• Title/Summary/Keyword: Users' Interactions

Search Result 346, Processing Time 0.027 seconds

Emulearner: Deep Learning Library for Utilizing Emulab

  • Song, Gi-Beom;Lee, Man-Hee
    • Journal of information and communication convergence engineering
    • /
    • v.16 no.4
    • /
    • pp.235-241
    • /
    • 2018
  • Recently, deep learning has been actively studied and applied in various fields even to novel writing and painting in ways we could not imagine before. A key feature is that high-performance computing device, especially CUDA-enabled GPU, supports this trend. Researchers who have difficulty accessing such systems fall behind in this fast-changing trend. In this study, we propose and implement a library called Emulearner that helps users to utilize Emulab with ease. Emulab is a research framework equipped with up to thousands of nodes developed by the University of Utah. To use Emulab nodes for deep learning requires a lot of human interactions, however. To solve this problem, Emulearner completely automates operations from authentication of Emulab log-in, node creation, configuration of deep learning to training. By installing Emulearner with a legitimate Emulab account, users can focus on their research on deep learning without hassle.

Interaction art using Video Synthesis Technology

  • Kim, Sung-Soo;Eom, Hyun-Young;Lim, Chan
    • International Journal of Advanced Culture Technology
    • /
    • v.7 no.2
    • /
    • pp.195-200
    • /
    • 2019
  • Media art, which is a combination of media technology and art, is making a lot of progress in combination with AI, IoT and VR. This paper aims to meet people's needs by creating a video that simulates the dance moves of an object that users admire by using media art that features interactive interactions between users and works. The project proposed a universal image synthesis system that minimizes equipment constraints by utilizing a deep running-based Skeleton estimation system and one of the deep-running neural network structures, rather than a Kinect-based Skeleton image. The results of the experiment showed that the images implemented through the deep learning system were successful in generating the same results as the user did when they actually danced through inference and synthesis of motion that they did not actually behave.

Key Challenges of Mobility Management and Handover Process In 5G HetNets

  • Alotaibi, Sultan
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.4
    • /
    • pp.139-146
    • /
    • 2022
  • Wireless access technologies are emerging to enable high data rates for mobile users and novel applications that encompass both human and machine-type interactions. An essential approach to meet the rising demands on network capacity and offer high coverage for wireless users on upcoming fifth generation (5G) networks is heterogeneous networks (HetNets), which are generated by combining the installation of macro cells with a large number of densely distributed small cells Deployment in 5G architecture has several issues because to the rising complexity of network topology in 5G HetNets with many distinct base station types. Aside from the numerous benefits that dense small cell deployment delivers, it also introduces key mobility management issues such as frequent handover (HO), failures, delays and pingpong HO. This article investigates 5G HetNet mobility management in terms of radio resource control. This article also discusses the key challenges for 5G mobility management.

"Least Gain or Wrist Pain": A comparative study about performance and usability of mouse, trackball, and touchpad

  • Yunsun Alice Hong;Kwanghee Han
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.2
    • /
    • pp.298-309
    • /
    • 2023
  • The mouse as an input device has undoubtedly brought convenience to users due to its intuitiveness and simplicity, but it also brought unprecedented issues such as carpal tunnel syndrome (CTS). As a result, the necessity of alternative input devices that put less strain on the wrist, while still providing the convenience of a conventional mouse, has emerged. Unfortunately, there have been several research about alternative devices to replace a mouse, however, they showed inconsistent results. This study suggests that those inconsistent results may stem from the type and the difficulty of tasks used in previous studies. Therefore, we designed this study to compare the performance and perceived workload of three input devices (Mouse/Trackball/Touchpad) in each condition in terms of task type (Targeting/Tracking) and difficulty level (Easy/Hard). The results indicated that there were significant performance differences and no significant workload differences among the three devices, and the interactions were observed in some conditions. These results can provide users with practical guidelines to choose the optimal input device according to their needs or purpose.

Revisiting Politeness Expressions in English

  • Eunsuk Lee
    • International Journal of Advanced Culture Technology
    • /
    • v.12 no.2
    • /
    • pp.98-103
    • /
    • 2024
  • This paper revisits politeness expressions in English, exploring their linguistic characteristics and the underlying social dynamics they reflect. Grounded in pragmatic theories, politeness is examined as a phenomenon shaped by societal norms, wherein language users navigate the delicate balance between efficiency and maintaining positive social interactions. Through an analysis of various linguistic devices such as modal auxiliary verbs, progressive and past tenses, depersonalization, and the use of hedges, the study elucidates how speakers endeavor to mitigate potential burdens on listeners and foster smoother communication. By understanding and employing these linguistic strategies, English learners can better navigate the nuances of politeness expressions in the English cultural context. This exploration underscores the pivotal role of politeness in interpersonal communication and highlights its significance in facilitating effective interaction among language users.

Analyzing the Effects of Anthropomorphism in NPCs Applied by GPT on User Satisfaction and Loyalty

  • Namjae Cho;Zhilan Cao;Giseob Yu
    • Journal of Information Technology Applications and Management
    • /
    • v.31 no.4
    • /
    • pp.121-137
    • /
    • 2024
  • This research studies NPCs applied by Generative Pre-trained Transformer (GPT) Technology. This study set three independent variables as characteristics of the NPCs applied GPT. User immersion is set as a mediator variable, while user game satisfaction and loyalty are chosen as dependent variables. The Stimulus-Organism-Response (SOR) theory is employed to study user attitude changes, and immersion is examined through the Flow Theory. The study found that interactions between NPCs and users directly and indirectly influence user satisfaction and loyalty. This suggests that NPCs capable of providing users with desired information, rather than merely following predetermined protocols, can enhance the user's affinity for the game. Furthermore, the intelligence and human-likeness of NPCs were found to indirectly influence satisfaction and loyalty through immersion. These findings underscore the importance of GPT-applied NPCs in the gaming industry, with potential implications for the future development and enhancement of such NPCs within games.

Towards Intelligent Web Interaction

  • Takama, Yasufumi
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 2003.09a
    • /
    • pp.134-137
    • /
    • 2003
  • Both browsing and retrieval with search engines are major operations that establish the interaction between users and the Web. Although both operations are usually combined to locate information from the Web, recent growth of the Web has overtaken the potential of this conventional interaction. This paper proposes the concept of Retrieve, Browse, and Analyze (RBA)-based interactions, as the improvement of the conventional Retrieve and Browse (RB)-based interaction. The prototype interface based on RBA-based interaction is also presented.

  • PDF

Interactive information process image with minute hand gestures

  • Lim, Chan
    • Annual Conference of KIPS
    • /
    • 2016.04a
    • /
    • pp.799-802
    • /
    • 2016
  • It is definitely an interesting job to work with V4 to create various contents emphasizing different interfaces like 3D graphics, and multimedia such as video, audio, and camera. Moreover, beyond the other interface, as it could be used in the many aspects of the sensory sign such as visual effects, auditory effects, and touchable effects, it feels free to make a better developed model. We intended the users to feel some kind of pleasure and interactions rather than just using in aspect of Media art.

Influences of Relationship Benefits of Social Network Service on User-Perceived Usability and Brand Attitude (소셜네트워크서비스의 관계적 혜택이 이용자의 지각된 유용성 및 브랜드 태도에 미치는 영향)

  • Baek, Seung-Hee;Lee, Sang-Won
    • CRM연구
    • /
    • v.4 no.2
    • /
    • pp.31-41
    • /
    • 2011
  • Supporting communications among users, Social Network has encouraged various information flows through relationships among them. This paper studies on mentality or attitude of Social Network Services (SNS for short) users, on the basis of Technology Acceptance Model (TAM for short) and then proposes so-called TAMS, Technology Acceptance Model for Social Network Services. SNS users make full use of SNS as channels in order to create, expand, and obtain some information related to personal concerns. We will research on how the benefits that users get by using SNS exert influence on user-perceived usability. The SNS-using benefits focus on relationship benefits that are formed by interactions among users. Provided that perceived usability affects mental or informational benefits according to involvement of SNS users, we will check how perceived usability or ease of use is connected to brand attitude.

  • PDF

A Study on the Effect of Characteristics and Interactions of MSNG on User Satisfaction (MSNG의 특성과 상호작용이 사용자만족에 미치는 영향에 관한 연구)

  • Oh, Eun-Hae
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.4
    • /
    • pp.622-635
    • /
    • 2018
  • On top of presenting the possibility of expanding the game space to social space through mobile communication, MSNG reinforces the strengths of SNS and the fun of games through closer networks between users. This study empirically verified the effects of the characteristics of MSNG on interactions and user satisfaction by dividing the main characteristics of MSNG into graphics, challenge spirit, and reward, and then dividing the main characteristics of mobile social network service into social interaction and technical interaction. In the results of study, the main characteristics of MSNG such as graphics, challenge spirit, and reward all had significant effects on the social interaction and technical interaction while the social interaction and technical interaction of MSNG also had significant effects on the user satisfaction, so that the hypotheses of this study were all selected. The influence of the characteristics of MSNG on interactions might be because of shared feedbacks through graphics, game tasks, and reward in the performance process of MSNG, and such interactions make diverse people have the horizontal or circular communication, which is led to the increase of user satisfaction.