• Title/Summary/Keyword: Human Interaction Device

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The Differential Effect of PC vs. Mobile on User Behavior : An Empirical Study based on Construal Level Theory(CLT) (데스크톱과 모바일 기기의 차이가 사용자의 행위에 미치는 영향 : 해석수준 이론을 적용한 실증 연구)

  • Suh, Kil-Soo;Kang, Hyunjeong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.31-51
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    • 2019
  • Construal level theory (CLT) have been researched in wide range of disciplines such as marketing, organizational study, psychology, or education. Current study asserts that CLT would explain the effect of different devices of PC and smartphone on interaction between human-computer interfaces and information systems use. In CLT, those who are far from an object in terms of physical, temporal, social or psychological distance, they construe their understanding as abstract (high level) and vice versa. We hypothesized different size of digital device will increase psychological distance and result in behaviors that correspond to present construal level. The analysis result shows that users of PC recognized that they are socially distant from the device and those of smartphone felt that they are socially close to the device. However, the device did not have significant effect on attention to essential information, advertisement preference, and immediacy. The implication to academia, practice and future research and limitations are also discussed.

Design of A Force-Reflecting Device and Embedded Controller

  • Kim, Dae-Hyun;Moon, Cheol-Hong;Choi, Han-Soo;Kim, Yeong-Dong
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2397-2401
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    • 2005
  • It is well understood that force reflecting coupled with visual display can be an important two-way communication channel in human-computer interaction. In this work, important components for a high-fidelity system bandwidth are force reflecting device and that all the computations including contact determination and response computation have to be performed in less than a millisecond. This paper describes a force-reflecting device and an embedded controller. The realized force-reflecting device is based on a novel serial type mechanical structure, and features compactness, high sustained output force capability, low friction, zero backlash, and enough workspace. The embedded controller reduces software computational load via main processor and simplifies hardware strictures by the time-division control. The device is integrated with existing dynamic simulation algorithms running separate workstation, so that objects can be manipulated in real time and the corresponding forces felt back by the operator.

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Interactive Dynamic Simulation Schemes for Articulated Bodies through Haptic Interface

  • Son, Wook-Ho;Kim, Kyung-Hwan;Jang, Byung-Tae;Choi, Byung-Tae
    • ETRI Journal
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    • v.25 no.1
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    • pp.25-33
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    • 2003
  • This paper describes interactive dynamic simulation schemes for articulated bodies in virtual environments, where user interaction is allowed through a haptic interface. We incorporated these schemes into our dynamic simulator I-GMS, which was developed in an object-oriented framework for simulating motions of free bodies and complex linkages, such as those needed for robotic systems or human body simulation. User interaction is achieved by performing push and pull operations with the PHANToM haptic device, which runs as an integrated part of I-GMS. We use both forward and inverse dynamics of articulated bodies for the haptic interaction by the push and pull operations, respectively. We demonstrate the user-interaction capability of I-GMS through on-line editing of trajectories for 6-dof (degrees of freedom) articulated bodies.

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A Review on Autonomous Vehicles Focused on Human Factors (자율자동차에 관한 인간공학적 문헌연구)

  • Park, Hee-Sok
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.421-435
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    • 2017
  • Objective: In this research, the literatures on the autonomous vehicles were surveyed and classified from the viewpoint of human factors. Technological development on the information interaction between user and the vehicle was discussed. Background: The studies on the human factors in the autonomous vehicles have been less actively carried out than those on the technological aspects, but human factors are becoming more important in the autonomous vehicles. Method: This study examined the papers published in domestic journals, as well as the papers presented in conferences from 1996 to 2016 through DBPIA. Results: The literatures were classified into those about basic functions and convenience. The papers on the convenience were much less. Conclusion: Human factors are projected to be actively applied, in communication and in device control, in addition to conventional application areas. Application: This study would be of help to find future research areas of human factors in autonomous vehicles.

Estimation of Shoulder Flexion Torque and Angle from Surface Electromyography for Physical Human-Machine Interaction (물리적 인간-기계 상호작용을 위한 표면 근전도 신호 기반의 어깨 굴곡 토크 및 각도 추정)

  • Park, Ki-Han;Lee, Dong-Ju;Kim, Jung
    • Journal of the Korean Society for Precision Engineering
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    • v.28 no.6
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    • pp.663-669
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    • 2011
  • This paper examines methods to estimate torque and angle in shoulder flexion from surface electromyography(sEMG) signals for intuitive and delicate control of robotic assistance device. Five muscles on the upper arm, three for shoulder flexion and two for shoulder extension, were used to offer favorable sEMG recording conditions in the estimation. The methods tested were the mean absolute value (MAV) with linear regression and the artificial neural network (ANN) method. An optimal condition was sought by varying combination of muscles used and the parameters in each method. The estimation performance was evaluated using the correlation values and normalized root mean square error values. In addition, we discussed their possible use as an estimation of motion intent of a user or as a command input in a physical human-machine interaction system.

A Study on the Intention to Use a Robot-based Learning System with Multi-Modal Interaction (멀티모달 상호작용 중심의 로봇기반교육 콘텐츠를 활용한 r-러닝 시스템 사용의도 분석)

  • Oh, Junseok;Cho, Hye-Kyung
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.6
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    • pp.619-624
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    • 2014
  • This paper introduces a robot-based learning system which is designed to teach multiplication to children. In addition to a small humanoid and a smart device delivering educational content, we employ a type of mixed-initiative operation which provides enhanced multi-modal cognition to the r-learning system through human intervention. To investigate major factors that influence people's intention to use the r-learning system and to see how the multi-modality affects the connections, we performed a user study based on TAM (Technology Acceptance Model). The results support the fact that the quality of the system and the natural interaction are key factors for the r-learning system to be used, and they also reveal very interesting implications related to the human behaviors.

Human-Robot Interaction by Mobile Device for Intelligence Robot (모바일 기기를 통한 지능형 로봇의 인간-로봇 상호작용)

  • Choi, Byung-Gi;Kwag, Byul-Sem;Park, Chun-Sung;Lee, Jae-Ho
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06b
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    • pp.43-46
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    • 2010
  • 지능형 로봇의 인간-로봇 상호작용(Human-Robot Interaction)은 현재 세계적으로 주목받는 연구 분야 중 하나이다. 이 논문에서는 지능형 로봇의 작업 완결성을 높이기 위한 방편의 일환으로 사용자에게 작업 내용을 공개하고, 문제 발생 시 사용자의 개입을 유도하는 형태의 인간-로봇 상호작용을 제안한다. 이러한 형태의 서비스는 지능형 로봇이 작업 수행 중 필요한 경우 사용자의 선택 통해 예상치 못한 상황에 대해 유연한 대처를 할 수 있으며, 동시에 로봇의 현재 상황을 사용자가 확인할 수 있도록 하는 수단을 제공한다. 이를 위해 이 논문은 Android 플랫폼과 로봇 간의 로봇-사용자 정보교환을 구현하고, 나아가 범용적이고 일반적인 인간-로봇 상호작용을 위한 연구방향을 제시하고자 한다.

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Development of Module Interface of Force Feedback Controller for Virtual Reality (가상환경을 위한 힘피드백 제시기의 모듈 인터페이스 개발)

  • 김종국;고려대;박창훈;송재복;고희동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.42-47
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    • 2001
  • 가상현실 기술은 이제 컴퓨터가 생성한 환경과 사용자간의 자유로운 상호작용을 수행할 수 있도록 하는 것이 중요하게 되었다. 이러한 상호작용을 위해서는 시각 제시기뿐만 아니라 사용자가 가상환경에서 물리적인 힘을 느낄 수 있도록 하는 것이 중요하다. 본 논문은 가상환경에서 사용자에게 운동감을 제시할 수 있는 기기들의 소프트웨어적인 아키텍처를 제안하고, 또한 이러한 기기들을 연결하는 데 있어서 가상환경과 통합될 수 있도록 가상환경 서보와 힘 피드백 제시기간의 통신규약을 제시한다.

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Design of Vision-based Interaction Tool for 3D Interaction in Desktop Environment (데스크탑 환경에서의 3차원 상호작용을 위한 비전기반 인터랙션 도구의 설계)

  • Choi, Yoo-Joo;Rhee, Seon-Min;You, Hyo-Sun;Roh, Young-Sub
    • The KIPS Transactions:PartB
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    • v.15B no.5
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    • pp.421-434
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    • 2008
  • As computer graphics, virtual reality and augmented reality technologies have been developed, in many application areas based on those techniques, interaction for 3D space is required such as selection and manipulation of an 3D object. In this paper, we propose a framework for a vision-based 3D interaction which enables to simulate functions of an expensive 3D mouse for a desktop environment. The proposed framework includes a specially manufactured interaction device using three-color LEDs. By recognizing position and color of the LED from video sequences, various events of the mouse and 6 DOF interactions are supported. Since the proposed device is more intuitive and easier than an existing 3D mouse which is expensive and requires skilled manipulation, it can be used without additional learning or training. In this paper, we explain methods for making a pointing device using three-color LEDs which is one of the components of the proposed framework, calculating 3D position and orientation of the pointer and analyzing color of the LED from video sequences. We verify accuracy and usefulness of the proposed device by showing a measurement result of an error of the 3D position and orientation.

Laser Pointer Interaction System Based on Image Processing (영상처리 기반의 레이저 포인터 인터랙션 시스템)

  • Kim, Nam-Woo;Lee, Seung-Jae;Lee, Joon-Jae;Lee, Byung-Gook
    • Journal of Korea Multimedia Society
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    • v.11 no.3
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    • pp.373-385
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    • 2008
  • The evolution of input device for computer has pretty much slowed down after the introduction of mouse as feinting input device. Even though stylus and touch screen were invented later on which provide some alternatives, all these methods were designed to have close range interaction with computer. There are not many options available for user to interact with computer from afar, which is especially needed during presentation. Therefore, in this paper, we try to fill the gap by proposing a laser pointer interaction system to allow user to give pointing input command to the computer from some distance away using only laser pointer, which is cheap and readily available. With the combination of image processing based software, we could provide mouse-like pointing interaction with computer. The proposed system works well not only in currently plane screen, but also in flexible screen by incorporating the feature of non-linear coordinate mapping algorithm in our system so that our system can support non-linear environment, such as curved and flexible wall.

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