• Title/Summary/Keyword: human and computer interaction

Search Result 607, Processing Time 0.032 seconds

The Hand Posture Recognition Using IR-Sensor Array (적외선센서 어레이를 이용한 손동작 검출 방법)

  • Song, Tae-Houn;Jeong, Soon-Mook;Jung, Hyun-Uk;Kwon, Key-Ho;Jeon, Jae-Wook
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.432-435
    • /
    • 2009
  • This paper proposes a hand posture recognition with pattern-matching method, embedding a simple paradigm using an Infrared sensor array. Our pattern-matching based hand posture recognition is specification supports fun and the user experience when communicating between humans and telecommunication devices, including robots. Our non-contact type input device (IR-Sensor Array) transmits commands to control mobile robots. It can also control Google Earth’s map searching programs, and other applications.

  • PDF

Machine Learning Based Domain Classification for Korean Dialog System (기계학습을 이용한 한국어 대화시스템 도메인 분류)

  • Jeong, Young-Seob
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.8
    • /
    • pp.1-8
    • /
    • 2019
  • Dialog system is becoming a new dominant interaction way between human and computer. It allows people to be provided with various services through natural language. The dialog system has a common structure of a pipeline consisting of several modules (e.g., speech recognition, natural language understanding, and dialog management). In this paper, we tackle a task of domain classification for the natural language understanding module by employing machine learning models such as convolutional neural network and random forest. For our dataset of seven service domains, we showed that the random forest model achieved the best performance (F1 score 0.97). As a future work, we will keep finding a better approach for domain classification by investigating other machine learning models.

Harmony Matters in Alarm Design: Investigating the Impact of Consonance on Alarm System

  • Ilgang Mukko Lee;Yunsun Alice Hong;Juhyun Jay Lee;Kwanghee Han
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.4
    • /
    • pp.406-416
    • /
    • 2023
  • Alarm system performance is a critical aspect of safety. While existing research has extensively examined the influence of acoustic attributes on alarm performance, consonance's impact remains largely uncharted territory. This study bridges this research gap by investigating the effect of consonance on alarm systems. We extend our investigation to encompass not only the sound characteristics of the alarm but also the acoustic qualities of the surrounding environment, recognizing their potential impact on alarm efficacy. Prior studies consistently link consonance to annoyance levels, resulting in a negative user experience. Thus, we explore the relationship between consonance and alarm system performance, with a particular focus on modulating annoyance as an explanatory factor. Utilizing an oddball paradigm, we categorized standard and oddball sounds into consonant and dissonant types, creating four sound combinations. Participants were asked to respond to the irregularly presented oddball sounds while ignoring the constantly presented standard sounds. Our results reveal significant differences between groups, with the Standard Consonant/Oddball Dissonant (SC/OD) group displaying notably slower response times than the Standard Dissonant/Oddball Consonant (SD/OC) group. This reaction time variation aligns with differences in annoyance levels, as the SC/OD group reports higher annoyance, suggesting that reaction time discrepancies may be linked to increased arousal due to heightened annoyance.

Fitts' Law for Angular Foot Movement in the Foot Tapping Task

  • Park, Jae-Eun;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
    • /
    • v.31 no.5
    • /
    • pp.647-655
    • /
    • 2012
  • Objective: The purpose of this study was to confirm difference between angular foot movement time and existing foot Fitts' law predicting times, and to develop the angular foot Fitts' law in the foot tapping task. Background: Existing studies of foot Fitts' law focused on horizontal movement to predict the movement time. However, when driving a car, humans move their foot from the accelerator to the brake with a fixed heel. Therefore, we examined the experiment to measure angular foot movement time in reciprocal foot tapping task and compared to conventional foot Fitts' law predicting time. And, we developed the angular foot Fitts' law. Method: In this study, we compared the angular foot movement time in foot tapping task and the predicted time of four conventional linear foot Fitts' law models - Drury's foot Fitts' law, Drury's ballistic, Hoffmann's ballistic, Hoffmann's visually-controlled. 11 subjects participated in this experiment to get a movement time and three target degrees of 20, 40, and 60 were used. And, conventional models were calculated for the prediction time. To analyze the movement time, linear and arc distance between targets were used for variables of model. Finally, the angular foot Fitts' law was developed from experimental data. Results: The average movement times for each experiment were 412.2ms, 474.9ms, and 526.6ms for the 89mm, 172mm, and 253mm linear distance conditions. The results also showed significant differences in performance time between different angle level. However, all of conventional linear foot Fitts' laws ranged 135.6ms to 401.2ms. On the other hand, the angular foot Fitts' law predicted the angular movement time well. Conclusion: Conventional linear foot Fitts' laws were underestimated and have a limitation to predict the foot movement time in the real task related angular foot movement. Application: This study is useful when considering the human behavior of angular foot movement such as driving or foot input device.

Content-Based Image Retrieval using RBF Neural Network (RBF 신경망을 이용한 내용 기반 영상 검색)

  • Lee, Hyoung-K;Yoo, Suk-I
    • Journal of KIISE:Software and Applications
    • /
    • v.29 no.3
    • /
    • pp.145-155
    • /
    • 2002
  • In content-based image retrieval (CBIR), most conventional approaches assume a linear relationship between different features and require users themselves to assign the appropriate weights to each feature. However, the linear relationship assumed between the features is too restricted to accurately represent high-level concepts and the intricacies of human perception. In this paper, a neural network-based image retrieval (NNIR) model is proposed. It has been developed based on a human-computer interaction approach to CBIR using a radial basis function network (RBFN). By using the RBFN, this approach determines the nonlinear relationship between features and it allows the user to select an initial query image and search incrementally the target images via relevance feedback so that more accurate similarity comparison between images can be supported. The experiment was performed to calculate the level of recall and precision based on a database that contains 1,015 images and consists of 145 classes. The experimental results showed that the recall and level of the proposed approach were 93.45% and 80.61% respectively, which is superior than precision the existing approaches such as the linearly combining approach, the rank-based method, and the backpropagation algorithm-based method.

SmartPuck System : Tangible Interface for Physical Manipulation of Digital Information (스마트 퍽 시스템 : 디지털 정보의 물리적인 조작을 제공하는 실감 인터페이스 기술)

  • Kim, Lae-Hyun;Cho, Hyun-Chul;Park, Se-Hyung
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.13 no.4
    • /
    • pp.226-230
    • /
    • 2007
  • In the conventional desktop PC environment, keyboard and mouse are used to process the user input and monitor displays the visual information as an output device. In order to manipulate the digital information, we move the virtual cursor to select the desired graphical icon on the monitor The cursor represents the relative motion of the physical mouse on the desk. This desktop metaphor does not provide intuitive interface through human sensation. In this paper, we introduce a novel tangible interface which allows the user to interact with computers using a physical tool called "Smartpuck". SmartPuck system bridges the gap between analog perception and response in human being and digital information on the computer. The system consists of table display based on a PDP, SmartPuck equipped with rotational part and button for the user's intuitive and tactile input, and a sensing system to track the position of SmartPuck. Finally, we will show examples working with the system.

The Effect of Data-Guided Artificial Wind in a Yacht VR Experience on Positive Affect (요트 VR 체험에서 데이터 기반의 인공풍이 정적 정서에 미치는 영향)

  • Cho, Yesol;Lee, Yewon;Lim, Dojeon;Ryoo, Taedong;Jonas, John Claud;Na, Daeyoung;Han, Daseong
    • Journal of the Korea Computer Graphics Society
    • /
    • v.28 no.3
    • /
    • pp.67-77
    • /
    • 2022
  • The sense of touch by natural wind is one of the most common feels that every person experiences in daily life. However, it has been rarely studied how natural wind can be reproduced in a VR environment and whether the multisensory contents equipped with artificial winds do improve human emotion or not. To address these issues, we first propose a wind reproduction VR system guided by video and wind capture data and also study the effect of the system on positive affect. We collected wind direction and speed data together with a 360-degree video on a yacht. These pieces of data were used to produce a multisensory VR environment by our wind reproduction VR system. 19 college students participated in the experiments, where the Korean version of Positive and Negative Affect Schedule (K-PANAS) was introduced to measure their emotions. Through the K-PANAS, we found that 'inspired' and 'active' emotions increase significantly after experiencing the yacht VR contents with artificial wind. Our experimental results also show that another emotion, 'interested', is most notably affected depending on the presence of the wind. The presented system can be effectively used in various VR applications such as interactive media and experiential contents.

Robust Eye Region Discrimination and Eye Tracking to the Environmental Changes (환경변화에 강인한 눈 영역 분리 및 안구 추적에 관한 연구)

  • Kim, Byoung-Kyun;Lee, Wang-Heon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.18 no.5
    • /
    • pp.1171-1176
    • /
    • 2014
  • The eye-tracking [ET] is used on the human computer interaction [HCI] analysing the movement status as well as finding the gaze direction of the eye by tracking pupil's movement on a human face. Nowadays, the ET is widely used not only in market analysis by taking advantage of pupil tracking, but also in grasping intention, and there have been lots of researches on the ET. Although the vision based ET is known as convenient in application point of view, however, not robust in changing environment such as illumination, geometrical rotation, occlusion and scale changes. This paper proposes two steps in the ET, at first, face and eye regions are discriminated by Haar classifier on the face, and then the pupils from the discriminated eye regions are tracked by CAMShift as well as Template matching. We proved the usefulness of the proposed algorithm by lots of real experiments in changing environment such as illumination as well as rotation and scale changes.

An Experimental Study on Hindrance Factors of Usability of Menu Structure in ARS (ARS 메뉴체계 사용성 저해요소에 대한 실험연구)

  • Kim, Ho-Won;Kim, Hee-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.15 no.2
    • /
    • pp.462-470
    • /
    • 2011
  • ARS (Automatic Response Systems) based on VUI (Voice User Interface) and TTI (Touch Tone Interface) are one of the most widely used communication systems. Despite common usages, however, inconvenience of ARS is continually pointed out. This may stem from lack of human-centered studies aside from technological development. In this paper, we provide guidelines for designing ARS by analyzing hindrance factors of usability of ARS menu structure. We had selected two call-centers using ARS, and carried out an experimental study where subjects performed the task of "returning books." After that, they completed questionnaires and interviews. We identified four problems: the complex menu structure, lack of representativeness on the menu name, users' awareness of location, and a difficulty to move among menus. And we partially discussed the ways of avoiding the problems.

Design of EPG Information Architecture on Digital TV based on User's Experience (사용자 경험에 기초한 디지털 TV EPG 채널 정보구조 설계)

  • Kim, In-Soo;Jung, Kyeong-Kyun;Park, Jong-Soon;Myung, Ro-Hae;Park, Yong-Jin
    • Journal of Broadcast Engineering
    • /
    • v.12 no.2
    • /
    • pp.71-79
    • /
    • 2007
  • This study is about the TV Electronic Program Guide (EPG) design to which Perceived Information Architecture (PIA) based on user-experience is applied. The function-oriented information architecture is not friendly for user to search channels, while Multi-channels of EPG system provides users with opportunities to select a variety of channels. Because the menu structure of EPG user interface system is not compatible with the user experience. Therefore, this study presented a user-experience-based methodology and proposed a new solution for the information architecture of user-centered EPG system design.