• Title/Summary/Keyword: HCI(Human-computer interaction)

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The effect of the human voice that is consistent with context and the mechanical melody on user's subjective experience in mobile phones (휴대전화 상황에서 맥락과 일치하는 사람음과 단순 기계음이 사용자의 주관적 경험에 미치는 영향)

  • Cho, Yu-Suk;Eom, Ki-Min;Joo, Hyo-Min;Suk, Ji-He;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.531-544
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    • 2009
  • In the past, objective usability was one of the most important aspects when user used system. But nowadays user's subjective experiences are getting more critical element than objective usability in HCI(human-computer interaction). Most people own their mobile phone and use it frequently these days. It is especially important to make user's subjective experiences more positive when using devices like mobile phones people frequently carry and interact with. This study investigates whether the interfaces which express the emotion give more positive experiences to users. Researchers created mobile phone prototypes to compare the effect of mechanical melody feedback(the major auditory feedbacks on mobile phones) and emotional voice feedback(recorded human voice). Participants experienced four kinds of mobile phone prototypes(no feedback, mechanical melody feedback, emotional voice feedback and dual feedback) and evaluated their experienced usability, hedonic quality and preference. The result suggests that person's perceptional fun and hedonic quality were getting increased in the phone which gave the emotional voice feedback than the mechanical melody feedback. Nevertheless, the preference was evaluated lower in the emotional voice feedback condition than the others.

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A Finger Counting Method for Gesture Recognition (제스처 인식을 위한 손가락 개수 인식 방법)

  • Lee, DoYeob;Shin, DongKyoo;Shin, DongIl
    • Journal of Internet Computing and Services
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    • v.17 no.2
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    • pp.29-37
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    • 2016
  • Humans develop and maintain relationship through communication. Communication is largely divided into verbal communication and non-verbal communication. Verbal communication involves the use of a language or characters, while non-verbal communication utilizes body language. We use gestures with language together in conversations of everyday life. Gestures belong to non-verbal communication, and can be offered using a variety of shapes and movements to deliver an opinion. For this reason, gestures are spotlighted as a means of implementing an NUI/NUX in the fields of HCI and HRI. In this paper, using Kinect and the geometric features of the hand, we propose a method for recognizing the number of fingers and detecting the hand area. A Kinect depth image can be used to detect the hand region, with the finger number identified by comparing the distance of outline and the central point of a hand. Average recognition rate for recognizing the number of fingers is 98.5%, from the proposed method, The proposed method would help enhancing the functionality of the human computer interaction by increasing the expression range of gestures.

Realization of An Outdoor Augmented Reality System using GPS Tracking Method (GPS 트래킹 방식을 이용한 옥외용 증강현실 시스템 구현)

  • Choi, Tae-Jong;Kim, Jung-Kuk;Huh, Woong;Jang, Byun-Tae
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.39 no.5
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    • pp.45-55
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    • 2002
  • In this paper, we describe an outdoor augmented reality system using GPS tracking for position and attitude information. The system consist of a remote mobile operation unit and a ground operation unit. The remote mobile operation unit includes a real-time image acquiring device, a GPS tracking device, and a wireless data transceiver; the ground operation unit includes a wireless transceiver, a virtual image generating device, and an image superimposing device. The GPS tracking device for measurement of position and attitude of the remote mobile operation unit was designed by TANS Vector and RT-20 for DGPS. The wireless data transceiver was for data transmission between the remote mobile operation unit and the ground operation unit. After the remote mobile operation unit was installed on a vehicle and a helicopter, the system was evaluated to verify its validity in actual applications. It was found that the implemented system could be used for obtaining real-time remote information such as construction simulation, tour guide, broadcasting, disaster observation, or military purpose.

Real Time Face Detection in Video Using Progressive Thresholding (순차 임계 설정법을 이용한 비디오에서의 실시간 얼굴검출)

  • Ye Soo-Young;Lee Seon-Bong;Kum Dae-Hyun;Kim Hyo-Sung;Nam Ki-Gon
    • Journal of the Institute of Convergence Signal Processing
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    • v.7 no.3
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    • pp.95-101
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    • 2006
  • A face detection plays an important role in face recognition, video surveillance, and human computer interaction. In this paper, we propose a progressive threshold method to detect human faces in real time. The consecutive face images are acquired from camera and transformed into YCbCr color space images. The skin color of the input images are separated using a skin color filter in the YCbCr color space and some candidated face areas are decided by connected component analysis. The intensity equalization is performed to avoid the effect of many circumstances and an arbitrary threshold value is applied to get binary images. The eye area can be detected because the area is clearly distinguished from others in the binary image progressive threshold method searches for an optimal eye area by progressively increasing threshold from low values. After progressive thresholding, the eye area is normalized and verified by back propagation algorithm to finalize the face detection.

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An Experimental Study on Hindrance Factors of Usability of Menu Structure in ARS (ARS 메뉴체계 사용성 저해요소에 대한 실험연구)

  • Kim, Ho-Won;Kim, Hee-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.2
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    • pp.462-470
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    • 2011
  • ARS (Automatic Response Systems) based on VUI (Voice User Interface) and TTI (Touch Tone Interface) are one of the most widely used communication systems. Despite common usages, however, inconvenience of ARS is continually pointed out. This may stem from lack of human-centered studies aside from technological development. In this paper, we provide guidelines for designing ARS by analyzing hindrance factors of usability of ARS menu structure. We had selected two call-centers using ARS, and carried out an experimental study where subjects performed the task of "returning books." After that, they completed questionnaires and interviews. We identified four problems: the complex menu structure, lack of representativeness on the menu name, users' awareness of location, and a difficulty to move among menus. And we partially discussed the ways of avoiding the problems.

A Study on Methodology of Scenario-Based Interface Design - with an focus on Scenario Collection and Verification method through Web Survey (시나리오 기반 인터페이스 디자인 방법론에 관한 연구 - 웹 서베이를 통한 시나리오 수집과 검증 방법을 중심으로)

  • 김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.395-404
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    • 2003
  • As scenario-based design is expanded to various fields of design, it is introduced to HCI(Human Computer Interaction) in order to figure out user information & tasks. However, scenario based design methods that is focused on collecting scenarios regarding users'needs, is mainly utilized conceptual design stage for system itself. There is a gap between users'need scenarios to interface design of HCI system. In this study, web survey is suggested as scenario based interface design method in order to connect scenario collecting to task specification and to menu structure design of home-network controller. The degree of users'need for specified tasks was verified to various kinds of users through web survey and it decideddepth and order of menu structure. Tasks also was categorized to situation mode and users can make their own menu structure by selecting menu contents or even mode itself, because degrees of need for specified task situation were varied by lifestyle of user group. Finally, it is found that web survey method can be applied to collect and database various scenarios of. various users when a questionnaire is well designed for collection.

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Stereo Vision Based 3D Input Device (스테레오 비전을 기반으로 한 3차원 입력 장치)

  • Yoon, Sang-Min;Kim, Ig-Jae;Ahn, Sang-Chul;Ko, Han-Seok;Kim, Hyoung-Gon
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.4
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    • pp.429-441
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    • 2002
  • This paper concerns extracting 3D motion information from a 3D input device in real time focused to enabling effective human-computer interaction. In particular, we develop a novel algorithm for extracting 6 degrees-of-freedom motion information from a 3D input device by employing an epipolar geometry of stereo camera, color, motion, and structure information, free from requiring the aid of camera calibration object. To extract 3D motion, we first determine the epipolar geometry of stereo camera by computing the perspective projection matrix and perspective distortion matrix. We then incorporate the proposed Motion Adaptive Weighted Unmatched Pixel Count algorithm performing color transformation, unmatched pixel counting, discrete Kalman filtering, and principal component analysis. The extracted 3D motion information can be applied to controlling virtual objects or aiding the navigation device that controls the viewpoint of a user in virtual reality setting. Since the stereo vision-based 3D input device is wireless, it provides users with a means for more natural and efficient interface, thus effectively realizing a feeling of immersion.

A Study on Controlling IPTV Interface Based on Tracking of Face and Eye Positions (얼굴 및 눈 위치 추적을 통한 IPTV 화면 인터페이스 제어에 관한 연구)

  • Lee, Won-Oh;Lee, Eui-Chul;Park, Kang-Ryoung;Lee, Hee-Kyung;Park, Min-Sik;Lee, Han-Kyu;Hong, Jin-Woo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.6B
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    • pp.930-939
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    • 2010
  • Recently, many researches for making more comfortable input device based on gaze detection have been vigorously performed in human computer interaction. However, these previous researches are difficult to be used in IPTV environment because these methods need additional wearing devices or do not work at a distance. To overcome these problems, we propose a new way of controlling IPTV interface by using a detected face and eye positions in single static camera. And although face or eyes are not detected successfully by using Adaboost algorithm, we can control IPTV interface by using motion vectors calculated by pyramidal KLT (Kanade-Lucas-Tomasi) feature tracker. These are two novelties of our research compared to previous works. This research has following advantages. Different from previous research, the proposed method can be used at a distance about 2m. Since the proposed method does not require a user to wear additional equipments, there is no limitation of face movement and it has high convenience. Experimental results showed that the proposed method could be operated at real-time speed of 15 frames per second. Wd confirmed that the previous input device could be sufficiently replaced by the proposed method.

Automatic Facial Expression Recognition using Tree Structures for Human Computer Interaction (HCI를 위한 트리 구조 기반의 자동 얼굴 표정 인식)

  • Shin, Yun-Hee;Ju, Jin-Sun;Kim, Eun-Yi;Kurata, Takeshi;Jain, Anil K.;Park, Se-Hyun;Jung, Kee-Chul
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.3
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    • pp.60-68
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    • 2007
  • In this paper, we propose an automatic facial expressions recognition system to analyze facial expressions (happiness, disgust, surprise and neutral) using tree structures based on heuristic rules. The facial region is first obtained using skin-color model and connected-component analysis (CCs). Thereafter the origins of user's eyes are localized using neural network (NN)-based texture classifier, then the facial features using some heuristics are localized. After detection of facial features, the facial expression recognition are performed using decision tree. To assess the validity of the proposed system, we tested the proposed system using 180 facial image in the MMI, JAFFE, VAK DB. The results show that our system have the accuracy of 93%.

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A Study on a Conceptualization-oriented SDSS Model for Landscape Design (조경설계를 위한 공간개념화 지향의 공간의사결정지원시스템 모델에 대한 연구)

  • Kim, Eun Hyung
    • Spatial Information Research
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    • v.22 no.6
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    • pp.55-65
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    • 2014
  • By combining the role of current GIS technology and design behaviors from the cognitive perspective, spatial conceptualization can be extended efficiently and creatively for ill-structured problems. This study elaborates the model of a conceptualization-oriented SDSS(Spatial Decision Support System) for a landscape design problem. Current information-oriented GIS technology plays a minor role in planning and design. The three attributes in planning and design problems describe how the deficiencies of current GIS technology can be seen as a failure of the technology. These are summarized: (1) Information Explosion/Information Ignorance (2) Dilemma of Rigor and Relevance (3) Ill-structured Nature of planning and Design. In order to implement the conceptualization idea in the current GIS environment, it will be necessary to shift from traditional, information-oriented GISs to conceptualization-oriented SDSSs. The conceptualization-oriented SDSS model reflects the key elements of six important theories and techniques. The six useful theories and techniques are as follows; (1) Human Information Processing (2) Tool/Theory Interaction (3) The Sciences of the Artificial and Epistemology of Practice (4) Decision Support Systems (DSSs) (5) Human-Computer Interaction (HCI) (6) Creative Thinking. The future conceptualization-oriented SDSS can provide capabilities for planners and designers to figure out some "hidden organizations" in spatial planning and design, and develop new ideas through its conceptualization capability. The facilitation of conceptualization has been demonstrated by presenting three key ideas for the framework of the SDSS model: (1) bubble-oriented design support system (2) prototypes as an extension of semantic memory, and (3) scripts as an extension of episodic memory in a cognitive pschology perspective. The three ideas can provide a direction for the future GIS technology in planning and design.