• Title/Summary/Keyword: Human Interaction Device

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Fitts' Law for Angular Foot Movement in the Foot Tapping Task

  • Park, Jae-Eun;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.5
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    • pp.647-655
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    • 2012
  • Objective: The purpose of this study was to confirm difference between angular foot movement time and existing foot Fitts' law predicting times, and to develop the angular foot Fitts' law in the foot tapping task. Background: Existing studies of foot Fitts' law focused on horizontal movement to predict the movement time. However, when driving a car, humans move their foot from the accelerator to the brake with a fixed heel. Therefore, we examined the experiment to measure angular foot movement time in reciprocal foot tapping task and compared to conventional foot Fitts' law predicting time. And, we developed the angular foot Fitts' law. Method: In this study, we compared the angular foot movement time in foot tapping task and the predicted time of four conventional linear foot Fitts' law models - Drury's foot Fitts' law, Drury's ballistic, Hoffmann's ballistic, Hoffmann's visually-controlled. 11 subjects participated in this experiment to get a movement time and three target degrees of 20, 40, and 60 were used. And, conventional models were calculated for the prediction time. To analyze the movement time, linear and arc distance between targets were used for variables of model. Finally, the angular foot Fitts' law was developed from experimental data. Results: The average movement times for each experiment were 412.2ms, 474.9ms, and 526.6ms for the 89mm, 172mm, and 253mm linear distance conditions. The results also showed significant differences in performance time between different angle level. However, all of conventional linear foot Fitts' laws ranged 135.6ms to 401.2ms. On the other hand, the angular foot Fitts' law predicted the angular movement time well. Conclusion: Conventional linear foot Fitts' laws were underestimated and have a limitation to predict the foot movement time in the real task related angular foot movement. Application: This study is useful when considering the human behavior of angular foot movement such as driving or foot input device.

Development of recombinant human chorionic gonadotropin (hCG) using high-density culture technique of suspension-adapted chinese hamster ovary (CHO) cells

  • Na, Kyu-Heum;Kim, Seung-Chul;Seo, Kwang-Seok;Lee, Sung-Hee;Kang, Soo-Hyung
    • 한국생물공학회:학술대회논문집
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    • 2005.04a
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    • pp.37-37
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    • 2005
  • Human chorionic gonadotropin (hCG) is a heterodimeric glycoprotein hormone consisting of non-covalently linked two subunits, the ${\alpha}$ and ${\beta}$ subunit. It has been used as a infertility drug for ovulation to mimic luteinizing hormone $(LH).^{1)}$ A stable cell line was established by transfection of Rc/CMV-i-dhfr-hCG, expression vector containing hCG ${\alpha}-$ and ${\beta}-genes$, into dihydrofolate reductase-deficient CHO cells and subesquent methotrexate-mediated gene amplification. Anchorage-dependent CHO cells were adapted into a serum-free and/or animal component-free suspension medium through gradual serum weaning for the hCG production. The established cell line showed typical morphological characteristics and growth profile of CHO cells, and could produce FSH with passage-to-passage consistency. The high density perfusion culture of the CHO cells was carried out in Celligen Plus bioreactor equipped with a spin-filter as a internal cell retention device. The cell density reached up to $>1x10^{7}$ cells/ml in less than 7 days and a perfusion-control strategy based on cellular consumption rates of glucose was $established.^{2)}$ Biologically active recombinant hCG was purified by a series of chromatographic steps including anion exchange chromatography and hydrophobic interaction chromatography to homogeneity. The highly purified recombinant hCG was characterized for physicochemical, immunological and biological properties.

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SmartPuck System : Tangible Interface for Physical Manipulation of Digital Information (스마트 퍽 시스템 : 디지털 정보의 물리적인 조작을 제공하는 실감 인터페이스 기술)

  • Kim, Lae-Hyun;Cho, Hyun-Chul;Park, Se-Hyung
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.4
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    • pp.226-230
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    • 2007
  • In the conventional desktop PC environment, keyboard and mouse are used to process the user input and monitor displays the visual information as an output device. In order to manipulate the digital information, we move the virtual cursor to select the desired graphical icon on the monitor The cursor represents the relative motion of the physical mouse on the desk. This desktop metaphor does not provide intuitive interface through human sensation. In this paper, we introduce a novel tangible interface which allows the user to interact with computers using a physical tool called "Smartpuck". SmartPuck system bridges the gap between analog perception and response in human being and digital information on the computer. The system consists of table display based on a PDP, SmartPuck equipped with rotational part and button for the user's intuitive and tactile input, and a sensing system to track the position of SmartPuck. Finally, we will show examples working with the system.

Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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Performance improvement on mobile devices using MVC+Prefetch Controller Pattern (MVC+Prefetch Controller 패턴을 사용한 모바일 기기의 성능향상 기법)

  • Im, Byung-Jai;Lee, Eun-Seok
    • The KIPS Transactions:PartD
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    • v.18D no.3
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    • pp.179-184
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    • 2011
  • Current mobile devices have surpassed its boundaries as a more communication tool to a smart device which provides additional features. These features have supported the smart life of its users, but have reached its limit from low-performance processors and short-battery time. These issues can be resolved b implementing higher performing hardware, but they come with a burden of high cost. This paper introduces a new way of managing computing resources in a mobile device by enhancing the quality of human-computer interaction. The real-speed felt by users are mainly influenced by the time it takes form a user's input to the device to display the completed result on the screen. Since the size of the screen for mobile devices are small, if the processor only fetch data to be used for displaying on screen, the time can be significantly reduced. MVC+Prefetch Controller pattern accomplished this goal by using the minimum amount of data from DB to fetch display and still manages to support high-speed data transfer to achieve seamless display. This idea has been realized by practice using Samsung mobile phone S8500, which demonstrated the superior performance on user's perspective.

A Systemic Review of Pulse Contour Analysis and Fourier Spectrum Analysis on the Photoplethysmography of Digit (지첨용적맥파의 파형분석과 주파수분석에 대한 문헌적 연구)

  • Nam, Tong-Hyun;Park, Young-Bae;Park, Young-Jae;Shin, Sang-Hoon
    • The Journal of the Society of Korean Medicine Diagnostics
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    • v.11 no.1
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    • pp.48-60
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    • 2007
  • Palpation of the pulse has been used in Korean traditional medicine since ancient times to assess physical health. Pulse wave contour may be obtained by measuring arterial pressure or blood volume change of skin. The latter is called as Photoplethysmography(PPG) or digital volume pulse(DVP). The PPG signal is measured by a device comprising an infrared light sourece and a photodetector. Although less widely used, this technique deserves further consideration because of its simplicity and ease of use. The contour of the PPG is formed as a result of a complex interaction between the left ventricle and the systemic circulation. It usually exhibits an early systolic peak and an early diastolic peak. the first peak is formed mainly by pressure trasmitted along a direct path from the left ventricle to the finger. The second peak is formed in part by pressure transmitted along the aorta and large arteries to sites of impedance mismatch in the lower body. The contour of the PPG is sensitive to changes in arterial tone and is influenced by ageing and large artery stiffness. Measurements taken directly from the PPG or from its second derivative can be used to assess these properties. In some mathematical approaches, the extraction of periodic components using frequency analysis was tried to analysis of the PPG. But we don't understand yet what kind of factor in the cardiovascular system or human body is related with the respective specific Fourier components of PPG. This review describes the background to measurement principles, representative contour, contour analysis and frequency domain analysis of PPG, and current and future.

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A Study of Design Process for Sensor-based Smart clothing based on requirement engineering (요구공학을 적용한 센서기반 스마트 의류 디자인 프로세스 연구)

  • Cho, Hakyung;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.16 no.3
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    • pp.397-408
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    • 2013
  • According to increase of concerning in health and entry of aging society, sensor-based smart clothing has developed various type and applications. Sensor-based smart clothing should be designed with considering of the interaction between a human body-device-clothing, such as accuracy of signal, wearability, suitability and the configuration of the sensor and so on. In this respect, these characteristics distinguish sensor-based smart clothing process from clothing process and Sensor-based smart clothing process is expected to be needing requirements Specification for development purpose and interoperability assessment based on requirements engineering. In this study, to assess efficiency of process based on requirement engineering, the sensor-based smart clothing process was deducted in two types by analysis of empirical performance. Presented two process were empirically evaluated through qualitative and quantitative evaluation. As a result, design process II based on requiments engineering were confirmed more effective process than processI.

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An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

Analysis of facial expression recognition (표정 분류 연구)

  • Son, Nayeong;Cho, Hyunsun;Lee, Sohyun;Song, Jongwoo
    • The Korean Journal of Applied Statistics
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    • v.31 no.5
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    • pp.539-554
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    • 2018
  • Effective interaction between user and device is considered an important ability of IoT devices. For some applications, it is necessary to recognize human facial expressions in real time and make accurate judgments in order to respond to situations correctly. Therefore, many researches on facial image analysis have been preceded in order to construct a more accurate and faster recognition system. In this study, we constructed an automatic recognition system for facial expressions through two steps - a facial recognition step and a classification step. We compared various models with different sets of data with pixel information, landmark coordinates, Euclidean distances among landmark points, and arctangent angles. We found a fast and efficient prediction model with only 30 principal components of face landmark information. We applied several prediction models, that included linear discriminant analysis (LDA), random forests, support vector machine (SVM), and bagging; consequently, an SVM model gives the best result. The LDA model gives the second best prediction accuracy but it can fit and predict data faster than SVM and other methods. Finally, we compared our method to Microsoft Azure Emotion API and Convolution Neural Network (CNN). Our method gives a very competitive result.

The Meaning of Architectural Shape in the Architectures of the East and the West - based on the Idea of 'Form(形象)' and 'Energy-Form(氣形)'- (동서양 건축에서의 '형태'의 의미 - '형상(形象)'과 '기형(氣形)'의 개념을 중심으로-)

  • Kim, Sung-Woo
    • Journal of architectural history
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    • v.12 no.4 s.36
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    • pp.27-48
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    • 2003
  • This paper aims to identify the meaning of architectural form of the East and the West. Ordinarily, we know the visual differences of architectural form between the two cultural families, and the technical reasons of such differences. However, the East and the West have their own views of architectural form that are derived from their own views of architecture, and again the views of architecture are rooted in their own views of the world. The paper maintains a comparative stance between the two cultures in analyzing the different concepts of architectural form, and employ the ideas of 'Form(形象)' and 'Energy-Form(氣形)' as a kind of representative concept of the two views of architectural form. It is discussed that the idea of Form pursued the realization of ultimate substance which is less materialistic but more ideal., while, the idea of Energy-Form pursued the realization of oneness and health through mutual interaction between man, architecture and nature. Architectural form in the West has been the purposeful expression of human ideal, while in the East, it was an expediential device for better energy condition. It seems important to understand such differences of the meaning of architectural form between the East and the West, since, in present time, we tend to think that the Western conception of architectural form is the only possible one. But it is not generally known that the Western conception of form has very particular background reason of its own which is unique to Western culture, and on the other hand, the nature of East Asian conception of architectural form is generally unknown.

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