• Title/Summary/Keyword: 인간 인터페이스

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User Interface Design through Mental Accounting : A Case Study on Account book Application (멘탈 어카운팅을 활용한 사용자 인터페이스 디자인 : 가계부 어플리케이션 사례연구)

  • Ga, Ye-Rin;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.865-874
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    • 2017
  • According to Mental accounting theory, humans sort money according to their psychological purpose. It plays a major role as a means of self-control. However, humans sometimes make mistakes that violate very simple economic principles. Many consumers experience this mistakes. So consumers use account book to manage their income and expenses. These days, they use mobile account book applications. And because of platform characteristics, there are various user interfaces. This paper examines an efficient user interface design that can reduce errors caused by mental accounting and support rational economic activities. For this, we compared and analyzed households exposed on top of Application store based on advanced research on Mental Accounting. Through this case study, We found some cases of efficient user interface for reasonable consumption. In further studies, We will design optimal account book's UI and do a usability test based on this.

A Study on Virtual Assembly Simulation Using Virtual Reality Technology (가상현실 기술을 이용한 가상 조립 시뮬레이션에 대한 연구)

  • Kim, Yong-Wan;Park, Jin-Ah
    • Journal of Korea Multimedia Society
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    • v.13 no.11
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    • pp.1715-1727
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    • 2010
  • Although a hand haptic interaction which provides direct and natural sensation is the most natural way of interacting with VR environment, the hand haptic interaction has still limitations with respect to the complexity of articulated hand and related hardware capabilities. Particularly, virtual assembly simulation which refers to the verification process of digital mockup in product development lifecycle is one of the most challenging topics in virtual reality applications. However, hand haptic interaction is considered as a big obstacle, because difficulty initial grasping and non-dextrous manipulation remain as unsolved problems. In this paper, we propose that common hand haptic interactions involves two separate stages with different aspects. We present the hand haptic interaction method enables us to stably grasp a virtual object at initial grasping and delicately manipulate an object at task operating by one's intention. Therefore, proposed method provides the robustness using grasping quality and dextrous manipulation using physically simulation. We conducted experiments to evaluate the effectiveness of our proposed method under different display environments -monoscopic and stereoscopic. From 2-way ANOVA test, we show that the proposed method satisfies two aspects of hand haptic interaction. Finally, we demonstrated an actual application of various assembly simulation for relatively complex models.

Semantic Multi-agents Framework for Ubiquitous Systems (유비쿼터스 시스템을 위한 시맨틱 다중 에이전트)

  • Choi Jung-Hwa;Park Young-Tack
    • Journal of KIISE:Software and Applications
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    • v.32 no.3
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    • pp.192-201
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    • 2005
  • For the past ten years, the goal of ubiquitous computing research has been the establishment of a new technology system with the aim 'Anytime, Anywhere, and Any form'. The needs for agent technology innovations such as ontology-based structure, ontology-based agent communication language, and multi-agents frameworks have been identified. This paper proposes a noble multi-agents architecture for ubiquitous systems. We suggest four major steps in the interaction between human and agents which enable ubiquitous agents to process by themselves to provide adaptive service to meet human's needs. First, we propose a semantic web technology to represent the association between information resources more explicitly Second, we construct a semantic ontology so that agents can recognize web contents.'Third, we propose a method to communicate between agents using OWL ontologies. Finally, we suggest a multi-agents structure based on the JADE of FIPA to analyze messages and get information. The semantic multi-agents framework proposed in this paper infers semantic situations using semantic web technology based on ontologies. A service provided is inferred differently according to user state because the multi-agents communicate by using OWL ontology language. Therefore, our system better infers context information than other without ontologies.

An improved information input algorithm and information input device using Tactile devices based on wearable PC (착용형 컴퓨터기반의 촉각 장치를 활용한 효율적인 정보 입력장치 및 개선된 입력 알고리즘)

  • Shin, Jeong-Hoon;Hong, Kwang-Seok
    • Journal of Internet Computing and Services
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    • v.6 no.5
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    • pp.73-83
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    • 2005
  • This paper proposes both a novel tactile human-computer interface method and an improved algorithm for the wearable PC. Under the condition of Ubiquitous computing, the next generation PC aims at effective representation and integration of colors, brightness of light. sound, odor, taste and feelings. Also, it aims at human being centered man-machine interface. In spite of various functions of the wearable PC, for the convenience of possessing, hardware platform for the wearable PC should be small-sized and light weighted one. The main problems of making small sized PC are user interfaces, like keyboard, monitor and so on. The traditional user interfaces have critical limitations for reducing their size. In this paper, we propose a novel user input method and improved algorithm to constructing small sized, light weighted and wearable PC. And, we verify the effectiveness of suggested method and algorithm compared to the traditional algorithm.

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하이힐이 허리 근육 피로에 미치는 영향에 관한 연구

  • 현수돈;김정룡
    • Proceedings of the ESK Conference
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    • 1997.04a
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    • pp.304-310
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    • 1997
  • 연세대학교 영동세브란스 병원에서 94년 요통환자 2천4백10명을 직업별로 분류한 결과, 주부가 56%, 학생이 13.4%를 차지했다고 발표했다. 특히 주부환자비율은 85-90년에 38.9%로 조사된 것에 비하면 주목할만한 증가세를 보였다. 이러한 주부요통증가의 원인 중 임상적으로 이미 확인된 것이 하이힐에 의한 것이다. 하이힐을 신을 경우 허리에 부담을 주고 요통을 유발할 수 있다는 것이다. 그러나, 이러한 임상적 가설에 대한 구체적인 연구나 검증이 이루어진 바 없어 하이힐이 허리에 어떤 영향을 주는지에 대해 확인할 수 없었다. 따라서, 본 연구에서는 하이힐이 허리에 미치는 영향에 대한 임상적 가설을 검증하고 영향 정도에 대한 구체적 수치를 제시하고자 한다. 이를 위해 5명의 신체 건강한 20대 초반의 여성들이 모집되었고, 하이힐의 굽높이를 독립변수로, 허리 근육 피로도를 종속 변수로 설정하여 하이힐의 굽높이가 허리 근육에 미치는 영향에 대해 조사하였다. 허리 근육 피로도는 Spectral EMG를 통해 분석하였고 정량화되었다. 측정된 자료를 통계 분석한 결과, 하이힐의 굽높이가 여성의 허리 근육에 유의하게 영향을 미침이 발견되었고, 우리 나라 여성에게 적합한 하이힐의 굽높이는 3-5cm 정도임이 밝혀졌다. 본 연구 결과는 하이힐의 디자인에 있어서 굽높이에 대한 추천치로 제안될 수 있으며 여성들의 하이힐로 인한 요통을 어느 정도 예방할 수 있어 여성 근로 손실을 줄이는 데 기여할 수 있다. 본 연구를 하이힐 굽형태나 충격흡수 등의 독립변수 요인을 추가하여 확대하면 하이힐 디자인에 응용하는데 더욱 유용하리라 생각된다. 없었다. 전신쾌적감은 약간 쾌적하게 나타났고 전신온냉감은 약간 따뜻하다라고 나타났으며 손가락끝의 동통감은 약간 아프다고쪽으로 나타났다.때문에 이를 디자인에 곧바로 적용시키기 어려운 점이 있다. 이에 본 연구는 기존의 바용성 평가를 위한 분석도구들이 갖는 문제 점들 해결하여 제품의 사용자 인터페이스 디자인 개발과정에서 활용할 수 있는 평가 분석도구를 개발하는 것을 목표로 한다. 이를 위해 첫째, 다양한 유형의 정보를 포함하는 비디오 정보를 선정하였따. 둘째, 데이터를 다양한 측면에서 추출할 수 있는 Data logger를 개발하였다. 셋째, 데이터를 시각적으로 정리하고 분석할 수 있는 도구를 제안한다. 마지막으로 인터페이스 디자인에서 여러 가지 디자인안을 도출해 내는 작업에 이용할 수 있는 종합화과정을 개발한다. 이러한 일련의 과정이 통합된 컴퓨터 시스템 안에서 이루어지도록 프로그램을 개발하여 정보의 유용성을 높일 수 있도록 한다.at the entropy index as a measurement of inter-business relatedness is not significant but technological relatedness index is significant. OLS estimates on pooled data were considerably different from FEM or REM estimates on panel data. By introducing interaction effect among the three variables for business portfolio properties, we obtai

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Lip Shape Synthesis of the Korean Syllable for Human Interface (휴먼인터페이스를 위한 한글음절의 입모양합성)

  • 이용동;최창석;최갑석
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.19 no.4
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    • pp.614-623
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    • 1994
  • Synthesizing speech and facial images is necessary for human interface that man and machine converse naturally as human do. The target of this paper is synthesizing the facial images. In synthesis of the facial images a three-dimensional (3-D) shape model of the face is used for realizating the facial expression variations and the lip shape variations. The various facial expressions and lip shapes harmonized with the syllables are synthesized by deforming the three-dimensional model on the basis of the facial muscular actions. Combications with the consonants and the vowels make 14.364 syllables. The vowels dominate most lip shapes but the consonants do a part of them. For determining the lip shapes, this paper investigates all the syllables and classifies the lip shapes pattern according to the vowels and the consonants. As the results, the lip shapes are classified into 8 patterns for the vowels and 2patterns for the consonants. In advance, the paper determines the synthesis rules for the classified lip shape patterns. This method permits us to obtain the natural facial image with the various facial expressions and lip shape patterns.

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Development of a Web Platform System for Worker Protection using EEG Emotion Classification (뇌파 기반 감정 분류를 활용한 작업자 보호를 위한 웹 플랫폼 시스템 개발)

  • Ssang-Hee Seo
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.37-44
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    • 2023
  • As a primary technology of Industry 4.0, human-robot collaboration (HRC) requires additional measures to ensure worker safety. Previous studies on avoiding collisions between collaborative robots and workers mainly detect collisions based on sensors and cameras attached to the robot. This method requires complex algorithms to continuously track robots, people, and objects and has the disadvantage of not being able to respond quickly to changes in the work environment. The present study was conducted to implement a web-based platform that manages collaborative robots by recognizing the emotions of workers - specifically their perception of danger - in the collaborative process. To this end, we developed a web-based application that collects and stores emotion-related brain waves via a wearable device; a deep-learning model that extracts and classifies the characteristics of neutral, positive, and negative emotions; and an Internet-of-things (IoT) interface program that controls motor operation according to classified emotions. We conducted a comparative analysis of our system's performance using a public open dataset and a dataset collected through actual measurement, achieving validation accuracies of 96.8% and 70.7%, respectively.

Flexible display interface design for user experience (사용자 경험을 위한 플렉시블 디스플레이 인터페이스 디자인)

  • Lee, Young-Ju;Kang, Jae-Shin
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.287-292
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    • 2018
  • The digital multimedia environment, centered on Information and Communications Technologies (ICT) technology, has transformed our imagination into a diverse experience. The flexible display, which was born as a means of human-machine communication required in a highly information-oriented society, It is creating a new market by linking with Internet of things. ecause the interface of a flexible display can provide a physical form as a result of input or output, user-centered interface design is paramount. Therefore, the researchers of this paper have studied the physical deformation and characteristics of flexible display by user manipulation through literature and case studies. Therefore, the authors of this paper studied the physical deformations and characteristics of flexible displays by user manipulation through literature and case studies. This research suggests the following guidelines for a flexible display interface design for the user experience. First, it must be designed to provide the functionality that users need in a variety of display environments. Second, in using the interface, external factors should be removed from the viewing angle of multi-users. Third, all possible user actions should be considered on flexible displays other than touch and contact. Fourth, flexible design of flexible display requires changing interface design for user experience.

The Effects of Unconscious Emotion on Motor Program of Information Processing for Movement Execution (비의식적 정서가 동작수행 정보처리과정 중 운동 프로그램에 미치는 효과)

  • Kim, Jae-Woo
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.91-98
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    • 2009
  • In approach of human-robot interaction, it is importance task in future robot industry to make to robot recognize, express, coping the emotions. The purpose of this study was to examination the effects unconscious positive and negative emotion of information processing of motor program. 13 participants(male=11, female=2) viewed smile-face picture and angry-face picture priming at 10ms level, and then performanced button press, button press and one tennis ball hitting, and button press and two tennis ball hitting task. The results appeared that positive emotion triggered more fast RT than negative emotion in planning complex motor program. Possible explanations for the performance differences depended on emotion are discussed and future research directions were provided.

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Laser pointer detection using neural network for human computer interaction (인간-컴퓨터 상호작용을 위한 신경망 알고리즘기반 레이저포인터 검출)

  • Jung, Chan-Woong;Jeong, Sung-Moon;Lee, Min-Ho
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.1
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    • pp.21-30
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    • 2011
  • In this paper, an effective method to detect the laser pointer on the screen using the neural network algorithm for implementing the human-computer interaction system. The proposed neural network algorithm is used to train the patches without a laser pointer from the input camera images, the trained neural network then generates output values for an input patch from a camera image. If a small variation is perceived in the input camera image, amplify the small variations and detect the laser pointer spot in the camera image. The proposed system consists of a laser pointer, low-price web-camera and image processing program and has a detection capability of laser spot even if the background of computer monitor has a similar color with the laser pointer spot. Therefore, the proposed technique will be contributed to improve the performance of human-computer interaction system.