• Title/Summary/Keyword: human and computer interaction

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Dynamic Bayesian Network based Two-Hand Gesture Recognition (동적 베이스망 기반의 양손 제스처 인식)

  • Suk, Heung-Il;Sin, Bong-Kee
    • Journal of KIISE:Software and Applications
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    • v.35 no.4
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    • pp.265-279
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    • 2008
  • The idea of using hand gestures for human-computer interaction is not new and has been studied intensively during the last dorado with a significant amount of qualitative progress that, however, has been short of our expectations. This paper describes a dynamic Bayesian network or DBN based approach to both two-hand gestures and one-hand gestures. Unlike wired glove-based approaches, the success of camera-based methods depends greatly on the image processing and feature extraction results. So the proposed method of DBN-based inference is preceded by fail-safe steps of skin extraction and modeling, and motion tracking. Then a new gesture recognition model for a set of both one-hand and two-hand gestures is proposed based on the dynamic Bayesian network framework which makes it easy to represent the relationship among features and incorporate new information to a model. In an experiment with ten isolated gestures, we obtained the recognition rate upwards of 99.59% with cross validation. The proposed model and the related approach are believed to have a strong potential for successful applications to other related problems such as sign languages.

The Interactive Virtual Space with Scent Display for Song-Do Tomorrow-City Experience Complex (향 디스플레이가 가능한 송도 Tomorrow-city 체험관의 상호작용 가상공간)

  • Kim, Jeong-Do;Park, Sung-Dae;Lee, Jung-Hwan;Kim, Jung-Ju;Lee, Sang-Goog
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.585-593
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    • 2010
  • Recently, we designed an interactive virtual space for the multi-purpose hall in Songdo Future City, located in Incheon, Korea. The goal of the design is to make a virtual space that is flexible and can be adjusted thanks to its unfixed seats in order to accommodate different and unspecified audience sizes. Virtual images are interactively adjusted according to the distance, position and size of audiences, information about which is detected by 9 photo sensors. To increase the sense of immersion, intensity and reality, we utilized the technology of scent display that can create appropriate scents to match the images on the screen. The intensity and persistence of scents were determined by the size, distance and position of audiences. The virtual image contains background images and reactive images. The background images repeatedly project images of spring, summer, autumn and winter. The reactive images consist of small portraits or pictures or icons that define or characterize the season types, and these are added to the background image according to the distance, position and size of the audiences.

Dynamic Textual Information Presenting Methods on Digital Displays (디지털 디스플레이에서의 동적 문자정보 제시 방법)

  • Lee, Kyong-Hee;Cheng, Hong-In
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.45-52
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    • 2005
  • Displays, playing an essential role in HCI, have been developed to deliver more vivid and live pictures. LCD and PDP have the most common usage among various displays to present the dynamic textual information in restricted and open places. Important and unsolicited information is being provided by hundreds of displays while we don't even perceive the information. Watching context, effective color combinations of the text and background, speeds of presentation, contexts, and types of display for leading method, moving words cross the display from right to left, were investigated with readability, comprehensibility, and overall satisfaction were compared. LCD peformed better than PDP on all comparisons u4th typical text (black, white) and background (white, black) color better than other color combinations. Normal and fast text presentation was believed more preferred when only textual information was given while slower presentation was evaluated more efficient if multimedia contents were presented with textual information.

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Affordance in Consideration of a Feature of Platform Action Game (플랫폼 액션 게임의 특징을 고려한 어포던스)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.62-69
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    • 2013
  • A great many researches on affordance in HCI(Human Computer Interaction), product design, and cognitive science has been done investigated currently. In addition, the concept of affordances has been applied to games in the incremental trying to understand the relationship between gamers and systems. However, there are some problems to apply them to games because many researchers take ease to use, consistency, and usefulness to handle mainly in HCI rather than the property of the game into account. Consequently, the objective of the study is to investigate affordances in consideration of the features of the game, such as fantasy, variety, and fun based on the concept of them suggested in ecological psychology. A protocol analysis was conducted through the think-aloud method on the full gameplay session to platform action game as the basic genre of many game. The result of this research reveals that a static and movable affordances as a fixed state are discovered and transforming continously, appearing, and disappearing affordances as variable states are uncovered, and physical and cognitive affordances are observed. The result of this research is expected to propose the essential design guideline on the methodology of game design.

Effects of emotional states on information search pattern on small display (감정 상태가 작은 디스플레이의 정보 탐색에 미치는 효과)

  • Kim, Hyuk;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.321-329
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    • 2006
  • Recently there has been interested in the role of emotion in human computer interaction fields. The present study investigated whether the users emotional state effects on information search pattern for decision making in small screen display. In experiment, to induce specific emotional states(positive and negative emotional state), the participants were asked to listen to music and imagine autobiographic events with different emotional impacts. Subsequently, they performed time limit search tasks with three travel information on small screen display and their search patterns were recorded on real time. The results indicated that a positive emotional state caused more wide and fast Information search pattern in comparison with neutral and negative emotional state. And neutral and negative emotional state caused more cognitive resource to details in comparison with positive emotional state.

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A Study on Face Recognition Performance Comparison of Real Images with Images from LED Monitor (LED 모니터 출력 영상과 실물 영상의 얼굴인식 성능 비교)

  • Cho, Mi-Young;Jeong, Young-Sook;Chun, Byung-Tae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.5
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    • pp.144-149
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    • 2013
  • With the increasing of service robots, human-robot interaction for natural communication between user and robots is becoming more and more important. Especially, face recognition is a key issue of HRI. Even though robots mainly use face detection and recognition to provide various services, it is still difficult to guarantee of performance due to insufficient test methods in real service environment. Now, face recognition performance of most robots is evaluation for engine without consideration for robots. In this paper, we show validity of test method using LED monitor through performance comparison of real images with from images LED monitor.

American Sign Language Recognition System Using Wearable Sensors with Deep Learning Approach (딥러닝 방식의 웨어러블 센서를 사용한 미국식 수화 인식 시스템)

  • Chong, Teak-Wei;Kim, Beom-Joon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.2
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    • pp.291-298
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    • 2020
  • Sign language was designed for the deaf and dumb people to allow them to communicate with others and connect to the society. However, sign language is uncommon to the rest of the society. The unresolved communication barrier had eventually isolated deaf and dumb people from the society. Hence, this study focused on design and implementation of a wearable sign language interpreter. 6 inertial measurement unit (IMU) were placed on back of hand palm and each fingertips to capture hand and finger movements and orientations. Total of 28 proposed word-based American Sign Language were collected during the experiment, while 156 features were extracted from the collected data for classification. With the used of the long short-term memory (LSTM) algorithm, this system achieved up to 99.89% of accuracy. The high accuracy system performance indicated that this proposed system has a great potential to serve the deaf and dumb communities and resolve the communication gap.

Active Facial Tracking for Fatigue Detection (피로 검출을 위한 능동적 얼굴 추적)

  • 박호식;정연숙;손동주;나상동;배철수
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.603-607
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    • 2004
  • The vision-based driver fatigue detection is one of the most prospective commercial applications of facial expression recognition technology. The facial feature tracking is the primary technique issue in it. Current facial tracking technology faces three challenges: (1) detection failure of some or all of features due to a variety of lighting conditions and head motions; (2) multiple and non-rigid object tracking and (3) features occlusion when the head is in oblique angles. In this paper, we propose a new active approach. First, the active IR sensor is used to robustly detect pupils under variable lighting conditions. The detected pupils are then used to predict the head motion. Furthermore, face movement is assumed to be locally smooth so that a facial feature can be tracked with a Kalman filter. The simultaneous use of the pupil constraint and the Kalman filtering greatly increases the prediction accuracy for each feature position. Feature detection is accomplished in the Gabor space with respect to the vicinity of predicted location. Local graphs consisting of identified features are extracted and used to capture the spatial relationship among detected features. Finally, a graph-based reliability propagation is proposed to tackle the occlusion problem and verify the tracking results. The experimental results show validity of our active approach to real-life facial tracking under variable lighting conditions, head orientations, and facial expressions.

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Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

The Future Direction of Information Education in University according to Computerization (컴퓨터화에 따른 대학 정보화 교육의 방향)

  • Kim, Dong-Joo;Ha, Eun-Yong
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.33-40
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    • 2015
  • Today the computerization in overall civil life is globally progressing, and software plays a central role in all interdisciplinary areas of society. These changes of information environments lead to the change of values and paradigm shift, and the change of Korean educational policies is also happening. As human-machine interaction is becoming ubiquitous, code literacy is going to play an important role before long. Despite these transitions, information education in universities in Korea focuses on just driving application programs. In this paper, we explore overall educational system and curriculum of universities in Korea. And we present educational factors corresponding to educational levels and contents. Presented five factors coupling three educational contents and three educational levels may be dedicated to design curriculum.