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

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A Study on HCI Application based on Human Body Motion in Flight Game (활강 게임의 인체동작 기반 HCI 적용 연구)

  • Lim, Dohee;Baek, Jongwoo;Choi, Jiyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.320-322
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    • 2021
  • With the development of wireless Internet technology and the expansion of the game market, various forms of games are being developed that are mounted on various platforms, including mobile platforms. In this environment, ensuring the immersion of the game user's perspective will secure the game's competitiveness, so it is necessary to increase the immersion by satisfying each area presented by the Human Computer Interaction (HCI) theory. To this end, this high school implemented downhill games and experimented with kiosks by applying an interface that recognizes the human body's movements as a way to secure freedom and immersion of game users.

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ASK-HIM: Analog Stick Korean Hangeul Input Method (ASK-HIM: 아날로그 스틱을 이용한 한국어 입력 방법)

  • Kim, Eru Ho-Jin;Lee, Gee-Hyuk
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1056-1062
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    • 2006
  • 소니컴퓨터엔터테인먼트의 플레이스테이션(R)이나 마이크로소프트의 엑스박스(R)등의 비디오 게임기가 차지하고 있는 시장의 크기가 점점 커지고 있고, 이에 적용되는 기술도 점점 발전하고 있다. 최근에는 무선랜이나 블루투스 등의 기술을 통한 네트워크 연결을 통해 인터넷 접속이 가능해졌고, 간단한 문서 편집이나 개인 정보 관리 기능도 추가되었다. 이러한 기능들이 추가되면서 비디오 게임기에 문자를 입력하는 방법의 필요성이 일어나고 있다. 하지만 비디오 게임기의 기본 입력 장치인 아날로그 스틱을 이용하여 한국어를 입력하는 방법에 대한 연구는 부족한 상태이다. 본 논문에서는 한글의 창제원리를 이용하여 자음과 모음을 각각 아래쪽, 위쪽, 왼쪽, 오른쪽의 네 가지 기본 그룹으로 분류하고, 시계 방향 회전과 반시계 방향 회전을 이용해서 자모를 매핑하는 새로운 한국어 입력 방법인 ASK-HIM을 제안한다. ASK-HIM 은 화면 키보드와 비교를 하였을 때 좀 더 좋은 결과를 보여주었고, 단순한 방식으로 사용이 편리하다는 장점을 지니고 있다.

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A Study of Continuous Speaker Recognition for Intelligent Responsive Space (지능형 반응공간을 위한 연속적 화자인식에 관한 연구)

  • Kwon, Soon-Il
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.293-297
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    • 2007
  • Human Computer Interaction 기술을 구체화 시키기 위한 Intelligent Responsive Space의 개발에 있어서 음성정보는 여러 가지로 유용하게 활용될 수 있다. 음성신호로부터 얻을 수 있는 다양한 정보 중의 하나가 화자인식을 이용한 화자의 신원식별이다. 이 논문에서는 화자인식 인식이 어려운 환경에서도 음성 신호로부터 추출한 특성벡터들을 선택적으로 사용함으로써 화자인식 성능을 높일 수 있는 새로운 방법을 제안하려 한다. 화자를 인식하는데 있어서 인식오류를 발생시킬 가능성이 높은 특성벡터들을 인식을 위한 판단의 대상에서 배제시킴으로써 성능을 향상시킬 수 있다. 실험결과에 의하면 0.25초에서2초 길이의 짧은 음성만으로도 기존의 방법에 비해 20에서 51%의 상대적 성능 향상을 보였다. 새롭게 제안된 방법을 적용하면 기존의 방법들에 비해 세밀하면서도 정확하게 연속적으로 화자들을 인식할 수 있게 된다.

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Natural User Interface with Self-righting Feature using Gravity (중력에 기반한 자연스러운 사용자 인터페이스)

  • Kim, Seung-Chan;Lim, Jong-Gwan;Bianchi, Andrea;Koo, Seong-Yong;Kwon, Dong-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.384-389
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    • 2009
  • In general, gestures can be utilized in human-computer interaction area. Even though the acceleration information is most widely used for the detection of user’s intention, it is hard to use the information under the condition of zero or small variations of gesture velocity due to the inherent characteristics of the accelerometer. In this paper, a natural interaction method which does not require excessive gesture acceleration will be described. Taking advantages of the gravity, the system can generate various types of signals. Also, many problems such as initialization and draft error can be solved using restorative uprighting force of the system.

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User Identification Using Real Environmental Human Computer Interaction Behavior

  • Wu, Tong;Zheng, Kangfeng;Wu, Chunhua;Wang, Xiujuan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.6
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    • pp.3055-3073
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    • 2019
  • In this paper, a new user identification method is presented using real environmental human-computer-interaction (HCI) behavior data to improve method usability. User behavior data in this paper are collected continuously without setting experimental scenes such as text length, action number, etc. To illustrate the characteristics of real environmental HCI data, probability density distribution and performance of keyboard and mouse data are analyzed through the random sampling method and Support Vector Machine(SVM) algorithm. Based on the analysis of HCI behavior data in a real environment, the Multiple Kernel Learning (MKL) method is first used for user HCI behavior identification due to the heterogeneity of keyboard and mouse data. All possible kernel methods are compared to determine the MKL algorithm's parameters to ensure the robustness of the algorithm. Data analysis results show that keyboard data have a narrower range of probability density distribution than mouse data. Keyboard data have better performance with a 1-min time window, while that of mouse data is achieved with a 10-min time window. Finally, experiments using the MKL algorithm with three global polynomial kernels and ten local Gaussian kernels achieve a user identification accuracy of 83.03% in a real environmental HCI dataset, which demonstrates that the proposed method achieves an encouraging performance.

Bayesian Logistic Regression for Human Detection (Human Detection 을 위한 Bayesian Logistic Regression)

  • Aurrahman, Dhi;Setiawan, Nurul Arif;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.569-572
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    • 2008
  • The possibility to extent the solution in human detection problem for plug-in on vision-based Human Computer Interaction domain is very attractive, since the successful of the machine leaning theory and computer vision marriage. Bayesian logistic regression is a powerful classifier performing sparseness and high accuracy. The difficulties of finding people in an image will be conquered by implementing this Bavesian model as classifier. The comparison with other massive classifier e.g. SVM and RVM will introduce acceptance of this method for human detection problem. Our experimental results show the good performance of Bavesian logistic regression in human detection problem, both in trade-off curves (ROC, DET) and real-implementation compare to SVM and RVM.

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Bare-hand Human Computer Interaction on the 3D sensor table (3D 센서테이블에서의 맨손을 이용한 컴퓨터와의 상호작용)

  • Lee, Jae-Seon;Park, Kyoung-Shin
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.142-147
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    • 2006
  • 3D 센서테이블은 디스플레이가 내장된 테이블 위에서 사용자의 맨손이 움직일 때 그것을 감지하고 반응하는 센싱정보를 처리하도록 만든 것으로 양안시차 방식의 3 차원 입체영상에서 보여지는 가상의 오브젝트와 사람과의 인터렉션이 가능하도록 설계되었다. 본 연구에서는 3 차원 공간에서의 맨손을 이용한 사람과 컴퓨터 간의 인터렉션 방법에 중점을 두고 있는데 맨손의 위치정보와 제스처를 알기 위해서 Electric Field Sensing 기법을 이용하였다. 현재 구현된 3D 센서테이블은 테이블로부터 30cm 이내의 거리에서 움직이는 맨손의 위치와 간단한 제스처를 인식할 수 있다. 이를 통해서 기존의 마우스나 키보드가 가졌던 3 차원 공간에서 사용할 때 불편했던 점들을 해소하고, 직관적이면서도 누구나 사용하기에 쉬운 인터페이스 방법을 제시함으로써 사람과 컴퓨터와의 인터렉션 방법을 확장시킬 수 있다. 또한 기존의 많은 연구에서 맨손을 이용한 기법들이 주로 2D 기반이었던 것에 비하여 본 시스템은 2D뿐 아니라 3 차원 공간에서도 활용할 수 있다는 장점을 가진다.

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A Study on Rule Schemas of User Interface in HCI Devices (HCI 장치의 사용자 인터페이스 규칙스키마에 관한 연구)

  • Kim, Heung-Kyu
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.83-91
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    • 2013
  • As humans perform many tasks using computers, HCI(Human-Computer Interaction) has received much attention these days. One objective of HCI research is to propose how to design more consistent systems. In order to evaluate the consistency of HCI devices from the user's perspective, several models such as TAG(Task Action Grammar), GOMS(Goals-Operators-Methods-Selection Rule), and GTN(General Transition Network) have been developed. TAG specifies actions to perform tasks in terms of rule schema. It has been verified that the less the number of rule schema is, the better users perform the tasks due to assumably higher consistency. This paper hypothesizes that the consistency of systems depends not only on the number of rule schema but also on the distances between rule schema. That is, the closer the rule schema are, the easier it is to acquire the whole set of rule schema. An experiment supported this hypothesis. Therefore, distances between rule schema should be considered as well as the number of rule schema when designing systems.

Efficient Emotional Relaxation Framework with Anisotropic Features Based Dijkstra Algorithm

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.79-86
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    • 2020
  • In this paper, we propose an efficient emotional relaxation framework using Dijkstra algorithm based on anisotropic features. Emotional relaxation is as important as emotional analysis. This is a framework that can automatically alleviate the person's depression or loneliness. This is very important for HCI (Human-Computer Interaction). In this paper, 1) Emotion value changing from facial expression is calculated using Microsoft's Emotion API, 2) Using these differences in emotion values, we recognize abnormal feelings such as depression or loneliness. 3) Finally, emotional mesh based matching process considering the emotional histogram and anisotropic characteristics is proposed, which suggests emotional relaxation to the user. In this paper, we propose a system which can recognize the change of emotion easily by using face image and train personal emotion by emotion relaxation.

3D Gaze-based Stereo Image Interaction Technique (3차원 시선기반 입체영상 인터랙션 기법)

  • Ki, Jeong-Seok;Jeon, Kyeong-Won;Jo, Sang-Woo;Kwon, Yong-Moo;Kim, Sung-Kyu
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.512-517
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    • 2007
  • There are several researches on 2D gaze tracking techniques for the 2D screen for the Human-Computer Interaction. However, the researches for the gaze-based interaction to the stereo images or contents are not reported. The 3D display techniques are emerging now for the reality service. Moreover, the 3D interaction techniques are much more needed in the 3D contents service environments. This paper addresses gaze-based 3D interaction techniques on stereo display, such as parallax barrier or lenticular stereo display. This paper presents our researches on 3D gaze estimation and gaze-based interaction to stereo display.

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