• 제목/요약/키워드: Computer interaction

검색결과 1,963건 처리시간 0.026초

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

  • 정찬웅;정성문;이민호
    • 한국산업정보학회논문지
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    • 제16권1호
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    • pp.21-30
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    • 2011
  • 본 논문에서는 인간-컴퓨터 상호작용 시스템 구현을 위해 신경망 알고리즘을 적용하여 스크린 상의 레이저포인터를 효과적으로 검출하는 방법을 제안하였다. 제안된 신경망 알고리즘은 먼저 레이저포인터가 없는 입력 카메라 영상의 패치들을 학습시킨다. 학습된 선경망은 카메라 영상으로부터 얻은 입력 패치에 대해 출력 값을 발생시킨다. 만약 미세한 레이저빔의 변화가 입력영상에 감지되면 이를 증폭시켜 레이저 빔을 검출하는 역할을 한다. 제안된 시스템은 레이저포인터, 싼 가격의 웹캠 그리고 영상처리 프로그램으로 구현할 수 있다. 그리고 레이저포인터와 컴퓨터의 배경화면 색상이 유사한 경우에도 레이저포인터를 검출할 수 있는 장점이 있으므로 인간-컴퓨터 상호작용 시스템의 성능개선에 기여할 것이다.

Comparative Study on the Educational Use of Home Robots for Children

  • Han, Jeong-Hye;Jo, Mi-Heon;Jones, Vicki;Jo, Jun-H.
    • Journal of Information Processing Systems
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    • 제4권4호
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    • pp.159-168
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    • 2008
  • Human-Robot Interaction (HRI), based on already well-researched Human-Computer Interaction (HCI), has been under vigorous scrutiny since recent developments in robot technology. Robots may be more successful in establishing common ground in project-based education or foreign language learning for children than in traditional media. Backed by its strong IT environment and advances in robot technology, Korea has developed the world's first available e-Learning home robot. This has demonstrated the potential for robots to be used as a new educational media - robot-learning, referred to as 'r-Learning'. Robot technology is expected to become more interactive and user-friendly than computers. Also, robots can exhibit various forms of communication such as gestures, motions and facial expressions. This study compared the effects of non-computer based (NCB) media (using a book with audiotape) and Web-Based Instruction (WBI), with the effects of Home Robot-Assisted Learning (HRL) for children. The robot gestured and spoke in English, and children could touch its monitor if it did not recognize their voice command. Compared to other learning programs, the HRL was superior in promoting and improving children's concentration, interest, and academic achievement. In addition, the children felt that a home robot was friendlier than other types of instructional media. The HRL group had longer concentration spans than the other groups, and the p-value demonstrated a significant difference in concentration among the groups. In regard to the children's interest in learning, the HRL group showed the highest level of interest, the NCB group and the WBI group came next in order. Also, academic achievement was the highest in the HRL group, followed by the WBI group and the NCB group respectively. However, a significant difference was also found in the children's academic achievement among the groups. These results suggest that home robots are more effective as regards children's learning concentration, learning interest and academic achievement than other types of instructional media (such as: books with audiotape and WBI) for English as a foreign language.

휴먼/로봇 인터페이스 연구동향 분석 (Trends on Human/Robot Interface Research)

  • 임창주;임치환
    • 대한인간공학회지
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    • 제21권2호
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    • pp.101-111
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    • 2002
  • An intelligent robot, which has been developed recently, is no more a conventional robot widely known as an industrial robot. It is a computer system embedded in a machine and utilizes the machine as a medium not only for the communication between the human and the computer but also for the physical interaction among the human, the computer and their environment. Recent advances in computer technology have made it possible to create several of new types of human-computer interaction which are realized by utilizing intelligent machines. There is a continuing need for better understanding of how to design human/robot interface(HRI) to make for a more natural and efficient flow of information and feedback between robot systems and their users in both directions. In this paper, we explain the concept and the scope of HRI and review the current research trends of domestic and foreign HRL. The recommended research directions in the near future are also discussed based upon a comparative study of domestic and foreign HRI technology.

그룹 아이디어 제너레이션을 위한 시뮬레이션 알고리즘의 개발 (Group Idea Generation and Simulation)

  • 정종호
    • 경영과학
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    • 제26권2호
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    • pp.37-59
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    • 2009
  • Electronic brainstorming (EBS) to improve the process and outcomes of group decision making is an artifact of Information Systems legacy. Despite three decades of research with EBS in an effort to become a key resource of organizational performance, its performance when compared to that of nominal is inconclusive because of the recent debate over its usefulness in terms of productivity. Subsequent researchers have directed our attention to the re-examination of cognitive stimulation, which is considered the major benefit in computer-based idea generation, to explain the performance singularity in computer-based groups. While both cognitive and motivational factors that moderate and mediate the group-interaction process remain unexplored, individual differences that are tightly linked to creative behavior have been largely ignored to account for the discrepancy in performance. Since simulations have been widely used in situations where an outcome does not meet the assumptions, the notion of a group simulator and detailed simulation mechanisms are introduced to examine the potential effects of individual differences on the performance of computer-based idea generation groups. In addition, two prior studies that empirically explored cognitive mechanisms with the group simulator are showcased along with six propositions to initiate future research.

Mixed reality multi-person interaction research based on the calibration of the HoloLens devices

  • Qin, Zi Jie;Li, Ao Xuan;Lim, Hyotaek;Lee, Byung Gook
    • 한국멀티미디어학회논문지
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    • 제24권9호
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    • pp.1261-1267
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    • 2021
  • Currently, the application of virtual reality technology is becoming more and more popular in all aspects of life. From virtual entertainment to industrial simulation, the new operation and working methods brought by virtual reality visualization technology have greater appeal and advantages. With the renewal and iteration of related equipment, more and more functions make its limitations continue to decrease, but its applicability continues to improve. Take the optically transparent head-mounted device as an example. It integrates more computer functions, presents and interacts in a virtual way, further integrates with daily behaviors, and shortens the distance between users and digital information.

Soil interaction effects on sloshing response of the elevated tanks

  • Livaoglu, Ramazan
    • Geomechanics and Engineering
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    • 제5권4호
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    • pp.283-297
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    • 2013
  • The aim of this paper is to investigate how the soil-structure interaction affects sloshing response of the elevated tanks. For this purpose, the elevated tanks with two different types of supporting systems which are built on six different soil profiles are analyzed for both embedded and surface foundation cases. Thus, considering these six different profiles described in well-known earthquake codes as supporting medium, a series of transient analysis have been performed to assess the effect of both fluid sloshing and soil-structure interaction (SSI). Fluid-Elevated Tank-Soil/Foundation systems are modeled with the finite element (FE) technique. In these models fluid-structure interaction is taken into account by implementing Lagrangian fluid FE approximation into the general purpose structural analysis computer code ANSYS. A 3-D FE model with viscous boundary is used in the analyses of elevated tanks-soil/foundation interaction. Formed models are analyzed for embedment and no embedment cases. Finally results from analyses showed that the soil-structure interaction and the structural properties of supporting system for the elevated tanks affected the sloshing response of the fluid inside the vessel.

CDSS : 만성질환 환자들을 위한 사회적 상호작용과 지능 공간의 통합 (CDSS: Integration of Social Interaction and Smart Space for Chronic Disease Patients)

  • 이람 파티마;무하매드 파힘;이영구;이승룡
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2011년도 한국컴퓨터종합학술대회논문집 Vol.38 No.1(B)
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    • pp.114-115
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    • 2011
  • Chronic disease may leads to other life threatening health complications like heart disease, stroke, diabetes and peripheral vascular disease that diminished quality of life. This paper points out the importance of social interaction and smart space integration in existing CDSS for chronic diseases. Social interaction allows the patients to interact with system, through this continuous learning and digesting patient experience, our CDSS becomes intelligent and dynamically enhanced. Smart spaces automatically provide new knowledge and construct the behavioral profile by monitoring the daily life activities. Through these features, patients can get continuous relevant recommendations from the system, so they can get a chance to improve their health condition which in terms keeping on their quality of life. It also helps the health practitioners in better decision making about medication and living patterns.

경계요소법을 이용한 구조물과 지반사이의 동적상호 작용 해석 전산 프로그램 : SSI2D/3D (Computer Program for the solution of the Soil-Structure-Interaction Problem using the Boundary Element Method : SSI2D/3D)

  • 허영
    • 한국전산구조공학회:학술대회논문집
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    • 한국전산구조공학회 1989년도 봄 학술발표회 논문집
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    • pp.17-21
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    • 1989
  • SSI2D/3D is a computer program to calculate dynamic stiffness matrix of the foundation for soil-structure-interaction problem in frequency demain. It is written in FORTRAN 77 and applicable to two or three dimensional situations. In this paper the program structure is summarized. Two examples aye shown to demonstrate the possibilities of the Boundary Element Method applied to dynamic problems in infinite domains.

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인간-컴퓨터 인터페이스에서 사용편의성에 관한 고찰 (The Usability of The Human-Computer Interface)

  • 곽효연;이상도
    • 산업경영시스템학회지
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    • 제18권36호
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    • pp.13-22
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    • 1995
  • The phenomenal rate of growth of the design, implementation and use of interactive computer-based systems has been paralleled by an appreciation of the criticality of the human factor with regard to successful systems operation. As the pace of technological innovation quickens, and the design of user interfaces involves more complex interaction techniques, user frustration, confusion, degraded human performance, and an unwillingness on the part of users In perform interaction tasks were potential outcomes. Consequently, the important of user-centered interfaces design and use is increasing. Usability-based systems improve user acceptance and satisfaction with the systems

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