• Title/Summary/Keyword: Human Interaction Management

Search Result 225, Processing Time 0.024 seconds

지식 기반 서비스를 위한 사실 지향 온톨로지 기반의 프로세스 모델링 접근법 (A Fact-oriented Ontological Approach to Process Modeling for Knowledge-based Services)

  • 이정수;김광수;김철한
    • 대한산업공학회지
    • /
    • 제35권1호
    • /
    • pp.40-50
    • /
    • 2009
  • Knowledge-based services are largely dependent upon human-driven works. Therefore, considering human characteristics is required when modeling processes for knowledge-based services. As an emerging technology for Business Process Management, Human Interaction Management and its supportive process management can be an alternative to deal with human-driven processes. However, current HIM does not suggest concrete method for modeling conditions that are essential to realize supportive process management. And the condition modeling of HumanEdj, the only HIM software implemented, reveals the problem of complexity. As a solution, this paper suggests a fact-oriented ontological approach to process modeling. The approach uses human-friendly form of facts for condition modeling.

현대의 고도화, 자동화된 시스템이 파생한 휴먼에러에 관한 이론적 고찰을 통한 리스크 대응전략 설정 (A Study on Countermeasure Strategy on Risk of Human Errors driven by Advanced and Automated Systems Through Consideration of Related Theories)

  • 신인재
    • 한국안전학회지
    • /
    • 제29권1호
    • /
    • pp.86-92
    • /
    • 2014
  • This paper provides an integrated view on human and system interaction in advanced and automated systems, which adopting computerized multi-functional artifacts and complicated organizations, such as nuclear power plants, chemical plants, steel and semi-conduct manufacturing system. As current systems have advanced with various automated equipments but human operators from various organizations are involved in the systems, system safety still remains uncertain. Especially, a human operator plays an important role at the time of critical conditions that can lead to catastrophic accidents. The knowledge on human error helps a risk manager as well as a designer to create and control a more credible system. Several human error theories were reviewed and adopted for forming the integrated perspective: gulf of execution and evaluation; risk homeostasis; the ironies of automation; trust in automation; design affordance; distributed cognition; situation awareness; and plan delegation theory. The integrated perspective embraces human error theories within three levels of human-system interactions such as affordance level, psychological logic level and trust level. This paper argued that risk management process should dealt with human errors by providing (1) reasoning improvement; (2) support to situation awareness of operators; and (3) continuous monitoring on harmonization of human system interaction. This approach may help people to understand risk of human-system interaction failure characteristics and their countermeasures.

설계 요건 중심의 인간-시스템 인터페이스 개발 프로세스 (Design Requirements-Driven Process for Developing Human-System Interfaces)

  • 함동한
    • 대한안전경영과학회지
    • /
    • 제10권1호
    • /
    • pp.83-90
    • /
    • 2008
  • Development of human-system interfaces (HSI) supporting the interaction between human and automation-based systems, particularly safety-critical sociotechnial systems, entails a wide range of design and evaluation problems. To help HSI designers deal with these problems, many methodologies from traditional human-computer interaction, software engineering, and systems engineering have been applied; however, they have been proved inadequate to develop cognitively well engineered HSI. This paper takes a viewpoint that HSI development is itself a cognitive process consisting of various decision making and problem solving activities and then proposes a design requirements-driven process for developing HSI. High-level design problems and their corresponding design requirements for visual information display are explained to clarify the concept of design requirements. Lastly, conceptual design of software system to support the requirements-driven process and designers' knowledge management is described.

Vision-Based Activity Recognition Monitoring Based on Human-Object Interaction at Construction Sites

  • Chae, Yeon;Lee, Hoonyong;Ahn, Changbum R.;Jung, Minhyuk;Park, Moonseo
    • 국제학술발표논문집
    • /
    • The 9th International Conference on Construction Engineering and Project Management
    • /
    • pp.877-885
    • /
    • 2022
  • Vision-based activity recognition has been widely attempted at construction sites to estimate productivity and enhance workers' health and safety. Previous studies have focused on extracting an individual worker's postural information from sequential image frames for activity recognition. However, various trades of workers perform different tasks with similar postural patterns, which degrades the performance of activity recognition based on postural information. To this end, this research exploited a concept of human-object interaction, the interaction between a worker and their surrounding objects, considering the fact that trade workers interact with a specific object (e.g., working tools or construction materials) relevant to their trades. This research developed an approach to understand the context from sequential image frames based on four features: posture, object, spatial features, and temporal feature. Both posture and object features were used to analyze the interaction between the worker and the target object, and the other two features were used to detect movements from the entire region of image frames in both temporal and spatial domains. The developed approach used convolutional neural networks (CNN) for feature extractors and activity classifiers and long short-term memory (LSTM) was also used as an activity classifier. The developed approach provided an average accuracy of 85.96% for classifying 12 target construction tasks performed by two trades of workers, which was higher than two benchmark models. This experimental result indicated that integrating a concept of the human-object interaction offers great benefits in activity recognition when various trade workers coexist in a scene.

  • PDF

Human Response Capability and Customer Relationship Management Advantage: The Direct, Indirect, and Interactive Roles of Information Technology Service Application

  • Yang, Yi-Feng;Chen, Ching-Yaw;Lee, Yu-Je;Lee, Shyh-Hwang
    • 동아시아경상학회지
    • /
    • 제2권3호
    • /
    • pp.33-42
    • /
    • 2014
  • The main purpose of this study intends to study the theoretical interconnection between human response capability and customer relationship management advantage while considering the essential role of service application of information technology as direct, indirect (mediating), and interactive (moderating) influences in the theory. Based on the study sample, the new findings help comprehend the overall interconnected relationship which includes the direct and indirect (mediating) effects of information technology service capability and human response capability as well as their interaction (moderation) on customer relationship management advantage. The new insights interprets the two capabilities (human and information technology) are vital to business because they are the foundation set of service resources significantly to enhance customer relationship management advantage.

고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석 (A Structured Analysis Model of Customer Loyalty in Online Games)

  • 최동성;박성준;김진우
    • Asia pacific journal of information systems
    • /
    • 제11권3호
    • /
    • pp.1-21
    • /
    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

  • PDF

A Cyber-Physical Information System for Smart Buildings with Collaborative Information Fusion

  • Liu, Qing;Li, Lanlan
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제16권5호
    • /
    • pp.1516-1539
    • /
    • 2022
  • This article shows a set of physical information fusion IoT systems that we designed for smart buildings. Its essence is a computer system that combines physical quantities in buildings with quantitative analysis and control. In the part of the Internet of Things, its mechanism is controlled by a monitoring system based on sensor networks and computer-based algorithms. Based on the design idea of the agent, we have realized human-machine interaction (HMI) and machine-machine interaction (MMI). Among them, HMI is realized through human-machine interaction, while MMI is realized through embedded computing, sensors, controllers, and execution. Device and wireless communication network. This article mainly focuses on the function of wireless sensor networks and MMI in environmental monitoring. This function plays a fundamental role in building security, environmental control, HVAC, and other smart building control systems. The article not only discusses various network applications and their implementation based on agent design but also demonstrates our collaborative information fusion strategy. This strategy can provide a stable incentive method for the system through collaborative information fusion when the sensor system is unstable in the physical measurements, thereby preventing system jitter and unstable response caused by uncertain disturbances and environmental factors. This article also gives the results of the system test. The results show that through the CPS interaction of HMI and MMI, the intelligent building IoT system can achieve comprehensive monitoring, thereby providing support and expansion for advanced automation management.

KD-SQS Service Quality in Discount-Based Retail: Service Guarantee Adjustment Effect, Service Value, and Store Loyalty

  • Lee, Young-Chul;Kim, Jong-Lak
    • 유통과학연구
    • /
    • 제12권7호
    • /
    • pp.53-61
    • /
    • 2014
  • Purpose - This study focuses on "large-scale marts," which is a typical discount-based retail channel (hereinafter, DRC), and provides practical managerial implications by applying the KD-SQS service quality factor based on customers' experiential perspective by developing and applying existing service measures. Research design, data, and methodology - The research subjects include adults who have experienced "large-scale marts." The research involved SPSS 20.0 and AMOS 19.0 packages; path analysis is used to analyze structural relationships. Results - First, physical aspects, human interaction, and additional convenience aspects of service quality have statistically significant influence on service value. Second, physical aspects, human interaction, and policy have statistically influence on store loyalty. Third, service value influences store loyalty. Fourth, service guarantee adjusts the relationship between service quality, service value, and store loyalty in terms of human interaction and policy. Conclusion - Among service quality measures, improving service value through personal service needs to be prioritized, while we need to develop different methods for the service guarantee system to effectively influence service value and store loyalty.

Human-Vehicle Interaction을 위한 운전부하 관리 기술개발 동향 (Human-Vehicle Interaction: Technology Trends in Drivers' Driving Workload Management)

  • 황윤숙;김경호;윤대섭;손주찬
    • 전자통신동향분석
    • /
    • 제29권5호
    • /
    • pp.1-8
    • /
    • 2014
  • 최근 차량 내부와 외부 교통환경으로부터 운전자에게 다양한 다량의 정보가 제공되고 있다. 이와 같은 정보가 범람하는 교통환경에서 운전자가 안전하게 운전하기 위해서는 운전자에게 '필요한 정보'가 '적절한 시기'에, '쉽게 지각할 수 있는 형태'로 제공되어 '올바른 판단'을 할 수 있도록 해야 한다. 이를 인간-자동차 인터랙션(HVI: Human-Vehicle Interaction) 기술이라 할 수 있으며, 진정한 의미 의미에서의 HVI 기술이 이루어지기 위해서는 운전자가 운전을 함에 있어 사용하고 있는 자원에 대한 관리, 즉 운전부하 관리가 기반이 되어야 한다. 따라서 본고에서 운전자의 운전부하 관리에 대한 정의와 기술개발 동향을 살펴보고자 한다.

  • PDF

인간의 인지 및 감성을 고려한 게임 디자인 전략 (A Cognitive and Emotional Strategy for Computer Game Design)

  • 최동성;김호영;김진우
    • Asia pacific journal of information systems
    • /
    • 제10권1호
    • /
    • pp.165-187
    • /
    • 2000
  • The computer game market has grown rapidly with numerous games produced all over the world. Most games have been developed to make gamers have fun while playing the games. However, there has been little research to address the elements of games that create the perception of being fun. The objectives of this research are to focus on which features provide fun, and then analyze these aspects both qualitatively and quantitatively. This study, through surveys with game players and developers, provides several inputs regarding what it is, that makes certain computer games fun. There are many common characteristics which fun games share, and through grouping and organizing these traits, then compiling the data for use in an AHP(Analytic Hierarchy Process), we measured the disparity in the 'fun' perception between game developer and game user.

  • PDF