• Title/Summary/Keyword: Auditory Interface

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Subjective Correspondence among Visual Variables, Auditory Variables and Duration of Vibratory stimulus Using Remote Controller

  • Morimoto, Kazunari;Kurokawa, Takao;Shioyama, Atsuko;Kushiro, Noriyuki;Inoue, Masayuki
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.173-178
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    • 2000
  • Subjective correspondence among visual variables, auditory variables and vibratory feedback to a hand was experimentally examined to improve usability of a remote controller. First, we studied the correspondence among visual variables represented on a screen or auditory variables and the duration of vibratory stimulus to the subjects' hand by subjective evaluation. Subjective rating method was used in ten items; suitability, comprehensibility, ease-to-use, naturalness, variety, activity, usualness, interest, wish-to-use and feeling of pleasure. Second, to show the effects of multi-modal interface using visual sense, the sense of auditory and vibratory sense, we combined positive stereotype of visual variables and auditory variables provided with the first experiment. The results showed some stereotype between visual variables or auditory variables and duration of vibratory stimulus. Some of the variables such as size, direction of motion, hue, brightness of color and volume of sound had high correspondence with the duration of vibration.

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Implementation of Mutual Conversion System between Body Movement and Visual·Auditory Information (신체 움직임-시·청각 정보 상호변환 시스템의 구현)

  • Bae, Myung-Jin;Kim, Sung-Ill
    • Journal of IKEEE
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    • v.22 no.2
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    • pp.362-368
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    • 2018
  • This paper has implemented a mutual conversion system that mutually converts between body motion signals and both visual and auditory signals. The present study is based on intentional synesthesia that can be perceived by learning. The Euler's angle was used in body movements as the output of a wearable armband(Myo). As a muscle sense, roll, pitch and yaw signals were used in this study. As visual and auditory signals, MIDI(Musical Instrument Digital Interface) signals and HSI(Hue, Saturation, Intensity) color model were used respectively. The method of mutual conversion between body motion signals and both visual and auditory signals made it easy to infer by applying one-to-one correspondence. Simulation results showed that input motion signals were compared with output simulation ones using ROS(Root Operation System) and Gazebo which is a 3D simulation tool, to enable the mutual conversion between body motion information and both visual and auditory information.

A Study on the Generation Method of Visual-Auditory Feedback for BCI Rhythm Game (BCI 리듬게임을 위한 시청각 피드백 생성에 관한 연구)

  • Kim, Cheol-Min;Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.15-26
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    • 2013
  • In recent years, studies in BCI game with popular BCI devices are progressing actively by the development of BCI(Brain Computer Interface) techniques. Most of BCI games have developed as experimental contents for researching. On the game control paradigm, it is insufficient to conduct a study about induced methods of proper barinwave to control the BCI game. In this study, we suggest a rhythm game using BCI which has a new play element that visualizes the rhythm of music and represents the notes of music in sound and a generation method of visual-auditory feedback through the synchronization of the tempo of music with brainwave. Experimental Results make certain that our suggestion is possible for the improvement of game score through the induction of brainwave that is necessary to control the game.

Improved Feature Extraction of Hand Movement EEG Signals based on Independent Component Analysis and Spatial Filter

  • Nguyen, Thanh Ha;Park, Seung-Min;Ko, Kwang-Eun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.4
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    • pp.515-520
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    • 2012
  • In brain computer interface (BCI) system, the most important part is classification of human thoughts in order to translate into commands. The more accuracy result in classification the system gets, the more effective BCI system is. To increase the quality of BCI system, we proposed to reduce noise and artifact from the recording data to analyzing data. We used auditory stimuli instead of visual ones to eliminate the eye movement, unwanted visual activation, gaze control. We applied independent component analysis (ICA) algorithm to purify the sources which constructed the raw signals. One of the most famous spatial filter in BCI context is common spatial patterns (CSP), which maximize one class while minimize the other by using covariance matrix. ICA and CSP also do the filter job, as a raw filter and refinement, which increase the classification result of linear discriminant analysis (LDA).

The Analysis of Sound Attributes on Sensibility Dimensions (소리의 청각적 속성에 따른 감성차원 분석)

  • Han Kwang-Hee;Lee Ju-Hwan
    • Science of Emotion and Sensibility
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    • v.9 no.1
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    • pp.9-17
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    • 2006
  • As is commonly said, music is 'language of emotions.' It is because sound is a plentiful modality to communicate the human sensibility information. However, most researches of auditory displays were focused on improving efficiency on user's performance data such as performance time and accuracy. Recently, many of researchers in auditory displays acknowledge that individual preference and sensible satisfaction may be a more important factor than the performance data. On this ground, in the present study we constructed the sound sensibility dimensions ('Pleasure', 'Complexity', and 'Activity') and systematically examined the attributes of sound on the sensibility dimensions and analyzed the meanings. As a result, sound sensibility dimensions depended on each sound attributes , and some sound attributes interact with one another. Consequently, the results of the present study will provide the useful possibilities of applying the affective influence in the field of auditory displays needing the applications of the sensibility information according to the sound attributes.

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Auditory User Interface Guideline Development for Industrial Sound Design: focused on Function Preference and Sexual Difference (제조업 사운드 디자인을 위한 청각적 사용자 인터페이스 가이드라인 설계: 기능 선호도 및 성별 차이를 중심으로)

  • Yoo, Hoon Sik;Ju, Da Young
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.193-202
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    • 2017
  • With the growth of Chinese manufacturing industry and strengthening of manufacturing industry in advanced countries, the competitiveness of Korean manufacturing industry has become weak. Accordingly, it is time when energy for new growth is required very strongly. This research is the basic research to construct a cognitive and emotional information system to support sound design in manufacturing industry, and aims to develop AUI (Auditory User Interface) guideline. To fulfill research aims, this research conducted interviews to persons belonging to the manufacturing industry, and analyzed contexts and major characteristics related with AUI design. In addition, this research conducted survey on 269 persons on user preference on representative function of products. By analyzing survey data, this research examined the most suitable melody method for each sound, and difference in user preference between men and women. Based on beep sound, it performed analysis focusing on the number of sounds, melody types, and code. It also extracted AUI guidelines usable when users of the product into male and female. This research has significance in the sense that it built the basic guide data which can support AUI design in manufacturing industry.

A Study on Developmental Direction of Interface Design for Gesture Recognition Technology

  • Lee, Dong-Min;Lee, Jeong-Ju
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.499-505
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    • 2012
  • Objective: Research on the transformation of interaction between mobile machines and users through analysis on current gesture interface technology development trend. Background: For smooth interaction between machines and users, interface technology has evolved from "command line" to "mouse", and now "touch" and "gesture recognition" have been researched and being used. In the future, the technology is destined to evolve into "multi-modal", the fusion of the visual and auditory senses and "3D multi-modal", where three dimensional virtual world and brain waves are being used. Method: Within the development of computer interface, which follows the evolution of mobile machines, actively researching gesture interface and related technologies' trend and development will be studied comprehensively. Through investigation based on gesture based information gathering techniques, they will be separated in four categories: sensor, touch, visual, and multi-modal gesture interfaces. Each category will be researched through technology trend and existing actual examples. Through this methods, the transformation of mobile machine and human interaction will be studied. Conclusion: Gesture based interface technology realizes intelligent communication skill on interaction relation ship between existing static machines and users. Thus, this technology is important element technology that will transform the interaction between a man and a machine more dynamic. Application: The result of this study may help to develop gesture interface design currently in use.

Teleloperation of Field Mobile Manipulator with Wearable Haptic-based Multi-Modal User Interface and Its Application to Explosive Ordnance Disposal

  • Ryu Dongseok;Hwang Chang-Soon;Kang Sungchul;Kim Munsang;Song Jae-Bok
    • Journal of Mechanical Science and Technology
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    • v.19 no.10
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    • pp.1864-1874
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    • 2005
  • This paper describes a wearable multi-modal user interface design and its implementation for a teleoperated field robot system. Recently some teleoperated field robots are employed for hazard environment applications (e.g. rescue, explosive ordnance disposal, security). To complete these missions in outdoor environment, the robot system must have appropriate functions, accuracy and reliability. However, the more functions it has, the more difficulties occur in operation of the functions. To cope up with this problem, an effective user interface should be developed. Furthermore, the user interface is needed to be wearable for portability and prompt action. This research starts at the question: how to teleoperate the complicated slave robot easily. The main challenge is to make a simple and intuitive user interface with a wearable shape and size. This research provides multi-modalities such as visual, auditory and haptic sense. It enables an operator to control every functions of a field robot more intuitively. As a result, an EOD (explosive ordnance disposal) demonstration is conducted to verify the validity of the proposed wearable multi-modal user interface.

A Study on Realistic Interface Elements for Improving the Flow in Screen Golf (스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구)

  • Doo, Kyungil
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.71-77
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    • 2021
  • Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.