• Title/Summary/Keyword: Human Interaction Device

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The interaction between emotion recognition through facial expression based on cognitive user-centered television (이용자 중심의 얼굴 표정을 통한 감정 인식 TV의 상호관계 연구 -인간의 표정을 통한 감정 인식기반의 TV과 인간의 상호 작용 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Journal of the HCI Society of Korea
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    • v.9 no.1
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    • pp.23-28
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    • 2014
  • In this study we focus on the effect of the interaction between humans and reactive television when emotion recognition through facial expression mechanism is used. Most of today's user interfaces in electronic products are passive and are not properly fitted into users' needs. In terms of the user centered device, we propose that the emotion based reactive television is the most effective in interaction compared to other passive input products. We have developed and researched next generation cognitive TV models in user centered. In this paper we present a result of the experiment that had been taken with Fraunhofer IIS $SHORE^{TM}$ demo software version to measure emotion recognition. This new approach was based on the real time cognitive TV models and through this approach we studied the relationship between humans and cognitive TV. This study follows following steps: 1) Cognitive TV systems can be on automatic ON/OFF mode responding to motions of people 2) Cognitive TV can directly select channels as face changes (ex, Neutral Mode and Happy Mode, Sad Mode, Angry Mode) 3) Cognitive TV can detect emotion recognition from facial expression of people within the fixed time and then if Happy mode is detected the programs of TV would be shifted into funny or interesting shows and if Angry mode is detected it would be changed to moving or touching shows. In addition, we focus on improving the emotion recognition through facial expression. Furthermore, the improvement of cognition TV based on personal characteristics is needed for the different personality of users in human to computer interaction. In this manner, the study on how people feel and how cognitive TV responds accordingly, plus the effects of media as cognitive mechanism will be thoroughly discussed.

The Modified Block Matching Algorithm for a Hand Tracking of an HCI system (HCI 시스템의 손 추적을 위한 수정 블록 정합 알고리즘)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.4 no.4
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    • pp.9-14
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    • 2003
  • A GUI (graphical user interface) has been a dominant platform for HCI (human computer interaction). A GUI - based interaction has made computers simpler and easier to use. The GUI - based interaction, however, does not easily support the range of interaction necessary to meet users' needs that are natural. intuitive, and adaptive. In this paper, the modified BMA (block matching algorithm) is proposed to track a hand in a sequence of an image and to recognize it in each video frame in order to replace a mouse with a pointing device for a virtual reality. The HCI system with 30 frames per second is realized in this paper. The modified BMA is proposed to estimate a position of the hand and segmentation with an orientation of motion and a color distribution of the hand region for real - time processing. The experimental result shows that the modified BMA with the YCbCr (luminance Y, component blue, component red) color coordinate guarantees the real - time processing and the recognition rate. The hand tracking by the modified BMA can be applied to a virtual reclity or a game or an HCI system for the disable.

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Smart Tourism Design: A Semiotic Affordances Approach

  • Chulmo Koo;Jaehyun Park;William C. Hunter
    • Journal of Smart Tourism
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    • v.3 no.2
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    • pp.15-21
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    • 2023
  • This paper presents a conceptual approach to Smart Tourism Design based on semiotic affordances theory. This conceptual approach repositions smart tourism from a techno-centric perspective that frames a seamless connection between the device and its software, to a more human-centric perspective that favors the user's needs, desires as perceived through the senses. An updated Smart Tourism Design emphasizes the aesthetic dimension of smart tourism that presents the objects of the travel experience as destination specific rather than universal, through representations as digital artifacts. This theory is based on an empirical and objective understanding of representations and how they can be identified as useful in the digital augmentation of travel experiences. Using Peirce's sign systems and Gibson's theory of affordances, smart tourism can transcend a prefabricated device-oriented experience to a closer dynamic and direct interaction between the user and the travel destination. Researchers and developers can use semiotics as a structural approach to recognizing objects as sign-types, and they can use affordances to better identify the immediacy of digital artifacts and purpose-driven by users' spontaneous and immediate motives.

Development of a Mobile Application for Disease Prediction Using Speech Data of Korean Patients with Dysarthria (한국인 구음장애 환자의 발화 데이터 기반 질병 예측을 위한 모바일 애플리케이션 개발)

  • Changjin Ha;Taesik Go
    • Journal of Biomedical Engineering Research
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    • v.45 no.1
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    • pp.1-9
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    • 2024
  • Communication with others plays an important role in human social interaction and information exchange in modern society. However, some individuals have difficulty in communicating due to dysarthria. Therefore, it is necessary to develop effective diagnostic techniques for early treatment of the dysarthria. In the present study, we propose a mobile device-based methodology that enables to automatically classify dysarthria type. The light-weight CNN model was trained by using the open audio dataset of Korean patients with dysarthria. The trained CNN model can successfully classify dysarthria into related subtype disease with 78.8%~96.6% accuracy. In addition, the user-friendly mobile application was also developed based on the trained CNN model. Users can easily record their voices according to the selected inspection type (e.g. word, sentence, paragraph, and semi-free speech) and evaluate the recorded voice data through their mobile device and the developed mobile application. This proposed technique would be helpful for personal management of dysarthria and decision making in clinic.

Design and Development of Modular Replaceable AI Server for Image Deep Learning in Social Robots on Edge Devices (엣지 디바이스인 소셜 로봇에서의 영상 딥러닝을 위한 모듈 교체형 인공지능 서버 설계 및 개발)

  • Kang, A-Reum;Oh, Hyun-Jeong;Kim, Do-Yun;Jeong, Gu-Min
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.6
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    • pp.470-476
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    • 2020
  • In this paper, we present the design of modular replaceable AI server for image deep learning that separates the server from the Edge Device so as to drive the AI block and the method of data transmission and reception. The modular replaceable AI server for image deep learning can reduce the dependency between social robots and edge devices where the robot's platform will be operated to improve drive stability. When a user requests a function from an AI server for interaction with a social robot, modular functions can be used to return only the results. Modular functions in AI servers can be easily maintained and changed by each module by the server manager. Compared to existing server systems, modular replaceable AI servers produce more efficient performance in terms of server maintenance and scale differences in the programs performed. Through this, more diverse image deep learning can be included in robot scenarios that allow human-robot interaction, and more efficient performance can be achieved when applied to AI servers for image deep learning in addition to robot platforms.

An Analysis of Human Gesture Recognition Technologies for Electronic Device Control (전자 기기 조종을 위한 인간 동작 인식 기술 분석)

  • Choi, Min-Seok;Jang, Beakcheol
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.91-100
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    • 2014
  • In this paper, we categorize existing human gesture recognition technologies to camera-based, additional hardware-based and frequency-based technologies. Then we describe several representative techniques for each of them, emphasizing their strengths and weaknesses. We define important performance issues for human gesture recognition technologies and analyze recent technologies according to the performance issues. Our analyses show that camera-based technologies are easy to use and have high accuracy, but they have limitations on recognition ranges and need additional costs for their devices. Additional hardware-based technologies are not limited by recognition ranges and not affected by light or noise, but they have the disadvantage that human must wear or carry additional devices and need additional costs for their devices. Finally, frequency-based technologies are not limited by recognition ranges, and they do not need additional devices. However, they have not commercialized yet, and their accuracies can be deteriorated by other frequencies and signals.

Protocol Design for Opportunistic Direct M2M Communication in Wearable Computing Environment (웨어러블 단말과 이웃 단말 간 기회기반 직접 사물통신 프로토콜 설계)

  • Oh, Young-Ho;Lee, Jae-Shin;Kang, Soon-Ju
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.2
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    • pp.151-163
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    • 2014
  • The recent wearable device's applications concentrates on providing diverse services such as location based service, context aware service to the users. These various services are implemented by the interactions between the wearable device and the user. In the legacy system, the interaction requires certain explicit configuration from the user. If the user is unfamiliar with the IT technology, it will be impossible to get the wanted service. Therefore, a new autonomous communication concept among neighbor devices is essential for people who is unfamiliar with the IT technology. The implicit human computer interface enables the user to acquire the services, even though the user don't know the IT technology. In this paper, we propose two BLE based protocols (B-LIDx protocol, B-PniP). B-LIDx protocol is the protocol for locationing the mobile device in indoor. B-PniP is a zero-configure opportunistic direct M2M communication protocol between neighbor devices to achieve the autonomous communication concept with zero-configuration. The protocol's evaluations are performed by measuring the time for finding the location of a mobile device in actual environment and aligning the time spent in services using the B-PniP.

Robust Control of a Haptic Interface Using LQG/LTR (LQG/LTR을 이용한 Haptic Interface의 강인제어)

  • Lee, Sang-Cheol;Park, Heon;Lee, Su-Sung;Lee, Jang-Myung
    • Journal of Institute of Control, Robotics and Systems
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    • v.8 no.9
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    • pp.757-763
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    • 2002
  • A newly designed haptic interface enables an operator to control a remote robot precisely. It transmits position information to the remote robot and feeds back the interaction force from it. A control algorithm of haptic interface has been studied to improve the robustness and stability to uncertain dynamic environments with a proposed contact dynamic model that incorporates human hand dynamics. A simplified hybrid parallel robot dynamic model fur a 6 DOF haptic device was proposed to from a real time control system, which does not include nonlinear components. LQC/LTR scheme was adopted in this paper for the compensation of un-modeled dynamics. The recovery of the farce from the remote robot at the haptic interface was demonstrated through the experiments.

Development of Prototype VR Ship Simulator System Using HMD (HMD를 사용한 가상현실 선박 시뮬레이터 시스템의 프로토타입 개발)

  • 임정빈;공길영;구자영
    • Journal of the Korean Institute of Navigation
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    • v.24 no.3
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    • pp.133-140
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    • 2000
  • The paper deals with the implementation of prototype Ship Simulator system (VRSS) by Virtual Reality techniques with Head Mounted Display (HMD) device. The prototype VRSS was consists of PC-based human sensors, object oriented operating system. In addition, two kinds of databases arranged from Head Related Transfer Functions and 3D object models were used to create 3D sea sound, and to construct virtual world, respectively. Using the prototype system, we carried out some simulation tests for the overtaking situation to prevent collisions at sea, and discussed on the usability of the system. As results from simulations, the prototype VRSS can provide multisensory and interactive display environment. The results gave rise to the user interaction with 3D objects that give realistic reproduction of navigational environments under a given scenario. Thus, we found that the prototype VRSS should be one of the next-generation ship simulation system.

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Eye-Gaze Interaction On Computer Screen Evaluation

  • Ponglangka, Wirot;Sutakcom, Udom
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.84-88
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    • 2005
  • Eye gaze positions evaluation on computer screen uses the human eye as an input device for computer systems is that it gives low resolution. We proposes a method to determine the eye gaze positions on the screen by using two-eye displacements as the information for mapping, and the perspective projection is applied to map the displacements to a position on a computer screen. The experiments were performed on 20 persons and a 17-inch monitor is used with the screen resolution of 1024x768 pixels. Gaze detection error was 3.18 cm (RMS error), with screen is divided into 5x8 and 7x10 positions on a 17-inch monitor. The results showed 100% and 96% correction, respectively.

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