• Title/Summary/Keyword: human and computer interaction

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The Social Media Factor: How Platforms Impact Usability of Blackboard at Umm Al Qura University

  • Ahmed R Albashiri
    • International Journal of Computer Science & Network Security
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    • v.24 no.7
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    • pp.207-213
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    • 2024
  • This study investigated the perceived usability of the Blackboard learning management system (LMS) amongst students at Umm Al-Qura University. A quantitative approach was employed to explore the potential relationship between Blackboard usability and social media platform usage. Additionally, the study aimed to identify other factors influencing perceived usability. Data were collected through a three-section questionnaire distributed electronically to a sample of students (n=544). The findings, based on System Usability Scale (SUS) scores, revealed that the overall perceived usability of Blackboard resided near the midpoint of the scale, indicating an "acceptable" level. A potential negative correlation emerged between social media usage time and perceived Blackboard usability. Students who reported lower social media usage exhibited higher SUS scores. Training on Blackboard usage demonstrably exerted a positive influence on perceived usability. Gender was not identified as a statistically significant factor. An analysis of student support methods revealed that seeking help from a friend was the most prevalent approach, followed by search engines, university technical support, and social media platforms. The findings suggest that implementing strategies to improve Blackboard usability at Umm Al-Qura University could be achieved through readily accessible training materials and the exploration of alternative support channels.

A Design and Implementation of Music & Image Retrieval Recommendation System based on Emotion (감성기반 음악.이미지 검색 추천 시스템 설계 및 구현)

  • Kim, Tae-Yeun;Song, Byoung-Ho;Bae, Sang-Hyun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.73-79
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    • 2010
  • Emotion intelligence computing is able to processing of human emotion through it's studying and adaptation. Also, Be able more efficient to interaction of human and computer. As sight and hearing, music & image is constitute of short time and continue for long. Cause to success marketing, understand-translate of humanity emotion. In this paper, Be design of check system that matched music and image by user emotion keyword(irritability, gloom, calmness, joy). Suggested system is definition by 4 stage situations. Then, Using music & image and emotion ontology to retrieval normalized music & image. Also, A sampling of image peculiarity information and similarity measurement is able to get wanted result. At the same time, Matched on one space through pared correspondence analysis and factor analysis for classify image emotion recognition information. Experimentation findings, Suggest system was show 82.4% matching rate about 4 stage emotion condition.

Real-Time Eye Detection and Tracking Under Various Light Conditions (다양한 조명하에서 실시간 눈 검출 및 추적)

  • 박호식;배철수
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.2
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    • pp.456-463
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    • 2004
  • Non-intrusive methods based on active remote IR illumination for eye tracking is important for many applications of vision-based man-machine interaction. One problem that has plagued those methods is their sensitivity to lighting condition change. This tends to significantly limit their scope of application. In this paper, we present a new real-time eye detection and tacking methodology that works under variable and realistic lighting conditions. Based on combining the bright-Pupil effect resulted from IR light and the conventional appearance-based object recognition technique, our method can robustly track eyes when the pupils ale not very bright due to significant external illumination interferences. The appearance model is incorporated in both eyes detection and tacking via the use of support vector machine and the mean shift tracking. Additional improvement is achieved from modifying the image acquisition apparatus including the illuminator and the camera.

The Structural Relationships of between AI-based Voice Recognition Service Characteristics, Interactivity and Intention to Use (AI기반 음성인식 서비스 특성과 상호 작용성 및 이용 의도 간의 구조적 관계)

  • Lee, SeoYoung
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.189-207
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    • 2021
  • Voice interaction combined with artificial intelligence is poised to revolutionize human-computer interactions with the advent of virtual assistants. This paper is analyzing interactive elements of AI-based voice recognition services such as sympathy, assurance, intimacy, and trust on intention to use. The questionnaire was carried out for 284 smartphone/smart TV users in Korea. The collected data was analyzed by structural equation model analysis and bootstrapping. The key results are as follows. First, AI-based voice recognition service characteristics such as sympathy, assurance, intimacy, and trust have positive effects on interactivity with the AI-based voice recognition service. Second, the interactivity with the AI-based voice recognition service has positive effects on intention to use. Third, AI-based voice recognition service characteristics such as interactional enjoyment and intimacy have directly positive effects on intention to use. Fourth, AI-based voice recognition service characteristics such as sympathy, assurance, intimacy and trust have indirectly positive effects on intention to use the AI-based voice recognition service by mediating the effect of the interactivity with the AI-based voice recognition service. It is meaningful to investigate factors affecting the interactivity and intention to use voice recognition assistants. It has practical and academic implications.

A Case Study on Applications of Physical Interactive Systems in On-Line Games (온라인 게임에서의 체감시스템 적용 사례분석)

  • Choi, Sam-Ha;Kim, Kyung-Sik;Yoon, Sung-Jun
    • Journal of Korea Game Society
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    • v.4 no.2
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    • pp.21-28
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    • 2004
  • Experience of human is more impressive when it is combined with physical interaction which provides multi-dimensional information including touching on body sense systems as well as seeing and hearing. In the Held of games, concentrations and satisfactions obtained from playing games are more effective when feedbacks come totally on whole body sense systems. In this paper, we have studied physical interactive systems with analysis on traditional physical interactive systems in on-line game area which normally were depending on seeing and hearing senses.

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Human-Robot Interaction Ontology for Knowledge Based Robot (지식 기반 로봇을 위한 인간-로봇 상호작용 온톨로지)

  • Shin, Dong su;Chang, Doo Soo;Choi, Yong Suk
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.877-880
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    • 2017
  • 가정이나 사무실 등과 같은 다양한 현실 세계에서 서비스 로봇이 자율적으로 동작하기 위해서는 복잡한 작업을 수행할 수 있어야만 한다. 다양한 센서 데이터가 있는 서비스 환경에서 고수준의 의미 정보를 이해하는 것은 지식 기반 로봇에게 필수적인 능력 중 하나이다. 본 논문에서는 서비스 로봇에게 다양한 환경에서 주어진 작업을 효과적으로 해결할 수 있도록 저레벨의 센서 데이터와 고레벨의 의미 정보를 통합하는 인간-로봇 상호작용 온톨로지를 소개한다. 지능형 로봇 지식에는 다양한 서비스의 확장성을 위해 사용자, 로봇, 인지, 환경, 행위 5가지 온톨로지로 분류한다. 지능형 로봇 지식은 일반 지식 뿐만 아니라 로봇의 수행 능력, 구성요소 등의 전문 지식까지 정의하고 서비스 에이전트 간 상호작용을 위한 인터페이스를 표준화함으로써 지능형 로봇에 적합한 지능을 제공한다. Turtlebot2을 이용한 실험을 통해 온톨로지 기반의 통합 로봇 지식의 높은 효율성을 확인 할 수 있었다.

Application and Analysis of Cooperative Learning Contents Construction Tools for Improving Interaction in e-Learning (e-러닝에서 상호작용 증진을 위한 협동적 학습콘텐츠 구축 도구의 적용 및 분석)

  • Park, Chan-Jung
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.248-257
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    • 2007
  • With the advance of information technology, e-learning is widely used. However, due to the lack of human computer interaction, e-mentoring or blended learning are adopted to complement the drawbacks of e-learning these days. One of the common purposes for adopting these tools is to enhance the interaction level by using bbs or blogs based on e-communities. If the cooperative learning contents management tools that share learners' knowledge in e-learning are provided, interactivity and educational effects can be enhanced. In this paper, a tree-based learning contents construction tool and a community-based cooperative learning contents construction tools that can share the learners' knowledge are proposed. Also, we analyze the influencing factors to the learners by using the proposed tools.

Human Fatigue Inferring using Bayesian Networks (베이지안 네트워크를 이용한 인간의 피로도 추론)

  • Park, Ho-Sik;Nam, Kee-Hwan;Han, Jun-Hee;Jung, Yeon-Gil;Lee, Young-Sik;Ra, Sang-Dong;Bae, Cheol-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.1145-1148
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    • 2005
  • In this paper, we introduce a probabilistic model based on Bayesian networks (BNs) for inferring human fatigue by integrating information from various visual cues and certain relevant contextual information. Visual parameters, typically characterizing the cognitive states of a person including parameters related to eyelid movement, gaze, head movement, and facial expression, serve as the sensory observations. But, an individual visual cue or contextual Information does not provide enough information to determine human fatigue. Therefore in this paper, a Bayesian network model was developed to fuse as many as possible contextual and visual cue information for monitoring human fatigue. At the experiment results, display the utility of the proposed BNs for predicting and modeling fatigue.

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The effects of affective feedbacks according to the learner's emotions in e-Iearning (이러닝 학습자의 감정 상태에 따른 감성 피드백의 효과)

  • Lee, Seung-Mi;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.125-133
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    • 2007
  • Many researches have tried to introduce affective computing for Human-Computer Interaction (HCI). In the affective aspect, emotional memories significantly affect on people's cognitive processing activities. In this paper, to observe the effect of affective feedback for emotional state of learners in an e-learning environment, selected emotional feedback messages and delivery method are integrated into an e-learning system. Self reporting button for recognizing learner's emotional state are used for detecting learner's emotional states and the test results show that providing affective feedback to learner has positive effects in e-learning environment in terms of learner's academic achievements.

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Implementation of interactive 3D floating image pointing device (인터렉티브 3D 플로팅 영상 포인팅 장치의 구현)

  • Shin, Dong-Hak;Kim, Eun-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.8
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    • pp.1481-1487
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    • 2008
  • In this paper, we propose a novel interactive 3D floating image pointing device for the use of 3D environment. The proposed system consists of the 3D floating image generation system by use of a floating lens array and the a user interface based on real-time finger detection. In the proposed system, a user selects single image among the floating images so that the interaction function are performed effectively by pressing the button event through the finger recognition using two cameras. To show the usefulness of the proposed system, we carry out the experiment and the preliminary results are presented.