• Title/Summary/Keyword: HCI Education

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Engine of computational Emotion model for emotional interaction with human (인간과 감정적 상호작용을 위한 '감정 엔진')

  • Lee, Yeon Gon
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.503-516
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    • 2012
  • According to the researches of robot and software agent until now, computational emotion model is dependent on system, so it is hard task that emotion models is separated from existing systems and then recycled into new systems. Therefore, I introduce the Engine of computational Emotion model (shall hereafter appear as EE) to integrate with any robots or agents. This is the engine, ie a software for independent form from inputs and outputs, so the EE is Emotion Generation to control only generation and processing of emotions without both phases of Inputs(Perception) and Outputs(Expression). The EE can be interfaced with any inputs and outputs, and produce emotions from not only emotion itself but also personality and emotions of person. In addition, the EE can be existed in any robot or agent by a kind of software library, or be used as a separate system to communicate. In EE, emotions is the Primary Emotions, ie Joy, Surprise, Disgust, Fear, Sadness, and Anger. It is vector that consist of string and coefficient about emotion, and EE receives this vectors from input interface and then sends its to output interface. In EE, each emotions are connected to lists of emotional experiences, and the lists consisted of string and coefficient of each emotional experiences are used to generate and process emotional states. The emotional experiences are consisted of emotion vocabulary understanding various emotional experiences of human. This study EE is available to use to make interaction products to response the appropriate reaction of human emotions. The significance of the study is on development of a system to induce that person feel that product has your sympathy. Therefore, the EE can help give an efficient service of emotional sympathy to products of HRI, HCI area.

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A Method of User-Friendly Design Fiction Applying Affordances (어포던스를 활용한 사용자 친화적 디자인 픽션 방법론)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.129-138
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    • 2021
  • This study suggests user-friendly design fiction method applying user-centered design process. Design fiction is a method that predicts futures from design perspective with critical discourses and physical representation. It has been regarded importantly in HCI and interaction design realms as aesthetical and experiential approaches, yet not firmly established. Especially, it has not been considered from user-centered perspective which considers users and related problems. Anticipatory design based on current problems which predicts futures and defines design-oriented scenario is becoming significant. Therefore, this study regards design fiction method in relation to prior design also should consider user-centered perspective, not just experimental approaches. In this regards, this study tries to apply user-centered process, specifically affordances which lead more intuitive and direct impact on users into conventional design fiction process. This study led junior students in visual communication major into design fiction process with specific topics and the Design with Intent Toolkit amongst practices of creating affordances so as to develop new design fiction process with its diverse outcomes. Throughout the process, this study aims to suggest alternative user-friendly design fiction method beyond its critical and experiential approaches.

Synthesis and Use of a Ligand for the Extraction of Uranium (I) (우라늄 추출을 위한 리간드의 합성 및 응용 (제 1 보))

  • Chong Min Park;Suk Nam Choi
    • Journal of the Korean Chemical Society
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    • v.31 no.4
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    • pp.315-321
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    • 1987
  • The ligand, 2,10-dibenzyl-4,6,8-trioxo-3,9-diaza undecane dioic acid(DTDA) for the extraction of uranium was synthesized under dry nitrogen from phenylalanine and 3-oxoglutaric acid. Extraction was performed by stirring a solution of DTDA in dichloromethane for 1 hour with an aqueous solution of $UO_2(ClO_4)_2{\cdot}6H_2O$ at various pH values and at different $DTDA/UO_2{^{2+}}$ molar ratios. Extraction efficiency reaches a maximum when the pH of the aqueous phase was ca 8.0. The extraction percentage was affected by concentration of DTDA and increases with the $DTDA/UO_2{^{2+}}$ molar ratio to complete extraction with a 4 fold excess of DTDA. The high selectivity of the DTDA for uranium was ascertained by competition experiments with other cations. The bound uranyl ion was quantitatively liberated within few minutes from the organic phase by treatment with an aqueous 1M HCI solution and DTDA was recovered very satisfactorily from the organic phase. The values of the over-all formation constants of the complex between uranyl ion and DTDA were determined to be the following : ${\beta}_1=1.20{\times}10^5\;,\;{\beta}_2=1.01{\times}10^8$.

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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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Development of Virtual Science Experience Space(VSES) using Haptic Device (역감 제시 장치를 이용한 가상 과학 체험 공간 개발)

  • 김호정;류제하
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1044-1053
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    • 2003
  • A virtual science experience space(VSES) using virtual reality technology including haptic device is proposed to overcome limits which the existing science education has and to improve the effect of it. Four example scientific worlds such as Micro World, Friction World, Electromechanical World and Macro World are demonstrated by the developed VSES. Van der Waals forces in Micro World and Stick-Slip friction in Friction World, the principle of induction motor and power generator in Electromechanical World and Coriolis acceleration that is brought about by relative motion on the rotating coordinate are modeled mathematically based on physical principles. Emulation methods for haptic interface are suggested. The proposed VSES consists of haptic device, HMD or Crystal Eyes and a digital computer with stereoscopic graphics and GUI. The proposed system is believed to increase the realism and immersion for user.

Households' Characteristics, Forest Resources Dependency and Forest Availability in Central Terai of Nepal

  • Panta, Menaka;Kim, Kyehyun;Lee, Cholyoung
    • Journal of Korean Society of Forest Science
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    • v.98 no.5
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    • pp.548-557
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    • 2009
  • For centuries, forests have been a key component of rural livelihood. They are important both socially and economically in Nepal. Firewood and fodder are the basic forest products that are extracted daily or weekly basis in most of the rural areas in Nepal. In this study, a field survey of 100 households was conducted to examine the degree of forest dependency and forest resource availability, households' livelihood strategy and their relationship with forest dependency in Chitwan, Nepal. A household' response indexes were constructed, Gini coefficient, Head Count Poverty Index (HCI) and Poverty Gap Index (PGI) were calculated and one way ANOVA test was also performed for data analysis. Data revealed that 82/81% of all households were constantly used forest for firewood and fodder collection respectively while 42% of households were used forest or forest fringe for grazing. The Forest Product Availability Indexes (FPAI) showed a sharp decline of forest resources from 0.781 to 0.308 for a 20-yr time horizon while timber wood was noticeably lowered than the other products. Yet, about 33% of households were below the poverty threshold line with 0.0945 PGI. Income distribution among the household showed a lower Gini coefficient 0.25 than 0.37 of landholdings size. However, mean income was significantly varies with F-statistics=246.348 at P=0.05 between income groups (rich, medium and poor). The extraction of firewood, fodder and other forest products were significantly different between the income group with F-statistics=16.480, 19.930, 29.956 at P=0.05 respectively. Similarly, landholdings size and education were also significantly different between the income groups with F-statistics=4.333, 5.981 at P=0.05 respectively. These findings suggested that income status of households was the major indicator of forest dependency while poor and medium groups were highly dependent on the forests for firewood, fodder and other products. Forest dependency still remains high and the availability of forest products that can be extracted from the remaining forestlands is decreasing. The high dependency of households on forest coupled with other socioeconomic attributes like education, poverty, small landholders and so on were possibly caused the forest degradation in Chitwan.Therefore, policy must be directed towards the poor livelihood supporting agenda that may enhance the financial conditions of rural households while it could reduce the degree of forest dependency inspired with other income generating activities in due course.

Dental Surgery Simulation Using Haptic Feedback Device (햅틱 피드백 장치를 이용한 치과 수술 시뮬레이션)

  • Yoon Sang Yeun;Sung Su Kyung;Shin Byeong Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.6
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    • pp.275-284
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    • 2023
  • Virtual reality simulations are used for education and training in various fields, and are especially widely used in the medical field recently. The education/training simulator consists of tactile/force feedback generation and image/sound output hardware that provides a sense similar to a doctor's treatment of a real patient using real surgical tools, and software that produces realistic images and tactile feedback. Existing simulators are complicated and expensive because they have to use various types of hardware to simulate various surgical instruments used during surgery. In this paper, we propose a dental surgical simulation system using a force feedback device and a morphable haptic controller. Haptic hardware determines whether the surgical tool collides with the surgical site and provides a sense of resistance and vibration. In particular, haptic controllers that can be deformed, such as length changes and bending, can express various senses felt depending on the shape of various surgical tools. When the user manipulates the haptic feedback device, events such as movement of the haptic feedback device or button clicks are delivered to the simulation system, resulting in interaction between dental surgical tools and oral internal models, and thus haptic feedback is delivered to the haptic feedback device. Using these basic techniques, we provide a realistic training experience of impacted wisdom tooth extraction surgery, a representative dental surgery technique, in a virtual environment represented by sophisticated three-dimensional models.

Digital Transformation: Using D.N.A.(Data, Network, AI) Keywords Generalized DMR Analysis (디지털 전환: D.N.A.(Data, Network, AI) 키워드를 활용한 토픽 모델링)

  • An, Sehwan;Ko, Kangwook;Kim, Youngmin
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.129-152
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    • 2022
  • As a key infrastructure for digital transformation, the spread of data, network, artificial intelligence (D.N.A.) fields and the emergence of promising industries are laying the groundwork for active digital innovation throughout the economy. In this study, by applying the text mining methodology, major topics were derived by using the abstract, publication year, and research field of the study corresponding to the SCIE, SSCI, and A&HCI indexes of the WoS database as input variables. First, main keywords were identified through TF and TF-IDF analysis based on word appearance frequency, and then topic modeling was performed using g-DMR. With the advantage of the topic model that can utilize various types of variables as meta information, it was possible to properly explore the meaning beyond simply deriving a topic. According to the analysis results, topics such as business intelligence, manufacturing production systems, service value creation, telemedicine, and digital education were identified as major research topics in digital transformation. To summarize the results of topic modeling, 1) research on business intelligence has been actively conducted in all areas after COVID-19, and 2) issues such as intelligent manufacturing solutions and metaverses have emerged in the manufacturing field. It has been confirmed that the topic of production systems is receiving attention once again. Finally, 3) Although the topic itself can be viewed separately in terms of technology and service, it was found that it is undesirable to interpret it separately because a number of studies comprehensively deal with various services applied by combining the relevant technologies.