• Title/Summary/Keyword: Intelligent user interface

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A RDF based Ontology Management System (RDF 기반의 온톨로지 처리시스템)

  • Jung Jun-Won;Jung Ho-Young;Kim Jong-Nam;Lim Dong-Hyuk;Kim Hyoung-Joo
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.4
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    • pp.381-392
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    • 2005
  • Computing has been making a lot of progress in the quantity of data, today. It's going to be more difficult to get appropriate information as the number of data increases dramatically. Therefore it's more important to get meaningful information than to focus on the speed of processing. Semantic web enables an intelligent processing by adding semantic information to data, and it is useful to make ontology system. In this Paper, we implemented ontology Processing system which support function for ontology and efficient processing for practical service. We proposed system design for independent from storage, storing technique for RDB, caching technique by schema information and useful user interface.

A Decision Support System for Designing Container Terminals (컨테이너 터미널 설계를 위한 의사결정 지원시스템)

  • Won, Seung Hwan;Chun, Bong Kyung;Jeon, Su Min;Lee, Byung Kwon;Jang, Dong Won;Cho, Hwan Gue;Kim, Kap Hwan
    • Journal of Intelligence and Information Systems
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    • v.12 no.4
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    • pp.91-107
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    • 2006
  • This study introduces a software system for supporting the engineering process of container terminals. The design procedure consists of data input, capacity requirements, alternative design, alternative evaluation, and results output. In order to design and evaluate alternatives rapidly, a set of libraries for container terminals was developed. The libraries consist of Wharf, Yard, TravellingArea, and Gate. The architecture of the set of libraries was designed by an object-oriented approach. Various types of container terminal models can be constructed by using a user friendly interface, the CAD based environment, and the combinations of the elements of the libraries. Alternative models can be evaluated by a simulation.

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Hierarchical Hand Pose Model for Hand Expression Recognition (손 표현 인식을 위한 계층적 손 자세 모델)

  • Heo, Gyeongyong;Song, Bok Deuk;Kim, Ji-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1323-1329
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    • 2021
  • For hand expression recognition, hand pose recognition based on the static shape of the hand and hand gesture recognition based on the dynamic hand movement are used together. In this paper, we propose a hierarchical hand pose model based on finger position and shape for hand expression recognition. For hand pose recognition, a finger model representing the finger state and a hand pose model using the finger state are hierarchically constructed, which is based on the open source MediaPipe. The finger model is also hierarchically constructed using the bending of one finger and the touch of two fingers. The proposed model can be used for various applications of transmitting information through hands, and its usefulness was verified by applying it to number recognition in sign language. The proposed model is expected to have various applications in the user interface of computers other than sign language recognition.

Psychometric Analysis for Designing Elderly Customized Walking Assist Device (고령자 맞춤형 보행보조서비스 설계를 위한 심리측정 분석)

  • Kim, Junghwa;Jang, Jeong-ah;Choi, Keechoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.15 no.1
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    • pp.39-51
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    • 2016
  • In accordance to rapid aging of population, the accidents of elderly pedestrian and pedestrian safety are becoming very important issues. In terms of smartphone technologies, older people are increasingly looking for useful and friendly ICT services that which can add a value on their silver life. This paper introduced a new IT-based service for elderly walking assist using a smart-phone accompanied by a wearable watch. We describe the functional requirements and a systems architecture model with an interface between a smart-phone and wearable watch. Moreover, this study attempted to verify what services are needed and to estimate elderly pedestrians' WTP (willingness to pay) for IT-based walking assistance device. A total of 189 elderly pedestrians were randomly surveyed through face-to-face interviews. The questionnaire consisted of 3 categories: (1) questions pertaining to socio-economic status, (2) 12 questions regarding walking attitudes, and (3) a question to measure WTP. With this gathered data, factor analysis and path model estimating were conducted. The results identified the elderly user requirements and the use-value of new innovative products for IT-based walking assistance services by two groups(latent elderly and elderly). The modeling result shows that elderly's service preference would increase the possibilities for the commercialization of IT-based walking device with improving their walking safety.

Core network maintenance by NO.7 protocol analyzing (Core Network 유지 보수를 위한 NO.7 Protocol 감시 방안)

  • Yoo Jun-Mo;Kim Yun-Sung
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.42 no.1
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    • pp.49-60
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    • 2005
  • The Back Bone of gearing portion between Core Network System which is used in wire and wireless system is No.7 Protocol. ISUP( ISDN User Part), INAP handling in Intelligent Network and MAP gearing method for linking each Network Element System in mobile network have use of No.7 signaling. Therefore, it is require for system to detect the problem - operating problem occurs in Core Network which use No.7 signaling or the existing problem that is not recognized - in shortest time. This paper study out analyzing and measuring system for No.7 protocol and analyzing out system whether out of order or not. It can abstract No.7 Signaling Message and analyze system performance and report it. This system is connected in system No.7 HW Module which is in charge of No.7 Signaling. It is not offer Emulator function and Simulation function for any scenario but offer monitoring No.7 signaling. This system perform the function about No.7 MTP, ISUP, INAP and MAP and is offered several wire and wireless network Operator. It can detect and correct SW system, HW system and operating system problem. From now on, this system may offer the function about A-interface which is gearing between BSC and MSC, so it will perform to analyze generally and prompt effective operating for Core Network system.

Modeling and Intelligent Control for Activated Sludge Process (활성슬러지 공정을 위한 모델링과 지능제어의 적용)

  • Cheon, Seong-pyo;Kim, Bongchul;Kim, Sungshin;Kim, Chang-Won;Kim, Sanghyun;Woo, Hae-Jin
    • Journal of Korean Society of Environmental Engineers
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    • v.22 no.10
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    • pp.1905-1919
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    • 2000
  • The main motivation of this research is to develop an intelligent control strategy for Activated Sludge Process (ASP). ASP is a complex and nonlinear dynamic system because of the characteristic of wastewater, the change in influent flow rate, weather conditions, and etc. The mathematical model of ASP also includes uncertainties which are ignored or not considered by process engineer or controller designer. The ASP is generally controlled by a PID controller that consists of fixed proportional, integral, and derivative gain values. The PID gains are adjusted by the expert who has much experience in the ASP. The ASP model based on $Matlab^{(R)}5.3/Simulink^{(R)}3.0$ is developed in this paper. The performance of the model is tested by IWA(International Water Association) and COST(European Cooperation in the field of Scientific and Technical Research) data that include steady-state results during 14 days. The advantage of the developed model is that the user can easily modify or change the controller by the help of the graphical user interface. The ASP model as a typical nonlinear system can be used to simulate and test the proposed controller for an educational purpose. Various control methods are applied to the ASP model and the control results are compared to apply the proposed intelligent control strategy to a real ASP. Three control methods are designed and tested: conventional PID controller, fuzzy logic control approach to modify setpoints, and fuzzy-PID control method. The proposed setpoints changer based on the fuzzy logic shows a better performance and robustness under disturbances. The objective function can be defined and included in the proposed control strategy to improve the effluent water quality and to reduce the operating cost in a real ASP.

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Design of Serendipity Service Based on Near Field Communication Technology (NFC 기반 세렌디피티 시스템 설계)

  • Lee, Kyoung-Jun;Hong, Sung-Woo
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.293-304
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    • 2011
  • The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.

A Semi-Automatic Semantic Mark Tagging System for Building Dialogue Corpus (대화 말뭉치 구축을 위한 반자동 의미표지 태깅 시스템)

  • Park, Junhyeok;Lee, Songwook;Lim, Yoonseob;Choi, Jongsuk
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.5
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    • pp.213-222
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    • 2019
  • Determining the meaning of a keyword in a speech dialogue system is an important technology for the future implementation of an intelligent speech dialogue interface. After extracting keywords to grasp intention from user's utterance, the intention of utterance is determined by using the semantic mark of keyword. One keyword can have several semantic marks, and we regard the task of attaching the correct semantic mark to the user's intentions on these keyword as a problem of word sense disambiguation. In this study, about 23% of all keywords in the corpus is manually tagged to build a semantic mark dictionary, a synonym dictionary, and a context vector dictionary, and then the remaining 77% of all keywords is automatically tagged. The semantic mark of a keyword is determined by calculating the context vector similarity from the context vector dictionary. For an unregistered keyword, the semantic mark of the most similar keyword is attached using a synonym dictionary. We compare the performance of the system with manually constructed training set and semi-automatically expanded training set by selecting 3 high-frequency keywords and 3 low-frequency keywords in the corpus. In experiments, we obtained accuracy of 54.4% with manually constructed training set and 50.0% with semi-automatically expanded training set.

The knowledge and human resources distribution system for university-industry cooperation (대학에서 창출하는 지적/인적자원에 대한 기업연계 플랫폼: 인문사회계열을 중심으로)

  • Park, Yoon-Joo
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.133-149
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    • 2014
  • One of the main purposes of universities is to create new intellectual resources that will increase social values. These intellectual resources include academic research papers, lecture notes, patents, and creative ideas produced by both professors and students. However, intellectual resources in universities are often not distributed to the actual users or companies; and moreover, they are not even systematically being managed inside of the universities. Therefore, it is almost impossible for companies to access the knowledge created by university students and professors to utilize them. Thus, the current level of knowledge sharing between universities and industries are very low. This causes a great extravagant with high-quality intellectual and human resources, and it leads to quite an amount of social loss in the modern society. In the 21st century, the creative ideas are the key growth powers for many industries. Many of the globally leading companies such as Fedex, Dell, and Facebook have established their business models based on the innovative ideas created by university students in undergraduate courses. This indicates that the unconventional ideas from young generations can create new growth power for companies and immensely increase social values. Therefore, this paper suggests of a new platform for intellectual properties distribution with university-industry cooperation. The suggested platform distributes intellectual resources of universities to industries. This platform has following characteristics. First, it distributes not only the intellectual resources, but also the human resources associated with the knowledge. Second, it diversifies the types of compensation for utilizing the intellectual properties, which are beneficial for both the university students and companies. For example, it extends the conventional monetary rewards to non-monetary rewards such as influencing on the participating internship programs or job interviews. Third, it suggests of a new knowledge map based on the relationships between key words, so that the various types of intellectual properties can be searched efficiently. In order to design the system platform, we surveyed 120 potential users to obtain the system requirements. First, 50 university students and 30 professors in humanities and social sciences departments were surveyed. We sent queries on what types of intellectual resources they produce per year, how many intellectual resources they produce, if they are willing to distribute their intellectual properties to the industries, and what types of compensations they expect in returns. Secondly, 40 entrepreneurs were surveyed, who are potential consumers of the intellectual properties of universities. We sent queries on what types of intellectual resources they want, what types of compensations they are willing to provide in returns, and what are the main factors they considered to be important when searching for the intellectual properties. The implications of this survey are as follows. First, entrepreneurs are willing to utilize intellectual properties created by both professors and students. They are more interested in creative ideas in universities rather than the academic papers or educational class materials. Second, non-monetary rewards, such as participating internship program or job interview, can be the appropriate types of compensations to replace monetary rewards. The results of the survey showed that majority of the university students were willing to provide their intellectual properties without any monetary rewards to earn the industrial networks with companies. Also, the entrepreneurs were willing to provide non-monetary compensation and hoped to have networks with university students for recruiting. Thus, the non-monetary rewards are mutually beneficial for both sides. Thirdly, classifying intellectual resources of universities based on the academic areas are inappropriate for efficient searching. Also, the various types of intellectual resources cannot be categorized into one standard. This paper suggests of a new platform for the distribution of intellectual materials and human resources, with university-industry cooperation based on these survey results. The suggested platform contains the four major components such as knowledge schema, knowledge map, system interface, and GUI (Graphic User Interface), and it presents the overall system architecture.

Accelerometer-based Gesture Recognition for Robot Interface (로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식)

  • Jang, Min-Su;Cho, Yong-Suk;Kim, Jae-Hong;Sohn, Joo-Chan
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.53-69
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    • 2011
  • Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$ $Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.