• Title/Summary/Keyword: natural user interface

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Online Monitoring System based notifications on Mobile devices with Kinect V2 (키넥트와 모바일 장치 알림 기반 온라인 모니터링 시스템)

  • Niyonsaba, Eric;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1183-1188
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    • 2016
  • Kinect sensor version 2 is a kind of camera released by Microsoft as a computer vision and a natural user interface for game consoles like Xbox one. It allows acquiring color images, depth images, audio input and skeletal data with a high frame rate. In this paper, using depth image, we present a surveillance system of a certain area within Kinect's field of view. With computer vision library(Emgu CV), if an object is detected in the target area, it is tracked and kinect camera takes RGB image to send it in database server. Therefore, a mobile application on android platform was developed in order to notify the user that Kinect has sensed strange motion in the target region and display the RGB image of the scene. User gets the notification in real-time to react in the best way in the case of valuable things in monitored area or other cases related to a reserved zone.

Design and Implementation of Workflow-based User Environment on Computational Grid (계산 그리드에서 워크플로우 기반의 사용자 환경 설계 및 구현)

  • Hwang, Sun-Tae;Sim, Gyu-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.4 s.36
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    • pp.165-171
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    • 2005
  • High speed computer, large scale storage device and high speed computer network are computing infrastructure which we can easily access to in these days. However, many computer simulations in natural or applied science such as molecular simulation require more computing power as well as larger scale of storage. Grid computing which is a next generation of distributed computing environment, is one of solution for the new requirements. Even though many researches have been going on Grid computing, those are oriented to communication interface and protocols, and middleware like globus tool kits[2, 3]. Therefore research on application level platform or application itself is yet premature and it makes real users be difficult to utilize Grid system for their research. In this paper, we suggest a new user environment and an abstract job model for simulation experiments on MGrid(Molecular Simulation Grid). It will make users be able to utilize Grid resources efficiently and reliably.

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Design and Implementation of Geo-Social Information based Personalized Warning Notification System

  • Duc, Tiep Vu;Nguyen-Van, Quyet;Kim, Kyungbaek
    • Smart Media Journal
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    • v.5 no.2
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    • pp.42-50
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    • 2016
  • In case of a emergency situation or a natural disaster, a warning notification system is an essential tool to notify at-risk people in advance and provide them useful information to survive the event. Although some systems have been proposed such as emergency alert system using android, SMS, or P2P overlay network, these works mainly focus on a reliable message distribution methods. In this paper, we proposed a novel design and implementation of a personalized warning notification system to help inform not only the at-risk people but also their family and friends about the coming disaster as well as escape plan and survival information. The system consists of three main modules: the user selection module, the knowledge based message generator, and message distribution modules. The user selection module collects the list of people involved in the event and sorts them based on their level of involvement (their location, working position and social relationships). The knowledge based message generator provides each person with a personalized message that is concise and contains only the necessary information for the particular person based on their working position and their involvement in the event. The message distribution module will then find a best path for sending the personalized messages based on trustiness of locations since network failures may exist in a disaster event. Additionally, the system also have a comprehensive database and an interactive web interface for both user and system administrator. For evaluation, the system was implemented and demonstrated successfully with a building on fire scenario.

Virtual Tactical Map : Military Briefing Tools for Virtual Training based on Augmented Reality (가상 전술 지도 : 증강현실에 기반한 군사 훈련 브리핑 도구)

  • Jung Kyung-Boo;Lee Sang-Won;Choi Byung-Uk;Jeong Seung-Do
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.4C
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    • pp.341-350
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    • 2006
  • The sand table training is one of the most effective training method in military operations which can accomplish missions such as simulation and rehearsal without limitations related to time, space, money and so on. Previous sand table training has many problems like that the sand table cannot represent real field condition because of its physical properties. So, it is hard to be preserved and impossible to include much of information into them. In this paper, we make an approach based on Augmented Reality(AR) to solve these problems and propose an efficient military training briefing tool with virtual sand table environment described as actual battle field Virtual Tactical Map(VTM) can realize a virtual military training with simple action like moving marker or tangible interface by hand. Real-time state information of VTM gives us more organic intelligence for entire situation. Tangible AR interface provides users with a contents authoring tool that is natural, intuitive and easy to deal with as interaction between user in real world and system that augmented real world with virtual object. VTM is a newly designed military training briefing tools. A military training content can be reproduced and it is possible that user uses this content later. Thus, it shows us potential possibilities of AR applications on military leaning field.

A Usability Testing on the Tablet PC-based Korean High-tech AAC Software (태블릿 PC 기반 한국형 하이테크 AAC 소프트웨어의 사용성 평가)

  • Lee, Heeyeon;Hong, Ki-Hyung
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.35-42
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    • 2012
  • The purpose of this study was to evaluate the usability of the tablet PC-based Korean high-tech AAC(Augmentative Alternative Communication System) software. In order to develop an AAC software which is appropriate to Korean cultural/linguistic contexts and communication needs of the users, we examined the necessity and ease of use for the communication functions that are required in native Korean communication, such as polite expressions, tense expressions, negative expressions, subject-verb auto-matching, and automatic sentence generation functions, using a scenario-based user testing. We also investigated the users' needs, preferences, and satisfaction for the tablet PC-based Korean high tech AAC using a semi-structured and open questionnaires. The participants of this study were 9 special education teachers, 6 speech therapists, and 6 parents whose children had communication disabilities. The results of the usability testing of the tablet PC-based Korean high-tech AAC software presented positive responses in general, by indicating overall scores of above 4 out of 5 except in tense and negative expressions. The necessity and ease of use in the tense and negative expressions were evaluated relatively low, and it might be related to the inconsistent interface with the polite expressions. In terms of the user interface(UI), there were users' needs for clear visual feedback in the symbol selection and display, consistent interface for all functions, more natural subject-verb auto-matching, and spacing in the text within symbols. The results of the usability testing and users' feedback might serve as a guideline to compensate and improve the function and UI of the existing AAC software.

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Games for Elderly People using u-Table (유테이블을 활용한 노인용 게임)

  • Hwang, Tae-Doo;Roh, Young-Tae;Lee, Jun;Park, Sung-Jun;Shin, Hae-Won;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.13-19
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    • 2007
  • Computer games for elderly people can be utilized as a tool not only for enjoying themselves but also for improving their health and quality of lives. It is reported that such games could be played in order to stimulate and enhance mental and physical capabilities of elderly people. It is also reported that traditional folk games are preferred to be played by elderly people rather than modern computer games. In this paper, we propose to use a tabletop interface, u-Table, and its corresponding natural gestures as a user interface for playing traditional folk games by elderly people. Since a table is a good place for people to get together, talk to each other and share their experiences, a tabletop interface can be used for playing games of cooperation, conversation and sharing. A set of traditional folk games were digitalized using u-Table. It was demonstrated that its users had better experiences of playing games with u-Table comparing to playing games using a mouse of a conventional computer.

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Field Mapping based on Virtual Office for Real time GIS in Field Survey for Natural Environment (자연환경조사에서 실시간 GIS구현을 위한 가상사무실 기반의 필드멥핑)

  • 엄정섭;김희두
    • Spatial Information Research
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    • v.9 no.1
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    • pp.51-72
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    • 2001
  • It is frequently pointed out that the conventional field survey for natural environment has may limitations in terms of positional accuracy, real-time GIS data acquisition, and economic efficiency. The aim of this research was to develop an on site real-time mapping technique that enables the surveyor to input data in the field. The idea is based upon the recent trends in the field of Telecommunication and Information Technology that uses a GPS, wireless network computing, moving computing, etc. A virtual office approach has been adopted, in which a portable computer is linked to a GPS and field workers record data on the computer at the site and analyse data on site. This field mapping system has shown to be much less susceptible to the positional accuracy than that of th conventional approach. The Graphic User Interface, in particular, were ideally suited to combining positional information with attribute data which changes with every survey points. This interface allows users to interactively display and query GIS layers reproduced from the past survey results. The GIS database stored in the virtual office will serve to carry out a highly reliable survey since it could play a crucial role in identifying temporal and spatial changes occurred in the site. It is expected that integrated utilization of field data among the related agencies would be increased much more than before since the virtual office survey would be a powerful tool to ensure geometric fidelity in GIS database creation process. This paper also discusses the limitations and future direction of the present prototype research.

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A Usability Evaluation on the Visualization of Information Extraction Output (정보추출결과의 시각화 표현방법에 관한 이용성 평가 연구)

  • Lee Jee-Yeon
    • Journal of the Korean Society for Library and Information Science
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    • v.39 no.2
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    • pp.287-304
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    • 2005
  • The goal of this research is to evaluate the usability of visually browsing the automatically extracted information. A domain-independent information extraction system was used to extract information from news type texts to populate the visually browasable knowledge base. The information extraction system automatically generated Concept-Relation-Concept triples by applying various Natural Language Processing techniques to the text portion of the news articles. To visualize the information stored in the knowledge base, we used PersoanlBrain to develop a visualization portion of the user interface. PersonalBrain is a hyperbolic information visualization system, which enables the users to link information into a network of logical associations. To understand the usability of the visually browsable knowledge base, IS test subjects were observed while they use the visual interface and also interviewed afterward. By applying a qualitative test data analysis method. a number of usability Problems and further research directions were identified.

Study on Signal Processing Method for Extracting Hand-Gesture Signals Using Sensors Measuring Surrounding Electric Field Disturbance (주변 전기장 측정센서를 이용한 손동작 신호 검출을 위한 신호처리시스템 연구)

  • Cheon, Woo Young;Kim, Young Chul
    • Smart Media Journal
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    • v.6 no.2
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    • pp.26-32
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    • 2017
  • In this paper, we implement a signal-detecting electric circuit based LED lighting control system which is essential in NUI technology using EPIC converting surrounding earth electric field disturbance signals to electric potential signals. We used signal-detecting electric circuits which was developed to extract individual signal for each EPIC sensor while conventional EPIC-based development equipments provide limited forms of signals. The signals extracted from our developed circuit contributed to better performance as well as flexiblity in processes of feature extracting stage and pattern recognition stage. We designed a system which can control the brightness and on/off of LED lights with four hand gestures in order to justify its applicability to real application systems. We obtained faster pattern classification speed not only by developing an instruction system, but also by using interface control signals.

Design of Parallel Input Pattern and Synchronization Method for Multimodal Interaction (멀티모달 인터랙션을 위한 사용자 병렬 모달리티 입력방식 및 입력 동기화 방법 설계)

  • Im, Mi-Jeong;Park, Beom
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.135-146
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    • 2006
  • Multimodal interfaces are recognition-based technologies that interpret and encode hand gestures, eye-gaze, movement pattern, speech, physical location and other natural human behaviors. Modality is the type of communication channel used for interaction. It also covers the way an idea is expressed or perceived, or the manner in which an action is performed. Multimodal Interfaces are the technologies that constitute multimodal interaction processes which occur consciously or unconsciously while communicating between human and computer. So input/output forms of multimodal interfaces assume different aspects from existing ones. Moreover, different people show different cognitive styles and individual preferences play a role in the selection of one input mode over another. Therefore to develop an effective design of multimodal user interfaces, input/output structure need to be formulated through the research of human cognition. This paper analyzes the characteristics of each human modality and suggests combination types of modalities, dual-coding for formulating multimodal interaction. Then it designs multimodal language and input synchronization method according to the granularity of input synchronization. To effectively guide the development of next-generation multimodal interfaces, substantially cognitive modeling will be needed to understand the temporal and semantic relations between different modalities, their joint functionality, and their overall potential for supporting computation in different forms. This paper is expected that it can show multimodal interface designers how to organize and integrate human input modalities while interacting with multimodal interfaces.