• Title/Summary/Keyword: Human-content interface

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Video Intensive User Interface for Content Selection

  • Sadakata, Toru;Okimura, Takayuki;Kasahara, Hisashi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.134-139
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    • 1996
  • This paper discusses the user interface for content selection with a video-on-demand system. We suggest two modes for the selection process: active and passive. This paper analyses various video intensive user interfaces using logs of user operation to understand how users behave in each mode.

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A Biosignal-Based Human Interface Controlling a Power-Wheelchair for People with Motor Disabilities

  • Kim, Ki-Hong;Kim, Hong-Kee;Kim, Jong-Sung;Son, Wook-Ho;Lee, Soo-Young
    • ETRI Journal
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    • v.28 no.1
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    • pp.111-114
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    • 2006
  • An alternative human interface enabling people with severe motor disabilities to control an assistive system is presented. Since this interface relies on the biosignals originating from the contraction of muscles on the face during particular movements, even individuals with a paralyzed limb can use it with ease. For real-world application, a dedicated hardware module employing a general-purpose digital signal processor was implemented and its validity tested on an electrically powered wheelchair. Furthermore, an additional attempt to reduce error rates to a minimum for stable operation was also made based on the entropy information inherent in the signals during the classification phase. In the experiments, most of the five participating subjects could control the target system at their own will, and thus it is found that the proposed interface can be considered a potential alternative for the interaction of the severely disabled with electronic systems.

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Human-Content Interface : A Friction-Based Interface Model for Efficient Interaction with Android App and Web-Based Contents

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.55-62
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    • 2021
  • In this paper, we propose a human-content interface that allows users to quickly and efficiently search data through friction-based scrolling with ROI(Regions of interests). Our approach, conceived from the behavior of finding information or content of interest to users, efficiently calculates ROI for a given content. Based on the kernel developed by conceiving from GMM(Gaussian mixture model), information is searched by moving the screen smoothly and quickly to the location of the information of interest to the user. In this paper, linear interpolation is applied to make one softer inertia, and this is applied to scrolls. As a result, unlike the existing approach in which information is searched according to the user's input, our method can more easily and intuitively find information or content that the user is interested in through friction-based scrolling. For this reason, the user can save search time.

Tracking and Interaction Based on Hybrid Sensing for Virtual Environments

  • Jo, Dongsik;Kim, Yongwan;Cho, Eunji;Kim, Daehwan;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • v.35 no.2
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    • pp.356-359
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    • 2013
  • We present a method for tracking and interaction based on hybrid sensing for virtual environments. The proposed method is applied to motion tracking of whole areas, including the user's occlusion space, for a high-precision interaction. For real-time motion tracking surrounding a user, we estimate each joint position in the human body using a combination of a depth sensor and a wand-type physical user interface, which is necessary to convert gyroscope and acceleration values into positional data. Additionally, we construct virtual contents and evaluate the validity of results related to hybrid sensing-based whole-body tracking of human motion methods used to compensate for the occluded areas.

A Study on Applying the Concepts of Interaction Design to Space (공간에서의 인터랙션 디자인 개념 적용에 대한 연구)

  • Kang Sung-Joong;Kwon Young-Gull
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.234-242
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    • 2005
  • Interface is a medium or channel to communicate between human and things, while interaction is the manner of communication between them. Interaction design is designing experience of user through the interaction process for human, thing, system, and space. Richard Buchanan suggests four kinds of interaction: interface (person to thing interaction), transaction (person to person interaction), human interaction (human and environment interaction) and participation (human to cosmos interaction). With digital technology, architecture and space design have made various experiments at form, function, and content of space. Space evolves from a physical container to a stage to provide narrative and create new experience to users. Since understanding users, creating experience, efficient space design, content planning, and applicable technology are required for interaction design in space, multi-disciplinary research and cooperation is needed.

A study of the design and the implementation for the Human-Machine Interface Evaluation System in the In-Vehicle Navigation System (자동차 항법장치 HMI 평가시스템 설계 및 구축에 관한 연구)

  • Cha, Doo-Won;Park, Peom;Lee, Soo-Young
    • Proceedings of the ESK Conference
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    • 1998.04a
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    • pp.13.1-18
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    • 1998
  • IVNS(In-Vehicle Navigation System) which developed by the advance of technological system including computer, display and communication will procide the important interface functions between the driver and the ITS (Intelligent Transport System). However, hat the human factors engineer can actually offer to the designer is by no means a complete set of design specifications. Therefore, a set of boundary conditions and operational ranges within which the designer can be assured that physical, perceptual and cognitive abilities and limitations of drivers will be accommodated system atically[6]. Also, this will be the considerations to compose the IVNS HMI (Human-Machine Interface) design guidelines and IVNS HMI evaluation system. As the first phase of developing the IVNS HMI evaluation system, this paper describe the architecture and the content of this system.

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Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

Analysis on Current States of Multimedia Interface Design Research (멀티미디어 인터페이스 디자인의 연구 경향 분석)

  • 정승녕;정경원
    • Archives of design research
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    • v.12 no.2
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    • pp.171-182
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    • 1999
  • This study aims to clarify the nature and properties of multimedia interface design, and to identify direction of multimedia interface design research. It also focuses on forecasting boundaries and major trends in current researches on multimedia interface design. The two jargons, 'interface' and 'interaction', are distinguished clearly to show the definition and boundary of multimedia interface. The multidisciplinary nature of multimedia interface design is identified as a result of examination and analysis on major researches. Nine research cases have been selected and categorized into two directions as the theoretical approach and the technical approach. Major characteristics of each case are examined in terms of subjects and methodologies. Findings on current states of the multimedia interface design research are: $\circled1$increasing importance of contextuality; $\circled2$emerging tendency for perceiving the content as one of interacting subjects; $\circled3$providing idiomatic interface context; and $\circled4$paying much attention to the meaning of minor actions. Those findings can be possible as a result of expansion of boundary of multimedia content with rapid distribution of multimedia in recent years. The study concludes that further researches can be activated on the basis of the concept of content-based multimedia interface.

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Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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Graphical Video Representation for Scalability

  • Jinzenji, Kumi;Kasahara, Hisashi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.29-34
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    • 1996
  • This paper proposes a new concept in video called Graphical Video. Graphical Video is a content-based and scalable video representation. A video consists of several elements such as moving images, still images, graphics, characters and charts. All of these elements can be represented graphically except moving images. It is desirable to transform these moving images graphical elements so that they can be treated in the same way as other graphical elements. To achieve this, we propose a new graphical representation of moving images using spatio-temporal clusters, which consist of texture and contours. The texture is described by three-dimensional fractal coefficients, while the contours are described by polygons. We propose a method that gives domain pool location and size as a means to describe cluster texture within or near a region of clusters. Results of an experiment on texture quality confirm that the method provides sufficiently high SNR as compared to that in the original three-dimensional fractal approximation.

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