• Title/Summary/Keyword: human and computer interaction

Search Result 608, Processing Time 0.027 seconds

Comparative Interactivity Analysis in Multiview Video Coding Schemes

  • Yang, You;Dai, Qionghai;Jiang, Gangyi;Ho, Yo-Sung
    • ETRI Journal
    • /
    • v.32 no.4
    • /
    • pp.566-576
    • /
    • 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.

Multi-classifier Fusion Based Facial Expression Recognition Approach

  • Jia, Xibin;Zhang, Yanhua;Powers, David;Ali, Humayra Binte
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.8 no.1
    • /
    • pp.196-212
    • /
    • 2014
  • Facial expression recognition is an important part in emotional interaction between human and machine. This paper proposes a facial expression recognition approach based on multi-classifier fusion with stacking algorithm. The kappa-error diagram is employed in base-level classifiers selection, which gains insights about which individual classifier has the better recognition performance and how diverse among them to help improve the recognition accuracy rate by fusing the complementary functions. In order to avoid the influence of the chance factor caused by guessing in algorithm evaluation and get more reliable awareness of algorithm performance, kappa and informedness besides accuracy are utilized as measure criteria in the comparison experiments. To verify the effectiveness of our approach, two public databases are used in the experiments. The experiment results show that compared with individual classifier and two other typical ensemble methods, our proposed stacked ensemble system does recognize facial expression more accurately with less standard deviation. It overcomes the individual classifier's bias and achieves more reliable recognition results.

Incorporating User-Centered Design Process into CBD Methodology (CBD 방법론에서의 사용자 중심 설계 프로세스의 적용 방안에 관한 연구)

  • Ham, Dong-Han;Kim, Jin-Sam;Park, Chang-Soon
    • 한국IT서비스학회:학술대회논문집
    • /
    • 2003.11a
    • /
    • pp.233-240
    • /
    • 2003
  • To develop high-quality software systems satisfying the customer's needs, user-centered design (UCD) process has been emphasized in the area of human-computer interaction. And component-based development (CBD) has been extensively studied to realize a systematic software reuse, thereby reducing the time-to-market and the development cost. Balanced integration of user-centered design process and CBD process will be a promising way for successful software construction, which effectively achieves three goals: the quality of software, the cost of software development, and the time-to-market. However, traditional CBD methodology seems to lack the concept of user-centered design process and the relevant methods. This paper proposes a way of incorporating user-centered design process into a CBD methodology. Firstly, this paper gives the brief introduction of UCD. Secondly, we explain typical UCD activities and methods along the phase of systems development lifecycle and propose the use of usability maturity model (UMM) for integrating UCD activities and methods with those of CBD methodology. Finally, as a case study, we describe the results of comparing the UCD activities to the activities of MaRMI-III, which has been developed as a CBD methodology at ETRI.

  • PDF

Alphabetical Gesture Recognition using HMM (HMM을 이용한 알파벳 제스처 인식)

  • Yoon, Ho-Sub;Soh, Jung;Min, Byung-Woo
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 1998.10c
    • /
    • pp.384-386
    • /
    • 1998
  • The use of hand gesture provides an attractive alternative to cumbersome interface devices for human-computer interaction(HCI). Many methods hand gesture recognition using visual analysis have been proposed such as syntactical analysis, neural network(NN), Hidden Markov Model(HMM) and so on. In our research, a HMMs is proposed for alphabetical hand gesture recognition. In the preprocessing stage, the proposed approach consists of three different procedures for hand localization, hand tracking and gesture spotting. The hand location procedure detects the candidated regions on the basis of skin-color and motion in an image by using a color histogram matching and time-varying edge difference techniques. The hand tracking algorithm finds the centroid of a moving hand region, connect those centroids, and thus, produces a trajectory. The spotting a feature database, the proposed approach use the mesh feature code for codebook of HMM. In our experiments, 1300 alphabetical and 1300 untrained gestures are used for training and testing, respectively. Those experimental results demonstrate that the proposed approach yields a higher and satisfying recognition rate for the images with different sizes, shapes and skew angles.

  • PDF

Interactive Information Retrieval: An Introduction

  • Borlund, Pia
    • Journal of Information Science Theory and Practice
    • /
    • v.1 no.3
    • /
    • pp.12-32
    • /
    • 2013
  • The paper introduces the research area of interactive information retrieval (IIR) from a historical point of view. Further, the focus here is on evaluation, because much research in IR deals with IR evaluation methodology due to the core research interest in IR performance, system interaction and satisfaction with retrieved information. In order to position IIR evaluation, the Cranfield model and the series of tests that led to the Cranfield model are outlined. Three iconic user-oriented studies and projects that all have contributed to how IIR is perceived and understood today are presented: The MEDLARS test, the Book House fiction retrieval system, and the OKAPI project. On this basis the call for alternative IIR evaluation approaches motivated by the three revolutions (the cognitive, the relevance, and the interactive revolutions) put forward by Robertson & Hancock-Beaulieu (1992) is presented. As a response to this call the 'IIR evaluation model' by Borlund (e.g., 2003a) is introduced. The objective of the IIR evaluation model is to facilitate IIR evaluation as close as possible to actual information searching and IR processes, though still in a relatively controlled evaluation environment, in which the test instrument of a simulated work task situation plays a central part.

Unveiling the synergistic nexus: AI-driven coding integration in mathematics education for enhanced computational thinking and problem-solving

  • Ipek Saralar-Aras;Yasemin Cicek Schoenberg
    • The Mathematical Education
    • /
    • v.63 no.2
    • /
    • pp.233-254
    • /
    • 2024
  • This paper delves into the symbiotic integration of coding and mathematics education, aimed at cultivating computational thinking and enriching mathematical problem-solving proficiencies. We have identified a corpus of scholarly articles (n=38) disseminated within the preceding two decades, subsequently culling a portion thereof, ultimately engendering a contemplative analysis of the extant remnants. In a swiftly evolving society driven by the Fourth Industrial Revolution and the ascendancy of Artificial Intelligence (AI), understanding the synergy between these domains has become paramount. Mathematics education stands at the crossroads of this transformation, witnessing a profound influence of AI. This paper explores the evolving landscape of mathematical cognition propelled by AI, accentuating how AI empowers advanced analytical and problem-solving capabilities, particularly in the realm of big data-driven scenarios. Given this shifting paradigm, it becomes imperative to investigate and assess AI's impact on mathematics education, a pivotal endeavor in forging an education system aligned with the future. The symbiosis of AI and human cognition doesn't merely amplify AI-centric thinking but also fosters personalized cognitive processes by facilitating interaction with AI and encouraging critical contemplation of AI's algorithmic underpinnings. This necessitates a broader conception of educational tools, encompassing AI as a catalyst for mathematical cognition, transcending conventional linguistic and symbolic instruments.

3D Feature Based Tracking using SVM

  • Kim, Se-Hoon;Choi, Seung-Joon;Kim, Sung-Jin;Won, Sang-Chul
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2004.08a
    • /
    • pp.1458-1463
    • /
    • 2004
  • Tracking is one of the most important pre-required task for many application such as human-computer interaction through gesture and face recognition, motion analysis, visual servoing, augment reality, industrial assembly and robot obstacle avoidance. Recently, 3D information of object is required in realtime for many aforementioned applications. 3D tracking is difficult problem to solve because during the image formation process of the camera, explicit 3D information about objects in the scene is lost. Recently, many vision system use stereo camera especially for 3D tracking. The 3D feature based tracking(3DFBT) which is on of the 3D tracking system using stereo vision have many advantage compare to other tracking methods. If we assumed the correspondence problem which is one of the subproblem of 3DFBT is solved, the accuracy of tracking depends on the accuracy of camera calibration. However, The existing calibration method based on accurate camera model so that modelling error and weakness to lens distortion are embedded. Therefore, this thesis proposes 3D feature based tracking method using SVM which is used to solve reconstruction problem.

  • PDF

Usability Assessment of an Integrated Cataloging and Metadata Services: an Exploratory Study of the OCLC Connexion System (통합 목록/메타데이터 서비스의 유저빌러티 평가: OCLC Connexion 시스템에 대한 연구)

  • Lee, Jeong-Mee
    • Journal of the Korean Society for information Management
    • /
    • v.24 no.4
    • /
    • pp.191-221
    • /
    • 2007
  • The goal of this study was to examine the relationships between usability and the searching experience, and to uncover where an integrated cataloging and metadata system lay the usability problems of its primary users, catalogers. This study showed that the most important aspect of usability in Connexion lay in the experience of information retrieval system. Also, it showed there are seventeen usability problems to be improved in Connexion. Needless to say, it is most important to note that usability is not an exclusive goal of such an integrated cataloging and metadata system. Other goals such as quality of catalogs, and the reliability of its cataloging and metadata system are equally its concern. This study also suggested more testing on diverse cataloging systems and specific user groups, especially catalogers.

A Study on Interactive Design Characteristics shown in Corporate Participated Public Spaces (기업참여 공공 공간의 인터랙티브 디자인 특성에 관한 연구)

  • Song, Yong-Ju;Shim, Eun-Ju
    • Korean Institute of Interior Design Journal
    • /
    • v.18 no.1
    • /
    • pp.72-79
    • /
    • 2009
  • Due to characteristics of modern society including technological development, various methods engaging interaction between people and manmade environment have become one of the major issues raised in various fields of deign so called interactive design. Interactive design started as the interface between human and computer system, but now expanded to interior design field enhancing spatial experience of users. Now, many corporates are looking into interactive design to bridge the gap between company or brand identity and consumers as marketing tool. The current study investigates interactive concepts and characteristics of corporate participated public spaces and tries to define their design methods according to spatial marketing strategies. Using theoretical inquiry, cultural events and delivery of corporate identity information were defined as two major spatial strategies through cognitive or behavioral approaches. Moreover, digital, constructive, and expressive presentations were found to be most common design methods. Through this theoretical framework, 7 selected samples in Korea are analyzed in order to find detailed design characteristics. It is hoped that this study may serve in understanding current design approaches of interactive corporate public spaces and useful guideline when designing interactive public spaces not only as means of marketing strategies but even for public goods.

Modeling and Posture Control of Lower Limb Prosthesis Using Neural Networks

  • Lee, Ju-Won;Lee, Gun-Ki
    • Journal of information and communication convergence engineering
    • /
    • v.2 no.2
    • /
    • pp.110-115
    • /
    • 2004
  • The prosthesis of current commercialized apparatus has considerable problems, requiring improvement. Especially, LLP(Lower Limb Prosthesis)-related problems have improved, but it cannot provide normal walking because, mainly, the gait control of the LLP does not fit with patient's gait manner. To solve this problem, HCI((Human Computer Interaction) that adapts and controls LLP postures according to patient's gait manner more effectively is studied in this research. The proposed control technique has 2 steps: 1) the multilayer neural network forecasts angles of gait of LLP by using the angle of normal side of lower limbs; and 2) the adaptive neural controller manages the postures of the LLP based on the predicted joint angles. According to the experiment data, the prediction error of hip angles was 0.32[deg.], and the predicted error of knee angles was 0.12[deg.] for the estimated posture angles for the LLP. The performance data was obtained by applying the reference inputs of the LLP controller while walking. Accordingly, the control performance of the hip prosthesis improved by 80% due to the control postures of the LLP using the reference input when comparing with LQR controller.