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

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Behavior Patterns and Visualization by Playing Experience in FPS Game (FPS게임의 플레이경험에 따른 행동패턴과 시각화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.35-44
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    • 2016
  • To apply the player's experiences to the design process of the game levels set by the developer, gameplay behavior analysis is needed. The player's behavior which is different by how much he got experiences from the play has generally been studied by one computational approach based on numerical data and the other HCI(human-computer interaction) approach through heuristic analysis. For the analysis of the player's behavior with the level design patterns in FPS(first-person shooter) games, in this paper those methods are used to code 12 main types of action, which in turn is simply categorized into 5 kinds of behavior pattern. Along with it, an optimized visualization is proposed to intuitively compare the flow of behavior pattern with the time of playing game.

Hierarchical Multi-Classifier for the Mixed Character Code Set (홍용 문자 코드 집합을 위한 계층적 다중문자 인식기)

  • Kim, Do-Hyeon;Park, Jae-Hyeon;Kim, Cheol-Ki;Cha, Eui-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.10
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    • pp.1977-1985
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    • 2007
  • The character recognition technique is one of the artificial intelligence and has been widely applied in the automated system robot HCI(Human Computer Interaction), etc. This paper introduces the character set and the representative character that can be used in the recognition of the mage ROI. The character codes in this ROI include the digit, symbol, English and Hereat etc. We proposed the efficient multi-classifier structure by combining the small-size classifiers hierarchically. Moreover, we generated each small-size classifiers by delta-bar-delta learning algorithm. We tested the performance with various kinds of images and achieved the accuracy of 99%. The proposed multi-classifier showed the efficiency and the reliability for the mixed character code set.

Representations of Vibration Embody Formula based on the Diffusion Field Paradigm about Interlayer Noise (층간소음을 확장음장 관점에서 본 진동체화식의 표상)

  • Kim, Hwang Jun
    • Smart Media Journal
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    • v.8 no.2
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    • pp.80-85
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    • 2019
  • Generally, interlayer noise is measured in decibels (A) in terms of free field. In this paper, we propose a measurement method of interlayer vibration acceleration in the diffusion field perspective. The proposed method can represent a vibration-embodied formula similar to the sensitivity of earthquake intensity when the natural vibration of apartment house is measured by acceleration with its average value of $20mm/s^2$ represented by an the geometric progression of radix. Based on this theory, this paper proposes a method to show the optimal user experience (UX) by applying the interlayer vibration acceleration of the epicenter to the system of human - computer interaction (HCI).

Finger-Gesture Recognition Using Concentric-Circle Tracing Algorithm (동심원 추적 알고리즘을 사용한 손가락 동작 인식)

  • Hwang, Dong-Hyun;Jang, Kyung-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.12
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    • pp.2956-2962
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    • 2015
  • In this paper, we propose a novel algorithm, Concentric-Circle Tracing algorithm, which recognizes finger's shape and counts the number of fingers of hand using low-cost web-camera. We improve algorithm's usability by using low-price web-camera and also enhance user's comfortability by not using a additional marker or sensor. As well as counting the number of fingers, it is possible to extract finger's shape information whether finger is straight or folded, efficiently. The experimental result shows that the finger gesture can be recognized with an average accuracy of 95.48%. It is confirmed that the hand-gesture is an useful method for HCI input and remote control command.

A Study on Verification of Back TranScription(BTS)-based Data Construction (Back TranScription(BTS)기반 데이터 구축 검증 연구)

  • Park, Chanjun;Seo, Jaehyung;Lee, Seolhwa;Moon, Hyeonseok;Eo, Sugyeong;Lim, Heuiseok
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.109-117
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    • 2021
  • Recently, the use of speech-based interfaces is increasing as a means for human-computer interaction (HCI). Accordingly, interest in post-processors for correcting errors in speech recognition results is also increasing. However, a lot of human-labor is required for data construction. in order to manufacture a sequence to sequence (S2S) based speech recognition post-processor. To this end, to alleviate the limitations of the existing construction methodology, a new data construction method called Back TranScription (BTS) was proposed. BTS refers to a technology that combines TTS and STT technology to create a pseudo parallel corpus. This methodology eliminates the role of a phonetic transcriptor and can automatically generate vast amounts of training data, saving the cost. This paper verified through experiments that data should be constructed in consideration of text style and domain rather than constructing data without any criteria by extending the existing BTS research.

Robust Person Identification Using Optimal Reliability in Audio-Visual Information Fusion

  • Tariquzzaman, Md.;Kim, Jin-Young;Na, Seung-You;Choi, Seung-Ho
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.3E
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    • pp.109-117
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    • 2009
  • Identity recognition in real environment with a reliable mode is a key issue in human computer interaction (HCI). In this paper, we present a robust person identification system considering score-based optimal reliability measure of audio-visual modalities. We propose an extension of the modified reliability function by introducing optimizing parameters for both of audio and visual modalities. For degradation of visual signals, we have applied JPEG compression to test images. In addition, for creating mismatch in between enrollment and test session, acoustic Babble noises and artificial illumination have been added to test audio and visual signals, respectively. Local PCA has been used on both modalities to reduce the dimension of feature vector. We have applied a swarm intelligence algorithm, i.e., particle swarm optimization for optimizing the modified convection function's optimizing parameters. The overall person identification experiments are performed using VidTimit DB. Experimental results show that our proposed optimal reliability measures have effectively enhanced the identification accuracy of 7.73% and 8.18% at different illumination direction to visual signal and consequent Babble noises to audio signal, respectively, in comparison with the best classifier system in the fusion system and maintained the modality reliability statistics in terms of its performance; it thus verified the consistency of the proposed extension.

A Decision Tree based Real-time Hand Gesture Recognition Method using Kinect

  • Chang, Guochao;Park, Jaewan;Oh, Chimin;Lee, Chilwoo
    • Journal of Korea Multimedia Society
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    • v.16 no.12
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    • pp.1393-1402
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    • 2013
  • Hand gesture is one of the most popular communication methods in everyday life. In human-computer interaction applications, hand gesture recognition provides a natural way of communication between humans and computers. There are mainly two methods of hand gesture recognition: glove-based method and vision-based method. In this paper, we propose a vision-based hand gesture recognition method using Kinect. By using the depth information is efficient and robust to achieve the hand detection process. The finger labeling makes the system achieve pose classification according to the finger name and the relationship between each fingers. It also make the classification more effective and accutate. Two kinds of gesture sets can be recognized by our system. According to the experiment, the average accuracy of American Sign Language(ASL) number gesture set is 94.33%, and that of general gestures set is 95.01%. Since our system runs in real-time and has a high recognition rate, we can embed it into various applications.

The User Interface of Button Type for Stereo Video-See-Through (Stereo Video-See-Through를 위한 버튼형 인터페이스)

  • Choi, Young-Ju;Seo, Young-Duek
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.47-54
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    • 2007
  • This paper proposes a user interface based on video see-through environment which shows the images via stereo-cameras so that the user can control the computer systems or other various processes easily. We include an AR technology to synthesize virtual buttons; the graphic images are overlaid on the captured frames taken by the camera real-time. We search for the hand position in the frames to judge whether or not the user selects the button. The result of judgment is visualized through changing of the button color. The user can easily interact with the system by selecting the virtual button in the screen with watching the screen and moving her fingers at the air.

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An Extension of Interactive Media System for Mobile Device (모바일 단말을 위한 인터렉티브 미디어 시스템의 확장)

  • Han, Seung-Jin;Ryu, Eun-Seok;Yoo, Hyuck
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.201-204
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    • 2005
  • 현재의 세계적인 트렌드인 HCI(Human Computer Interaction)에서 사용자의 기호나 의견 등을 반영하는 인터렉티브 미디어(Interactive Media)는 빠질 수 없는 주제다. 본 연구팀은 모바일 단말환경에서 사용자의 인터렉션을 통한 서비스를 제공할 수 있는 IMS(Interactive Media System)를 설계하고, 이를 PDA 상에 구현하였다. 기존의 연구들이 보여주는 링크의 형태로만 미디어를 지원하는 방식은 CPU 등의 자원이 부족한 모바일 환경에서는 부담이 될 수 있다. IMS 는 이를 벗어나 내부적으로 미디어 오브젝트를 지원하는 방식을 사용하여 모바일 환경에 적합하게 연산속도를 개선하고 있다. 또한 이러한 방식으로 인하여 생길 수 있는 문제인 미디어 포맷의 지원에 대한 제약을 극복하기 위해 확장성 있는 구조로 설계되어 이미지와 텍스트, 백터그래픽 만을 제공하던 단순한 시스템에서 H.264 와 MPEG4 AAC 와 같은 여러 모듈들이 더해졌다. 또한 OpenGL 모듈이 추가되고 3D 오브젝트들이 새롭게 정의됨으로써 IMS 는 IML 을 통해 마크업 언어차원에서 3D 그래픽을 지원할 수 있게 되었고 2D 와 3D 를 함깨 사용한 다양한 비쥬얼 구성이 가능하게 되었다. 본 논문에서는 IMS 의 확장성 있는 구조와 OpenGL 을 추가하고 새로운 미디어 오브젝트를 정의하는 과정 등을 다루며 언급한 내용을 자세히 소개한다.

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A Vision-Based Method to Find Fingertips in a Closed Hand

  • Chaudhary, Ankit;Vatwani, Kapil;Agrawal, Tushar;Raheja, J.L.
    • Journal of Information Processing Systems
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    • v.8 no.3
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    • pp.399-408
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    • 2012
  • Hand gesture recognition is an important area of research in the field of Human Computer Interaction (HCI). The geometric attributes of the hand play an important role in hand shape reconstruction and gesture recognition. That said, fingertips are one of the important attributes for the detection of hand gestures and can provide valuable information from hand images. Many methods are available in scientific literature for fingertips detection with an open hand but very poor results are available for fingertips detection when the hand is closed. This paper presents a new method for the detection of fingertips in a closed hand using the corner detection method and an advanced edge detection algorithm. It is important to note that the skin color segmentation methodology did not work for fingertips detection in a closed hand. Thus the proposed method applied Gabor filter techniques for the detection of edges and then applied the corner detection algorithm for the detection of fingertips through the edges. To check the accuracy of the method, this method was tested on a vast number of images taken with a webcam. The method resulted in a higher accuracy rate of detections from the images. The method was further implemented on video for testing its validity on real time image capturing. These closed hand fingertips detection would help in controlling an electro-mechanical robotic hand via hand gesture in a natural way.