• Title/Summary/Keyword: HCI Program

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A Study on the Efficient Spatial Cue for Menu Navigation in the Small Screen (작은 화면에서 메뉴 탐색 시 효율적인 공간정보 단서연구)

  • Kim, Young-Eun;Yoo, Sang;Jeon, Ha-Young;Kim, Hyuk;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1305-1312
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    • 2006
  • 최근 들어 휴대성을 강조한 휴대폰이나 PDA 같은 다양한 모바일 기기의 등장으로 언제 어디서나 원하는 정보를 탐색할 수 있게 되었으나 기기는 점점 작아지는 반면, 기능은 증가하고, 많은 기기들이 데스크톱 인터페이스를 그대로 차용하여 작은 모바일 기기에는 적합하지 않은 결과를 낳고 있다. 따라서 본 연구는 청각 피드백을 이용한 공간정보 단서를 제공하여 작은 기기의 사용성을 높이는데 초점을 두고 있다. 이를 위하여, 실험 1에서는 두 가지 메뉴 구조에서 세 가지 청각 피드백의 영향을 조사하였는데, 격자메뉴와 한 줄 메뉴에서 각 청각피드백이 미치는 영향과 사용자의 선호도를 조사하였다. 실험 결과, 격자메뉴에서 수행이 좋았으나, 청각 피드백 유형별 수행 차이는 나타나지 않았고, 각 피드백에 대한 선호도에서도 차이가 나타나지 않았다. 실험 2에서는 실험 1에서 사용된 정보를 제공하는 청각적 피드백을 음 높이와 음의 개수 속성으로 세분화하여 PDA에서 메뉴 탐색 수행을 4블록으로 나누어 조사하도록 설계하였다. 실험 결과, 음 높이 속성만 갖는 피드백은 블록이 진행되면서 반응 시간에 있어서 피로도가 나타난 반면, 음 개수 속성만 갖는 피드백은 블록이 진행되어도 피로도가 나타나지 않았다. 한편, 두 속성을 모두 갖는 피드백은 블록이 진행되면서 보행 속도가 유의미하게 줄어드는 것을 발견하였다. 본 연구의 결과는 앞으로 유비쿼터스 환경에서 사용자에게 효율적인 청각 피드백을 통해 공간 정보를 제공함으로써 휴대기기의 사용성을 높일 수 있는 한 가지 가능성을 제시한다는 데 의의가 있다.

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The Conducting Motion Recognizing System Using Acceleration Sensors for the Virtual Orchestra (가속도 센서를 이용한 지휘 동작 인식 시스템)

  • Son, Dong-Kwan;Lee, Hui-Sung;Noh, Young-Hae;Wohn, Kwang-Yun;Goo, Bon-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.124-129
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    • 2006
  • 음악은 소리를 즐긴다는 뜻을 담고 있다. 감상자에게 단순한 청각적 자극을 넘어 즐거움을 주기 위해선 음악적인 경험이 뒷받침되어야 한다. 가상 현실을 이용한 사용자와 시스템 간의 상호작용을 음악 경험 제공에 접목하려는 시도는, 새로운 경험을 통해 일반인들이 보다 쉽게 음악을 접하고 체험함으로써 음악을 통해 즐거움을 얻을 수 있도록 도움을 주는 데에 그 목적이 있다. 가상 오케스트라를 구현하고 지휘 동작을 재현하는 것은 이러한 가능성을 극대화하는 연구이다. 본 논문에서는 가상 오케스트라를 구현하기 위해 필수적인 중간 단계로, 사용자의 지휘 동작을 감지하여 연주의 박자(속도)를 제어하는 지휘 시뮬레이션 시스템을 제시한다. 실제의 지휘 동작을 분석하고, 동작의 변화를 인식하기 위하여 가속도 센서를 이용, 공간상에서 지휘봉의 움직임을 가속도 정보로 수집하여 이에 상응하는 박자의 제어를 구현한다. 사용자의 박자 명시에 따라 변화하는 상하 방향의 가속도를 센서를 통해 전압 신호로 입력 받고, DSP 의 A/D conversion 모듈에서 디지털 신호로 변환, 일정 수준 이상의 신호를 박자 정보로 직렬통신을 통해 컴퓨터에 전달한다. 컴퓨터에서는 Max/MSP를 이용하여 각 박자 사이의 시간 간격을 측정하고 상응하는 MIDI 음악을 재생하는 방식으로 시스템이 구현된다. 기존 연구에서 사용된 CCD 카메라에 의한 Motion Tracking 을 보완하여 동작의 크기에 따라 음량을 조절한다. 본 논문에서 제시되는 시스템은 지휘 동작에서 가장 특징적으로 나타나는 상하 방향의 급격한 가속도 변화를 직접 입력 받기 때문에 기존 시스템에 비해 지휘 동작의 인식 성공률을 높일 수 있으며, 화상 처리 및 계산에 의한 지연을 최소화할 수 있다. 또한, 장치의 규모를 소형화하여 보다 지휘봉의 형태에 가까운 인터페이스를 제공하며, 적합한 응용 콘텐츠를 접목할 경우 게임 컨트롤러로의 발전 가능성이 있다.

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A Study on Fun Elements of Web 2.0 Blog Widget (Web 2.0 블로그 위젯의 재미 요소에 대한 연구)

  • Choi, Sung-Kyu;Kim, Kee-Sung;Jang, Seok-Hyun;Whang, Min-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.785-790
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    • 2009
  • Widgets are the instrument for representing user's character and embossing the value of blogs. The compound word of the Windows and Gadget the application, widgets are the functional program to displayed on the screen graphical user interface (GUI) tools as a kind of service that user want to see. On the operating system, the Web, and mobile area, widgets offer the delivery of information, convenience and efficiency. However widgets have been never gave satisfaction to user because it focused transmitting information and representing circumstance than fun. This study is for recognized fun elements that user feel interest and categorized fun elements each type of widgets. Fun elements of widget never been defined, we use fun elements on design and product area and emotional word that is representative of affectivity. And we make up an online questionnaire to blog users. The widget selected by popular degree among the domestic widgets and the Japanese widget. And the results of the questionnaire that 5-scales used based on user preferences to identify the elements that are fun.

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A Qualitative Study on Social Relationship among Social Media Users : Focusing on the Weak-tie Formation of Social Network Theory (소셜미디어 사용자의 사회적 관계에 대한 연구 : 사회 연결망 이론의 약한 관계 형성 중심으로)

  • Park, Cha-La;Lim, Seong-Taek;Cha, Sang-Yun;Moon, Jee-Hyun;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1321-1329
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    • 2009
  • Web technology has allowed the rise of services such as blogs or YouTube that make possible the sharing of opinions, perspectives, and experiences with other users through contents. Online services that promote such sharing of information and communication are known as social media. Recently, the explosive growth of these services displays the carry-over of the natural sociality that all humans possess as social creatures. This study took an exploratory approach in investigating what influential relationships are involved in forming new relationships through sharing and participation, as sharing and participation are core keywords of social media. In order to do this, relationship formations were observed in actual usage environments with the use of the diary study method and in-depth interviews. This study sought to deduce necessary elements in relationship formations and examine the influences of weak ties on participation and sharing.

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A Study on Video Search Method using the Image map (이미지 맵을 이용한 동영상 검색 제공방법에 관한 연구 - IPTV 환경을 중심으로)

  • Lee, Ju-Hwan;Lea, Jong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.298-303
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    • 2008
  • Watching a program on IPTV among the numerous choices from the internet requires a burden of searching and browsing for a favorite one. This paper introduces a new concept called Mosaic Map and presents how it provides preview information of image map links to other programs. In Mosaic Map the pixels in the still image are used both as shading the background and as thumbnails which can link up with other programs. This kind of contextualized preview of choices can help IPTV users to associate the image with related programs without making visual saccades between watching IPTV and browsing many choices. The experiments showed that the Mosaic Map reduces the time to complete search and browsing, comparing to the legacy menu and web search.

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The effects of active navigation on object recognition in virtual environments (자기주도 탐색(Active navigation)이 가상환경 내 대상재인에 미치는 효과)

  • Hahm, Jin-Sun;Chang, Ki-Won;Lee, Jang-Han;Lim, Seung-Lark;Lee, Kang-Hee;Kim, Sei-Young;Kim, Hyun-Taek
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.633-638
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    • 2006
  • We investigated the importance and efficiency of active and passive exploration on the recognition of objects in a variety of virtual environments (VEs). In this study, 54 participants (19 males and 35 females) were randomly allocated into one of two navigation conditions (active and passive navigation). The 3D visual display was presented through HMD and participants used joysticks to navigate VEs. The VEs consisted of exploring four rooms (library, office, lounge, and conference room), each of which had 15 objects. 'Active navigation' was performed by allowing participants to self-pace and control their own navigation within a predetermined time limitation for each room. 'Passive navigation' was conducted by forced navigation of the four rooms in random order. Total navigation duration and objects for both navigations were identical. After navigating VEs, participants were asked to recognize the objects that had been in the four rooms. Recognition for objects was measured by response time and the percentage of correct, false, hit, and miss responses. Those in the active navigation condition had a significantly higher percentage of hit responses (t (52) = 4.000 p < 0.01), and a significantly lower percentage of miss responses (t (52) = -3.763, p < 0.01) in object recognition than those in the passive condition. These results suggest that active navigation plays an important role in spatial cognition as well as providing a better explanation about the efficiency of learning in a 3D-based program.

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Prediction of Menu selection on Touch-screen Using A Cognitive Architecture: ACT-R (ACT-R을 이용한 터치스크린 메뉴 선택 수행 예측)

  • Min, Jung-Sang;Jo, Seong-Sik;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.6
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    • pp.907-914
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    • 2010
  • Cognitive model, that is cognitive architecture, is the model expressed with computer program to show the process how human solve a certain problem and it is continuously under investigation through various fields of study such as cognitive engineering, computer engineering, and cognitive psychology. In addition, the much extensive applicability of cognitive model usually helps it to be used for quantitative prediction of human Behavior or Natural programming of human performance in many HCI areas including User Interface Usability, artificial intelligence, natural programming language and also Robot engineering. Meanwhile, when a system designed, an usability test about conceptual design of interface is needed and in this case, analysis evaluation using cognitive model like GOMS or ACT-R is much more effective than empirical evaluation which naturally needs products and subjects. In particular, if we consider the recent trend of very short-end term between a previous technology development and the next new one, it would take time and much efforts to choose subjects and train them in order to conduct usability test which is repeatedly followed in the process of a system development and this finally would bring delays of development of a new system. In this study, we predicted quantitatively the human behavior processes which contains cognitive processes for menu selection in touch screen interface through ACT-R, one of the common method of usability test. Throughout the study, it was shown that the result using cognitive model was equal with the result using existing empirical evaluation. And it is expected that cognitive model has a possibility not only to be used as an effective methodology for evaluation of HCI products or system but also to contribute the activation of HCI cognitive modeling in Korea.

Vision-Based hand shape recognition for a pictorial puzzle (손 형상 인식 정보를 이용한 그림 맞추기 응용 프로그램 제어)

  • Kim, Jang-Woon;Hong, Sec-Joo;Lee, Chil-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.801-805
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    • 2006
  • In this paper, we describe a system of controlling the pictorial puzzle program using information of hand shape. We extract hand region using skin color information and then principal component analysis uses centroidal profile information which comes blob of 2D appearance for hand shape recognition. This method suit hand shape recognition in real time because it extracts hand region accurately, has little computation quantity, and is less sensitive to lighting change using skin color information in complicated background. Finally, we controlled a pictorial puzzle with using recognized hand shape information. This method has good result when we make an experiment on application of pictorial puzzle. Besides, it can use so many HCI field.

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Educational Software Development of Bluetooth Protocol for Protocol Monitoring and Emulation (프로토콜 모니터링 및 에뮬레이션 기능을 제공하는 블루투스 프로토콜의 교육용 소프트웨어)

  • 정중수
    • The Journal of the Korea Contents Association
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    • v.4 no.1
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    • pp.1-7
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    • 2004
  • In addition to wired communication technology, wireless communication technology has been driving communication revolution nowadays. Bluetooth technology carries out data/voice communication making pico-net and the various application services are supported by access network connected to public network. This paper presents educational software development of bluetooth protocol stack including HCI, L2CAP, RFCOMM, SDP and profiles including GAP, SPP, GEOP, FTP. This software which supports programming environment of these protocol monitoring and emulation is implemented basically step by step for education based on H connected to the bluetooth device through RS-232-C, UART or USB cable. Application program coded by Visual C is operated over the firmware loaded on the bluetooth device connected to the PC. Additionally ftp and chatting function are developed to enhance educational efficiency.

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Development of Emotional Feature Extraction Method based on Advanced AAM (Advanced AAM 기반 정서특징 검출 기법 개발)

  • Ko, Kwang-Eun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.6
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    • pp.834-839
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    • 2009
  • It is a key element that the problem of emotional feature extraction based on facial image to recognize a human emotion status. In this paper, we propose an Advanced AAM that is improved version of proposed Facial Expression Recognition Systems based on Bayesian Network by using FACS and AAM. This is a study about the most efficient method of optimal facial feature area for human emotion recognition about random user based on generalized HCI system environments. In order to perform such processes, we use a Statistical Shape Analysis at the normalized input image by using Advanced AAM and FACS as a facial expression and emotion status analysis program. And we study about the automatical emotional feature extraction about random user.