• 제목/요약/키워드: HCI(Human-computer interaction)

검색결과 181건 처리시간 0.029초

Haptic Technology for the Mobile Device: Future Research and Opportunity in Business

  • Park, Joo-Won;Jo, Soo-Ran;Jeon, Se-Bom;Moon, Jung-Hoon
    • 한국경영정보학회:학술대회논문집
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    • 한국경영정보학회 2008년도 춘계학술대회
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    • pp.79-84
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    • 2008
  • Haptics, the science and physiology of the sense of touch, has been investigated in the field of engineering and HCI to provide better computing environments for users. Previous haptic technology being focused was mainly on the PC environments; however, beginning with the i-Phone of Apple recent haptic technology has entered our daily lives. Despite its popularization, the business opportunities the technology will bring have not yet been investigated thoroughly. This research forecasts the application of haptic technology on mobile devices and the consequential business opportunity. Also, the direction of future research in the field of MIS will be proposed.

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Hand gesture recognition for player control

  • 시란얀;김진규;염동회;주영훈
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2011년도 제42회 하계학술대회
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    • pp.1908-1909
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    • 2011
  • Hand gesture recognition has been widely used in virtual reality and HCI (Human-Computer-Interaction) system, which is challenging and interesting subject in the vision based area. The existing approaches for vision-driven interactive user interfaces resort to technologies such as head tracking, face and facial expression recognition, eye tracking and gesture recognition. The purpose of this paper is to combine the finite state machine (FSM) and the gesture recognition method, in other to control Windows Media Player, such as: play/pause, next, pervious, and volume up/down.

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인터액티브 가상 환경을 위한 손 제스처 인식 시스템 (A Hand Gesture Recognition System for Interactive Virtual Environment)

  • 조오영;김형곤;고성제;안상철
    • 전자공학회논문지S
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    • 제36S권4호
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    • pp.70-82
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    • 1999
  • 본 논문에서는 복잡한 영상에서 추출해낸 손 영역으로부터 제스처를 인식하여 인간과 컴퓨터의 상호작용(HCI, Human-Computer Interaction)을 위한 보다 자연스러운 인터페이스를 제공한다. 제안하는 방법은 정규화된 RGB 색상 공간에 정의한 피부색의 가우시안 분포를 이용해 조명의 변화나 개인의 차이에도 안정적으로 손 영역을 추출하며, 배경에 대한 상대적인 움직임을 이용해 복잡한 영상에서도 효과적으로 손 영역을 추출해 낸다. 추출된 손 영역은 RBF(Radial Basis Function) 신경망을 이용해 각 제스처로 인식된다. 가상 환경과의 상호작용을 제공하기 위해 두 종류의 기본적인 정적 제스처들을 정의하며 간단한 구문론적 규칙을 사용해 하나 이상의 인식 결과들을 조합함으로써 적은 수의 제스처들만으로 보다 효율적이고 다양한 상호작용이 가능하게 한다. 제안하는 시스템은 TM320C80 DSP 칩을 사용하여 구현되었으며 300×240 영상을 12Hz로 처리함으로써 빠른 속도로 가상 환경의 인터페이스를 제공한다.

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Adaptive Postural Control for Trans-Femoral Prostheses Based on Neural Networks and EMG Signals

  • Lee Ju-Won;Lee Gun-Ki
    • International Journal of Precision Engineering and Manufacturing
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    • 제6권3호
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    • pp.37-44
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    • 2005
  • Gait control capacity for most trans-femoral prostheses is significantly different from that of a normal person, and training is required for a long period of time in order for a patient to walk properly. People become easily tired when wearing a prosthesis or orthosis for a long period typically because the gait angle cannot be smoothly adjusted during wearing. Therefore, to improve the gait control problems of a trans-femoral prosthesis, the proper gait angle is estimated through surface EMG(electromyogram) signals on a normal leg, then the gait posture which the trans-femoral prosthesis should take is calculated in the neural network, which learns the gait kinetics on the basis of the normal leg's gait angle. Based on this predicted angle, a postural control method is proposed and tested adaptively following the patient's gait habit based on the predicted angle. In this study, the gait angle prediction showed accuracy of over $97\%$, and the posture control capacity of over $90\%$.

군수 정보체계 사용성 평가 기법개발에 관한 연구 (A Research on Improvement of Usability Testing Techniques for the Military Logistics Software)

  • 엄태웅;박경수;김상수
    • 한국군사과학기술학회지
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    • 제8권4호
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    • pp.77-84
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    • 2005
  • In this research, usability testing techniques had been applied to currently operating Military Logistics System software, and the effects of improvements made were verified. Furthermore, this research aims to assist the army to execute their researches on usability testing in the future. Various usability testing techniques and guidelines presented in this paper will be easily adapted to the research environment of the army. Consequently, the results of this research would play an important role in future development and evaluation of the Military Logistics System software.

C-D gain의 변화를 고려한 Fitts 이동시간 추정 모델에 관한 연구 (Modeling of Fitts' Movement Time Including Effect of Control-Display Gain)

  • 박경수;고봉기;김운회
    • 대한인간공학회지
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    • 제19권3호
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    • pp.39-49
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    • 2000
  • During human-computer interaction(HCI), people typically send inputs to computers through electromechanical pointing devices. Many applied studies have therefore evaluated cursor-positioning movements made with various pointing devices. Though there were so many studies about performance of various pointing devices, it was nearly impossible to compare device performance each other until the Fitts' law was applied. It does appear that Fitts' law may predict performance reasonably well for the one C-D gain level. But in varying C-D gain levels, Fitts' law could not predict movement time. This study investigated the effects of C-D gain in mouse movement time and suggested a revised Fitts' model including C-D gain as an independent variable. The revised Fitts' model may use to measure the performance of various devices in varying C-D gain levels.

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웹사이트의 구조와 정보량 및 사용자 과업 복잡도가 사용성에 미치는 영향 (The Effects of Web Site Architecture, Web Site Content Quantity and User Task Complexity on Usability)

  • 고석하;김주성;김영기
    • Journal of Information Technology Applications and Management
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    • 제12권2호
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    • pp.145-161
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    • 2005
  • In this paper, we present an experiment conducted to examine how the web site's architecture, content quantity and the user task complexity affect its usability. The experiment was performed in two phases on college students to visit existing web sites which are readily accessible via the Internet. The results of experiment show that the web site's architecture significantly affects the efficiency and the effectiveness interactively with its content quantity and the user task's complexity. On the other hand, none of the above three factors show significant effects on the satisfaction and the learnability. In particular, the web site's content quantity does not have any statistically significant effects on the satisfaction and the learnability. It implies that the factors affecting the satisfaction and the learnability are different from those affecting the efficiency and the effectiveness. The analysis reassures that it is essential to consider the context of use in designing a web site.

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Facts 및 Text 정보검색시스템을 위한 소프트웨어 - 인간공학적 해법 (Software - ergonomic solutions of information retrieval systems for texts and facts data)

  • 김도완
    • 융합신호처리학회논문지
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    • 제2권1호
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    • pp.80-87
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    • 2001
  • 본 논문은 소프트웨어-인간공학적 원칙 (Software-Ergonomic principles)이 어떻게 사용자 우호적 HCI(Human-Computer Interaction) 디자인에 있어서 효율적으로 기여할 수 있는가를 보여준다. 다양한 실증적 연구를 통하여 우리는 하나의 이론적 모델(WOB-Model)을 만들었으며, 이 모델은 다수의 시스템 개발에 적용되어 그 가치가 인정되었다. 본 모델에 기초하여 디자인 된 시스템을 가지고 행한 사용자테스트는 소프트웨어시스템에서 일반적으로 자주 나타나는 사용상의 문제점이 없어 질 수 있음을 보여주었다.

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키넥트의 손동작인식성능 개선방안 관련연구 분석 (A Comparison Study on Related Work for Improving the Performance of Hand Gesture Recognition on Kinect Devices)

  • 박소현;박은영;박영호
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2015년도 춘계학술발표대회
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    • pp.918-921
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    • 2015
  • 최근, 기계와 사람이 상호작용을 하는 HCI(Human-Computer Interaction) 기술이 중요해지고 있다. 그 중에서도 연구가들 사이에서 신체의 골격을 인식하는 동작인식 카메라인 키넥트를 활용한 연구들이 급증하고 있다. 키넥트를 사람과 배경의 깊이를 인식 및 분석한 후 사람인지를 인지한다. 하지만 사람과 배경의 깊이 단계가 같을 경우 사람을 인식하기 힘들다는 한계점이 있다. 본 논문에서는, 이와 같은 한계점을 해결하기 위한 관련 논문을 비교, 분석하고자 한다.

딥네트워크 기반 음성 감정인식 기술 동향 (Speech Emotion Recognition Based on Deep Networks: A Review)

  • 무스타킴;권순일
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2021년도 춘계학술발표대회
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    • pp.331-334
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    • 2021
  • In the latest eras, there has been a significant amount of development and research is done on the usage of Deep Learning (DL) for speech emotion recognition (SER) based on Convolutional Neural Network (CNN). These techniques are usually focused on utilizing CNN for an application associated with emotion recognition. Moreover, numerous mechanisms are deliberated that is based on deep learning, meanwhile, it's important in the SER-based human-computer interaction (HCI) applications. Associating with other methods, the methods created by DL are presenting quite motivating results in many fields including automatic speech recognition. Hence, it appeals to a lot of studies and investigations. In this article, a review with evaluations is illustrated on the improvements that happened in the SER domain though likewise arguing the existing studies that are existence SER based on DL and CNN methods.