• Title/Summary/Keyword: human-interactive

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A Study on Relationship between Interactive in Media Art and Ubiquitos Space (미디어 아트의 인터랙티브 개념과 유비쿼터스 공간과의 관계성 연구)

  • Jung, Jae-Won;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.141-145
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    • 2006
  • The development of information & communication technology in 21st century along with the mass media In 20th century, the influence of state-of-art culture in our society rapidly increased in these days. This state-of-art culture makes the world becomes single-channeled by network, and there is a big change not only in human life but also in concept and understand for art and space. The development of digital paradigm and media technology is exerting a strong influence on the Ubiquitous computing environment that is being drawn great interest. The ubiquitous is concerned as expansion of media art, and the interactive art which is part of media art has the similarity with the ubiquitous computing environment. In this study, the possibility of connection between the territory of ubiquitous environment which is recently focused and has strong interrelation feature, and the territory of interacting will be examined. Furthermore, possibility of new space design work through seeking the possibility of connection between two territories will be estimated.

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Metatechnology: Correspondence of the Arts, Sciences, Technology and Humans

  • Joongsun Yoon;In Hwang;Sungho Chang
    • International Journal of Precision Engineering and Manufacturing
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    • v.1 no.1
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    • pp.71-78
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    • 2000
  • Current Western-dominated paradigms of technology are based on a reductionstic view, i.e., machines evolve to an intelligent but isolated object form by serially integrating precise subtechnology, humans and the environment through K rperlichkeit(corporeality or philosophy of Mom), is explored. Parallelism based on holism and embodiment, and relative interactions based on correspondence and interrelationships, are the key ideas in the proposed paradigm. An interactive system, called the Emotional intelligence Interface and Performance System(EIPS), is proposed and implemented to explore the proposed interactive technology paradigm. Also, recent collaborations by ASTA(Arts, Sciences & Technology in Asia), an interdisciplinary project team of artists and engineers, are introduced to demonstrate these explorations.

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Development of Interactive Feature Selection Algorithm(IFS) for Emotion Recognition

  • Yang, Hyun-Chang;Kim, Ho-Duck;Park, Chang-Hyun;Sim, Kwee-Bo
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.6 no.4
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    • pp.282-287
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    • 2006
  • This paper presents an original feature selection method for Emotion Recognition which includes many original elements. Feature selection has some merits regarding pattern recognition performance. Thus, we developed a method called thee 'Interactive Feature Selection' and the results (selected features) of the IFS were applied to an emotion recognition system (ERS), which was also implemented in this research. The innovative feature selection method was based on a Reinforcement Learning Algorithm and since it required responses from human users, it was denoted an 'Interactive Feature Selection'. By performing an IFS, we were able to obtain three top features and apply them to the ERS. Comparing those results from a random selection and Sequential Forward Selection (SFS) and Genetic Algorithm Feature Selection (GAFS), we verified that the top three features were better than the randomly selected feature set.

A Exhibition Design of Digital Pavilion in DMC (디지털파빌리온 전시공간계획)

  • Kwon, Soon-Kwan
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.210-213
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    • 2007
  • The direction of this project is creates a future and it experiences ubiquitous world. The subject of the space is 'Ubiquitous Creative World' which Imagining the past becomes actuality and imagining in future become actuality and future when it will approach at once. The storyline of this space is as belows; 1 Zone - Ubiquitous life Gallery : it will be able to experience the future world ; home, office, street, school and the others. 2 Zone - Interactive Play Gallery : it will be able to explore the interactive media with information technology ; digital cafe, imagining jump, digital art and the others. 3 Zone - New product and Business Gallery : it composed with business, new product, and demonstration gallery such as public information space. The space concept makes connection and concentration which uses unit and line for world which becomes accomplished by the network. Connection of digital and the human being to make the center of new digital life.

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Interactive Simulation Program for Optimization of Train Linking Scheduling (열차운용 스케줄링 최적화를 위한 대화식 시뮬레이션 프로그램 개발)

  • Hwang, Jong-Gyu;Oh, Seog-Moon;Kim, Young-Hoon;Lee, Jong-Woo;Hyun, Seung-Ho;Kim, Yong-Gyu
    • Proceedings of the KIEE Conference
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    • 1998.11a
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    • pp.341-343
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    • 1998
  • Hitherto, train schedules are made by several human experts and the scheduling is very long and tedious job. Moreover those results are not accepted as the optimal solution. The purpose of this research is the finding of optimal methodology and useful constraints for locomotive scheduling. For these purposes, the interactive simulation program for train linking schedule is developed. Some constraints and technique for train linking scheduling is able to be edited or modified by various interactive windows. The constraints, rules and methodology for scheduling can be analyzed and also obtained useful schedule results by using this program.

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Evolvable Cooperation Strategy for the Interactive Robot Soccer with Genetic Programming

  • Kim, Hyoung-Rock;Hwang, Jung-Hoon;Kwon, Dong-Soo
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.59.2-59
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    • 2001
  • This paper presents an evolvable cooperation strategy based on a genetic programming for the interactive robot soccer game. The interactive robot soccer game has been developed to allow a person to join in the game dynamically and to reinforce entertainment characteristics. In this game, a cooperation strategy between humans and autonomous robots is very important in order to make the game more enjoyable. First of all, necessary action sets for the cooperation strategy and its strategy structure are presented. In the first stage, a blocking action that an autonomous robot cut off an enemy robot from disturbing the way of the human controlled robot has been considered. The success probability of the blocking action has beer obtained in ...

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Visual Dynamics Model for 3D Text Visualization

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.4
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    • pp.86-91
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    • 2018
  • Text has evolved along with the history of art as a means of communicating human intentions and emotions. In addition, text visualization artworks have been combined with the social form and contents of new media to produce social messages and related meanings. Recently, in text visualization artworks combined with digital media, communication forms with viewers are changing instantly and interactively, and viewers are actively participating in creating artworks by direct engagement. Interactive text visualization with additional viewer's interaction, generates external dynamics from text shapes and internal dynamics from embedded meanings of text. The purpose of this study is to propose a visual dynamics model to express the dynamics of text and to implement a text visualization system based on the model. It uses the deconstruction of the imaged text to create an interactive text visualization system that reacts to the gestures of the viewer in real time. Visual Transformation synchronized with the intentions of the viewer prevent the text from remaining in the interpretation of language symbols and extend the various meanings of the text. The visualized text in various forms shows visual dynamics that interpret the meaning according to the cultural background of the viewer.

Towards a Redundant Response Avoidance for Intelligent Chatbot

  • Gwon, Hyuck-Moo;Seo, Yeong-Seok
    • Journal of Information Processing Systems
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    • v.17 no.2
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    • pp.318-333
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    • 2021
  • Smartphones are one of the most widely used mobile devices allowing users to communicate with each other. With the development of mobile apps, many companies now provide various services for their customers by studying interactive systems in the form of mobile messengers for business marketing and commercial promotion. Such interactive systems are called "chatbots." In this paper, we propose a method of avoiding the redundant responses of chatbots, according to the utterances entered by the user. In addition, the redundant patterns of chatbot responses are classified into three categories for the first time. In order to verify the proposed method, a chatbot is implemented using Telegram, an open source messenger. By comparing the proposed method with an existent method for each pattern, it is confirmed that the proposed method significantly improves the redundancy avoidance rate. Furthermore, response performance and variation analysis of the proposed method are investigated in our experiment.

An Analysis of Human Motions using Video Image Processing (화상 처리기법에 의한 인체 동작분석)

  • Lee, Geun-Bu
    • Journal of the Ergonomics Society of Korea
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    • v.5 no.1
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    • pp.11-18
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    • 1986
  • The object of this research is to develop an interactive computerized graphic program for graphic output of velocity, acceleration and motion range of body task reference point. Human motions can be reproduced by scanning (rate = 1/60) the vidicon image, at same time, C.O.G of body segment group, and the results are stored in an Apple II P.C. memory. The results of this study can he exteneded to simulation and reproduction of human motions for optimal task design.

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The Usability of The Human-Computer Interface (인간-컴퓨터 인터페이스에서 사용편의성에 관한 고찰)

  • 곽효연;이상도
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.18 no.36
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    • pp.13-22
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    • 1995
  • The phenomenal rate of growth of the design, implementation and use of interactive computer-based systems has been paralleled by an appreciation of the criticality of the human factor with regard to successful systems operation. As the pace of technological innovation quickens, and the design of user interfaces involves more complex interaction techniques, user frustration, confusion, degraded human performance, and an unwillingness on the part of users In perform interaction tasks were potential outcomes. Consequently, the important of user-centered interfaces design and use is increasing. Usability-based systems improve user acceptance and satisfaction with the systems

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