• Title/Summary/Keyword: Human-Computer Interaction Analysis

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A Qualitative Research on the Structure and Determinants of Personal Device Network in the Ubiquitous Computing Context (유비쿼터스 컴퓨팅 환경에서 PDN의 구조와 결정 요인에 대한 정성적 연구)

  • Jeon Seok-Won;Jang Youn-Sun;Kim Jin-Woo
    • Journal of Information Technology Applications and Management
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    • v.13 no.3
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    • pp.1-28
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    • 2006
  • In the ubiquitous computing environments. people usually carry multiple information technology devices with them. Personal device network (PDN) refers to the way how people connect multiple IT devices for their personal as well as professional purposes. Even though it has been Quite popular to construct the PDN in ubiquitous computing context, not much research has been conducted on how people actually connected multiple devices and what influences their methods of connection. In this paper we conducted a content analysis on community bulletin boards of IT devices and a contextual inquiry with expert users of PDN for investigating the configurations with which users connect multiple IT devices. Base on the results of two related studies, we identified three major types of PDN configurations, and key factors that influence the configurations of PDN. We conclude this research with guidelines to design a set of devices for each of the three configuration types.

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Hybrid Facial Representations for Emotion Recognition

  • Yun, Woo-Han;Kim, DoHyung;Park, Chankyu;Kim, Jaehong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1021-1028
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    • 2013
  • Automatic facial expression recognition is a widely studied problem in computer vision and human-robot interaction. There has been a range of studies for representing facial descriptors for facial expression recognition. Some prominent descriptors were presented in the first facial expression recognition and analysis challenge (FERA2011). In that competition, the Local Gabor Binary Pattern Histogram Sequence descriptor showed the most powerful description capability. In this paper, we introduce hybrid facial representations for facial expression recognition, which have more powerful description capability with lower dimensionality. Our descriptors consist of a block-based descriptor and a pixel-based descriptor. The block-based descriptor represents the micro-orientation and micro-geometric structure information. The pixel-based descriptor represents texture information. We validate our descriptors on two public databases, and the results show that our descriptors perform well with a relatively low dimensionality.

The Effects of Web Site Architecture, Web Site Content Quantity and User Task Complexity on Usability (웹사이트의 구조와 정보량 및 사용자 과업 복잡도가 사용성에 미치는 영향)

  • Koh, Seok-Ha;Kim, Ju-Sung;Kim, Young-Ki
    • Journal of Information Technology Applications and Management
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    • v.12 no.2
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    • pp.145-161
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    • 2005
  • In this paper, we present an experiment conducted to examine how the web site's architecture, content quantity and the user task complexity affect its usability. The experiment was performed in two phases on college students to visit existing web sites which are readily accessible via the Internet. The results of experiment show that the web site's architecture significantly affects the efficiency and the effectiveness interactively with its content quantity and the user task's complexity. On the other hand, none of the above three factors show significant effects on the satisfaction and the learnability. In particular, the web site's content quantity does not have any statistically significant effects on the satisfaction and the learnability. It implies that the factors affecting the satisfaction and the learnability are different from those affecting the efficiency and the effectiveness. The analysis reassures that it is essential to consider the context of use in designing a web site.

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An Empirical Analysis of Auditory Interfaces in Human-computer Interaction

  • Nam, Yoonjae
    • International Journal of Contents
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    • v.9 no.3
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    • pp.29-34
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    • 2013
  • This study attempted to compare usability of auditory interfaces, which is a comprehensive concept that includes safety, utility, effectiveness, and efficiency, in personal computing environments: verbal messages (speech sounds), earcons (musical sounds), and auditory icons (natural sounds). This study hypothesized that verbal messages would offer higher usability than earcons and auditory icons, since the verbal messages are easy to interpret and understand based on semiotic process. In this study, usability was measured by a set of seven items: ability to inform what the program is doing, relevance to visual interfaces, degree of stimulation, degree of understandability, perceived time pressure, clearness of sound outputs, and degrees of satisfaction. Through the experimental research, the results showed that verbal messages provided the highest level of usability. On the contrary, auditory icons showed the lowest level of usability, as they require users to establish new coding schemes, and thus demand more mental effort from users.

Design of HCI System of Museum Guide Robot Based on Visual Communication Skill

  • Qingqing Liang
    • Journal of Information Processing Systems
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    • v.20 no.3
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    • pp.328-336
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    • 2024
  • Visual communication is widely used and enhanced in modern society, where there is an increasing demand for spirituality. Museum robots are one of many service robots that can replace humans to provide services such as display, interpretation and dialogue. For the improvement of museum guide robots, the paper proposes a human-robot interaction system based on visual communication skills. The system is based on a deep neural mesh structure and utilizes theoretical analysis of computer vision to introduce a Tiny+CBAM mesh structure in the gesture recognition component. This combines basic gestures and gesture states to design and evaluate gesture actions. The test results indicated that the improved Tiny+CBAM mesh structure could enhance the mean average precision value by 13.56% while maintaining a loss of less than 3 frames per second during static basic gesture recognition. After testing the system's dynamic gesture performance, it was found to be over 95% accurate for all items except double click. Additionally, it was 100% accurate for the action displayed on the current page.

Head Pose Estimation by using Morphological Property of Disparity Map

  • Jun, Se-Woong;Park, Sung-Kee;Lee, Moon-Key
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.735-739
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    • 2005
  • This paper presents a new system to estimate the head pose of human in interactive indoor environment that has dynamic illumination change and large working space. The main idea of this system is to suggest a new morphological feature for estimating head angle from stereo disparity map. When a disparity map is obtained from stereo camera, the matching confidence value can be derived by measurements of correlation of the stereo images. Applying a threshold to the confidence value, we also obtain the specific morphology of the disparity map. Therefore, we can obtain the morphological shape of disparity map. Through the analysis of this morphological property, the head pose can be estimated. It is simple and fast algorithm in comparison with other algorithm which apply facial template, 2D, 3D models and optical flow method. Our system can automatically segment and estimate head pose in a wide range of head motion without manual initialization like other optical flow system. As the result of experiments, we obtained the reliable head orientation data under the real-time performance.

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Analysis of Mental Fatigue of Inspection Workers under Various Lighting Conditions (조명조건의 변화에 따른 검사작업자의 정신적 피로도 분석)

  • Jang, Tong-Il;Lim, Hyeon-Kyo
    • Journal of the Korean Society of Safety
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    • v.21 no.2 s.74
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    • pp.114-120
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    • 2006
  • Inspection works are mainly carried out with the help of human sensory organs and are relatively simple and repetitive, so that the workers easily become to feel fatigue and monotony, and their mental activity levels attenuate. Consequently, during the work time, it is natural that various lighting conditions around the workplaces may have in-fluence on work performance. This study aimed to analyze cortical fatigue of inspection workers. Thus, an inspection work was simulated on a computer monitor under various lighting conditions, and CFF, EEG, EOG, and HRV were analyzed. According to the results, fatigue symptoms turned up about $60{\sim}90$ minutes after the onset of the work. The work performance also decreased when the fatigue symptoms due to lighting conditions turned up. The variations of fatigue and work performance were affected by illuminators, illumination levels, or interaction of those two factors. The spiral fluorescent lamp seemed improper to the inspection work, because the work performance under that condition was lower than under any other illuminators.

Representation and Detection of Video Shot s Features for Emotional Events (감정에 관련된 비디오 셧의 특징 표현 및 검출)

  • Kang, Hang-Bong;Park, Hyun-Jae
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.53-62
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    • 2004
  • The processing of emotional information is very important in Human-Computer Interaction (HCI). In particular, it is very important in video information processing to deal with a user's affection. To handle emotional information, it is necessary to represent meaningful features and detect them efficiently. Even though it is not an easy task to detect emotional events from low level features such as colour and motion, it is possible to detect them if we use statistical analysis like Linear Discriminant Analysis (LDA). In this paper, we propose a representation scheme for emotion-related features and a defection method. We experiment with extracted features from video to detect emotional events and obtain desirable results.

PPG Filtering Method for Respiration Measurement in U-Health Care System (U-Health Care 환경에서 호흡측정을 위한 PPG 최적필터기술)

  • Kim, Jong-Hwa;Whang, Min-Cheol;Nam, Ki-Chang
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.4
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    • pp.95-101
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    • 2008
  • This research is to develop PPG filtering method for respiration measurement in U-Health Care system. Respiration rate was determined by filtering PPG and analyzing its spectrum. Optimal filter of PPG has been selected to get respiration by testing 120 sets of experiment data using 700 filtering cases. As a result, 2nd order Bessel-filter that used band-pass cutoff frequency at 0.175~0.4Hz with second order was good at developing respiration signal. Respiration signal in time domain could be continuously analyzed by converting frequency domain using spectrum analysis. 24 seconds has been found to be optimal time duration of collecting PPG data for determining respiration. Therefore, this study was successful of getting not only heart activity but also respiration by only PPG. Minimal invasive measurement obtaining multi-bio information by one sensor can be expected to apply to U-Health Care and human computer interaction.

Behavior Patterns and Visualization by Playing Experience in FPS Game (FPS게임의 플레이경험에 따른 행동패턴과 시각화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.35-44
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    • 2016
  • To apply the player's experiences to the design process of the game levels set by the developer, gameplay behavior analysis is needed. The player's behavior which is different by how much he got experiences from the play has generally been studied by one computational approach based on numerical data and the other HCI(human-computer interaction) approach through heuristic analysis. For the analysis of the player's behavior with the level design patterns in FPS(first-person shooter) games, in this paper those methods are used to code 12 main types of action, which in turn is simply categorized into 5 kinds of behavior pattern. Along with it, an optimized visualization is proposed to intuitively compare the flow of behavior pattern with the time of playing game.