• Title/Summary/Keyword: 인간 인터페이스

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Vehicle Diagnostic System using Mobile Handset (모바일 핸드셋을 이용한 자동차 진단)

  • Park, Dong-Gyu;Uh, Yoon;Kim, Seong-Yeob;Song, Up-Jo;Kim, Su-Gyu;Lee, Do-Hoon
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1338-1346
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    • 2007
  • Beyond a simple voice service, the advances in performance and resolution of mobile handsets provides us various features in the field of mobile services. Also, advances in the human-machine interface, electronics and embedded system technologies have created the foundation for a dramatic shift in the way the vehicles are diagnosed and maintained. In this paper, we will show the vehicle diagnostic system using the mobile handset based on the OBD-II (On Board Diagnostics version II) protocol. After 2005, OBD-II standard is obligatory for all vehicles selling in Korea. Our research topics are OBD-II protocol converter for the mobile handset and the vehicle diagnostics system on WIPI(Wireless Internet Platform for Interoperability) mobile platform, which is the standard mobile platform in Korea.

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A Study on the Communication System Design for Auditory Disabled (청각장애인을 위한 의사소통 시스템 디자인 연구)

  • Yang, Sung-Ho;Song, Ji-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1172-1175
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    • 2009
  • This study aims to develop communication devices and interfaces to address the communication needs of the hearing impaired. Through three FGI (Focused Group Interview)s with deaf persons and sign-language interpreters, we studied the communication methods, devices, and needs of the deaf. On the basis of our analysis, we propose a communication framework to improve their means of communication with normal or other deaf persons. We have designed a communication system that is based on the proposed framework: this system suggests functions for remote sign-language interpretation services for conversations in close-range and over the phone. Details are presented regarding the design of interfaces for video calls, text messages, and digital memos, addressing the conversation patterns of the deaf. The system includes hardware form factors for video phones that facilitate sign language conversations and also mitigate other auditory problems in daily life, such as problems with door bells. The design concept has been verified through a test with six deaf users.

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Structural Relation between Antecedents and Consequences of Web Site's Trust of Venture Company (벤처기업의 웹사이트에 대한신뢰의 선행요인과 결과요인의 구조적 관계)

  • Kwak, Won Seob
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.4
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    • pp.25-35
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    • 2013
  • The main objective of this study is to investigate the structural relation between antecedents and consequences of web sites' trust of venture company. It examines consumer perceptions trust in a web site and address following research questions; what factors influence consumer trust in a web site and what specific web site cues are associated with trust, satisfaction, and intention? We test our hypothesis in a empirical data from 123 consumers across 3 web sites of venture companies. By factor analysis, the results show that web site characteristics are such as design, business function, interface, technology, community, and contents of each web site. We also find that web site characteristics such as design, interface, technology, and community can influence significantly satisfaction of web site, and design and contents of web site can influence consumer's trust. And the results show that trust influence behavioral intention through the satisfaction. The results offer important implication for web site strategies of venture company that include the manipulation of factors influencing web site trust. And the future directions of the present research are discussed.

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The study on Quantitative Analysis of Emotional Reaction Related with Step and Sound (스텝과 사운드의 정량적 감성반응 분석에 관한 연구)

  • Jeong, Jae-Wook
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.211-218
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    • 2005
  • As digital Information equipment is new arrival, new paradigm such as 'function exist but form don't' is needed in the field of design. Therefore, the activity of design is focused on the relationship of human and machine against visual form. For that reason, it is involved emotional factor in the relationship and studied on new field, the emotional interlace. The goal of this paper is to suggest the way of emotional interface on searching multimedia data. The main target of paper is effect sound and human's step and the main way of research is visualization after measuring and analyzing numerically similarity level among emotion-words. This paper suggests the theoretical bad(ground such as personal opinion, the character of auditory information and human's step and case studies on the emotion research. The experimental content about sound is fueled from my previous research and the main experimental content about human's step is made with regression-expression to substitute Quantification method 1 for value about stimulation. The realistic prototype to apply the research result will is suggested on the next research after studying the search environment.

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Developing Interactive Game Contents using 3D Human Pose Recognition (3차원 인체 포즈 인식을 이용한 상호작용 게임 콘텐츠 개발)

  • Choi, Yoon-Ji;Park, Jae-Wan;Song, Dae-Hyeon;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.619-628
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    • 2011
  • Normally vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment. On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part. In this paper, we describe a development of interactive game contents using pose recognition interface that using 3D human body joint information. Our system was proposed for the purpose that users can control the game contents with body motion without any additional equipment. Poses are recognized comparing current input pose and predefined pose template which is consist of 14 human body joint 3D information. We implement the game contents with the our pose recognition system and make sure about the efficiency of our proposed system. In the future, we will improve the system that can be recognized poses in various environments robustly.

Hand posture recognition robust to rotation using temporal correlation between adjacent frames (인접 프레임의 시간적 상관 관계를 이용한 회전에 강인한 손 모양 인식)

  • Lee, Seong-Il;Min, Hyun-Seok;Shin, Ho-Chul;Lim, Eul-Gyoon;Hwang, Dae-Hwan;Ro, Yong-Man
    • Journal of Korea Multimedia Society
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    • v.13 no.11
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    • pp.1630-1642
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    • 2010
  • Recently, there is an increasing need for developing the technique of Hand Gesture Recognition (HGR), for vision based interface. Since hand gesture is defined as consecutive change of hand posture, developing the algorithm of Hand Posture Recognition (HPR) is required. Among the factors that decrease the performance of HPR, we focus on rotation factor. To achieve rotation invariant HPR, we propose a method that uses the property of video that adjacent frames in video have high correlation, considering the environment of HGR. The proposed method introduces template update of object tracking using the above mentioned property, which is different from previous works based on still images. To compare our proposed method with previous methods such as template matching, PCA and LBP, we performed experiments with video that has hand rotation. The accuracy rate of the proposed method is 22.7%, 14.5%, 10.7% and 4.3% higher than ordinary template matching, template matching using KL-Transform, PCA and LBP, respectively.

The Implementation of the Personalized Emotional Character Agent (개인화된 감정 캐릭터 에이전트의 설계)

  • Baek, Hye-Jung;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.485-492
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    • 2001
  • Recently, character agents are used as a user-friendly interface. In this paper, we have studied a generic framework for emotional character agents which are designed to infer emotions from diverse personalities, situations, user behaviors and to express them. The method of emotion inference is based on blackboard systems which are used to solve the problems in AI. Because it keeps independence between knowledge sources which are rules of emotions, a blackboard-based inference engine is easy to manage knowledge sources, Blackboard-based systems gave the system flexibility. So we can adapt the engine to various application systems. Each emotional agent monitors user behavior, learns user profile and infers user behavior. And it generates characters emotions according to the user profile. So, in case of same situations, the agent can generate different emotions according to users. We have studied to build an personalized emotional character agent which according to situations and user modeling.

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Development and Applications of a Wireless Bioelectric Signal Measurement System on the Electrodes (전극 상의 일체형 무선 생체전기신호 측정 시스템 개발 및 응용)

  • Joo, Se-Gyeong;Kim, Hee-Chan
    • Journal of Sensor Science and Technology
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    • v.12 no.2
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    • pp.88-94
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    • 2003
  • Electromyogram (EMG) is the bioelectric signal induced by motor nerves. Analyzing EMG with the movement produced by muscle contraction, we can provide input commands to a computer as a man-machine interface as well as can evaluate the patient's motional abnormality. In this paper, we developed an integrated miniaturized device which acquires and transmits the surface EMG of an interested muscle. Developed system measures $60{\times}40{\times}25mm$, weighs 100g. Using an amplifier circuitry on the electrodes and the radio frequency transmission, the developed system dispenses with the use of cables among the electrodes, amplifier, and the post processing system (personal computer). The wiring used in conventional systems can be obstacle for natural motion and source of motion artifacts. In results, the developed system improves not only the signal-to-noise ration in dynamic EMG measurement, but also the user convenience. We propose a new human-computer interface as well as a dynamic EMG measurement system as a possible application of the developed system.

A Study on Delay of VR Game Operation for Experienced Game Users (숙련된 게임유저에게 발생되는 VR 게임 조작 지연에 관한 연구)

  • Jung, Won-Joe;Lee, Chang-Jo
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.19-26
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    • 2018
  • In this study, the hardcore game user verified the manipulation delay that occurred during VR game play because of the experienced game. Based on the HCI - based research approach, we created a 2D, 3D, and VR prototype game with user manipulation cycle hypothesis. Based on this, 121 users were experimented with 2D, 3D, VR format user interface. The average user manipulation period extracted by the experiment was compared with the independent sample T test. Based on the test results give the average time difference between the user's operation of the 2D VR format has been verified. User operation period of the average time difference in 3D VR format proved the null hypothesis of no significant difference has been adopted.

A Study on Rule Schemas of User Interface in HCI Devices (HCI 장치의 사용자 인터페이스 규칙스키마에 관한 연구)

  • Kim, Heung-Kyu
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.83-91
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    • 2013
  • As humans perform many tasks using computers, HCI(Human-Computer Interaction) has received much attention these days. One objective of HCI research is to propose how to design more consistent systems. In order to evaluate the consistency of HCI devices from the user's perspective, several models such as TAG(Task Action Grammar), GOMS(Goals-Operators-Methods-Selection Rule), and GTN(General Transition Network) have been developed. TAG specifies actions to perform tasks in terms of rule schema. It has been verified that the less the number of rule schema is, the better users perform the tasks due to assumably higher consistency. This paper hypothesizes that the consistency of systems depends not only on the number of rule schema but also on the distances between rule schema. That is, the closer the rule schema are, the easier it is to acquire the whole set of rule schema. An experiment supported this hypothesis. Therefore, distances between rule schema should be considered as well as the number of rule schema when designing systems.