• Title/Summary/Keyword: human and computer interaction

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Voice Activity Detection with Run-Ratio Parameter Derived from Runs Test Statistic

  • Oh, Kwang-Cheol
    • Speech Sciences
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    • v.10 no.1
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    • pp.95-105
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    • 2003
  • This paper describes a new parameter for voice activity detection which serves as a front-end part for automatic speech recognition systems. The new parameter called run-ratio is derived from the runs test statistic which is used in the statistical test for randomness of a given sequence. The run-ratio parameter has the property that the values of the parameter for the random sequence are about 1. To apply the run-ratio parameter into the voice activity detection method, it is assumed that the samples of an inputted audio signal should be converted to binary sequences of positive and negative values. Then, the silence region in the audio signal can be regarded as random sequences so that their values of the run-ratio would be about 1. The run-ratio for the voiced region has far lower values than 1 and for fricative sounds higher values than 1. Therefore, the parameter can discriminate speech signals from the background sounds by using the newly derived run-ratio parameter. The proposed voice activity detector outperformed the conventional energy-based detector in the sense of error mean and variance, small deviation from true speech boundaries, and low chance of missing real utterances

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Facial Age Estimation Using Convolutional Neural Networks Based on Inception Modules (인셉션 모듈 기반 컨볼루션 신경망을 이용한 얼굴 연령 예측)

  • Sukh-Erdene, Bolortuya;Cho, Hyun-chong
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.67 no.9
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    • pp.1224-1231
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    • 2018
  • Automatic age estimation has been used in many social network applications, practical commercial applications, and human-computer interaction visual-surveillance biometrics. However, it has rarely been explored. In this paper, we propose an automatic age estimation system, which includes face detection and convolutional deep learning based on an inception module. The latter is a 22-layer-deep network that serves as the particular category of the inception design. To evaluate the proposed approach, we use 4,000 images of eight different age groups from the Adience age dataset. k-fold cross-validation (k = 5) is applied. A comparison of the performance of the proposed work and recent related methods is presented. The results show that the proposed method significantly outperforms existing methods in terms of the exact accuracy and off-by-one accuracy. The off-by-one accuracy is when the result is off by one adjacent age label to the above or below. For the exact accuracy, the age label of "60+" is classified with the highest accuracy of 76%.

Generating a Ball Sport Scene in a Virtual Environment

  • Choi, Jongin;Kim, Sookyun;Kim, Sunjeong;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.11
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    • pp.5512-5526
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    • 2019
  • In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.

Design of Gesture based Interfaces for Controlling GUI Applications (GUI 어플리케이션 제어를 위한 제스처 인터페이스 모델 설계)

  • Park, Ki-Chang;Seo, Seong-Chae;Jeong, Seung-Moon;Kang, Im-Cheol;Kim, Byung-Gi
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.55-63
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    • 2013
  • NUI(Natural User Interfaces) has been developed through CLI(Command Line Interfaces) and GUI(Graphical User Interfaces). NUI uses many different input modalities, including multi-touch, motion tracking, voice and stylus. In order to adopt NUI to legacy GUI applications, he/she must add device libraries, modify relevant source code and debug it. In this paper, we propose a gesture-based interface model that can be applied without modification of the existing event-based GUI applications and also present the XML schema for the specification of the model proposed. This paper shows a method of using the proposed model through a prototype.

Interactive 3D Integral Imaging System using Single Camera (하나의 카메라를 이용한 인터렉티스 3D 집적 영상 시스템)

  • Shin, Dong-Hak;Kim, Eun-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.10C
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    • pp.829-835
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    • 2008
  • Recently, 3D integral imaging system, which is well known as an auto-stereoscopic 3D display method, has been gaining great attention amongst researchers. The integral imaging is a promising 3D display technology since it is able to deliver continuous viewing points, full parallax, and full color view to the observers in space. In this paper, we propose a novel interactive 3D integral imaging system using a single camera. The user interface is implemented by adding a camera in the conventional integral imaging system. To show the possibility of the proposed system, we implement the optical setup and present the preliminary results. To our best knowledge, this is the first time to study an interactive 3D integral imaging.

Comparison between Overview Menu and Text Menu in Smartphone

  • Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.6
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    • pp.529-534
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    • 2013
  • Objective: This study determines which of two types of 2D menu is better on iPhone. Background: Menu systems have been important components in modern graphical user interfaces. Review of menu design studies for human-computer interaction suggests that menu design guidelines for smartphones need to be reappraised. Method: A nested factorial design was used. Twenty-four participants were divided into two groups. The subjects were nested within the menu type. Two types of menus are an overview menu and a text menu. Two different breadth levels are 16 and 64. The participants performed five tasks in each breadth level. A task is defined as locating a product or product class on the deepest level of the hierarchy. An Apple iPhone 2G was used. Results: The results for ANOVA indicated a lack of a significant difference for time to respond between the two types of 2D menus. The overview menu showed the better satisfaction score between the two menu types. Conclusion: Even though the differences were not significant, an overview menu tended to show better performance and preference scores than a text menu that required scrolling. Application: This study can provide menu design guidelines when 2D menus are considered for small displays in a high breadth level.

Real Time Eye and Gaze Tracking (실시간 눈과 시선 위치 추적)

  • Hwang, suen ki;Kim, Moon-Hwan;Cha, Sam;Cho, Eun-Seuk;Bae, Cheol-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.3
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    • pp.61-69
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    • 2009
  • In this paper, to propose a new approach to real-time eye tracking. Existing methods of tracking the user's attention to the little I move my head was not going to get bad results for each of the users needed to perform the calibration process. Infrared eye tracking methods proposed lighting and Generalized Regression Neural Networks (GRNN) By using the calibration process, the movement of the head is large, even without the reliable and accurate eye tracking, mapping function was to enable each of the calibration process by the generalization can be omitted, did not participate in the study eye other users tracking was possible. Experimental results of facial movements that an average 90% of cases, other users on average 85% of the eye tracking results were shown.

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A Study on the Shift Register-Based Multi Channel Ultrasonic Focusing Delay Control Method using a CPLD for Ultrasonic Tactile Implementation (초음파 촉각 구현을 위한 CPLD를 사용한 Shift Register기반 다채널 초음파 집속 지연 제어 방법에 대한 연구)

  • Shin, Duck-Shick;Park, Jun-Heon;Lim, Young-Cheol;Choi, Joon-Ho
    • Journal of Sensor Science and Technology
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    • v.31 no.5
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    • pp.324-329
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    • 2022
  • This paper proposes a shift-register-based multichannel ultrasonic focusing delay control method using a complex programmable logic device (CPLD) for a high resolution of ultrasonic focusing system. The proposed method can achieve the ultrasonic focusing through the delay control of driving signals of each ultrasonic transducer of an ultrasonic array. The delay of the driving signals of all ultrasonic channels can be controlled by setting the shift register in the CPLD. The experiment verified that the frequency of the clock used for the delay control increased, the error of the focusing point decreased, and the diameter of the focusing point decreased as the length of the shift register in the proposed method. The proposed method used only one CPLD for ultrasonic focusing and did not require to use complex hardware circuits. Therefore, the resources required for the design of an ultrasonic focusing system could be reduced. The proposed method can be applied to the fields of human computer interaction (HCI), virtual reality (VR) and augmented reality (AR).

A Study on the inflow of Sunlight through the Active Building Skin - Focusing on Works of Herzog & de Meuron - (활성표피를 통한 빛의 유입에 관한 연구 - 헤르조그 & 드 뫼롱의 작품을 중심으로 -)

  • Na, Ha-Na;Park, Boo-Mee
    • Korean Institute of Interior Design Journal
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    • v.26 no.4
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    • pp.30-41
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    • 2017
  • Sunlight is perceived by human beings first through the epidermis to space, and is a non - material medium that provides physical awareness of space, diversified expression of spaces, and plenty experience. The purpose of this study is to investigate the characteristics of active building skin based on the inflow of natural light required by humans, looked through among the works of Jacques Herzog & Pierre de Meuron, which show the characteristics of active building skin, TEA(Tenerife Espacio de las Artes, 2008), Messe Basel New Hall (2013) and Elbphilharmonie (2016). First, the interaction between Sunlight and space is divided into spatial characteristics and sensitivities according to their concepts, properties, and characteristics. The characteristics of active skin by light are classified into a physical approach and a constructive approach. Second, (El Croquis 152/153) and analyzed the images, detail drawings, and elevations, and simulated them in 3D to express the relationship between light and active building skin. Third, the changes of light intensity, light color, and distribution of light according to the time of light entering and the skin are determined from 6:00 am to 6:00 pm. Fourth, the images taken from January 30th to February 7th, 2017 on the site were compared with the computer simulated images, and the relationship between active skin and light was compared. This study is to recognize the existence and necessity of light required for human being through the activated epidermis differentiated from the limited or closed epidermis focused on information transmission, I would like to emphasize that I would like to take a step closer to the necessity and possibility of new attempts and developments so that I can feel the various experiential spaces by.

A Study on the LED Button Guide to improve the IPTV's Usability (IPTV 사용성 향상을 위한 LED 버튼 가이드)

  • Kim, Sung-Hee;Kim, You-Min;Jung, Jae-Wook;Lee, Dong-Wook;Ryu, Won;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.933-937
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    • 2009
  • The IPTV which was commercialized and is being serviced to customers at present has a complicated GUI (Graphical User Interface) to provide two-way services and a remote control containing more than 40 buttons unlike the conventional TV. Accordingly, the remote control becomes one of the causes that make the usability of the IPTV worsen. In this paper, we suggest a LED button guide system as a solution to improve a usability of the IPTV, and analyze the effects of the interface obtained from the user evaluation on the user action.

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