• Title/Summary/Keyword: Cognitive Interface

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Towards Musical User Interface : The Emotional Effects of Music on Home Appliances Usability (음악적 사용자 인터페이스: 음악이 가전제품에 미치는 정서적 효과)

  • Kim, Jong-Wan;Tae, Eun-Ju;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.11 no.1
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    • pp.39-56
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    • 2008
  • Previous studies of music, user interface, and human-computer interaction have used sounds which include musical structure rather than real music. This study investigated whether real music affects objective and perceived usability. Silence, sound, and music conditions were compared in experiment 1 (kimchi refrigerator) and 2 (remote controller for air conditioner). Participants' performances of reaction time and accuracy, and the degree of subjective satisfaction were analyzed. The results showed that main effects on task performances were not different significantly; however, perceived usability of music condition was better than sound condition, which was better than silence condition. It means that musical user interface improves perceived usability while not interfering task performance. This study provides a basis of emotional and aesthetic effects of music in home appliances design, and can be applied to studies for the blind. More specific guideline for the musical user interface can be drafted if further studies consider more various tasks, context, musical structure and types for the appliances.

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Comparison of map display styles of vehicle navigation system on human factors (차량 항법장치의 화면표시형태에 대한 인간공학적 비교)

  • Jung, Beom-Jin;Baek, Seung-Ryul;Kim, Gi-Beom;Park, Beom
    • Proceedings of the ESK Conference
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    • 1995.10a
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    • pp.208-213
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    • 1995
  • The vehicle navigation system is developed for helping driver to retrieve driving information more easily and lastly. Navigation System informs driver many pieces of driving information - roadway structure and system, on-line traffic condition, the position of vehicle, route guidance, destination and other infor- mation service. As the style of information is diverse and the amount of information is large, driver may have mental and visual overload. The display of information can disturb the driver's attention and this can cause accidents. This state is caused by the defect of human-machine interactions. When the navigation system is designed, human factors - cognitive, judgment, operating -must be considered. The display style must be designed simply and easily, not to be obstacle of human - machine interface. In this study, outside- in view display style and inside-out view display style are compared each other. Tow factors are measured. One is cognitive factor-time of cognition on information that is displayed by screen display, cognition error rate. The other is image of screen display - subject's feeling about several styles of display, degree of subject's preference. The prototype of roadway is four kinds -Cross, T-cross and O-cross. Roadway display for test is taken from paper maps. Traffic condition display style, vehicle position display style and route guidance display style are taken from current display style. Traffic condition display style is symbol. vehicle position display style and route guidance display style are described as color and symbol. The test on screen display is implemented doing given tasks. Then the test is analyzed statistically. The result of test analysis gives the guideline to the designer for the map display of the vehicle navigation system.

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3D Facial Modeling and Synthesis System for Realistic Facial Expression (자연스러운 표정 합성을 위한 3차원 얼굴 모델링 및 합성 시스템)

  • 심연숙;김선욱;한재현;변혜란;정창섭
    • Korean Journal of Cognitive Science
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    • v.11 no.2
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    • pp.1-10
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    • 2000
  • Realistic facial animation research field which communicates with human and computer using face has increased recently. The human face is the part of the body we use to recognize individuals and the important communication channel that understand the inner states like emotion. To provide the intelligent interface. computer facial animation looks like human in talking and expressing himself. Facial modeling and animation research is focused on realistic facial animation recently. In this article, we suggest the method of facial modeling and animation for realistic facial synthesis. We can make a 3D facial model for arbitrary face by using generic facial model. For more correct and real face, we make the Korean Generic Facial Model. We can also manipulate facial synthesis based on the physical characteristics of real facial muscle and skin. Many application will be developed such as teleconferencing, education, movies etc.

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The Effect of User-Centered Categorization System of Homepages on Directory Search (사용자 중심의 홈페이지 분류체계가 분류 검색에 미치는 효과)

  • 박창호;염성숙;이정모
    • Korean Journal of Cognitive Science
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    • v.11 no.1
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    • pp.47-65
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    • 2000
  • Categorization systems of homepages in search engines are likely to be constructed considering system's efficiency only but not user-centered. This study I investigated user's mental model of superordinate and subordinate categories using category terms of major Korean search engines. From this result, we constructed two kinds of categorization system; redundant system and singular system. In the redundant system, for example, a subordinate category can belong to a number of superordinate categories, but in the singular system to only one superordinate category Three prototype categorization systems, with 'Simmani', were designed and search performances of each system were observed repetitively Overall results, with frequency of correct a answers, number of steps and time taken in solution taken into account, showed the redundant system was superior to the other two systems. This indicates that categorization search could be improved with appropriate categorizaton system. However. l in recognition test score in singular system was the best, which indicates that search performance and recognition memory of categorization reveal different aspects of categorization system learning. Issues of category organization. ways of interface, prior knowledge, exploratory learning, and application areas are discussed further.

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Assembling Disjoint Korean Syllables Using Two-Step Rules (2단계 규칙을 이용한 해체된 한글 음절의 결합)

  • Lee, Joo-Ho;Kim, Hark-Soo
    • Korean Journal of Cognitive Science
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    • v.19 no.3
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    • pp.283-295
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    • 2008
  • With increasing usages of a messenger and a SMS, many young people are habitually using a new-style of sentences with intentionally disjoint Korean syllables. To develop a natural language interface system in these environments, we should first develop a technique that converts a sequence of disjoint Korean syllables to a correct sentence. Therefore, we propose a method to assemble a sequence of disjoint Korean syllables into a correct sentence by using two-step rules. In the first step, the proposed method assembles CVC (consonant-vowel-consonant) forms of simple-disjoint Korean syllables by using manual heuristic rules. In the second step, the proposed method assembles CCVCC forms of double-disjoint Korean syllables by using a mapping table and a transformation-based learning technique. In the experiment, the proposed method showed the perfect precision of 100% in assembling simple-disjoint Korean syllables and the high precision of 99.98% in assembling double-disjoint Korean syllables.

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Speech Animation with Multilevel Control (다중 제어 레벨을 갖는 입모양 중심의 표정 생성)

  • Moon, Bo-Hee;Lee, Son-Ou;Wohn, Kwang-yun
    • Korean Journal of Cognitive Science
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    • v.6 no.2
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    • pp.47-79
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    • 1995
  • Since the early age of computer graphics, facial animation has been applied to various fields, and nowadays it has found several novel applications such as virtual reality(for representing virtual agents), teleconference, and man-machine interface.When we want to apply facial animation to the system with multiple participants connected via network, it is hard to animate facial expression as we desire in real-time because of the size of information to maintain an efficient communication.This paper's major contribution is to adapt 'Level-of-Detail'to the facial animation in order to solve the above problem.Level-of-Detail has been studied in the field of computer graphics to reperesent the appearance of complicated objects in efficient and adaptive way, but until now no attempt has mode in the field of facial animation. In this paper, we present a systematic scheme which enables this kind of adaptive control using Level-of-Detail.The implemented system can generate speech synchronized facial expressions with various types of user input such as text, voice, GUI, head motion, etc.

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A REVIEW OF STUDIES ON OPERATOR'S INFORMATION SEARCHING BEHAVIOR FOR HUMAN FACTORS STUDIES IN NPP MCRS

  • Ha, Jun-Su;Seong, Poong-Hyun
    • Nuclear Engineering and Technology
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    • v.41 no.3
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    • pp.247-270
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    • 2009
  • This paper reviews studies on information searching behavior in process control systems and discusses some implications learned from previous studies for use in human factors studies on nuclear power plants (NPPs) main control rooms (MCRs). Information searching behavior in NPPs depends on expectancy, value, salience, and effort. The first quantitative scanning model developed by Senders for instrument panel monitoring considered bandwidth (change rate) of instruments as a determining factor in scanning behavior. Senders' model was subsequently elaborated by other researchers to account for value in addition to bandwidth. There is also another type of model based on the operator's situation awareness (SA) which has been developed for NPP application. In these SA-based models, situation-event relations or rules on system dynamics are considered the most significant factor forming expectancy. From the review of previous studies it is recommended that, for NPP application, (1) a set of symptomatic information sources including both changed and unchanged symptoms should be considered along with bandwidth as determining factors governing information searching (or visual sampling) behavior; (2) both data-driven monitoring and knowledge-driven monitoring should be considered and balanced in a systematic way; (3) sound models describing mechanisms of cognitive activities during information searching tasks should be developed so as to bridge studies on information searching behavior and design improvement in HMI; (4) the attention-situation awareness (A-SA) modeling approach should be recognized as a promising approach to be examined further; and (5) information displays should be expected to have totally different characteristics in advanced control rooms. Hence much attention should be devoted to information searching behavior including human-machine interface (HMI) design and human cognitive processes.

A Situational Training System based on Augmented Reality for Developmentally Disabled People (발달 장애인을 위한 증강현실 기반 상황훈련 시스템)

  • Choi, Jae-In;Kim, Kyung-Rae;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.16 no.5
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    • pp.629-636
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    • 2013
  • Nowadays, many interface devices or training systems have been developed with recent developments in IT technology but only a few training systems for developmentally disabled people have been introduced. In this paper, we present a real-time, interactional and situational training system based on augmented reality in order to improve cognitive capability and adaptive ability in the daily life of developmentally disabled people. Our system is specifically based on serving food in restaurants. This augmented reality based system provides them to experience various different situations safely and take the training session as much as they want under any circumstances. When they use our system, they are able to look around with Head Mounted Display(HMD) and take training sessions easily based on various situational scenarios. After experimenting on our system for 3 months, we found they had no aversion about wearing HMD and learned quicker as they practiced over and over and improved their cognitive capability and adaptive ability. We also got a positive feedback that it had an excellent educational value from teachers in special-education-school.

Development of Computerized Neuropsychological Tests for Functional Localization of Brain (뇌의 기능적 국소화를 위한 전산화 신경심리 검사의 개발)

  • Lee, Sung-Hoon;Ahn, Chang-Bum;Park, Hae-Jung
    • Sleep Medicine and Psychophysiology
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    • v.6 no.2
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    • pp.149-157
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    • 1999
  • A Computerzed Neuropsychological Test(CNT) system using multimedia and object oriented technologies are developed for clinical application in psychiatry. The developed system is composed of 14 neuropsychologial tests which are capable of evaluation of various cognitive functions and functional localization of brain. The system employs Microsoft Window based graphic user interface for easy operation and it has a touch screen and a mouse as input devices from the patient. Speech perception test, color word test, verbal memory test, contingent continuos performance test, and trail making test were translated into korean language, so that usefulness of tests was maximized. Through the results of utilization of this system in the cases of patients with head trauma and psychiatric desorder, this system can be proved to be useful in the evaluation of cognitive function and functional localization of brain.

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Comparison of Map Display Styles of Vehicle Navigation System on Human Factors (자동차 항법장치의 화면표시형태에 대한 인간공학적 비교)

  • Jeong, Peom-Jin;Paek, Sung-Lyeol;Kim, Ki-Peom;Park, Peom
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.18 no.36
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    • pp.49-59
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    • 1995
  • The vehicle navigation system is developed for helping driver to retrieve driving information more easily and fastly. Navigation System informs driver many pieces of driving information - roadway structure and system, on-line traffic condition, the position of vehicle, route guidance, destination and other information service. As the style of information is diverse and the amount of information is large, driver may have mental and visual overload. The display of information can disturb the driver's attention and this can cause accidents. This state is caused by the defect of human-machine interactions. When the navigation system is designed, human factors - cognitive, judgment, operating - must be considered. The display style must be designed simply and easily, not to be obstacle of human -machine interface. In this study, outside-in view display style and inside-out view display style are compared each other. Two factors are measured. One is cognitive factor-time of cognition on information that is displayed by screen display, cognition error rate. The other is image of screen display - subject's feeling about several styles of display, degree of subject's preference. The prototype of roadway is four kinds - Cross, T-cross, Y-cross and O-cross. Roadway display for test is taken from paper maps. Traffic condition display style, vehicle position display style and route guidance display style are taken from current display style. Traffic condition display style is symbol. Vehicle position display style and route guidance display style are described as color and symbol. The test on screen display is implemented doing given tasks. Then the test is analyzed statistically, The result of test analysis gives the guideline to the designer for the map display of the vehicle navigation system.

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