• Title/Summary/Keyword: human and computer interaction

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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
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    • v.13 no.4
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    • pp.226-230
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    • 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
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    • v.28 no.3
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    • pp.67-77
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    • 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
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    • v.18 no.5
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    • pp.1171-1176
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    • 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
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    • v.15 no.2
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    • pp.462-470
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    • 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
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    • v.12 no.2
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    • pp.71-79
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    • 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.

A Study of Implementation Automatic Screen Saver using Division of Difference Image (분할 차영상을 이용한 전시 자동 스크린세이버 구현 기법)

  • An, Hyun-Soo;Kim, Hye-Young
    • Journal of Digital Contents Society
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    • v.14 no.3
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    • pp.303-311
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    • 2013
  • On original exhibits, which is passive and repeat itself endlessly irrelevant of the present of spectators, reduce its immersion. Therefore in this paper, we propose the scheme to recreate original exhibits be adding automatic screen saver by using division of different images to make experimental of an area of different images, to judge movement, maintain conditions or to propose the transition of mechanism. By implementing and analyzing this automatic screen saver, which was made through the scheme of proposition, we show the positive aspect of the use of centralized automatic screen saver.

Behavior Patterns and Visualization by Playing Experience in FPS Game (FPS게임의 플레이경험에 따른 행동패턴과 시각화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.35-44
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    • 2016
  • To apply the player's experiences to the design process of the game levels set by the developer, gameplay behavior analysis is needed. The player's behavior which is different by how much he got experiences from the play has generally been studied by one computational approach based on numerical data and the other HCI(human-computer interaction) approach through heuristic analysis. For the analysis of the player's behavior with the level design patterns in FPS(first-person shooter) games, in this paper those methods are used to code 12 main types of action, which in turn is simply categorized into 5 kinds of behavior pattern. Along with it, an optimized visualization is proposed to intuitively compare the flow of behavior pattern with the time of playing game.

EEG Dimensional Reduction with Stack AutoEncoder for Emotional Recognition using LSTM/RNN (LSTM/RNN을 사용한 감정인식을 위한 스택 오토 인코더로 EEG 차원 감소)

  • Aliyu, Ibrahim;Lim, Chang-Gyoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.4
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    • pp.717-724
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    • 2020
  • Due to the important role played by emotion in human interaction, affective computing is dedicated in trying to understand and regulate emotion through human-aware artificial intelligence. By understanding, emotion mental diseases such as depression, autism, attention deficit hyperactivity disorder, and game addiction will be better managed as they are all associated with emotion. Various studies for emotion recognition have been conducted to solve these problems. In applying machine learning for the emotion recognition, the efforts to reduce the complexity of the algorithm and improve the accuracy are required. In this paper, we investigate emotion Electroencephalogram (EEG) feature reduction and classification using Stack AutoEncoder (SAE) and Long-Short-Term-Memory/Recurrent Neural Networks (LSTM/RNN) classification respectively. The proposed method reduced the complexity of the model and significantly enhance the performance of the classifiers.

Real Time Face Detection in Video Using Progressive Thresholding (순차 임계 설정법을 이용한 비디오에서의 실시간 얼굴검출)

  • Ye Soo-Young;Lee Seon-Bong;Kum Dae-Hyun;Kim Hyo-Sung;Nam Ki-Gon
    • Journal of the Institute of Convergence Signal Processing
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    • v.7 no.3
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    • pp.95-101
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    • 2006
  • A face detection plays an important role in face recognition, video surveillance, and human computer interaction. In this paper, we propose a progressive threshold method to detect human faces in real time. The consecutive face images are acquired from camera and transformed into YCbCr color space images. The skin color of the input images are separated using a skin color filter in the YCbCr color space and some candidated face areas are decided by connected component analysis. The intensity equalization is performed to avoid the effect of many circumstances and an arbitrary threshold value is applied to get binary images. The eye area can be detected because the area is clearly distinguished from others in the binary image progressive threshold method searches for an optimal eye area by progressively increasing threshold from low values. After progressive thresholding, the eye area is normalized and verified by back propagation algorithm to finalize the face detection.

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Appraising the Interface Features of Web Search Engines Based on User-defined Relevance Criteria (이용자정의형 적합성 기준을 토대로 한 웹검색엔진 인터페이스 평가)

  • Kim, Yang-Woo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.1
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    • pp.247-262
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    • 2011
  • Although research has shown a significant amount of work identifying various dimensions of relevance along with exhaustive lists of relevance criteria, there seem to have been less effort to apply the findings to improve actual systems design. Based on this assumption, this paper investigates to what extent those relevance criteria have been incorporated into the interface features of major commercial Web search engines, suggesting what can/should be done more. Before stepping into the actual system features, this paper compares recent relevance research in Information Science with other human factor studies both in Information Science and its neighboring discipline (HCI), as an attempt to identify studies that are conceptually similar to the relevance research, but not named as such way. Similarities and differences between these studies are presented. Recommendations suggested to support applicable interface features include: 1) further personalization of interface designs; 2) author-supplied meta tags for the Web contents; and 3) extensions of beyond-topical representations based on link structure.