서도 본 연구 에서는 퍼셉트론의 한계점을 극복하기 위하여 입력총과 출력층에 한 개 이상의 은닉층 ( (hidden layer)을 사용하여 다층 네트워으로 구성하고, 모든 입력패턴에 대하여 발생하 는 오차함수를 최소화하는 방향으로 연결강도를 조정하는 back propagation 학습 알고 리즘을 사용하였다. 지절의 원인으로 추정 가능한 공정인자들을 변수로 하여 최적의 인 공신경망을 구축하기 위해 학습률과 모멘트 상수의 변화 및 은닉층의 수와 출력층의 뉴런 수를 조절하는 동의 작업을 거쳐 네트워크의 정확도가 높은 인공신경망을 설계하 였다. 또한 이러한 인공신경망과의 비교분석을 위해 동일한 공정 데이터들올 이용하여 보편적으로 사용하는 통계기법 중의 하나인 주성분회귀분석을 실시하였다. 주성분 분석은 여러 개의 반응변수에 대하여 얻어진 다변량 자료의 다차원적인 변 수들을 축소, 요약하는 차원의 단순화와 더불어 서로 상관되어있는 반응변수들 상호간 의 복잡한 구조를 분석하는 기법이다. 본 발표에서는 공정 자료를 활용하여 인공신경망 과 주성분분석을 통해 공정 트러블의 발생에 영향 하는 인자들을 보다 현실적으로 추 정하고, 그 대책을 모색함으로써 이를 최소화할 수 있는 방안을 소개하고자 한다.

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Model-based Body Motion Tracking of a Walking Human (모델 기반의 보행자 신체 추적 기법)

  • Lee, Woo-Ram;Ko, Han-Seok
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.44 no.6
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    • pp.75-83
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    • 2007
  • A model based approach of tracking the limbs of a walking human subject is proposed in this paper. The tracking process begins by building a data base composed of conditional probabilities of motions between the limbs of a walking subject. With a suitable amount of video footage from various human subjects included in the database, a probabilistic model characterizing the relationships between motions of limbs is developed. The motion tracking of a test subject begins with identifying and tracking limbs from the surveillance video image using the edge and silhouette detection methods. When occlusion occurs in any of the limbs being tracked, the approach uses the probabilistic motion model in conjunction with the minimum cost based edge and silhouette tracking model to determine the motion of the limb occluded in the image. The method has shown promising results of tracking occluded limbs in the validation tests.

American Sign Language Recognition System Using Wearable Sensors with Deep Learning Approach (딥러닝 방식의 웨어러블 센서를 사용한 미국식 수화 인식 시스템)

  • Chong, Teak-Wei;Kim, Beom-Joon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.2
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    • pp.291-298
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    • 2020
  • Sign language was designed for the deaf and dumb people to allow them to communicate with others and connect to the society. However, sign language is uncommon to the rest of the society. The unresolved communication barrier had eventually isolated deaf and dumb people from the society. Hence, this study focused on design and implementation of a wearable sign language interpreter. 6 inertial measurement unit (IMU) were placed on back of hand palm and each fingertips to capture hand and finger movements and orientations. Total of 28 proposed word-based American Sign Language were collected during the experiment, while 156 features were extracted from the collected data for classification. With the used of the long short-term memory (LSTM) algorithm, this system achieved up to 99.89% of accuracy. The high accuracy system performance indicated that this proposed system has a great potential to serve the deaf and dumb communities and resolve the communication gap.

A Study on Delay of VR Game Operation for Experienced Game Users (숙련된 게임유저에게 발생되는 VR 게임 조작 지연에 관한 연구)

  • Jung, Won-Joe;Lee, Chang-Jo
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.19-26
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    • 2018
  • In this study, the hardcore game user verified the manipulation delay that occurred during VR game play because of the experienced game. Based on the HCI - based research approach, we created a 2D, 3D, and VR prototype game with user manipulation cycle hypothesis. Based on this, 121 users were experimented with 2D, 3D, VR format user interface. The average user manipulation period extracted by the experiment was compared with the independent sample T test. Based on the test results give the average time difference between the user's operation of the 2D VR format has been verified. User operation period of the average time difference in 3D VR format proved the null hypothesis of no significant difference has been adopted.

An Experimental Study on Hindrance Factors of Usability of Menu Structure in ARS (ARS 메뉴체계 사용성 저해요소에 대한 실험연구)

  • Kim, Ho-Won;Kim, Hee-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.2
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    • pp.462-470
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    • 2011
  • ARS (Automatic Response Systems) based on VUI (Voice User Interface) and TTI (Touch Tone Interface) are one of the most widely used communication systems. Despite common usages, however, inconvenience of ARS is continually pointed out. This may stem from lack of human-centered studies aside from technological development. In this paper, we provide guidelines for designing ARS by analyzing hindrance factors of usability of ARS menu structure. We had selected two call-centers using ARS, and carried out an experimental study where subjects performed the task of "returning books." After that, they completed questionnaires and interviews. We identified four problems: the complex menu structure, lack of representativeness on the menu name, users' awareness of location, and a difficulty to move among menus. And we partially discussed the ways of avoiding the problems.