• Title/Summary/Keyword: 인간 인터페이스

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A Study on a Digital Mirror System Offering Different Information by Distance (사용자와의 거리에 따라 다른 형태의 정보를 제공하는 디지털 거울 연구 - 사용자 니즈 분석을 중심으로 -)

  • Park, Ji-Eun;Lee, Moo-Heon;Hahm, Won-Sik;Soh, Yeon-Jung;Choi, Hea-Ju;Jung, Ji-Hong;Hahn, Min-Soo
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.43-50
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    • 2006
  • A mirror is a familiar tool for human beings who have been seeing themselves through it for a long time since it was created. As evolving Digital Technology, many approaches about digital mirrors which reflect not only the light, but also the information have been studied. Traditional mirrors on the wall do not need any special control to perform their automatic visual feedbacks, reflecting lights. On the contrary, digital mirrors can actively provide more information to the user than the traditional ones. In this paper, we propose an active digital mirror system of which functions are changed according to the user-mirror distance. First of all, we investigated users' behaviors on mirrors and categorized the interactions by user-mirror distance. Based on the previous result, we designed the user interface of the mirror, and developed a prototype which has three recognition modules: a distance measuring module using infrared sensor arrays, a user recognition module by computer vision technique, and a control perception module using infrared sensor grid. In addition, the next steps for improving the user-centered digital mirror system, and the possibility for developing a mirror-shaped computer system were suggested.

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EEG based Vowel Feature Extraction for Speech Recognition System using International Phonetic Alphabet (EEG기반 언어 인식 시스템을 위한 국제음성기호를 이용한 모음 특징 추출 연구)

  • Lee, Tae-Ju;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.1
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    • pp.90-95
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    • 2014
  • The researchs using brain-computer interface, the new interface system which connect human to macine, have been maded to implement the user-assistance devices for control of wheelchairs or input the characters. In recent researches, there are several trials to implement the speech recognitions system based on the brain wave and attempt to silent communication. In this paper, we studied how to extract features of vowel based on international phonetic alphabet (IPA), as a foundation step for implementing of speech recognition system based on electroencephalogram (EEG). We conducted the 2 step experiments with three healthy male subjects, and first step was speaking imagery with single vowel and second step was imagery with successive two vowels. We selected 32 channels, which include frontal lobe related to thinking and temporal lobe related to speech function, among acquired 64 channels. Eigen value of the signal was used for feature vector and support vector machine (SVM) was used for classification. As a result of first step, we should use over than 10th order of feature vector to analyze the EEG signal of speech and if we used 11th order feature vector, the highest average classification rate was 95.63 % in classification between /a/ and /o/, the lowest average classification rate was 86.85 % with /a/ and /u/. In the second step of the experiments, we studied the difference of speech imaginary signals between single and successive two vowels.

Implementation of User-friendly Intelligent Space for Ubiquitous Computing (유비쿼터스 컴퓨팅을 위한 사용자 친화적 지능형 공간 구현)

  • Choi, Jong-Moo;Baek, Chang-Woo;Koo, Ja-Kyoung;Choi, Yong-Suk;Cho, Seong-Je
    • The KIPS Transactions:PartD
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    • v.11D no.2
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    • pp.443-452
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    • 2004
  • The paper presents an intelligent space management system for ubiquitous computing. The system is basically a home/office automation system that could control light, electronic key, and home appliances such as TV and audio. On top of these basic capabilities, there are four elegant features in the system. First, we can access the system using either a cellular Phone or using a browser on the PC connected to the Internet, so that we control the system at any time and any place. Second, to provide more human-oriented interface, we integrate voice recognition functionalities into the system. Third, the system supports not only reactive services but also proactive services, based on the regularities of user behavior. Finally, by exploiting embedded technologies, the system could be run on the hardware that has less-processing power and storage. We have implemented the system on the embedded board consisting of StrongARM CPU with 205MHz, 32MB SDRAM, 16MB NOR-type flash memory, and Relay box. Under these hardware platforms, software components such as embedded Linux, HTK voice recognition tools, GoAhead Web Server, and GPIO driver are cooperated to support user-friendly intelligent space.

Pattern classification of the synchronized EEG records by an auditory stimulus for human-computer interface (인간-컴퓨터 인터페이스를 위한 청각 동기방식 뇌파신호의 패턴 분류)

  • Lee, Yong-Hee;Choi, Chun-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.12
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    • pp.2349-2356
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    • 2008
  • In this paper, we present the method to effectively extract and classify the EEG caused by only brain activity when a normal subject is in a state of mental activity. We measure the synchronous EEG on the auditory event when a subject who is in a normal state thinks of a specific task, and then shift the baseline and reduce the effect of biological artifacts on the measured EEG. Finally we extract only the mental task signal by averaging method, and then perform the recognition of the extracted mental task signal by computing the AR coefficients. In the experiment, the auditory stimulus is used as an event and the EEG was recorded from the three channel $C_3-A_1$, $C_4-A_2$ and $P_Z-A_1$. After averaging 16 times for each channel output, we extracted the features of specific mental tasks by modeling the output as 12th order AR coefficients. We used total 36th order coefficient as an input parameter of the neural network and measured the training data 50 times per each task. With data not used for training, the rate of task recognition is 34-92 percent on the two tasks, and 38-54 percent on the four tasks.

Video Ethnography를 위한 컴퓨터 지원 분석 도구개발에 관한 연구

  • 이지현;이건표
    • Proceedings of the ESK Conference
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    • 1998.04a
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    • pp.65-69
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    • 1998
  • 기존에 사용자 인터페이스 디자인 개발시 다양한 사용자 니즈들이 수집되고 이러한 정보들의 효과적 활용을 위하여 여러 가지 분석방법들이 활용, 개발되고 있다. 그중 Video Ethnography는 특정 시스템 상에서 나타나는 사용자의 행동을 중심으로 한 환경내의 변화를 비디오를 이용해 저장하고 저장된 상황 의 변화요인을 해석 체계에 의거해 분석하는 기법이다. 이는 기존의 다른 방법에 비해 사용자의 자연스 러운 작업의 수행을 분석하는 데 초점을 맞추고 있기 때문에 실험실에서 행해지는 계획된 실험에서 얻 을 수 없는 시스템에 관한 발견점을 찾아낼 수 있다는 장점이 있다. 하지만 현재 Video Ethnography를 수행하는 과정에서 수집된 사용성 정보들이 총체적인 관점에서 체계적으로 관리, 분석되지 못하고 있고, 관리 시스템의 부재로 인하여 비디오 데이터를 분석, 관리하는데 필요이상의 시간과 노력이 필요한 실정 이다. 본 연구에서는 이러한 어려움을 해결하고자 Video Ethnography를 통해 얻어진 사용자 니즈를 체 계적으로 수집,해석, 관리하는 효과적인 도구의 개발에 중점을 두었다. 특정한 사용상황에 맞추어 수집 된 다양한 형태의 사용자 니즈들은 먼저 컴푸터를 통해 입력되고 입력된 데이터는 과업의 목적, 주변상황, 시스템과 사용자와의 상호작용 등 다양한 변수에 의해 분석된다. 이러한 분석의 과정을 통해특정 시스템 에 대한 사용자의 니즈가 도출되고 새로운 디자인 해결안이 제시될 수 있는 것이다. 이러한 일련의 과정 은 사용자 니즈 데이터베이스로 구축되며 추후 제품 개발의 근거로서 활용될 수 있다. 앞으로 다양한 사 용환경에 대한 사용자 니즈 데이터베이스가 확충되면 각 사용상황하의 사용성 문제 해결안뿐만 아니라 서로 관련이 있는 사용상황간의 연계 연구를 통해 좀 더 광범위한 개념의 제품 개발도 가능해 질 수 있을 것이다.와 만족도와의 관계 및 이상형에 대해 구체적으로 파악할 필요가 있다. 또한, 신체에 대한 이상형은 시대의 여러 여건에 따라서 변화할 수 있으므로 의복 착용자가 의복을 통해서 표현하고자 하는 이상형의 시대적 변화를 살펴볼 필요가 있다. 따라서 본 연구에서는 신체에 대한 인식도 및 만족도, 이상형에 대한 설문지 조사와 신체측정을 통하여 신체 크기에대한 만족도를 객관적인 척도로 고찰하고, 이상형과 실제 체형에 관하여 고찰하고자 한다. 도한, 1992년도 자료와의 비교를 통하여 시대에 따른 신체만족도와 이상형의 변화를 파악하고자 한다. 이를 기초로 한 의복원형 제작 및 의복 디자인에 대한 연구를 통해 의복의 맞음새가 좋을뿐만 아니라 의복착용자들 에게 심리적 만족을 줄 수 있는 의복 제작에 도움이 될 수 있을 것이다.적입지로 분석되었다.등 다양한 모형들을 고려해 본 뒤, 적절한 모형을 적용할 것이다. 가로망 설계 모형에서 신호제어를 고려하기 위해서는 주어진 가로망에 대한 통행 배정과정에서 고려되는 통행시간을 링크통행시간과 교차로 지체시간을 동시에 고려해야 하는데, 이러한 문제의 해결을 위해서 최근 활발히 논의되고 있는 교차로에서의 신호제어에 대응하는 통행배정 모형을 도입하여 고려하고자 한다. 이를 위해서 지금까지 연구되어온 Global Solution Approach와 Iterative Approach를 비교, 검토한 뒤 모형에 보다 알맞은 방법을 선택한다. 차량의 교차로 통행을 고려하는 performance function의 경우 비신호 교차로와 신호교차로에 대한 적절한 비교가 현재로서는 고려되고 있지 못하기 때문에, 구성되는 가로망의 경우 신호교차로들로만 구성되며, 부득이한 경우 입체교차의 형태로 구성되는 것으로 가정한다. 실제 가로망의 경우, 교통향이 많은 도시부의 경우 주가로망은 대부분 신호교차로와 입체교차로 구성되기 때문에

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Fault Tolerant Design of Universal Soft Controller for Advanced Power Reactor (신형원전(APR+)을 위한 범용소프트제어기의 내고장성 설계)

  • Ye, Song-Hae;Lyou, Joon
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.9
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    • pp.279-286
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    • 2012
  • Recently, design of Universal Soft Controller(USC) has been applied to the advanced control room for nuclear power plant. USC is software-based manual control means to control safety components as well as non-safety components in the highly-integrated control room. Therefore, design feature of USC is essential for the implementation of a single workstation in the advanced control room. The traditional control room is replaced by computer-driven consolidated operator interfaces. Considering our design has further reduced the probability of USC spurious signals by requiring two distinct operator control actions to generate any control signal. The reality of USC does not increase the probability of reactor trip because the probability of spurious USC signal is negligible. Universal Soft Control represents a significant evolution in nuclear I&C/HSI System. USC integrates the indicators and controls from multiple divisions into a single integrated visual display unit(VDU) based HSI(Human System Interface). In order to prevent adverse influence on safety function performance from USC failure, ESFAS signals are applied to safety components or functions. In addition, safety manual switches have priority over USC's signals. Therefore, spurious USC signals can be momentarily blocked by selecting a soft control command from the safety VDU.

The study of effects of Vandalism as a design variance on Users (사용자 측면에서의 디자인 변수로 작용하는 반달리즘 -Vandalism에 관한 연구)

  • 최성운;김경배
    • Archives of design research
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    • v.15 no.4
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    • pp.33-46
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    • 2002
  • The present times is rapidly growing and changing. As both an industry and a social legislation are running after a generality, relatively the number of people who are out of it is gradually increasing. Those people are getting skeptical about their positions as well as their existences, so that a social deviant phenomenon has been continuously arising by themselves in public and private area. It is the Vandalism . People are often exposed to this Vandalism which is occurring around their life. Accordingly this study analyzed cause-and-effect Vandalism. As a means of impediment against the progressing Vandalism in design process, the study as been developed by approaching to an ergonomics design, a simple shape design (minimalism), a semantic design, a re-useful design. As a result, it comes to the fact that the Vandalism from the view of design is caused by a lack of ergonomics and user-interface, a failure of simple structure, a complication of excessive functions. Furthermore, it comes to the conclusion that industrial design is playing an important role in the contribution of social development, to create a design obstructing the vandalism will bring development of sound society.

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Vision-based Motion Control for the Immersive Interaction with a Mobile Augmented Reality Object (모바일 증강현실 물체와 몰입형 상호작용을 위한 비전기반 동작제어)

  • Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.119-129
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    • 2011
  • Vision-based Human computer interaction is an emerging field of science and industry to provide natural way to communicate with human and computer. Especially, recent increasing demands for mobile augmented reality require the development of efficient interactive technologies between the augmented virtual object and users. This paper presents a novel approach to construct marker-less mobile augmented reality object and control the object. Replacing a traditional market, the human hand interface is used for marker-less mobile augmented reality system. In order to implement the marker-less mobile augmented system in the limited resources of mobile device compared with the desktop environments, we proposed a method to extract an optimal hand region which plays a role of the marker and augment object in a realtime fashion by using the camera attached on mobile device. The optimal hand region detection can be composed of detecting hand region with YCbCr skin color model and extracting the optimal rectangle region with Rotating Calipers Algorithm. The extracted optimal rectangle region takes a role of traditional marker. The proposed method resolved the problem of missing the track of fingertips when the hand is rotated or occluded in the hand marker system. From the experiment, we can prove that the proposed framework can effectively construct and control the augmented virtual object in the mobile environments.

A Study on Technical Elements for Vision Therapy based on VR HMD (VR HMD에서의 비전 테라피 활용을 위한 기술 요소 연구)

  • Choi, Sangmi;Kim, Jungho;Kwon, Soonchul;Lee, Seunghyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.12
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    • pp.161-168
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    • 2016
  • Thanks to mass production and provision of smartphones and the HMD (head mounted display), VR (virtual reality) is now being applied to various areas. The VR HMD is the interface equipment which allows users to have realistic experiences through human sensory organs such as vision and auditory sense. Since the majority of VR equipment is operated by the display for both eyes, 360-degree video content and the depth information, the VR mechanism is closely related to human senses, especially vision. Previous studies have focused on how to minimize negative impact such as motion sickness or visual fatigue. Little attention has been paid on research about the visual treatment. Therefore, the focus of this study is to develop technical elements for utilization of vision therapy with the VR HMD and explore possible areas to apply it. To this end, we analyzed the past case studies and technical elements to identify 16 areas for vision therapy. We also developed the optical parameters for utilization of the VR HMD visual targets. The result of this study is expected to be utilized for development of visual targets for vision therapy based on the VR HMD.

A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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