• 제목/요약/키워드: Cognitive Interface

검색결과 203건 처리시간 0.024초

Reference Model and Architecture of Interactive Cognitive Health Advisor based on Evolutional Cyber-physical Systems

  • Lee, KangYoon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권8호
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    • pp.4270-4284
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    • 2019
  • This study presents a reference model (RM) and the architecture of a cognitive health advisor (CHA) that integrates information with ambient intelligence. By controlling the information using the CHA platform, the reference model can provide various ambient intelligent solutions to a user. Herein, a novel approach to a CHA RM based on evolutional cyber-physical systems is proposed. The objective of the CHA RM is to improve personal health by managing data integration from many devices as well as conduct a new feedback cycle, which includes training and consulting to improve quality of life. The RM can provide an overview of the basis for implementing concrete software architectures. The proposed RM provides a standardized clarification for developers and service designers in the design and implementation process. The CHA RM provides a new approach to developing a digital healthcare model that includes integrated systems, subsystems, and components. New features for chatbots and feedback functions set the position of the conversational interface system to improve human health by integrating information, analytics, and decisions and feedback as an advisor on the CHA platform.

A study on development of VR-based tangible functional game for prevention of dementia

  • Jang, Chun-Ok
    • International Journal of Advanced Culture Technology
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    • 제9권1호
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    • pp.196-202
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    • 2021
  • Currently, as Korea enters into a fast aging society, the problem of dementia population is increasing. In this paper, we intend to contribute to the improvement of welfare for the elderly by developing virtual reality technology and related interface technology to effectively perform hand movements known as effective methods for preventing and treating dementia. As the content of the research and development of this paper, it is designed to be easy for the elderly to use and stimulate brain function by applying VR technology using sensors, and to activate mental and physical activities for the elderly who are marginalized in terms of cultural welfare. We intend to develop by classifying the types of games and contents that can induce them. As a result of this thesis, we developed contents using virtual reality to improve cognitive abilities for elderly people with poor cognitive ability to activate the brains of users' cognition, memory, and attention to prevent and treat dementia I want to contribute.

쾌 및 각성 차원 기반 표정 합성 시스템의 성능 검증 및 인터페이스의 효율성 비교 (Performance tests for the expression synthesis system based on pleasure and arousal dimensions and efficiency comparisons for its interfaces)

  • 한재현;정찬섭
    • 인지과학
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    • 제14권1호
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    • pp.41-50
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    • 2003
  • 내적상태 쾌 및 각성 차원에 근거한 표정 합성 시스템의 성능을 검증하고 이 시스템을 효과적으로 사용할 수 있는 인터페이스를 제안하였다. 우선 내적상태의 기저 구조에 대하여 차원모형을 가정한 것이 적절한가를 확인하고자 하였다. 이를 위해 평정자들로 하여금 차원 축 상의 17가지 표정들을 비교하도록 하였다. 참가자들의 비교 판단 결과로부터 시스템의 기본 가정에 대한 타당성이 확보되었다. 다음으로 시스템의 성능을 검증하기 위해 대표 표정 21가지를 선정하고 평정자들로 하여금 이들의 유사성을 판단하도록 하였다. 평균 유사성 평정값을 대상으로 다차원분석을 실시한 결과, 시스템의 성능이 신뢰로운 수준임을 확인하였다. 마지막으로 시스템 사용을 위한 최적의 조건을 찾기 위해 좌표평면 및 슬라이드바의 두 가지 방법으로 설계된 인터페이스들의 효율성을 비교하였다. 사용자들로 하여금 각각의 방식으로 25가지 특정 내적상태의 표정들을 직접 구현해보도록 하였다. 이들의 구현 결과들을 비교, 분석한 결과 내적상태 차원에 기반하여 표정을 합성하는 경우 좌표평면에서의 위치를 제시하는 입력 방법이 더 안정적인 것으로 확인되었다.

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The Interaction of Cognitive Interference, Standing Surface, and Fatigue on Lower Extremity Muscle Activity

  • Hill, Christopher M.;DeBusk, Hunter;Simpson, Jeffrey D.;Miller, Brandon L.;Knight, Adam C.;Garner, John C.;Wade, Chip;Chander, Harish
    • Safety and Health at Work
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    • 제10권3호
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    • pp.321-326
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    • 2019
  • Background: Performing cognitive tasks and muscular fatigue have been shown to increase muscle activity of the lower extremity during quiet standing. A common intervention to reduce muscular fatigue is to provide a softer shoe-surface interface. However, little is known regarding how muscle activity is affected by softer shoe-surface interfaces during static standing. The purpose of this study was to assess lower extremity muscular activity during erect standing on three different standing surfaces, before and after an acute workload and during cognitive tasks. Methods: Surface electromyography was collected on ankle dorsiflexors and plantarflexors, and knee flexors and extensors of fifteen male participants. Dependent electromyography variables of mean, peak, root mean square, and cocontraction index were calculated and analyzed with a $2{\times}2{\times}3$ within-subject repeated measures analysis of variance. Results: Pre-workload muscle activity did not differ between surfaces and cognitive task conditions. However, greater muscle activity during post-workload balance assessment was found, specifically during the cognitive task. Cognitive task errors did not differ between surface and workload. Conclusions: The cognitive task after workload increased lower extremity muscular activity compared to quite standing, irrespective of the surface condition, suggesting an increased demand was placed on the postural control system as the result of both fatigue and cognitive task.

PC용 Text-to-Speech 시스템 개발 (Development of Text-to-Speech System for PC)

  • 최무열;황철규;김순태;김정곤;이서배;장석복;표경란;안혜선;김형순
    • 한국음향학회:학술대회논문집
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    • 한국음향학회 1999년도 학술발표대회 논문집 제18권 2호
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    • pp.41-44
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    • 1999
  • 본 논문에서는 PC 응용을 위한 고음질의 한국어 text-to-speech(TTS) 합성 시스템을 개발하였다. 개발된 시스템의 합성방식으로는 음의 고저 조절, 인접음 사이의 연결 처리 및 음색제어 등에서 기존의 PSOLA 방식에 비해 장점을 가지는 정현파 모델 기반의 방식을 채택하였고, 자연스러운 운율 모델링을 위하여 통계적 기법중의 하나인 Classification and regression tree(CART) 방법을 사용하였다. 또한 음소 경계의 불연속성 문제를 줄이기 위한 합성단위로 초성-중성 및 종성 단위를 사용하였고, 다양한 음색표현이 가능하도록 음색제어 기능을 갖추었다. 그리고, 표준 Speech Application Program Interface(SAPI)를 준용한 TTS engine 형태로 구현함으로써 PC 상에서의 응용 프로그램 개발 편의성을 높였다. 합성음의 청취평가 결과 음질의 우수성 및 음색제어 기능의 유효성을 확인할 수 있었다.

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시각적 기술 학습과 전이에 미치는 개인차의 효과 (Individual Difference Effects on Perceptual Skill Learning and Transfer)

  • 노윤진;이희승;손영우
    • 인지과학
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    • 제15권3호
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    • pp.1-14
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    • 2004
  • 본 연구에서는 순차적으로 자극이 제시되는 시각 구별 과제에서 개인차가 기술의 습득과 전이에 어떻게 영향을 미치는지 알아보았다. 여기서는 개인 차이를 세 가지 측면에서 측정하였는데 인지 양식의 차이, 작업 기억 용량의 수준, 그리고 의사 결정 방식의 차이를 가지고 개인 차이를 분류하였다. 시각 구별 과제에서는 크게 훈련 과정과 전이 과정으로 나누어 훈련 과정의 난이도가 전이 과정에서 어떠한 영향을 미치는지 알아보았는데, 특히 훈련 난이도는 인지 양식과 그리고 작업 기억 용량과의 상호 작용을 통하여 전이 과제에서의 정확도에 영향을 미친 것으로 나타났다. 본 연구에서 얻어진 결과는 시각 구별과 관련한 인터페이스를 디자인하는데 있어서 개인차를 고려하는 것이 필요함을 시사하였다.

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자동차 항법장치 HMI 평가시스템 설계 및 구축에 관한 연구 (A study of the design and the implementation for the Human-Machine Interface Evaluation System in the In-Vehicle Navigation System)

  • 차두원;박범;이수영
    • 대한인간공학회:학술대회논문집
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    • 대한인간공학회 1998년도 춘계학술대회논문집
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    • pp.13.1-18
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    • 1998
  • IVNS(In-Vehicle Navigation System) which developed by the advance of technological system including computer, display and communication will procide the important interface functions between the driver and the ITS (Intelligent Transport System). However, hat the human factors engineer can actually offer to the designer is by no means a complete set of design specifications. Therefore, a set of boundary conditions and operational ranges within which the designer can be assured that physical, perceptual and cognitive abilities and limitations of drivers will be accommodated system atically[6]. Also, this will be the considerations to compose the IVNS HMI (Human-Machine Interface) design guidelines and IVNS HMI evaluation system. As the first phase of developing the IVNS HMI evaluation system, this paper describe the architecture and the content of this system.

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Prototyping Training Program in Immersive Virtual Learning Environment with Head Mounted Displays and Touchless Interfaces for Hearing-Impaired Learners

  • HAN, Insook;RYU, Jeeheon;KIM, Minjeong
    • Educational Technology International
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    • 제18권1호
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    • pp.49-71
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    • 2017
  • The purpose of the study was to identify key design features of virtual reality with head-mounted displays (HMD) and touchless interface for the hearing-impaired and hard-of-hearing learners. The virtual reality based training program was aimed to help hearing-impaired learners in machine operating learning, which requires spatial understanding to operate. We developed an immersive virtual learning environment prototype with an HMD (Oculus Rift) and a touchless natural user interface (Leap Motion) to identify the key design features required to enhance virtual reality for the hearing-impaired and hard-of-hearing learners. Two usability tests of the prototype were conducted, which revealed that several features in the system need revision and that the technology presents an enormous potential to help hearing-impaired learners by providing realistic and immersive learning experiences. After the usability tests of hearing-impaired students' exploring the 3D virtual space, interviews were conducted, which also established that further revision of the system is needed, which would take into account the learners' physical as well as cognitive characteristics.

체계적인 힌팅 인터페이스 설계 방법의 연구 (A Systematic Method of Hinting Interface Design)

  • 이은아;윤완철;박완수
    • 대한인간공학회지
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    • 제25권2호
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    • pp.125-134
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    • 2006
  • Most users learn new, complex systems through trial-and-error experience rather than referring to the manuals in a cognitive process that is called 'exploratory learning'. While exploring a system, people find prototypical rules for using the system based especially on frequent tasks. The rules are formed from consistent task procedures and well-expected interface elements on the designed system. These rules play the role of the basis of users' knowledge for performing tasks. The decision making to select and apply those rules interacting with an interface can be aided by properly provided hints on the interface. With appropriate hints, users can learn new systems easily and use them with reduced usability problems. This paper first reports an observation of user behavior performing tasks with prototypical interaction rules and finds a sound set of criteria to extract prototypical interaction rules systematically. Two types of hints are defined. Extending hints prompt users to apply prototypical interaction rules beyond well-known tasks. Preventive hints guide users out of possible capture errors by drawing attention to the variation of rules. A systematic and practical method is proposed to identify the opportunities for both types in designing interfaces. It is then verified through a usability test that the proposed method is effective in identifying the locations and types of appropriate hints to reduce or mitigate usability problems.

사용자 상호작용에 의한 퍼지 인식도 구축 지원 시스템 (Fuzzy Cognitive Map Construction Support System based on User Interaction)

  • 신형욱;정종문;챠위핑;양형정;김경윤
    • 한국콘텐츠학회논문지
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    • 제8권12호
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    • pp.1-9
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    • 2008
  • 인과관계의 지식을 모델링하고 표현하며 추론하는 주요 형식화 방법의 하나인 퍼지인식도(Fuzzy Cognitive Map)는 주로 인과지식공학에 많이 사용되고 있다. 인과관계의 자연스럽고 쉬운 의사결정의 이해와 전후관계의 자연스러운 설명이라는 장점에도 불구하고 인과관계의 지식 모델링과 표현은 구현에 있어서 수학적인 적용의 모호함과 복잡한 알고리즘으로 인해 상호작용에 기반 한 구축 시스템을 찾아보기 어렵다. 본 논문에서는 인과지식 추론을 위한 퍼지 인식도의 구축 지원 시스템을 제시한다. 본 논문에서 제안하는 인과관계 추론 시스템은 다중 전문가의 지식을 반영하기 위해 지식을 점진적으로 반영하여 퍼지 인식도를 구축한다. 또한 전문가와의 상호작용을 통해 구현된 퍼지 인식도의 구조를 동적으로 디스플레이함으로써 사용자 지향적인 환경을 제공한다.