• Title/Summary/Keyword: Cognitive Interface

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Reference Model and Architecture of Interactive Cognitive Health Advisor based on Evolutional Cyber-physical Systems

  • Lee, KangYoon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.8
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    • pp.4270-4284
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    • 2019
  • This study presents a reference model (RM) and the architecture of a cognitive health advisor (CHA) that integrates information with ambient intelligence. By controlling the information using the CHA platform, the reference model can provide various ambient intelligent solutions to a user. Herein, a novel approach to a CHA RM based on evolutional cyber-physical systems is proposed. The objective of the CHA RM is to improve personal health by managing data integration from many devices as well as conduct a new feedback cycle, which includes training and consulting to improve quality of life. The RM can provide an overview of the basis for implementing concrete software architectures. The proposed RM provides a standardized clarification for developers and service designers in the design and implementation process. The CHA RM provides a new approach to developing a digital healthcare model that includes integrated systems, subsystems, and components. New features for chatbots and feedback functions set the position of the conversational interface system to improve human health by integrating information, analytics, and decisions and feedback as an advisor on the CHA platform.

A study on development of VR-based tangible functional game for prevention of dementia

  • Jang, Chun-Ok
    • International Journal of Advanced Culture Technology
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    • v.9 no.1
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    • pp.196-202
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    • 2021
  • Currently, as Korea enters into a fast aging society, the problem of dementia population is increasing. In this paper, we intend to contribute to the improvement of welfare for the elderly by developing virtual reality technology and related interface technology to effectively perform hand movements known as effective methods for preventing and treating dementia. As the content of the research and development of this paper, it is designed to be easy for the elderly to use and stimulate brain function by applying VR technology using sensors, and to activate mental and physical activities for the elderly who are marginalized in terms of cultural welfare. We intend to develop by classifying the types of games and contents that can induce them. As a result of this thesis, we developed contents using virtual reality to improve cognitive abilities for elderly people with poor cognitive ability to activate the brains of users' cognition, memory, and attention to prevent and treat dementia I want to contribute.

Performance tests for the expression synthesis system based on pleasure and arousal dimensions and efficiency comparisons for its interfaces (쾌 및 각성 차원 기반 표정 합성 시스템의 성능 검증 및 인터페이스의 효율성 비교)

  • 한재현;정찬섭
    • Korean Journal of Cognitive Science
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    • v.14 no.1
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    • pp.41-50
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    • 2003
  • We tested the capability of the pleasure and arousal dimension-based facial expression synthesis system and proposed the most effective interface for it. First, we tried to confirm the adequateness of the dimensional model as a basic structure of the internal states for the system. Fer it, subjects compared the 17 facial expressions on the two axes. The results validated the fundamental hypothesis of the system. Second, we chose 21 representative expressions from the system to test its performance and had subjects rate their similarities. We analyzed these data using multidimensional scaling methods and these results verified the system's reliability. Third, we compared the efficiencies of two interfaces -coordinate values and slide bars- to find the most suitable interface for the system. Subjects synthesise 25 facial expressions with each interface of it. The results showed that the visualization of two dimensional values into Cartesian coordinate is more stable as an input display of facial expression synthesis system based on dimensions.

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The Interaction of Cognitive Interference, Standing Surface, and Fatigue on Lower Extremity Muscle Activity

  • Hill, Christopher M.;DeBusk, Hunter;Simpson, Jeffrey D.;Miller, Brandon L.;Knight, Adam C.;Garner, John C.;Wade, Chip;Chander, Harish
    • Safety and Health at Work
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    • v.10 no.3
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    • pp.321-326
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    • 2019
  • Background: Performing cognitive tasks and muscular fatigue have been shown to increase muscle activity of the lower extremity during quiet standing. A common intervention to reduce muscular fatigue is to provide a softer shoe-surface interface. However, little is known regarding how muscle activity is affected by softer shoe-surface interfaces during static standing. The purpose of this study was to assess lower extremity muscular activity during erect standing on three different standing surfaces, before and after an acute workload and during cognitive tasks. Methods: Surface electromyography was collected on ankle dorsiflexors and plantarflexors, and knee flexors and extensors of fifteen male participants. Dependent electromyography variables of mean, peak, root mean square, and cocontraction index were calculated and analyzed with a $2{\times}2{\times}3$ within-subject repeated measures analysis of variance. Results: Pre-workload muscle activity did not differ between surfaces and cognitive task conditions. However, greater muscle activity during post-workload balance assessment was found, specifically during the cognitive task. Cognitive task errors did not differ between surface and workload. Conclusions: The cognitive task after workload increased lower extremity muscular activity compared to quite standing, irrespective of the surface condition, suggesting an increased demand was placed on the postural control system as the result of both fatigue and cognitive task.

Development of Text-to-Speech System for PC (PC용 Text-to-Speech 시스템 개발)

  • Choi Muyeol;Hwang Cholgyu;Kim Soontae;Kim Junggon;Yi Sopae;Jang Seokbok;Pyo Kyungnan;Ahn Hyesun;Kim Hyung Soon
    • Proceedings of the Acoustical Society of Korea Conference
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    • autumn
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    • pp.41-44
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    • 1999
  • 본 논문에서는 PC 응용을 위한 고음질의 한국어 text-to-speech(TTS) 합성 시스템을 개발하였다. 개발된 시스템의 합성방식으로는 음의 고저 조절, 인접음 사이의 연결 처리 및 음색제어 등에서 기존의 PSOLA 방식에 비해 장점을 가지는 정현파 모델 기반의 방식을 채택하였고, 자연스러운 운율 모델링을 위하여 통계적 기법중의 하나인 Classification and regression tree(CART) 방법을 사용하였다. 또한 음소 경계의 불연속성 문제를 줄이기 위한 합성단위로 초성-중성 및 종성 단위를 사용하였고, 다양한 음색표현이 가능하도록 음색제어 기능을 갖추었다. 그리고, 표준 Speech Application Program Interface(SAPI)를 준용한 TTS engine 형태로 구현함으로써 PC 상에서의 응용 프로그램 개발 편의성을 높였다. 합성음의 청취평가 결과 음질의 우수성 및 음색제어 기능의 유효성을 확인할 수 있었다.

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Individual Difference Effects on Perceptual Skill Learning and Transfer (시각적 기술 학습과 전이에 미치는 개인차의 효과)

  • Rho Yun Jin;Lee Hee Seung;Sohn Young Woo
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.1-14
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    • 2004
  • This research examined the effects of individual differences on visual discrimination skill teaming and its transfer to novel stimuli. Individual participants were categorized as having an analytic or holistic cognitive style, high or low working memory capacity, and high or low levels of rationality, experientiality, and adaptive decision-making styles. Participants received easy or difficult training for the serially presented discrimination task, and then transferred to novel discriminations. Training content interacted with cognitive style and working memory capacity to affect transfer accuracy performance, but individual differences in decision-making styles did not affect transfer performance. Results suggest individual differences should be taken into account when designing an interface for visual discrimination.

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A study of the design and the implementation for the Human-Machine Interface Evaluation System in the In-Vehicle Navigation System (자동차 항법장치 HMI 평가시스템 설계 및 구축에 관한 연구)

  • Cha, Doo-Won;Park, Peom;Lee, Soo-Young
    • Proceedings of the ESK Conference
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    • 1998.04a
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    • pp.13.1-18
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    • 1998
  • IVNS(In-Vehicle Navigation System) which developed by the advance of technological system including computer, display and communication will procide the important interface functions between the driver and the ITS (Intelligent Transport System). However, hat the human factors engineer can actually offer to the designer is by no means a complete set of design specifications. Therefore, a set of boundary conditions and operational ranges within which the designer can be assured that physical, perceptual and cognitive abilities and limitations of drivers will be accommodated system atically[6]. Also, this will be the considerations to compose the IVNS HMI (Human-Machine Interface) design guidelines and IVNS HMI evaluation system. As the first phase of developing the IVNS HMI evaluation system, this paper describe the architecture and the content of this system.

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Prototyping Training Program in Immersive Virtual Learning Environment with Head Mounted Displays and Touchless Interfaces for Hearing-Impaired Learners

  • HAN, Insook;RYU, Jeeheon;KIM, Minjeong
    • Educational Technology International
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    • v.18 no.1
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    • pp.49-71
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    • 2017
  • The purpose of the study was to identify key design features of virtual reality with head-mounted displays (HMD) and touchless interface for the hearing-impaired and hard-of-hearing learners. The virtual reality based training program was aimed to help hearing-impaired learners in machine operating learning, which requires spatial understanding to operate. We developed an immersive virtual learning environment prototype with an HMD (Oculus Rift) and a touchless natural user interface (Leap Motion) to identify the key design features required to enhance virtual reality for the hearing-impaired and hard-of-hearing learners. Two usability tests of the prototype were conducted, which revealed that several features in the system need revision and that the technology presents an enormous potential to help hearing-impaired learners by providing realistic and immersive learning experiences. After the usability tests of hearing-impaired students' exploring the 3D virtual space, interviews were conducted, which also established that further revision of the system is needed, which would take into account the learners' physical as well as cognitive characteristics.

A Systematic Method of Hinting Interface Design (체계적인 힌팅 인터페이스 설계 방법의 연구)

  • Lee, Eun-A;Yun, Wan-Cheol;Park, Wan-Su
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.125-134
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    • 2006
  • Most users learn new, complex systems through trial-and-error experience rather than referring to the manuals in a cognitive process that is called 'exploratory learning'. While exploring a system, people find prototypical rules for using the system based especially on frequent tasks. The rules are formed from consistent task procedures and well-expected interface elements on the designed system. These rules play the role of the basis of users' knowledge for performing tasks. The decision making to select and apply those rules interacting with an interface can be aided by properly provided hints on the interface. With appropriate hints, users can learn new systems easily and use them with reduced usability problems. This paper first reports an observation of user behavior performing tasks with prototypical interaction rules and finds a sound set of criteria to extract prototypical interaction rules systematically. Two types of hints are defined. Extending hints prompt users to apply prototypical interaction rules beyond well-known tasks. Preventive hints guide users out of possible capture errors by drawing attention to the variation of rules. A systematic and practical method is proposed to identify the opportunities for both types in designing interfaces. It is then verified through a usability test that the proposed method is effective in identifying the locations and types of appropriate hints to reduce or mitigate usability problems.

Fuzzy Cognitive Map Construction Support System based on User Interaction (사용자 상호작용에 의한 퍼지 인식도 구축 지원 시스템)

  • Shin, Hyoung-Wook;Jung, Jeong-Mun;Cheah, Wooi Ping;Yang, Hyung-Jeong;Kim, Kyoung-Yun
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.1-9
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    • 2008
  • Fuzzy Cognitive Map, one of ways to model, describe and infer reasoning relations, is widely used in the field of reasoning knowledge engineering. Despite of the natural and easy understanding of decision and smooth explanation of relation between front and rear, reasoning relation is organized with mathematical haziness and complex algorithm and rarely has an interactive user interface. This paper suggests an interactive Fuzzy Cognitive Map(FCM) construction support system. It builds a FCM increasingly concerning multiple experts' knowledge. Futhermore, it supports user-supportive environment by dynamically displaying the structure of Fuzzy Cognitive Map which is constructed by the interaction between experts and the system.