• Title/Summary/Keyword: User Experiment

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Performance evaluation of diversity reception of underwater acoustic code division multiple access using lake experiment (저수지 실험을 통한 수중 음향 코드 분할 다중 접속 방식의 다이버시티 수신 성능 검증)

  • Seo, Bo-Min;Cho, Ho-Shin
    • The Journal of the Acoustical Society of Korea
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    • v.36 no.1
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    • pp.39-48
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    • 2017
  • CDMA (Code Division Multiple Access) is promising medium access control schemes for underwater acoustic sensor networks because of its robustness against frequency-selective fading and high frequency-reuse efficiency. In this paper, we design diversity schemes of underwater CDMA transceiver for the forward and reverse links. User data are multiplexed by Walsh code and a pseudo random noise code acquisition process is added for phase error correction before decoding the user data at the receiver. Then, the diversity reception using equal gain combining and maximal ratio combining is performed in order to minimize performance degradation caused by rich multipath fading of underwater acoustic channel. We evaluated the performance of diversity transceiver through lake experiment, which was performed at Lake Kyungcheon, Mungyeong city using two transmitters and two receivers placed 460 m apart at an average depth of 40 m. The lake experiment results show that user data are recovered with error-free in both of the forward and reverse links.

Intelligent robotic walker with actively controlled human interaction

  • Weon, Ihn-Sik;Lee, Soon-Geul
    • ETRI Journal
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    • v.40 no.4
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    • pp.522-530
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    • 2018
  • In this study, we developed a robotic walker that actively controls its speed and direction of movement according to the user's gait intention. Sensor fusion between a low-cost light detection and ranging (LiDAR) sensor and inertia measurement units (IMUs) helps determine the user's gait intention. The LiDAR determines the walking direction by detecting both knees, and the IMUs attached on each foot obtain the angular rate of the gait. The user's gait intention is given as the directional angle and the speed of movement. The two motors in the robotic walker are controlled with these two variables, which represent the user's gait intention. The estimated direction angle is verified by comparison with a Kinect sensor that detects the centroid trajectory of both the user's feet. We validated the robotic walker with an experiment by controlling it using the estimated gait intention.

A Statistical Pattern Recognition Method for Providing User Demand in Community Computing (커뮤니티 컴퓨팅에서 사용자 요구 반영을 위한 통계적 패턴 인식 기법)

  • Kim, Sung-Bin;Jung, Hye-Dong;Lee, Hyung-Su;Kim, Seok-Yoon
    • Proceedings of the IEEK Conference
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    • 2009.05a
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    • pp.287-289
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    • 2009
  • The conventional computing is a centralizing system, but it has been gradually going to develop ubiquitous computing which moves roles away from the main. The Community Computing, a new paradigm, is proposed to implement environment of ubiquitous computing. In this environment, it is important to accept the user demand. Hence in this paper recognizes pattern of user's activity statistically and proposes a method of pattern estimation in community computing. In addition, user's activity varies with time and the activity has the priority We reflect these. Also, we improve accuracy of the method through Knowledge Base organization and the feedback system. We make program using Microsoft Visual C++ for evaluating performance of proposed method, then simulate it. We can confirm it from the experiment result that using proposal method is better in environment of community computing.

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Guidelines for selecting proper user interfaces for office tasks (사무작업에 적합한 사용자 인터페이스의 선택기준)

  • 한성호;최필성;곽지영
    • Journal of the Ergonomics Society of Korea
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    • v.13 no.2
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    • pp.1-12
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    • 1994
  • Many different types of computer user interfaces are used to perform office tasks. Although some guidelines are proposed for selecting user interfaces appropriate to perform differnet tasks, they have not been supported by empirical studies. This study examined five user interface styles and their combinations which were used to perform representative office tasks. A variety of analysis techniques such as brainstorming, analytic hierarchy process, prototyping, and expert opinions were employed to evaluate the usability of the interfaces. Also, a human factors experiment was conducted to validate empirically the analysis results. The analysis procedures and results are described along with guidelines for selecting user interfaces in terms of subjective preferences and performance measures.

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User Category-Based Intelligent e-Commerce Meta-Search Engine

  • U, Sang-Hun;Kim, Gyeong-Pil;Kim, Chang-Uk
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2005.11a
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    • pp.346-355
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    • 2005
  • In this paper, we propose a meta-search engine which provides distributed product information through a unified access to multiple e-commerce. The meta-search engine proposed in this paper performs the following functions: (I) The user is able to create a category-based user query, (2) by using the WordNet, the query is semantical refined fined for increasing search accuracy, and (3) the meta-search engine recommends an e-commerce site which has the closest product information to the user's search intention, by matching the user query with the product catalogs in the e-commerce sites linked to the meta-search engine. An experiment shows that the performance of our model is better than that of general keyword-based search.

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The Optimal Letter Spacing and Line Spacing of Korean on the Visual Display (VDT 화면에서의 한글 자간간격과 행간간격에 관한 연구)

  • 황우상;부진후;이동춘
    • Proceedings of the ESK Conference
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    • 1998.04a
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    • pp.161-166
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    • 1998
  • In this study, the optimum criteria of space between the lines and the letters which could largely affect the legibility were found by the experiment and were presented as guidelines to design Korean VDT screens. Since the experiment was designed to test the human performance based on the VDT screen design, searching speed (S.S) and error rate (E) were used as the criteria of performance, and CFF value was measured to evaluate user's visual fatigue. The EOG value was also measured for the visual restriction during the experiment for the space between the lines and letters.

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A Study on a Filtering Method of Recommendation Service System Using User's Context (사용자 상황을 이용한 추천 서비스 시스템의 필터링 기법에 관한 연구)

  • Han, Dong-Jo;Park, Dae-Young;Choi, Ki-Ho
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.8 no.1
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    • pp.119-126
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    • 2009
  • In recent years, many recommendation service systems that search or recommend information automatically considering user's taste or property are developed. However, there is a weak point that correct recommendation is hard without considering the preference of user's context. This paper proposes a filtering method that gives correct recommendation considering the preference of user's context. To support this method, we get UCOP(User-Context Object Preference) using the preference of user's context and Pearson correlation coefficient. The results of the experiment show the improvement of 11%, 2% of precision and 8%, 4% of recall comparing with the existing service systems. Our recommendation service systems show 77% of precision and 53% of recall overall.

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A study on the user's emotional change when they are using a product by using emotional word logging software (감성어휘 로깅 소프트웨어를 이용한 제품 사용중 사용자의 감성변화 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.167-177
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    • 2006
  • In this study, we developed a tool for measuring user's emotions expressed while using a product in the natural and accessible environment for the design field. Also, using emotional word logging software VideoTAME, we measured a user's emotions expressed while using a product. In the testing module of VideoTAME, participants evaluate their emotional changes through playing and watching the video clips of their performing tasks in the experiment room. In the analyzing module, the researchers replay the results created by participants during the experiment and analyze the results using Microsoft Excel. In this research, we have asked users to examine their emotional changes while watching the recorded video clip of them in the experiment room performing a series of tasks using a cellular phone. In this experiment, there were no big differences in the representative emotions expressed for each characteristics of task. The reason for this can be assumed it is because of the emotional changes occurred while facing specific situations when performing a task rather than the task itself. If more data is collected and concrete statistical analysis is done, it is expected that we can clarify what effect a product's usability has on user's emotions.

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The effects of the usability of products on user's emotions - with emphasis on suggestion of methods for measuring user's emotions expressed while using a product -

  • Jeong, Sang-Hoon
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.5-16
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    • 2007
  • The main objective of our research is analyzing user's emotional changes while using a product, to reveal the influence of usability on human emotions. In this study we have extracted some emotional words that can come up during user interaction with a product and reveal emotional changes through three methods. Finally, we extracted 88 emotional words for measuring user's emotions expressed while using products. And we categorized the 88 words to form 6 groups by using factor analysis. The 6 categories that were extracted as a result of this study were found to be user's representative emotions expressed while using products. It is expected that emotional words and user's representative emotions extracted in this study will be used as subjective evaluation data that is required to measure user's emotional changes while using a product. Also, we proposed the effective methods for measuring user's emotion expressed while using a product in the environment which is natural and accessible for the field of design, by using the emotion mouse and the Eyegaze. An examinee performs several tasks with the emotion mouse through the mobile phone simulator on the computer monitor connected to the Eyegaze. While testing, the emotion mouse senses user's EDA and PPG and transmits the data to the computer. In addition, the Eyegaze can observe the change of pupil size. And a video camera records user's facial expression while testing. After each testing, a subjective evaluation on the emotional changes expressed by the user is performed by the user him/herself using the emotional words extracted from the above study. We aim to evaluate the satisfaction level of usability of the product and compare it with the actual experiment results. Through continuous studies based on these researches, we hope to supply a basic framework for the development of interface with consideration to the user's emotions.

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A Real-Time User Authenticating Method Using Behavior Pattern Through Web (웹 사용자의 실시간 사용 패턴 분석을 이용한 정상 사용자 판별 방법)

  • Jang, Jin-gu;Moon, Jong Sub
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.6
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    • pp.1493-1504
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    • 2016
  • As cyber threats have been increased over the Internet, the invasions of personal information are constantly occurring. A malicious user can access the Web site as a normal user using leaked personal information and does illegal activities. This paper proposes an effective method which authenticates a genuine user with real-time. The method use the user's profile which is a record of user's behavior created by Membership Analysis(MA) and Markov Chain Model(MCM). In addition to, user's profile is augmented by a Time Weight(TW) which reflects the user's tendency. This method can detect a malicious user who camouflage normal user. Even if it is a genuine user, it can be determined as an abnomal user if the user acts beyond the record profile. The result of experiment showed a high accuracy, 96%, for the correct user.