• Title/Summary/Keyword: Voice-Based Interface

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Glanceable and Informative WearOS User Interface for Kids and Parents

  • Kim, Siyeon;Yoon, Hyoseok
    • Journal of Multimedia Information System
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    • v.8 no.1
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    • pp.17-22
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    • 2021
  • This paper proposes a wearable user interface intended for kids and parents using WearOS smartwatches. We first review what constitutes a kids smartwatch and then design UI components for watchfaces to be used by kids and parents. Different UI components ranging from activity, education, voice search, app usage, video, location, health, and quick dial are described. These components are either implemented as complications or on watchfaces and may require on-device standalone function, cross-device communication, and external database. We introduce a theme-based amusing UI for kids whereas simple and easily accessible components are recommended to parents' watchface. To illustrate use cases, we present 3 scenarios for enhancing communication between parents and child. To show feasibility and potential of our approach, we implement our proof-of-concept using commercial smartwatches, smartphones, and external cloud database. Furthermore, performance of checking app usages on different devices are presented, followed by discussion on limitations and future work.

Real-time Multi-device Control System Implementation for Natural User Interactive Platform

  • Kim, Myoung-Jin;Hwang, Tae-min;Chae, Sung-Hun;Kim, Min-Joon;Moon, Yeon-Kug;Kim, SeungJun
    • Journal of Internet Computing and Services
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    • v.23 no.1
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    • pp.19-29
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    • 2022
  • Natural user interface (NUI) is used for the natural motion interface without using a specific device or tool like a mouse, keyboards, and pens. Recently, as non-contact sensor-based interaction technologies for recognizing human motion, gestures, voice, and gaze have been actively studied, an environment has been prepared that can provide more diverse contents based on various interaction methods compared to existing methods. However, as the number of sensors device is rapidly increasing, the system using a lot of sensors can suffer from a lack of computational resources. To address this problem, we proposed a real-time multi-device control system for natural interactive platform. In the proposed system, we classified two types of devices as the HC devices such as high-end commercial sensor and the LC devices such astraditional monitoring sensor with low-cost. we adopt each device manager to control efficiently. we demonstrate a proposed system works properly with user behavior such as gestures, motions, gazes, and voices.

A New Eye Tracking Method as a Smartphone Interface

  • Lee, Eui Chul;Park, Min Woo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.4
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    • pp.834-848
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    • 2013
  • To effectively use these functions many kinds of human-phone interface are used such as touch, voice, and gesture. However, the most important touch interface cannot be used in case of hand disabled person or busy both hands. Although eye tracking is a superb human-computer interface method, it has not been applied to smartphones because of the small screen size, the frequently changing geometric position between the user's face and phone screen, and the low resolution of the frontal cameras. In this paper, a new eye tracking method is proposed to act as a smartphone user interface. To maximize eye image resolution, a zoom lens and three infrared LEDs are adopted. Our proposed method has following novelties. Firstly, appropriate camera specification and image resolution are analyzed in order to smartphone based gaze tracking method. Secondly, facial movement is allowable in case of one eye region is included in image. Thirdly, the proposed method can be operated in case of both landscape and portrait screen modes. Fourthly, only two LED reflective positions are used in order to calculate gaze position on the basis of 2D geometric relation between reflective rectangle and screen. Fifthly, a prototype mock-up design module is made in order to confirm feasibility for applying to actual smart-phone. Experimental results showed that the gaze estimation error was about 31 pixels at a screen resolution of $480{\times}800$ and the average hit ratio of a $5{\times}4$ icon grid was 94.6%.

Performance Comparison of CDMA and TDMA protocols in radio access system for Integrated Voice/Data Services (음성 및 데이터서비스를 위한 무선접속시스템에서 CDMA와 TDMA방식의 성능비교)

  • 고종하;양영님;이정규
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.6A
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    • pp.820-831
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    • 1999
  • In this paper, we have compared the performance of a D-TDMA protocol with that of a CDMA protocol, in radio access system for integrated voice/data services.The D-TDMA protocol is based on a generic dynamic channel assignment approach to be followed a combination of “circuit mode” reservation for voice calls, along with dynamic first-come-first served assignment of remaining capacity for data messages. In the CDMA protocol, we have used the voice activity detection to reduce the interface power of other mobiles in internal and external cells, and analyzed the interference power ratio. Also we have computed BER(Bit Error Rate) by using this interference power ratio and evaluated voice blocking probability(voice packet loss probability) and data transmission delay, according to average data length and average data arrival rate.We have found the CDMA protocol achieves comparatively higher performance for short data length, regardless of data arrival rate. Otherwise, the data transmission delay of D-TDMA protocol is shorter than that of the CDMA protocol for long data message.

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A Study on the Development of Text Communication System based on AIS and ECDIS for Safe Navigation (항해안전을 위한 AIS와 ECDIS 기반의 문자통신시스템 개발에 관한 연구)

  • Ahn, Young-Joong;Kang, Suk-Young;Lee, Yun-Sok
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.21 no.4
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    • pp.403-408
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    • 2015
  • A text-based communication system has been developed with a communication function on AIS and display and input function on ECDIS as a way to complement voice communication. It features no linguistic error and is not affected by VHF restrictions on use and noise. The text communication system is designed to use messages for clear intentions and further improves convenience of users by using various UI through software. It works without additional hardware installation and modification and can transmit a sentence by selecting only via Message Banner Interface without keyboard input and furthermore has a advantage to enhance processing speed through its own message coding and decoding. It is determined as the most useful alternative to reduce language limitations and recognition errors of the user and solve the problem of various voice communications on VHF. In addition, it will help to prevent collisions between ships with decrease in VHF use, accurate communication and request of cooperation based on text at heavy traffic areas.

Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
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    • v.20 no.3
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    • pp.189-194
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    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.

Building of an Intelligent Ship's Steering Control System Based on Voice Instruction Gear Using Fuzzy Inference (퍼지추론에 의한 지능형 음성지시 조타기 제어 시스템의 구축)

  • 서기열;박계각
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.8
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    • pp.1809-1815
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    • 2003
  • This paper presents a human friendly system using fuzzy inference as a Part of study to embody intelligent ship. We also build intelligent ship's steering system to take advantage of speech recognition that is a part of the human friendly interface. It can bring an effect such as labor decrement in ship. In order to design the voice instruction based ship's steering gear control system, we build of the voice instruction based learning(VIBL) system based on speech recognition and intelligent learning method at first. Next, we design an quartermaster's operation model by fuzzy inference and construct PC based remote control system. Finally, we applied the unposed control system to the miniature ship and verified its effectiveness.

Speaker Tracking System for Autonomous Mobile Robot (자율형 이동로봇을 위한 전방위 화자 추종 시스템)

  • Lee, Chang-Hoon;Kim, Yong-Hoh
    • Proceedings of the KIEE Conference
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    • 2002.11c
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    • pp.142-145
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    • 2002
  • This paper describes a omni-directionally speaker tracking system for mobile robot interface in real environment. Its purpose is to detect a robust 360-degree sound source and to recognize voice command at a long distance(60-300cm). We consider spatial features, the relation of position and interaural time differences, and realize speaker tracking system using fuzzy inference process based on inference rules generated by its spatial features.

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Artificial intelligence wearable platform that supports the life cycle of the visually impaired (시각장애인의 라이프 사이클을 지원하는 인공지능 웨어러블 플랫폼)

  • Park, Siwoong;Kim, Jeung Eun;Kang, Hyun Seo;Park, Hyoung Jun
    • Journal of Platform Technology
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    • v.8 no.4
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    • pp.20-28
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    • 2020
  • In this paper, a voice, object, and optical character recognition platform including voice recognition-based smart wearable devices, smart devices, and web AI servers was proposed as an appropriate technology to help the visually impaired to live independently by learning the life cycle of the visually impaired in advance. The wearable device for the visually impaired was designed and manufactured with a reverse neckband structure to increase the convenience of wearing and the efficiency of object recognition. And the high-sensitivity small microphone and speaker attached to the wearable device was configured to support the voice recognition interface function consisting of the app of the smart device linked to the wearable device. From experimental results, the voice, object, and optical character recognition service used open source and Google APIs in the web AI server, and it was confirmed that the accuracy of voice, object and optical character recognition of the service platform achieved an average of 90% or more.

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Development of Customer-Oriented Quality Design Elements of Shoes based on QFD (QFD 기반에 의한 제화류의 감성지향적 품질설계 요소도출에 관한 실증적 연구)

  • 김진호;황인극
    • Journal of Korean Society for Quality Management
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    • v.32 no.1
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    • pp.130-143
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    • 2004
  • Although consumer needs for better products force manufactures to put emphasis on design, often development of a product has been done without the formal process to consider consumer needs. In order to identify the implicit needs of customers and the areas of potential demand on a product, several analysis scheme such as QFD (Quality Function Deployment) has been developed. QFD, also known as the House of Quality, is the efficient tool ever created to tie product and service design decisions directly to customer wants and needs, i.e. VoC (Voice of Customer) To utilize this tool on a product design, first of all, the consumers attributes and the engineering characteristics must be exactly investigated. However there were only few studies about them on shoe design. Hence in this paper we developed an innovative framework for shoes design based on QFD. As a result, we uncovered 29 dominant human satisfaction dimensions as the consumers attributes for customer-oriented quality evaluation of a comfortable shoes. Here, 29 human satisfaction dimensions for a shoe design were identified as the dimensions that represent the human sensitivity and psychological feeling on comfortable shoes. Also, we proposed 60 human interface elements as the engineering characteristics. The relationships between human satisfaction dimensions and human interface elements were investigated. This study will help the designers and manufacturers clarify the conceptual and abstract aspect of the design evaluation by proposing a more systematic and process-oriented method.