• Title/Summary/Keyword: Human computer

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A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1481-1487
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    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

Multi Behavior Learning of Lamp Robot based on Q-learning (강화학습 Q-learning 기반 복수 행위 학습 램프 로봇)

  • Kwon, Ki-Hyeon;Lee, Hyung-Bong
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.35-41
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    • 2018
  • The Q-learning algorithm based on reinforcement learning is useful for learning the goal for one behavior at a time, using a combination of discrete states and actions. In order to learn multiple actions, applying a behavior-based architecture and using an appropriate behavior adjustment method can make a robot perform fast and reliable actions. Q-learning is a popular reinforcement learning method, and is used much for robot learning for its characteristics which are simple, convergent and little affected by the training environment (off-policy). In this paper, Q-learning algorithm is applied to a lamp robot to learn multiple behaviors (human recognition, desk object recognition). As the learning rate of Q-learning may affect the performance of the robot at the learning stage of multiple behaviors, we present the optimal multiple behaviors learning model by changing learning rate.

Tamil traditional medicinal system - siddha: an indigenous health practice in the international perspectives

  • Karunamoorthi, Kaliyaperumal;Jegajeevanram, Kaliyaperumal;Xavier, Jerome;Vijayalakshmi, Jayaraman;Melita, Luke
    • CELLMED
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    • v.2 no.2
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    • pp.12.1-12.11
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    • 2012
  • Traditional Medicinal System (TMS) is one of the centuries-old practices and long-serving companions to the human kind to fight against disease and to lead a healthy life. Every indigenous people have been using their unique approaches of TMS practice where among, the Chinese, Indian and African TMSs are world-wide renowned. India has a unique Indian System of Medicines (ISM) consisting of Ayurveda, Siddha, Unani, Naturopathy and Homoeopathy. Siddhars are the saints as well as the eminent scholars, who have attained Ashta-mahasiddhi [Tamil: (Ashta-Eight; Mahasiddhi-Power)] or enlightment. They have postulated, practiced, immensely contributed and have established the concept of the Tamil medicinal system called Siddha System of Medicine (SSM). From ancient time, SSM has flourished and has been widely practiced in the southern part of India particularly in Tamil Nadu. The induction of the modern medicinal system has immensely influenced the existence of SSM and has made the SSM principles and practices undervalued/extinct. However, at present, still a considerable group of people are using the SSM as a basic health-care modality. In this context, the present scrutiny deals with the TMS history, its significance with a special reference to SSM history, Siddhars, the basic concept of SSM, its diagnostic procedures, materia medica and treatment. Conclusively, Siddha is one of the most ancient indigenous health practices despite its several thorny challenges and issues, which needs to be flagged effectively and to be preserved and revitalized in the international arena in the near future.

Towards Establishing a Touchless Gesture Dictionary based on User Participatory Design

  • Song, Hae-Won;Kim, Huhn
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.515-523
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    • 2012
  • Objective: The aim of this study is to investigate users' intuitive stereotypes on non-touch gestures and establish the gesture dictionary that can be applied to gesture-based interaction designs. Background: Recently, the interaction based on non-touch gestures is emerging as an alternative for natural interactions between human and systems. However, in order for non-touch gestures to become a universe interaction method, the studies on what kinds of gestures are intuitive and effective should be prerequisite. Method: In this study, as applicable domains of non-touch gestures, four devices(i.e. TV, Audio, Computer, Car Navigation) and sixteen basic operations(i.e. power on/off, previous/next page, volume up/down, list up/down, zoom in/out, play, cancel, delete, search, mute, save) were drawn from both focus group interview and survey. Then, a user participatory design was performed. The participants were requested to design three gestures suitable to each operation in the devices, and they evaluated intuitiveness, memorability, convenience, and satisfaction of their derived gestures. Through the participatory design, agreement scores, frequencies and planning times of each distinguished gesture were measured. Results: The derived gestures were not different in terms of four devices. However, diverse but common gestures were derived in terms of kinds of operations. In special, manipulative gestures were suitable for all kinds of operations. On the contrary, semantic or descriptive gestures were proper to one-shot operations like power on/off, play, cancel or search. Conclusion: The touchless gesture dictionary was established by mapping intuitive and valuable gestures onto each operation. Application: The dictionary can be applied to interaction designs based on non-touch gestures. Moreover, it will be used as a basic reference for standardizing non-touch gestures.

Development Software to Select Boundary Manikins for Product Evaluation: Applied to an Automobile Case (사용성 평가 전용 인체모델 선정 소프트웨어 개발 및 자동차 적용사례)

  • Lim, Young-Jae;Park, Sung-Joon;Park, Woo-Jin;Park, Jun-Soo;Jung, Eui-S.;Lim, Ik-Sung
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.6
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    • pp.831-841
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    • 2010
  • Usability evaluation of physical products involves characterizing complex physical interactions between humans and products. Human models known as manikins have been widely utilized as usability evaluation tools for automobile interior package design. When combined with computer-aided design software programs, such manikins can be used to simulate driving postures and evaluate driver-interior fits early in the design process, and therefore, may greatly facilitate achieving high-quality design in a cost-efficient manner. The purpose of this study was to define a set of manikins for designing automobile interior packages for the South Korean male population. These manikins were conceptualized as "boundary" manikins, which represent individuals lacking in certain physical capacities or having usability-related issues (e.g., an individual with the 5th percentile forward reach capability, an individual with the 95th percentile shoulder width). Such boundary manikins can serve as an efficient tool for determining if an automobile interior design accommodates the majority of the population. The boundary manikins were selected from the large sample of Korean males whose anthropometric dimensions were described in the recent Size Korea anthropometric database. For each male in the database, his comfortable driving posture was represented using a kinematic body linkage model and various physical capacity measured and usability-related characteristics relevant to driver accommodation were evaluated. For each such measure, a boundary manikin was selected among the Korean males. The manikins defined in this study are expected to serve as tools for ergonomic design of automobile interior packages. The manikin selection method developed in this study was implemented as a generic software program useful for various product design applications.

The Development and Application of Self-evaluation Tool for the Abilities of ICT Application of Teacher to perform teacher's functions (교사의 직무수행을 위한 ICT활용능력 자기평가도구 개발 및 적용)

  • Park, Sun-Ju;Kang, A-Young;Park, Ji-Eun;Ma, Dae-Sung;Kim, Chul;Kim, Jeong-Rang
    • Journal of The Korean Association of Information Education
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    • v.10 no.3
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    • pp.299-306
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    • 2006
  • The Ministry of Education and Human Resources Department of Korea have formulated various policy for development of teacher's ICT competence. But most of efforts expended upon ICT utilization currently, emphasize the ability which can handle computer skillfully than the ability for practical use in instruction, so that cannot induce distinct competence according to the duties and operations of teachers. This study aims to make scales for teacher's ability of ICT utilization in education of Korea. For the original purpose of evaluation, this tool made by job analysis and comparative studies with the existing appraisal standards. It can be the standards for evaluation of teacher's wholly duties on ICT applied education and proper self-evaluation tool for improvement of teacher's ability on ICT utilizing instruction. I processed measurement value of participant of Gwangju and Jeollanamdo area in this system and analyzed the level of teacher's abilities using ICT, a sex gap, regional difference, duty position difference and education career difference etc.

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Analysis of Studies about Maker Education Based on Systematic Review (체계적 문헌고찰을 통한 메이커 교육 관련 연구 분석)

  • Jeo, YooHyeon;Song, UiSung
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.529-542
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    • 2019
  • Adverting of the 4th Industrial Revolution, maker education is emerged as a new paradigm and related studies keep increasing, As ideal human resources model has been changed. For this study, 65 theses on maker education were reviewed. The study has mainly analyzed the key factors for applying maker education in school. Though this study, it hopes to propose how further maker education studies should be developed. From the theses, 1.4 percent of the maker education program is actually usable in regular school class. For utilizing this education, it requires prior training and needs computer facilities. Most programs were designed as fusion form in more than two subject and included cooperative activities and sharing time. Further studies should be conducted on the application of education programs of within regular classes of school, recommended tools based on the school levels and prior training for tools, established the Makerspace in schools, shared student's output, evaluated students, and teacher training.

The effects GyeongshinhaeGihwan 1 (GGT1) has on the hGHTg (human growth hormone transgenic) obese male rats' body weight and their amount of feed intake (형질전환 비만모델 수컷 hGHTg rats에서 경신해지환(輕身解脂丸)(GGT1)이 체중 및 사료섭취량에 미치는 영향)

  • Jung, Yang-Sam;Choi, Seung-Bae;Kim, Hoon;Shin, Soon-Shik
    • The Korea Journal of Herbology
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    • v.21 no.1
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    • pp.1-7
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    • 2006
  • Objectives: To find out the effects GGT1, an antiobestic drug widely used clinics, has on the amount of feed intake, the amount of change in the body weight and the food efficiency ratio using the data from the hGHTg obese male rats. Also, to evaluate in terms of antiobestic effects, the difference between GGT1 and reductil (sibutramine), which has been approved by the FDA of the United States. Methods: We measured the change in body weight and the amount of feed intake for 8 weeks by categorizing the hGHTg obese male rats into three groups: the control group, the GGT1 group, and the reductil (RD) group. We also evaluated the antiobestic effect by calculating the food efficiency ratio, which is the increase of bodyweight divided by the amount of feed intake. Results: In case of body weight, moderate slope of the curve in the graph of GGT1 group could mean that the weight is decreasing as time flows. In case of food efficiency ratio, the p-value was 0.745 in a test for determining if an interaction exists between the group and the point of measurement, meaning that it does not exist; also, the p-value in a test for the effect of level of repetition in food efficiency ratio according to the point of measurement equaled 0.002. Conclusion: The drug-treated groups had a greater inhibitory effect in feed intake than the control group. The results showed the food efficiency ratio had a tendency to decrease. The GGT1 group in particular was under a greater effect than the RD group.

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Design of an Infrared Multi-touch Screen Controller using Stereo Vision (스테레오 비전을 이용한 저전력 적외선 멀티 터치스크린 컨트롤러의 설계)

  • Jung, Sung-Wan;Kwon, Oh-Jun;Jeong, Yong-Jin
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.47 no.2
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    • pp.68-76
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    • 2010
  • Touch-enabled technology is increasingly being accepted as a main communication interface between human and computers. However, conventional touchscreen technologies, such as resistive overlay, capacitive overlay, and SAW(Surface Acoustic Wave), are not cost-effective for large screens. As an alternative to the conventional methods, we introduce a newly emerging method, an optical imaging touchscreen which is much simpler and more cost-effective. Despite its attractive benefits, optical imaging touchscreen has to overcome some problems, such as heavy computational complexity, intermittent ghost points, and over-sensitivity, to be commercially used. Therefore, we designed a hardware controller for signal processing and multi-coordinate computation, and proposed Infrared-blocked DA(Dark Area) manipulation as a solution. While the entire optical touch control took 34ms with a 32-bit microprocessor, the designed hardware controller can manage 2 valid coordinates at 200fps and also reduce energy consumption of infrared diodes from 1.8Wh to 0.0072Wh.

New Template Based Face Recognition Using Log-polar Mapping and Affine Transformation (로그폴라 사상과 어파인 변환을 이용한 새로운 템플릿 기반 얼굴 인식)

  • Kim, Mun-Gab;Choi, Il;Chien, Sung-Il
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.2
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    • pp.1-10
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    • 2002
  • This paper presents the new template based human face recognition methods to improve the recognition performance against scale and in-plane rotation variations of face images. To enhance the recognition performance, the templates are generated by linear or nonlinear operation on multiple images including different scales and rotations of faces. As the invariant features to allow for scale and rotation variations of face images, we adopt the affine transformation, the log-polar mapping, and the log-polar image based FFT. The proposed recognition methods are evaluated in terms of the recognition rate and the processing time. Experimental results show that the proposed template based methods lead to higher recognition rate than the single image based one. The affine transformation based face recognition method shows marginally higher recognition rate than those of the log-polar mapping based method and the log-polar image based FFT, while, in the aspect of processing time, the log-polar mapping based method is the fastest one.