• Title/Summary/Keyword: User Action

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A Study on Non-Contact Care Robot System through Deep Learning

  • Hyun-Sik Ham;Sae Jun Ko
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.33-40
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    • 2023
  • As South Korea enters the realm of an super-aging society, the demand for elderly welfare services has been steadily rising. However, the current shortage of welfare personnel has emerged as a social issue. To address this challenge, there is active research underway on elderly care robots designed to mitigate the social isolation of the elderly and provide emergency contact capabilities in critical situations. Nonetheless, these functionalities require direct user contact, which represents a limitation of conventional elderly care robots. In this paper, we propose a solution to overcome these challenges by introducing a care robot system capable of interacting with users without the need for direct physical contact. This system leverages commercialized elderly care robots and cameras. We have equipped the care robot with an edge device that incorporates facial expression recognition and action recognition models. The models were trained and validated using public available data. Experimental results demonstrate high accuracy rates, with facial expression recognition achieving 96.5% accuracy and action recognition reaching 90.9%. Furthermore, the inference times for these processes are 50ms and 350ms, respectively. These findings affirm that our proposed system offers efficient and accurate facial and action recognition, enabling seamless interaction even in non-contact situations.

Biometric User Authentication Method of Mobile Application in Trustable Space (신뢰할 수 있는 공간에서 생체인식기반의 모바일 애플리케이션 사용자인증 기법)

  • Lee, Tae Kyong;Kim, Yong Hyuk;Im, Eul Gyu
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.2
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    • pp.201-212
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    • 2017
  • As services using mobile devices increase, exposure of personal information, and secure threats increase. In this paper, we propose a location-based user authentication system used in mobile device for tightening security. Our authentication system is performed to authenticate two steps. The first authentication is location authentication to ensure that the user accesses an application in trustable space. This authentication method uses an Access Point's information. The second authentication is trustable space authentication to confirm the normal user. This method is carried out the authentication by using biometric information from the user.

Design of Query Processing based on Profiles for Efficient Searching Events (효율적인 이벤트 검색을 위한 프로파일 기반 질의 처리 방법)

  • Kim, ChangHoon;Kim, TaeYoung;Kim, JongMin;Ban, ChaeHoon;Kim, DongHyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.249-252
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    • 2009
  • Recently, it is possible for users to acquire necessary data easily as the various schemes of the searching information are developed. Since these data rise continuously like stream data, it is required to extract the appropriate data for the user's needs from the mass data on the internet. In the traditional scheme, they are acquired by processing the user queries after the occurred data are stored at a database. However, it is inefficient to process the user queries over the large volume of continuous data by using the traditional scheme. In this paper, we propose the query processing scheme to extract the data efficiently for the user requirements from the large volume of continuous data. On the proposed scheme, we present the Event-Profile Model to define the data occurrence on the internet as the events and the user's requirements as the profiles. We also show the filtering scheme to process the events and the profiles efficiently.

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An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

A Study on the User Experience according to the Method and Detail of Recommendation Agent's Explanation Facilities (추천 에이전트의 설명 방식과 상세도에 따른 사용자 경험 차이에 관한 연구)

  • Kang, Chan-Young;Kim, Hyek;Kang, Hyun-Min
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.653-665
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    • 2020
  • As the use of recommended agents has become more active, the "Explain Facilities" is drawing attention as a way to solve the black-box problem that could not explain internal logic to users. This study wants to look at how the description Method and Detail affects to user experience. The Explanation method was divided into 'why the agent did a particular action' and 'why not do a particular action' and the detail condition were divided into 'high or low'. Studies have found that 'why method' have a positive effect on users' transparency, trust, satisfaction, and behavioral intention to use, and 'high detail condition' higher the user' Psychological reactance. In addition, it was found that the explanation methods and detail influenced the 'Explanation' perception through interaction and tended to affect satisfaction and intention to adopt recommendation. This study suggested that careful attention is needed to determine the method and detail of the Explanation facilities in the context of the recommended agent, based on the research findings that it affects the user experience through the interaction of the method and detail.

Study for Android Smartphone's Gallery Thumbnail Forensic Analysis (안드로이드 스마트폰의 갤러리 썸네일(Thumbnail)에 대한 포렌식 분석 방법에 관한 연구)

  • Yun, Daeho;Lee, Sang Jin
    • KIPS Transactions on Computer and Communication Systems
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    • v.6 no.1
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    • pp.31-42
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    • 2017
  • Thumbnail, the small sized graphic file such as JPEG or GIF, serves to help the users to be recognized as a rapidly helps to make it easier recognize while browsing the large sized graphic file. Gallery application, which is installed in a later version of the 4.4.x(Kitkat) Android smartphone records the generated time of graphic file in thumbnail metadata. Thumbnail can be used to draw up the timeline of user action about user's action such as creation, modification, deletion with original graphic file analysis. Also, take advantage of the features thumbnails are stored sequentially in a single thumbcache file, even if the thumbcache is deleted, we can restore the thumbnails. This paper illustrates the feature of thumbnail created by Android OS basic gallery app and methods for utilization in digital forensics.

Examination of a Voice Interaction Model for Smart TV through Conversation Patterns (대화 패턴 연구를 통한 스마트TV 음성 상호작용 모델의 탐구)

  • Choi, Jinhae
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.96-104
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    • 2017
  • As new smart devices are evolved into the intelligent agent who can reflect user intention and use context, user experience design for easy and convenient usability becomes a core competitive edge. Under the assumption that human centered natural interaction is necessary for the optimal smart TV experience, this study explores the types of voice interaction which are peculiar to TV watching context. In order to build a model for the users to naturally interact with Smart TV, conversation patterns were collected by requesting key features of Smart TV to intelligent agent. Collected sentences were applied to CfA model and classified by responses to activate features. The classified conversation patterns were divided into feature activation and information search. This study has identified that CfC1 occurred when voice interaction between Smart TV and users was vague and CfC2 occurred when the requests were complex or conditional. In conclusion, Simple Request Type is the most efficient model and voice interaction is more appropriate to use to clarify users' vague requests.

A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.

A Scheme of VoIP Spam Detection Using Improved Multi Gray-Leveling (향상된 Multi Gray-Leveling을 통한 VoIP 스팸 탐지 기법)

  • Chae, Kang-Suk;Jung, Sou-Hwan
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.8B
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    • pp.630-636
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    • 2012
  • In this paper, we propose an improved Multi Gray-Leveling scheme which reduces the problems of the existing Multi Gray-Leveling scheme suggested as a way of prevention against call spam in VoIP environment. The existing scheme having two different time period distinguishes the possibility of call spam by checking the call interval, so that it prevents the spammer's avoidance controlling the call interval. This is the strength of the existing one but it can misunderstand the normal user as a spammer due to taking long term time period. To solve this problem, this paper proposes the upgrade scheme which utilizes the receiver's action pattern as well as the caller's action pattern. It has such a good strength that can do gray leveling via the collected information in the database of VoIP service provider without user's direct involvement. Hence it can be a very effective way of VoIP spam detection.

A Case Study on the Implementation of Context-aware based on Home Robot Service (상황인식 기반 홈 로봇 서비스의 구현사례)

  • Kim, Hyoung-Sun
    • Journal of Service Research and Studies
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    • v.4 no.1
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    • pp.49-59
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    • 2014
  • Context-aware computing is an emerging paradigm to achieve ubiquitous computing environments by enabling computer systems to understand their situational contexts. A context-aware system uses context to provide relevant information and services to the user depending on the user's task. In this paper, we propose an ontology-based context-aware modeling methodology that transmits low-level contexts acquired by directly accessing various sensors in the physical environments to high-level contexts. With these high-level contexts, context-aware application can provides proactive and intelligent services using ECA (Event-Condition-Action) rules. We implemented a home robot service in smart office environment.

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