• Title/Summary/Keyword: human and computer interaction

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A Study on the Development of Web-based Discussion System with Hill's Discussion-based Teaching Model (Hill의 토론 학습 모형을 적용한 웹 기반 토론 학습 시스템 개발)

  • Kim, Jeon-Hoon;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.99-114
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    • 2007
  • The web-based discussion allows learners to participate in the learning actively and positively, and it can provide learners with the learner-oriented active interaction and learning environment. However, the web-based discussion produced communication-oriented learning environment using bulletin board and data directory and researched mainly the state and activation of the discussion, and had less system supporting dynamic discussion process. Even if the discussion made appearance partially and totally as learners' activities at a variety of web-based teaching, specific discussion-based teaching model was not developed. Therefore, a systematic web-based discussion system needs to be developed to activate human interaction and to give shape to the stages and elements of the discussion model. The paper supports dynamic discussion activities and applies Hill's common discussion model describing detailed discussion stages to develop systematic web-based discussion system.

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

  • 박호식;박동희;남기환;한준희;나상동;배철수
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.10a
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    • pp.227-232
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    • 2003
  • 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 tracking methodology that works under variable and realistic lighting conditions. eased 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 are not very bright due to significant external illumination interferences. The appearance model is incorporated in both eyes detection and tracking 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.

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NUI/NUX of the Virtual Monitor Concept using the Concentration Indicator and the User's Physical Features (사용자의 신체적 특징과 뇌파 집중 지수를 이용한 가상 모니터 개념의 NUI/NUX)

  • Jeon, Chang-hyun;Ahn, So-young;Shin, Dong-il;Shin, Dong-kyoo
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.11-21
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    • 2015
  • As growing interest in Human-Computer Interaction(HCI), research on HCI has been actively conducted. Also with that, research on Natural User Interface/Natural User eXperience(NUI/NUX) that uses user's gesture and voice has been actively conducted. In case of NUI/NUX, it needs recognition algorithm such as gesture recognition or voice recognition. However these recognition algorithms have weakness because their implementation is complex and a lot of time are needed in training because they have to go through steps including preprocessing, normalization, feature extraction. Recently, Kinect is launched by Microsoft as NUI/NUX development tool which attracts people's attention, and studies using Kinect has been conducted. The authors of this paper implemented hand-mouse interface with outstanding intuitiveness using the physical features of a user in a previous study. However, there are weaknesses such as unnatural movement of mouse and low accuracy of mouse functions. In this study, we designed and implemented a hand mouse interface which introduce a new concept called 'Virtual monitor' extracting user's physical features through Kinect in real-time. Virtual monitor means virtual space that can be controlled by hand mouse. It is possible that the coordinate on virtual monitor is accurately mapped onto the coordinate on real monitor. Hand-mouse interface based on virtual monitor concept maintains outstanding intuitiveness that is strength of the previous study and enhance accuracy of mouse functions. Further, we increased accuracy of the interface by recognizing user's unnecessary actions using his concentration indicator from his encephalogram(EEG) data. In order to evaluate intuitiveness and accuracy of the interface, we experimented it for 50 people from 10s to 50s. As the result of intuitiveness experiment, 84% of subjects learned how to use it within 1 minute. Also, as the result of accuracy experiment, accuracy of mouse functions (drag(80.4%), click(80%), double-click(76.7%)) is shown. The intuitiveness and accuracy of the proposed hand-mouse interface is checked through experiment, this is expected to be a good example of the interface for controlling the system by hand in the future.

Stress Patterns in the Reconstructed Double Bundles of the Anterior Cruciate Ligament in Response to an Anterior Tibial Load and Rotatory Load: an Analysis using a 3-Dimensional Finite Element Model (삼차원 유한 요소 모델을 이용한 전방십자인대 이중다발 재건술 후 전방 전위 및 회전 부하에 따른 이식건 응력 양상 분석)

  • Seo, Young-Jin;Song, Si Young;Ahn, Jung Tae;Kim, Yoon-Sang;Ko, Jun Ho;Jang, Seong-Wook;Yoo, Yon-Sik
    • Journal of the Korean Arthroscopy Society
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    • v.16 no.2
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    • pp.160-166
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    • 2012
  • Purpose: The aim of this study was to determine the patterns of the stress distribution within the reconstructed anterior cruciate ligament (ACL) double bundles in response to an anterior tibial load and rotatory load at $45^{\circ}$ flexed knee model by use of a 3-dimensional finite element analysis (FEM). Materials and Methods: The $0^{\circ}$ and $45^{\circ}$ flexed 3-D knee model were reconstructed based on the high resolution computed tomography (CT) images from the right knee of a healthy male subject. To simulate double bundle ACL reconstruction, in $0^{\circ}$ analytic model, four 7 mm diameter tunnels were created at the center of each anteromedial (AM) and posterolateral (PL) footprints on the femur and tibia. The grafts were inserted into the corresponding bone tunnels and then reconstructed knee model was flexed to $45^{\circ}$. As a next step, the 5 mm anterior tibial load and internal rotational load of $10^{\circ}$ were applied on the final Computer aided design (CAD) model. And then stress patterns of each bundle were assessed using a finite element analysis. Results: In response to the 5 mm of anterior tibial load, the AM bundle showed increased stresses around the tibial and femoral attachment sites; especially in the anterior aspect of the bundle. In the PL bundle, the highest stress concentration was also noticed on the anterior aspect of the bundle. Under $10^{\circ}$ internal rotational load, the stress concentration was predominant around the anterior aspect of the tibial attachment site within the AM bundle. The PL bundle also showed highest stress concentration on the anterior aspect of the bundle. Conclusion: Although the stress patterns were not identical among the AM and PL bundle, there were common trends in the stress distribution. The stress concentration was predominant on the anterior aspect of both bundles in response to the anterior tibial load and rotatory load.

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Precedent based design foundations for parametric design: The case of navigation and wayfinding

  • Kondyli, Vasiliki;Bhatt, Mehul;Hartmann, Timo
    • Advances in Computational Design
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    • v.3 no.4
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    • pp.339-366
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    • 2018
  • Parametric design systems serve as powerful assistive tools in the design process by providing a flexible approach for the generation of a vast number of design alternatives. However, contemporary parametric design systems focus primarily on low-level engineering and structural forms, without an explicit means to also take into account high-level, cognitively motivated people-centred design goals. We present a precedent-based parametric design method that integrates people-centred design "precedents" rooted in empirical evidence directly within state of the art parametric design systems. As a use-case, we illustrate the general method in the context of an empirical study focusing on the multi-modal analysis of wayfinding behaviour in two large-scale healthcare environments. With this use-case, we demonstrate the manner in which: (1). a range of empirically established design precedents -e.g., pertaining to visibility and navigation- may be articulated as design constraints to be embedded directly within state of the art parametric design tools (e.g., Grasshopper); and (2). embedded design precedents lead to the (parametric) generation of a number of morphologies that satisfy people-centred design criteria (in this case, pertaining to wayfinding). Our research presents an exemplar for the integration of cognitively motivated design goals with parametric design-space exploration methods. We posit that this opens-up a range of technological challenges for the engineering and development of next-generation computer aided architecture design systems.

Honeypot game-theoretical model for defending against APT attacks with limited resources in cyber-physical systems

  • Tian, Wen;Ji, Xiao-Peng;Liu, Weiwei;Zhai, Jiangtao;Liu, Guangjie;Dai, Yuewei;Huang, Shuhua
    • ETRI Journal
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    • v.41 no.5
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    • pp.585-598
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    • 2019
  • A cyber-physical system (CPS) is a new mechanism controlled or monitored by computer algorithms that intertwine physical and software components. Advanced persistent threats (APTs) represent stealthy, powerful, and well-funded attacks against CPSs; they integrate physical processes and have recently become an active research area. Existing offensive and defensive processes for APTs in CPSs are usually modeled by incomplete information game theory. However, honeypots, which are effective security vulnerability defense mechanisms, have not been widely adopted or modeled for defense against APT attacks in CPSs. In this study, a honeypot game-theoretical model considering both low- and high-interaction modes is used to investigate the offensive and defensive interactions, so that defensive strategies against APTs can be optimized. In this model, human analysis and honeypot allocation costs are introduced as limited resources. We prove the existence of Bayesian Nash equilibrium strategies and obtain the optimal defensive strategy under limited resources. Finally, numerical simulations demonstrate that the proposed method is effective in obtaining the optimal defensive effect.

Outline of Domain Theory As a New Approach to Software Reuse (S/W 재사용을 위한 새로운 접근법으로서의 Domain Theory의 개요)

  • Ham, Dong-Han;Kim, Jin-Sam;Ha, Su-Jung;Cho, Jin-Hee
    • 한국IT서비스학회:학술대회논문집
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    • 2002.11a
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    • pp.425-430
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    • 2002
  • Over the years, several different approaches have been proposed to enhance the practice of software reuse. These approaches vary in reuse abstraction levels or application domains they focus on. However, it seems that they do not adequately meet the needs of software designers in planning and managing reuse. One reason may be the lack of conceptually well-established framework supporting work domain analysis and modeling. As a new viable solution to this problem, Sutcliffe and his colleagues developed Domain Theory , which is introduced in this paper. Utilizing multidisciplinary perspective, such as cognitive psychology, management science, human-computer interaction, and software engineering. it provides a schematic framework that defines a comprehensive library of generic and reusable models of domain knowledge in terms of generic tasks and meta-domains. It also provides useful methods and guidelines for software reuse, emphasizing the concept of abstraction process in a designer s mind. This paper firstly gives a brief overview of fundamentals of software reuse. Next, it explains the foundation of domain theory and discusses its applicability to software reuse. In particular, the taxonomy of meta-domains and the types of generic tasks are described in more detail. Finally, the future research framework, which primarily addresses the problem of how to apply the domain theory to various work domains, is proposed.

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Health Metrics and Information Behavior: How Users Estimate and Use Self-Quantifying Activity and Health Information

  • Ilhan, Aylin
    • Journal of Information Science Theory and Practice
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    • v.8 no.3
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    • pp.47-63
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    • 2020
  • This study focuses on users of activity tracking technologies and their related information behavior. How useful is the provided information by the trackers? Do users understand all information and explanations? We conducted a web-based survey. All in all, 631 users of a tracking device filled out the survey. From the perspective of information science, this investigation aims to analyze information needs considering different types of the provided information by activity tracking technologies. Are users satisfied by using the information on their steps, heart rates, and sleep duration? How do users assess readability about heart rate zones and sleep stages? Additionally, we investigated if users understand how to reflect on and adapt their health behavior based on the received explanations. According to the results, users mainly agree that the received information (raw data as well as - to a lesser extent - aggregated data in the form of corresponding diagrams) is useful, that the explanations are easy to understand, and that they know how to use this obtained information. This investigation enables an in-depth insight into how users are applying the self-quantifying activity and health information and which information needs are satisfied.

Sensibility Evaluation of Internet Shoppers with the Sportswear Rustling Sounds (스포츠의류 마찰음 정보 제공에 따른 인터넷 구매자의 감성평가)

  • Baek, Gyeong-Rang;Jo, Gil-Su
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.177-180
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    • 2009
  • This study investigates the perception of different fabrics by consumers when provided with a video clip with rustling sounds of the fabric. We utilized sportswear products that are currently on the market and evaluated the emotional response of internet shoppers by measuring the physiological and psychological responses. Three kinds of vapor-permeable water-repellent fabric were selected to generate video clips each containing the fabric rustling sound and images of exercise activities wearing the sportswear made of the respective fabric. The new experimental website contained the video clips and was compared with the original website which served as a control. 30 subjects, who had experience to buy clothing online, took part in the physiological and psychological response to the video clip. Electroen-cephalography (EEG) was used to measure the physiological response while the psychological response consisted of evaluating accurate perception of the fabric, satisfaction, and consumer interest. When we offered video clips with fabric's rustling sound on the website, subjects answered they could get more accurate and rapid information to decide to purchase the products than otherwise they do the shopping without such information. However, such rustling sounds somewhat annoy customers, as proved psychological and physiological response. Our study is a critical step in evaluating the consumer's emotional response to sportswear fabric which will promote selling frequency, reduce the return rate and aid development of new sportswear fabric further evolution of the industry.

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Comparative Interactivity Analysis in Multiview Video Coding Schemes

  • Yang, You;Dai, Qionghai;Jiang, Gangyi;Ho, Yo-Sung
    • ETRI Journal
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    • v.32 no.4
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    • pp.566-576
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    • 2010
  • In a multiview video system, interactivity is important for users and should be considered in the design of multiview video coding (MVC). In this paper, we present an interactivity evaluation model for MVC schemes by using both weighted random graph and Markov approaches. The main factors that affect both the interactivity and rate-distortion (RD) performances of MVC schemes are analyzed and discussed in detail. By taking these factors into consideration, a new MVC scheme is proposed for high interactivity and RD gains. Experimental results show that the proposed scheme has a significant interactivity gain with little coding loss, compared to the state-of-the-art benchmark. As an extension to RD performance analysis, the interactivity evaluation model can be used as a design tool of alternative schemes for a future interactive multiview video system.