• Title/Summary/Keyword: Human Computer Interaction (HCI)

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Digital Leveraging: The Methodology of Applying Technology to Human Life (디지털 레버리징: 기술을 인간의 삶에 적용하는 방법론)

  • Han, Sukyoung;Kim, Hee-Cheol;Hwang, Wonjoo
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.322-333
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    • 2019
  • After the launch of smart phones, various miniaturized smart devices such as wearable and IOT devices have deeply embedded in human life, and have created a technology-oriented society. In this technology-oriented society, technology development itself is important, however it seems more important to utilize existing technology appropriately and deliver effectively to human life. As the computer became personalized after the appearance of PC, human-centered computing such as HCI and UCD had begun to appear. However, most of the researches focused on technology that made human being convenient to interact with computer such as computer systems design and UX development. In the technology-oriented society, it seems more urgent to apply existing technology to human life. In this paper, we propose a methodology, 'Digital Leveraging' which guides how to effectively apply technology to human life. Digital Leveraging is the way of convergence between technology and humanities.

High-Fidelity Stable Haptic Interaction for Hybrid Virtual Environments (다양한 형태의 데이터를 포함하는 하이브리드환경을 위한 안정적이고 사실적인 햅틱 제시 알고리즘)

  • Kim, Jong-Phil;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.15-23
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    • 2006
  • 본 논문은 다양한 형태의 객체데이터를 포함하는 하이브리드환경에 대한 안정적이고 사실적인 햅틱 제시 방법을 제안한다. 제안된 방법은 가상객체를 기술하는 방법에 의존하지 않고 일관된 방법으로 충돌검출 및 반력계산을 수행한다. 따라서 사용자 및 개발자는 부가적인 노력 없이 다양한 컨텐츠를 활용할 수 있으며, 빠르고 쉽게 가상환경을 구축할 수 있다. 또한 제안된 방법은 멀티 스레드로 구현된 안정화 연산을 수행하며, 이를 통해 느린 햅틱랜더링 속도를 가지는 환경에 대해서도 안정적이고 사실적인 역감을 제시한다. 따라서 제안된 방법은 다양한 응용분야에서 햅틱기술을 보다 쉽고 보다 효과적으로 적용할 수 있는 기회를 제공할 수 있다.

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Trends and Implications of Digital Transformation in Vehicle Experience and Audio User Interface (차내 경험의 디지털 트랜스포메이션과 오디오 기반 인터페이스의 동향 및 시사점)

  • Kim, Kihyun;Kwon, Seong-Geun
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.166-175
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    • 2022
  • Digital transformation is driving so many changes in daily life and industry. The automobile industry is in a similar situation. In some cases, element techniques in areas called metabuses are also being adopted, such as 3D animated digital cockpit, around view, and voice AI, etc. Through the growth of the mobile market, the norm of human-computer interaction (HCI) has been evolving from keyboard-mouse interaction to touch screen. The core area was the graphical user interface (GUI), and recently, the audio user interface (AUI) has partially replaced the GUI. Since it is easy to access and intuitive to the user, it is quickly becoming a common area of the in-vehicle experience (IVE), especially. The benefits of a AUI are freeing the driver's eyes and hands, using fewer screens, lower interaction costs, more emotional and personal, effective for people with low vision. Nevertheless, when and where to apply a GUI or AUI are actually different approaches because some information is easier to process as we see it. In other cases, there is potential that AUI is more suitable. This is a study on a proposal to actively apply a AUI in the near future based on the context of various scenes occurring to improve IVE.

Developing Interactive Game Contents using 3D Human Pose Recognition (3차원 인체 포즈 인식을 이용한 상호작용 게임 콘텐츠 개발)

  • Choi, Yoon-Ji;Park, Jae-Wan;Song, Dae-Hyeon;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.619-628
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    • 2011
  • Normally vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment. On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part. In this paper, we describe a development of interactive game contents using pose recognition interface that using 3D human body joint information. Our system was proposed for the purpose that users can control the game contents with body motion without any additional equipment. Poses are recognized comparing current input pose and predefined pose template which is consist of 14 human body joint 3D information. We implement the game contents with the our pose recognition system and make sure about the efficiency of our proposed system. In the future, we will improve the system that can be recognized poses in various environments robustly.

Applications of haptic feedbacks in medicine (의료분야에서의 햅틱 피드백 응용)

  • Quy, Pham Sy;Seo, An-Na;Kim, Hyung-Seok;Kim, Jee-In
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.203-213
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    • 2009
  • Medicine is one of great application fields where Virtual Reality (VR) technologies have been successfully utilized. The VR technologies in medicine bring together an interdisciplinary community of computer scientists and engineers, physicians and surgeon, medical educator and students, military medical specialists, and biomedical futurists. The primary feedback of a VR system has been visual feedback. The complex geometry for graphic objects and utilizing hardware acceleration can be incorporated with in order to produce realistic virtual environments. To enhance human-computer interaction (HCI), in term of immersive experiences perceived by users, haptic, speech, olfactory and other non-traditional interfaces should also be exploited. Among those, hapic feedback has been tightly coupled with visual feedback. The combination of the two sensory feedbacks can give users more immersive, realistic and perceptive VR environments. Haptic feedback has been studied over decades and many haptic based VR systems have been developed. This paper focuses on haptic feedback in term of its medical usages. It presents a survey of haptic feedback techniques with their applications in medicine.

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The Development of Face Detection Algorithm using the Circular Projection (원형 투영을 이용한 얼굴 검출 알고리즘의 개발)

  • Jeong, Seok-Hoon;Joung, Lyang-Jae;Kim, Jang-Hui;Kang, Dae-Seong
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2005.11a
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    • pp.229-232
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    • 2005
  • 컴퓨터 비전을 기반으로 하는 인간과 컴퓨터의 상호작용(Human computer Interaction, HCI)에 대한 연구는 영상처리 분야에서 큰 축을 담당하고 있으며, 특히 얼굴인식 연구는 HCI 분야에서 가장 중요한 영역들 중의 분야이다. 이러한 얼굴인식 기반의 HCI 시스템을 구현하기 위해서는 영상 내에 존재하는 얼굴을 정확히 검증하는 것이 선행되어야 한다. 본 논문에서는 피부색상과 원형 투영 과정에 의한 특징 추출을 이용한 특징점 기반의 얼굴 검출 기법을 제안한다. 본 논문에서 제안하는 얼굴검출 기법은 얼굴의 크기 및 평면적 회전(rotation)에 대하여 강인한 얼굴검출 성능을 보여준다.

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The Modified Block Matching Algorithm for a Hand Tracking of an HCI system (HCI 시스템의 손 추적을 위한 수정 블록 정합 알고리즘)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.4 no.4
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    • pp.9-14
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    • 2003
  • A GUI (graphical user interface) has been a dominant platform for HCI (human computer interaction). A GUI - based interaction has made computers simpler and easier to use. The GUI - based interaction, however, does not easily support the range of interaction necessary to meet users' needs that are natural. intuitive, and adaptive. In this paper, the modified BMA (block matching algorithm) is proposed to track a hand in a sequence of an image and to recognize it in each video frame in order to replace a mouse with a pointing device for a virtual reality. The HCI system with 30 frames per second is realized in this paper. The modified BMA is proposed to estimate a position of the hand and segmentation with an orientation of motion and a color distribution of the hand region for real - time processing. The experimental result shows that the modified BMA with the YCbCr (luminance Y, component blue, component red) color coordinate guarantees the real - time processing and the recognition rate. The hand tracking by the modified BMA can be applied to a virtual reclity or a game or an HCI system for the disable.

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A Study on Intelligent Emotional Recommendation System Using Biological Information (생체정보를 이용한 지능형 감성 추천시스템에 관한 연구)

  • Kim, Tae-Yeun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.3
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    • pp.215-222
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    • 2021
  • As the importance of human-computer interaction (Human Computer Interface) technology grows and research on HCI is progressing, it is inferred about the research emotion inference or the computer reaction according to the user's intention, not the computer reaction by the standard input of the user. Stress is an unavoidable result of modern human civilization, and it is a complex phenomenon, and depending on whether or not there is control, human activity ability can be seriously changed. In this paper, we propose an intelligent emotional recommendation system using music as a way to relieve stress after measuring heart rate variability (HRV) and acceleration photoplethymogram (APG) increased through stress as part of human-computer interaction. The differential evolution algorithm was used to extract reliable data by acquiring and recognizing the user's biometric information, that is, the stress index, and emotional inference was made through the semantic web based on the obtained stress index step by step. In addition, by searching and recommending a music list that matches the stress index and changes in emotion, an emotional recommendation system suitable for the user's biometric information was implemented as an application.

Hand-Gesture Recognition Using Concentric-Circle Expanding and Tracing Algorithm (동심원 확장 및 추적 알고리즘을 이용한 손동작 인식)

  • Hwang, Dong-Hyun;Jang, Kyung-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.3
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    • pp.636-642
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    • 2017
  • In this paper, We proposed a novel hand-gesture recognition algorithm using concentric-circle expanding and tracing. The proposed algorithm determines region of interest of hand image through preprocessing the original image acquired by web-camera and extracts the feature of hand gesture such as the number of stretched fingers, finger tips and finger bases, angle between the fingers which can be used as intuitive method for of human computer interaction. The proposed algorithm also reduces computational complexity compared with raster scan method through referencing only pixels of concentric-circles. The experimental result shows that the 9 hand gestures can be recognized with an average accuracy of 90.7% and an average algorithm execution time is 78ms. The algorithm is confirmed as a feasible way to a useful input method for virtual reality, augmented reality, mixed reality and perceptual interfaces of human computer interaction.

Introduction to Visual Analytics Research (비주얼 애널리틱스 연구 소개)

  • Oh, Yousang;Lee, Chunggi;Oh, Juyoung;Yang, Jihyeon;Kwag, Heena;Moon, Seongwoo;Park, Sohwan;Ko, Sungahn
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.27-36
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    • 2016
  • As big data become more complex than ever, there has been a need for various techniques and approaches to better analyze and explore such big data. A research discipline of visual analytics has been proposed to help users' visual data analysis and decision-making. Since 2006 when the first symposium of visual analytics was held, the visual analytics research has become popular as the advanced technology in computer graphics, data mining, and human-computer interaction has been incorporated in visual analytics. In this work we introduce the visual analytics research by reviewing and surveying the papers published in IEEE VAST 2015 in terms of data and visualization techniques to help domestics researchers' understanding on visual analytics.