• Title/Summary/Keyword: man-machine interaction

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Simulation of Run-out caused by Imperfection of Ball Bearing for High-speed Spindle Units

  • Zverev Igor Aexeevich;Eun In-Ung;Chung Won-Jee;Lee Choon-Man
    • International Journal of Precision Engineering and Manufacturing
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    • v.7 no.3
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    • pp.3-7
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    • 2006
  • For the purpose to improve and to automate designing of high-speed spindle units (SU's), we have developed the mathematical models and software to estimate SU performance characteristics, including the run-out of spindles running on ball bearings. In order to understand better the mechanics of high-speed SUs, the dynamic interaction of ball bearings and SU, and the influence of the bearing imperfections and SU's operational conditions on the run-out, we have carried out computer simulation and experimental studies. Through the study of SU's, we have found out that run-out of SU can vary drastically with variation of rpm. The influences of rotation speed and of accuracy parameters of bearings on the SU accuracy have the greatest importance. The influence of bearing preload has a secondary importance. Comparison of the results of these studies has demonstrated adequacy of the models and software developed to the real SU's.

An Analysis of Supervisory Control Performance under Urgent Enviornments (감시제어작업에서 긴급상황의 수행도 분석)

  • 오영진;이근희
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.17 no.32
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    • pp.243-253
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    • 1994
  • Work environments have been changed with the advent of new technologies, such as computer technology. The newer technologies, the more changes in our work conditions. However, human cognitive limits can't keep up with the change of work environments. Mental workload has been an important factors in designing modem work environments such as human-computer interaction. Designing man-machine systems requires knowledge and evaluation of the human cognitive processes which control information flow workload. Futhermore, under an urgent situation, human operator may suffer the work stress, work error, and resultant deleterious work performance. To describe the work performance in the urgent work situations, with time stress and dynamic event occurence, a new concept of information density was introduced. For a series of experiments performed for this study, three independent variables(information amount system processing time, information density) were evaluated using such dependent variables as reaction time, number of error, and number of failure. The results of statistical anlysiss indicate that the amount of information effected on all of five dependent measure. Number of failure and number of secondary task score were effected by both amount of information and operational speed of system, but reaction time of secondary task were effected by both amount of information and information density.

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A Parallel Implementation of Multiple Non-overlapping Cameras for Robot Pose Estimation

  • Ragab, Mohammad Ehab;Elkabbany, Ghada Farouk
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.11
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    • pp.4103-4117
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    • 2014
  • Image processing and computer vision algorithms are gaining larger concern in a variety of application areas such as robotics and man-machine interaction. Vision allows the development of flexible, intelligent, and less intrusive approaches than most of the other sensor systems. In this work, we determine the location and orientation of a mobile robot which is crucial for performing its tasks. In order to be able to operate in real time there is a need to speed up different vision routines. Therefore, we present and evaluate a method for introducing parallelism into the multiple non-overlapping camera pose estimation algorithm proposed in [1]. In this algorithm the problem has been solved in real time using multiple non-overlapping cameras and the Extended Kalman Filter (EKF). Four cameras arranged in two back-to-back pairs are put on the platform of a moving robot. An important benefit of using multiple cameras for robot pose estimation is the capability of resolving vision uncertainties such as the bas-relief ambiguity. The proposed method is based on algorithmic skeletons for low, medium and high levels of parallelization. The analysis shows that the use of a multiprocessor system enhances the system performance by about 87%. In addition, the proposed design is scalable, which is necaccery in this application where the number of features changes repeatedly.

M2M Network Platform Using the MSRP (MSRP를 이용한 M2M 플랫폼 구조)

  • Kim, Jung-Ho;Been, Jae-Man;Kang, Seung-Chan;Lee, Jae-Oh
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.752-757
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    • 2016
  • Machine to Machine (M2M) communications is communications between a business application and devices via a communication network without any direct human interaction. The aim of our research is to connect any M2M device with an M2M AS (Application server) through an IMS (IP Multimedia Subsystem) Network Core using a M2M Gateway, in order to develop an M2M Horizontal Services Platform over IMS. An IP Multimedia Subsystem (IMS) is an architectural framework defined by the wireless standards body of the 3rd Generation Partnership Project (3GPP) for delivering IP multimedia services to mobile users. This paper shows the design and implementation of a Horizontal M2M Network Services Platform over an IP Multimedia Subsystem (IMS) using the Message Session Relay Protocol (MSRP). We summarize the protocols and architectures that formed the basis for the creation of our architecture. We provide a detailed description of our architecture design, describing the call flow of the proposed architecture and the entities operating in each process. We also describe the design and implementation process detailing the different tools used, explaining the selection of each component and its importance; also how we designed and implemented the M2M gateway, M2M Application Server, Open IMS Core, business application and M2M devices.

The Social Implication of New Media Art in Forming a Community (공동체 형성에 있어서 뉴미디어아트의 사회적 역할에 대한 고찰)

  • Kim, Hee-Young
    • The Journal of Art Theory & Practice
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    • no.14
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    • pp.87-124
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    • 2012
  • This paper focuses on the social implication of new media art, which has evolved with the advance of technology. To understand the notion of human-computer interactivity in media art, it examines the meaning of "cybernetics" theory invented by Norbert Wiener just after WWII, who provided "control and communication" as central components of his theory of messages. It goes on to investigate the application of cybernetics theory onto art since the 1960s, to which Roy Ascott made a significant contribution by developing telematic art, utilizing the network of telecommunication. This paper underlines the significance of the relationship between human and machine, art and technology in transforming the work of art as a site of communication and experience. The interactivity in new media art transforms the viewer into the user of the work, who is now provided free will to make decisions on his or her action with the work. The artist is no longer a godlike figure who determines the meaning of the work, yet becomes another user of his or her own work, with which to interact. This paper believes that the interaction between man and machine, art and technology can lead to various ways of interaction between humans, thereby restoring a sense of community while liberating humans from conventional limitations on their creativity. This paper considers the development of new media art more than a mere invention of new aesthetic styles employing advanced technology. Rather, new media art provides a critical shift in subverting the modernist autonomy that advocates the medium specificity. New media art envisions a new art, which would embrace impurity into art, allowing the coexistence of autonomy and heteronomy, embracing a technological other, thereby expanding human relations. By enabling the birth of the user in experiencing the work, interactive new media art produces an open arena, in which the user can create the work while communicating with the work and other users. The user now has freedom to visit the work, to take a journey on his or her own, and to make decisions on what to choose and what to do with the work. This paper contends that there is a significant parallel between new media artists' interest in creating new experiences of the art and Jacques Ranci$\grave{e}$re's concept of the aesthetic regime of art. In his argument for eliminating hierarchy in art and for embracing impurity, Ranci$\grave{e}$re provides a vision for art, which is related to life and ultimately reshapes life. Ranci$\grave{e}$re's critique of both formalist modernism and Jean-Francois Lyotard's postmodern view underlines the social implication of new media art practices, which seek to form "the common of a community."

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Effects of Planting Density on Agronomic Traits and Yield in Bupleurum falcatum L. (시호(柴胡)의 재식밀도(栽植密度)가 생육(生育)과 수량(收量)에 미치는 영향(影響))

  • Kim, Young-Guk;Bang, Jin-Ki;Yu, Hong-Seob;Lee, Seoung-Tack
    • Korean Journal of Medicinal Crop Science
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    • v.5 no.1
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    • pp.67-71
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    • 1997
  • Bupleurum falcatum is one of the oldest medicinal crop spontaneously generated as well as cultivated by man and successfully grown during the summer season in Korea. This study was conducted to examine the effect of planting density in the row spacing and hill spacing system using machine seeder on major agronomic traits, yield and labor saving. In 1993 and 1994, a spilt plot design was used with row spacing as the main plot and hill spacing as subplot. Labor saving efficency of the machine seeder reduced 96% than the hand seeding in sowing time required. Number of seeding stand increased, but stem height and number of nodes did not affect with different density in each row and hill spacing. There were reduced with narrow hill spacing on stem diameter, number of branches, shoot weight and root traits. There was no significant interaction between row and hill spacing for any major traits studied except shoot weight. Yield was more increase at 20cm than at 30cm row spacing. For these studies the optiomum density appears to be between drilling or 5cm hill spacing with 20cm row spacing. A highly significant positive correlation was appeared between number of seedling stand and root yield.

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Emotion Recognition Based on Facial Expression by using Context-Sensitive Bayesian Classifier (상황에 민감한 베이지안 분류기를 이용한 얼굴 표정 기반의 감정 인식)

  • Kim, Jin-Ok
    • The KIPS Transactions:PartB
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    • v.13B no.7 s.110
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    • pp.653-662
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    • 2006
  • In ubiquitous computing that is to build computing environments to provide proper services according to user's context, human being's emotion recognition based on facial expression is used as essential means of HCI in order to make man-machine interaction more efficient and to do user's context-awareness. This paper addresses a problem of rigidly basic emotion recognition in context-sensitive facial expressions through a new Bayesian classifier. The task for emotion recognition of facial expressions consists of two steps, where the extraction step of facial feature is based on a color-histogram method and the classification step employs a new Bayesian teaming algorithm in performing efficient training and test. New context-sensitive Bayesian learning algorithm of EADF(Extended Assumed-Density Filtering) is proposed to recognize more exact emotions as it utilizes different classifier complexities for different contexts. Experimental results show an expression classification accuracy of over 91% on the test database and achieve the error rate of 10.6% by modeling facial expression as hidden context.

Human Motion Tracking based on 3D Depth Point Matching with Superellipsoid Body Model (타원체 모델과 깊이값 포인트 매칭 기법을 활용한 사람 움직임 추적 기술)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.255-262
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    • 2012
  • Human motion tracking algorithm is receiving attention from many research areas, such as human computer interaction, video conference, surveillance analysis, and game or entertainment applications. Over the last decade, various tracking technologies for each application have been demonstrated and refined among them such of real time computer vision and image processing, advanced man-machine interface, and so on. In this paper, we introduce cost-effective and real-time human motion tracking algorithms based on depth image 3D point matching with a given superellipsoid body representation. The body representative model is made by using parametric volume modeling method based on superellipsoid and consists of 18 articulated joints. For more accurate estimation, we exploit initial inverse kinematic solution with classified body parts' information, and then, the initial pose is modified to more accurate pose by using 3D point matching algorithm.