• Title/Summary/Keyword: User Life

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Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

User Information Collection of Weibo Network Public Opinion under Python

  • Changhua Liu;Yanlin Han
    • Journal of Information Processing Systems
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    • v.19 no.3
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    • pp.310-322
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    • 2023
  • Although the network environment is gradually improving, the virtual nature of the network is still the same fact, which has brought a great influence on the supervision of Weibo network public opinion dissemination. In order to reduce this influence, the user information of Weibo network public opinion dissemination is studied by using Python technology. Specifically, the 2019 "Ethiopian air crash" event was taken as the research subject, the relevant data were collected by using Python technology, and the data from March 10, 2019 to June 20, 2019 were constructed by using the implicit Dirichlet distribution topic model and the naive Bayes classifier. The Weibo network public opinion user identity graph model under the "Ethiopian air crash" on June 20 found that the public opinion users of ordinary netizens accounted for the highest proportion and were easily influenced by media public opinion users. This influence is not limited to ordinary netizens. Public opinion users have an influence on other types of public opinion users. That is to say, in the network public opinion space of the "Ethiopian air crash," media public opinion users play an important role in the dissemination of network public opinion information. This research can lay a foundation for the classification and identification of user identity information types under different public opinion life cycles. Future research can start from the supervision of public opinion and the type of user identity to improve the scientific management and control of user information dissemination through Weibo network public opinion.

Training of Fuzzy-Neural Network for Voice-Controlled Robot Systems by a Particle Swarm Optimization

  • Watanabe, Keigo;Chatterjee, Amitava;Pulasinghe, Koliya;Jin, Sang-Ho;Izumi, Kiyotaka;Kiguchi, Kazuo
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1115-1120
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    • 2003
  • The present paper shows the possible development of particle swarm optimization (PSO) based fuzzy-neural networks (FNN) which can be employed as an important building block in real life robot systems, controlled by voice-based commands. The PSO is employed to train the FNNs which can accurately output the crisp control signals for the robot systems, based on fuzzy linguistic spoken language commands, issued by an user. The FNN is also trained to capture the user spoken directive in the context of the present performance of the robot system. Hidden Markov Model (HMM) based automatic speech recognizers are developed, as part of the entire system, so that the system can identify important user directives from the running utterances. The system is successfully employed in a real life situation for motion control of a redundant manipulator.

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Realization of the Growth and Behavior of a Artificial Life based on User′s Act (사용자 행동에 기반한 인공생명체의 성장과 반응 구현)

  • Chung, Jin-Wook;Kim, Do-Wan;Kwon, Min-Su;Kang, Hoon
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1303-1306
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    • 2003
  • In this paper, In this paper, we modeled a virtual life(VL) that react to the user's action according to its own behavioral characteristics and grows itself. We established some conditions with which such a VL is designed. Genetic Algorithm is used for the growth process that changes the VL's properties. In this process, the parameter values of the VL's properties are encoded as one chromosome, and the GA operations change this chromosome. The VL's reaction to the user's action is determined by these properties as well as the general expectation of each reaction. These properties are evaluated through 5 fitness measures so as to deal with multi-objective criteria. Here, we present the simulation of the growth process, and show some experimental results.

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Research of Dynamic Creation Method of Game Environment using Game Player's Behavior Pattern (게임 플레이 행동 패턴을 이용한 게임 환경 동적 생성 기법에 관한 연구)

  • Jang, Sae-Rom;Lee, Jae-Yeol;Choi, Young-Mee;Choo, Moon-Won;Yoon, Tae-Bok
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.3-10
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    • 2009
  • Recently, various ways are being explored for enhancing the fun of computer games and lengthening the life cycle of them. This paper proposes the more active game environment by reflecting the decision that is made by collecting and analyzing user's behavioral data. The game results and traveling information of user is using for dynamic map creation. For experiment of the proposed method, we created games using the XNA Framework and confirmed the game environment which changing properly according to the user's game play.

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Positional Tracking System Using Smartphone Sensor Information

  • Kim, Jung Yee
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.265-270
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    • 2019
  • The technology to locate an individual has enabled various services, its utilization has increased. There were constraints such as the use of separate expensive equipment or the installation of specific devices on a facility, with most of the location technology studies focusing on the accuracy of location verification. These constraints can result in accuracy within a few tens of centimeters, but they are not technology that can be applied to a user's location in real-time in daily life. Therefore, this paper aims to track the locations of smartphones only using the basic components of smartphones. Based on smartphone sensor data, localization accuracy that can be used for verification of the users' locations is aimed at. Accelerometers, Wifi radio maps, and GPS sensor information are utilized to implement it. In forging the radio map, signal maps were built at each vertex based on the graph data structure This approach reduces traditional map-building efforts at the offline phase. Accelerometer data were made to determine the user's moving status, and the collected sensor data were fused using particle filters. Experiments have shown that the average user's location error is about 3.7 meters, which makes it reasonable for providing location-based services in everyday life.

Fuzzy Inductive Learning System for Learning Preference of the User's Behavior Pattern (사용자 행동 패턴 선호도 학습을 위한 퍼지 귀납 학습 시스템)

  • Lee Hyong-Euk;Kim Yong-Hwi;Park Kwang-Hyun;Kim Yong-Su;June Jin-Woo;Cho Joonmyun;Kim MinGyoung;Bien Z. Zenn
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.7
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    • pp.805-812
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    • 2005
  • Smart home is one of the ubiquitous environment platforms with various complex sensor-and-control network. In this paper, a now learning methodology for learning user's behavior preference pattern is proposed in the sense of reductive user's cognitive load to access complex interfaces and providing personalized services. We propose a fuzzy inductive learning methodology based on life-long learning paradigm for knowledge discovery, which tries to construct efficient fuzzy partition for each input space and to extract fuzzy association rules from the numerical data pattern.

A Study on the Effect of Beauty Service of the Elderly on Successful Ageing: Focused on Mediated Effect of Self-esteem

  • Jung, Myung-Hee;Moon, Ji-Sun
    • The Journal of Asian Finance, Economics and Business
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    • v.5 no.4
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    • pp.213-223
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    • 2018
  • The interest in decrepitude expanded by graying is gradually growing in modern society. Moreover, he concern over decrepitude along with healthy mind and body is increasing. Therefore, there are many concerns and efforts toward physical and mental health. In addition, the interest in and effort for appearance health and value is rising as well as physical and mind health. The middle age is the most stable age based on the economic and social status that had been achieved through the life, but it is the most stressful age due to physical health problem and appearance ageing. There are many advanced studies for self-esteem and life satisfaction in old age by using hair, skin-care, cosmetic, nail-art among beauty related fields but studies on self-esteem and perception of successful ageing through user satisfaction of beauty service is lacking. This study is aiming to verify empirically the positive effect of self-esteem improvement through user satisfaction of beauty service on perception of successful ageing for middle-aged over 50 years old. The study has assumed that the higher middle-aged's satisfaction of beauty service is, the more self-esteem improves and there has a mediated effect to contribute successful ageing.

The Effects of User's Security Awareness on Password Security Behavior (정보보안의식이 패스워드 보안행동에 미치는 영향에 관한 연구)

  • Ha, Sang-Won;Kim, Hyoung-Joong
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.179-189
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    • 2013
  • With the rapid development of information technology in 21st century, networks are being used with various devices. Most human actions are processed through cyber space, and it is no longer separate from daily life; it has changed into one of the most important aspects of human life. Unfortunately, in cyber space, certification method has not only technical problems, but also ethological problems. Many users seemed to use the same password throughout several sites. And for a long period they refused to change it or made a small change from the earlier password. This research aims to discuss general factors of choosing and using passwords within information security through statistical analysis.

Factors Affecting User's Behavior of Smartphone: Integrated Model of Service Distribution, Addiction and Consequence

  • LEE, Won-Jun;SHIN, Luke Yunkeun
    • Journal of Distribution Science
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    • v.20 no.11
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    • pp.99-108
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    • 2022
  • Purpose: The wide distribution of smartphones has changed life and user behavior. This phenomenon has both advantages and disadvantages for users. As smartphones become a part of our daily lives, smartphone addiction has recently become a social issue in many countries. This study explores factors that affect smartphone addiction and the consequences of addictive behaviors. Research design, data and methodology: Our model hypothesizes that four key factors determine addictive behavior: flow, enjoyment, preference for online social life, and escape reality. Commitment and compulsive use are mediating variables that connect key drivers and addictive results. Based on the SEM (structural equation model) analysis of 497 survey responses, these four driving factors each have a significant effect on the compulsive use of smartphones directly or indirectly; the compulsive use of smartphones directly influences the three results Results: We conducted a reliability and validity analysis, and the results were successful. In the hypothesis test, every path is accepted as expected at the significance level of 0.05. Conclusions: Among the four driving factors, escape reality is the vital factor influencing smartphone addiction and its consequences. And anxiety is the number one consequence influenced by the compulsive use of smartphones.