• Title/Summary/Keyword: Human Computer Interface (HCI)

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Real-time BCI for imagery movement and Classification for uncued EEG signal (상상 움직임에 대한 실시간 뇌전도 뇌 컴퓨터 상호작용, 큐 없는 상상 움직임에서의 뇌 신호 분류)

  • Kang, Sung-Wook;Jun, Sung-Chan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.2083-2085
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    • 2009
  • Brain Computer Interface (BCI) is a communication pathway between devices (computers) and human brain. It treats brain signals in real-time basis and discriminates some information of what human brain is doing. In this work, we develop a EEG BCI system using a feature extraction such as common spatial pattern (CSP) and a classifier using Fisher linear discriminant analysis (FLDA). Two-class EEG motor imagery movement datasets with both cued and uncued are tested to verify its feasibility.

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a study of expression of non-coded Message in Visual Image and Graphic User Interface (그래픽 유저 인터페이스와 비언어적 메시지 영상 표현의 관계)

  • Seo, Hyun-Seok;Kim, Hyun-Suk
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.281-285
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    • 2008
  • In the digital media era, coded and non-coded communication are used to convey the message. As the computer interface has been adopted human communication methods, non-coded communication has bee used in the computer interface as well. The changes of message structure in the computer interface have an effect on shifting the way of user's message acceptance from passive to active. The recently developed computer user interfaces are for user to experience diverse visual effect The communication conveyed with this visual effects could be vague but user can conceive strong impact. This experience is understood not only through the visual experience from a monitor screen but also with a sense of tactile. The meaning of sensual and spectacle motion image could be ambiguous. However in the experience of using an interface, it plentifully expands the human sense by giving a visual experience on a whim. The sensually extemporaneous and splendid visual effect that has vague meaning has been very common happening in digital media environment.

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Finger Mounted Pneumatic Tactile Display and Psychophysical Experiments (손끝 부착 형 공기촉감 제시장치의 개발 및 심리 물리학적 실험)

  • Kim, Yeong-Mi;Oakley, Ian;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.467-473
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    • 2006
  • 가상환경 또는 실제환경에서 정보를 제공하는 햅틱 인터페이스의 필요성이 점점 증가 함에 따라 촉감을 제공 하기 위한 다양한 햅틱 장치가 개발되었고 각 장치의 특성과 성능 평가를 위해 기초적인 정신(심리) 물리학적 연구가 수행 되고 있다. 본 논문에서는 여러 가지 햅틱 인터페이스 중 손가락 끝에 부착하는 형태의 새로운 공기 촉감 제시장치(PTI: Pneumatic Tactile Interface)를 제시하고 이 장치의 유용성을 입증하기 위해 localization rate, 시간 분해능, 길이 분해능, 강도의 세기 등의 심리 물리학적 실험(Psychophysical Experiment) 수행 결과를 제시한다. 공기촉감 시스템은 50개의 출력까지 확장 가능한 공기촉감 하드웨어로 구성 되어있고 손가락 끝에 부착하는 형태로 구성 하기 위해 5*5의 배열의 디스플레이를 제작하였다. 16명의 피실험자가 A, B 두 그룹으로 나뉘어 각각 2가지의 심리물리학 실험을 수행하였다. localization rate의 경우 9개의 다른 자극의 위치를 구별하기 위해 3*3 배열로 구성된 밀집된 디스플레이와 확장된 디스플레이로 측정을 수행하여 각각 58.13%, 85.9%의 localization rate를 얻을 수 있었다. 그리고 100번의 반복 실험을 통해 약 2.6mm의 길이 분해능을 얻을 수 있었고 자극 강도 실험의 경우, 실제의 강도가 세짐에 따라 피 실험 자들이 느끼는 강도의 척도도 증가 하며, 강도가 약해 질수록 피 실험 자들이 느끼는 강도 역시 거의 선형적으로 감소함을 알 수 있었다. 그러나 시간 분해능의 경우에는 시스템을 구성하는 밸브의 성능으로 인해 20ms 이하의 시간 분해능 측정은 제한 되었다. 이러한 심리 물리학 실험을 통하여 개발된 공기촉감 제시장치가 다양한 정보를 전달하는데 충분하다는 결론을 내릴 수 있으며, 제안된 시스템을 사용하는 여러 가지 어플리케이션을 제시하였다.

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A Study On the Improvement Of Proset2000 by a Design Method Using the Uinfied Modelling Language (UML을 사용한 디자인 방법에 의한 계통보호 종합전산 프로그램의 개선에 관한 연구)

  • 최면송;현승호;오성민;오태욱
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.53 no.1
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    • pp.7-12
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    • 2004
  • The role of protective relay with correct setting value is very important for the reliable operation of power : system. The setting process of a protective relay is difficult and requires hard work of calculations. Therefore, KEPCO as been using PROSET2000, a computer program system, in order to automate the setting process of protective relays in power transmission network since 2000. This system has a database and relay setting modules for each type of realy with coresponding Human and Computer Interaction(HCI). For the setting of a new type of relay, it require a new module, a HCI and a database table corresponding to the new relay. But it's update is not easy in case of new type of relay. This paper discussed the update method introducing a concept of Open Interface. It addressd a method to make a new HCI for new relay in view of object-oriented method using UML(Unified Modeling Language). Using the UML, we updated the PROSET2000. HCI screens for a new relay is generated automatically using the information of the new relay stored in the database. And, the database management module is upgraded to solve problems in manage and maintain the database in view of Open Interface.

A Real time Internet Game Played with a Brain-Computer Interfaced Animal (뇌-기계접속 된 동물과 사람사이의 실시간 인터넷게임)

  • Lee, H.J.;Kim, D.H.;Lang, Y.R.;Han, S.H.;Kim, Y.B.;Lee, G.S.;Lee, E.J.;Song, C.G.;Shin, H.C.
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.780-783
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    • 2007
  • A Many studies have been made on the prediction of human voluntary movement intention in real-time based on invasive or non-invasive methods to help severely motor-disabled persons by offering some abilities of motor controls and communications. In the present study, we have developed an internet game driven by and/or linked to a brain-computer interface (BCI) system. Activities of two single neuronal units recorded from either hippocampus or prefrontal cortex of SD rats were used in real time to control two-dimensional movements of a robot, or a game object.

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A Study on HCI Application based on Human Body Motion in Flight Game (활강 게임의 인체동작 기반 HCI 적용 연구)

  • Lim, Dohee;Baek, Jongwoo;Choi, Jiyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.320-322
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    • 2021
  • With the development of wireless Internet technology and the expansion of the game market, various forms of games are being developed that are mounted on various platforms, including mobile platforms. In this environment, ensuring the immersion of the game user's perspective will secure the game's competitiveness, so it is necessary to increase the immersion by satisfying each area presented by the Human Computer Interaction (HCI) theory. To this end, this high school implemented downhill games and experimented with kiosks by applying an interface that recognizes the human body's movements as a way to secure freedom and immersion of game users.

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Natural User Interface with Self-righting Feature using Gravity (중력에 기반한 자연스러운 사용자 인터페이스)

  • Kim, Seung-Chan;Lim, Jong-Gwan;Bianchi, Andrea;Koo, Seong-Yong;Kwon, Dong-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.384-389
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    • 2009
  • In general, gestures can be utilized in human-computer interaction area. Even though the acceleration information is most widely used for the detection of user’s intention, it is hard to use the information under the condition of zero or small variations of gesture velocity due to the inherent characteristics of the accelerometer. In this paper, a natural interaction method which does not require excessive gesture acceleration will be described. Taking advantages of the gravity, the system can generate various types of signals. Also, many problems such as initialization and draft error can be solved using restorative uprighting force of the system.

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Development of an EMG-based computer interface for the physically handicapped (지체장애인을 위한 근전도기반의 컴퓨터 인터페이스 개발)

  • Choi, Chang-Mok;Han, Hyon-Young;Ha, Sung-Do;Kim, Jung
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.222-227
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    • 2007
  • 본 논문에서는 지체장애인들이 유효한 말초신경신호를 이용하여 컴퓨터를 사용할 수 있는 인터페이스를 개발하였다. 손목의 움직임을 통해 아래팔 4부분으로부터 근전도 (electromyogram, EMG) 신호를 추출하였고, 다층 인식 신경망을 사용하여 사용자의 의도를 추출하였다. 이를 통하여 마우스 커서의 움직임을 제어하고, 마우스 버튼을 클릭하는 동작을 할 수 있으며, 시각 디스플레이 장치에 표시된 핸드폰 자판과 같은 유저 인터페이스를 통해 컴퓨터에 글자를 입력할 수 있게 하였다. 추가적으로 Fitts' law를 사용하여 본 인터페이스의 사용성을 평가하였고, 이를 기존연구와 비교함으로써 본 인터페이스의 효용성을 검증하였다.

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A study of Design Application in Tangible User Interface

  • Zhang, Xiaofang;Kim, Se-hwa
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.943-948
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    • 2009
  • In the research of HCI (Human-Computer Interaction), we always use the GUI(graphical user interface) of graphics input devices until we invent TUI (tangible user interface) which is used to control the computer by hand-touching or other subjects. In this study, we investigate and classify several TUI for the most part in business with the theory and concept of Tangible Bits by Hiroshi Ishii & Brygg Ullmer in order to research the development of TUI.

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Trends and Implications of Digital Transformation in Vehicle Experience and Audio User Interface (차내 경험의 디지털 트랜스포메이션과 오디오 기반 인터페이스의 동향 및 시사점)

  • Kim, Kihyun;Kwon, Seong-Geun
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.166-175
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    • 2022
  • Digital transformation is driving so many changes in daily life and industry. The automobile industry is in a similar situation. In some cases, element techniques in areas called metabuses are also being adopted, such as 3D animated digital cockpit, around view, and voice AI, etc. Through the growth of the mobile market, the norm of human-computer interaction (HCI) has been evolving from keyboard-mouse interaction to touch screen. The core area was the graphical user interface (GUI), and recently, the audio user interface (AUI) has partially replaced the GUI. Since it is easy to access and intuitive to the user, it is quickly becoming a common area of the in-vehicle experience (IVE), especially. The benefits of a AUI are freeing the driver's eyes and hands, using fewer screens, lower interaction costs, more emotional and personal, effective for people with low vision. Nevertheless, when and where to apply a GUI or AUI are actually different approaches because some information is easier to process as we see it. In other cases, there is potential that AUI is more suitable. This is a study on a proposal to actively apply a AUI in the near future based on the context of various scenes occurring to improve IVE.