• Title/Summary/Keyword: Human computer

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The Concept of Human Resource Management in Logistics Processes

  • Shtuler, Iryna;Zabarna, Eleonora;Kyrlyk, Nataliya;Kostovyat, Hanna
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.110-116
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    • 2021
  • The article focuses on the need to deepen the issue of human resource management in logistics processes. It is noted that changes in market conditions and turbulence in the institutional environment require managers to form a highly effective human resources policy capable to ensure the innovative development of the enterprise. Functional strategies for human resource management in logistical processes are proposed, namely: adaptive, innovative, selective and exclusive. Innovative technologies that should be used in the adaptive human resources policy process are identified.

Document filtering for automatic construct ion of Answer Set (Answer set 자동 구축을 위한 문서 필터링)

  • Jeong, Yong-Kyo;Shin, Seug-Eun;Oh, Hyo-Jung;Jang, Myung-Gil;Seo, Young-Hoon
    • Annual Conference on Human and Language Technology
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    • 2002.10e
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    • pp.253-258
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    • 2002
  • 본 논문은 의미기반 정보검색 소프트웨어 기술에서 정답 문서 자동 구축을 위한 문서 필터링기법을 제안한다. 문서 필터링은 1차 질의어와 문서간의 유사도와 2차 질의어와 문서간의 유사도를 이용하여 이루어지며, 1차 질의어와 문서간의 유사도를 구하기 위하여 개념 망과 백과사전 정보를 이용한 1차 질의어 확장 과정을 수행하고, 화장된 질의어와 문서와의 유사도를 계산한다. 1차 확장 질의어를 이용해 얻어진 결과 중 유사도가 상위 10%에 속하는 문서를 이용하여 2차 질의어 확장을 한다. 2차 질의어 확장은 상위 10% 문서에 출현하는 명사중 문서 출현 빈도가 임계치 이상인 명사를 선택하여 이루어지고, 그것을 이용하여 문서의 유사도를 계산한다. 이렇게 얻어진 두 가지의 유사도를 결합하여 문서들을 순위화하고 Accept Point를 이용하여 문서를 필터링한다.

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Study on redundancy resolution algorithm of humanoid

  • Yoo, Dong-Su;So, Byung-Rok;Choi, Jae-Yeon;Yi, Byung-Ju;Kim, Whee-Kuk
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2759-2764
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    • 2003
  • Humans usually employ more joints than they actually need, and thus they can be categorized as a kinematically redundant system. Therefore, the behavior of the human body can be analyzed by several redundancy resolution algorithms. Different from typical industrial robots that are fixed to the ground, the COG/ZMP condition should be taken into account in the human body motion in order not to fall down. Thus a COG/ZMP stability index is employed as a measure of stability. Kinematic redundancy inherent in the human body can be exploited to satisfy the COG/ZMP condition. Simulation result shows that the COG/ZMP condition can be satisfied by exploiting the null space motion of the kinematically redundant human body model.

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ADD-Net: Attention Based 3D Dense Network for Action Recognition

  • Man, Qiaoyue;Cho, Young Im
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.21-28
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    • 2019
  • Recent years with the development of artificial intelligence and the success of the deep model, they have been deployed in all fields of computer vision. Action recognition, as an important branch of human perception and computer vision system research, has attracted more and more attention. Action recognition is a challenging task due to the special complexity of human movement, the same movement may exist between multiple individuals. The human action exists as a continuous image frame in the video, so action recognition requires more computational power than processing static images. And the simple use of the CNN network cannot achieve the desired results. Recently, the attention model has achieved good results in computer vision and natural language processing. In particular, for video action classification, after adding the attention model, it is more effective to focus on motion features and improve performance. It intuitively explains which part the model attends to when making a particular decision, which is very helpful in real applications. In this paper, we proposed a 3D dense convolutional network based on attention mechanism(ADD-Net), recognition of human motion behavior in the video.

Constraint-Based Modeling of Human Hands (구속조건 기반의 손 모델)

  • Choi, Haeock;Song, Mankyun;Jun, Byoungmin
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.1-7
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    • 1997
  • Technology for the realistic model and the motion control of human is applied to many areas of computer graphics, virtual reality and computer simulations. Human body is a multi-articular body. Generally, to create a human model and motions. articulated body models are generated and their motions are controlled based upon kinematics. The hand of the human consists of many small articulations and each articulations have a various degree of freedom. This paper presents a model of human hand which is based on the two kinds of constraints to control the motions of the hand realistically. To build a hand model, we experimented the anatomy of the human hand, and the diverse motions of the hand are tested.

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Bringing Human Computer Interaction in Computer Science Classrooms : Case Study on Teaching User-Centric Design to Computer Science Students (컴퓨터 사이언스 강의실 HCI 도입 : 컴퓨터 사이언스 학생에게 사용자 중심 설계 교육에 관한 사례 연구)

  • Jeong, Young-Joo;Jeong, Goo-Cheol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.164-173
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    • 2010
  • In recent decades, focuses on usability and emphases on user-centric design have become more prevalent in the field of software design. However, it is not always easy for engineers and computer scientists to think in the users' shoes. Human-computer interaction (HCI) is a field of study that focuses on creating technologies easier and more intuitive for the users. This paper is based on teaching HCI skills to undergraduate computer science students in a software application design course. Specifically, this paper employs: first, the HCI skills taught to the students; second, the tendencies and challenges of the students in creating user-centric applications; and lastly, suggestions based on our findings to promote HCI in developing user-friendly software. While more firm conclusions shall be reserved for more formal empirical studies, the findings in this paper still offer implications and suggestions for promoting user-centric approach for software designers and developers in the technology industry.

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A Systematic Review on Human Factors in Cybersecurity

  • Alghamdi, Ahmed
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.282-290
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    • 2022
  • A huge budget is spent on technological solutions to protect Information Systems from cyberattacks by organizations. However, it is not enough to invest alone in technology-based protection and to keep humans out of the cyber loop. Humans are considered the weakest link in cybersecurity chain and most of the time unaware that their actions and behaviors have consequences in cyber space. Therefore, humans' aspects cannot be neglected in cyber security field. In this work we carry out a systematic literature review to identify human factors in cybersecurity. A total of 27 papers were selected to be included in the review, which focuses on the human factors in cyber security. The results show that in total of 14 identified human factors, risk perception, lack of awareness, IT skills and gender are considered critical for organization as for as cyber security is concern. Our results presented a further step in understanding human factors that may cause issues for organizations in cyber space and focusing on the need of a customized and inclusive training and awareness programs.

Comparison of Computer and Human Face Recognition According to Facial Components

  • Nam, Hyun-Ha;Kang, Byung-Jun;Park, Kang-Ryoung
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.40-50
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    • 2012
  • Face recognition is a biometric technology used to identify individuals based on facial feature information. Previous studies of face recognition used features including the eye, mouth and nose; however, there have been few studies on the effects of using other facial components, such as the eyebrows and chin, on recognition performance. We measured the recognition accuracy affected by these facial components, and compared the differences between computer-based and human-based facial recognition methods. This research is novel in the following four ways compared to previous works. First, we measured the effect of components such as the eyebrows and chin. And the accuracy of computer-based face recognition was compared to human-based face recognition according to facial components. Second, for computer-based recognition, facial components were automatically detected using the Adaboost algorithm and active appearance model (AAM), and user authentication was achieved with the face recognition algorithm based on principal component analysis (PCA). Third, we experimentally proved that the number of facial features (when including eyebrows, eye, nose, mouth, and chin) had a greater impact on the accuracy of human-based face recognition, but consistent inclusion of some feature such as chin area had more influence on the accuracy of computer-based face recognition because a computer uses the pixel values of facial images in classifying faces. Fourth, we experimentally proved that the eyebrow feature enhanced the accuracy of computer-based face recognition. However, the problem of occlusion by hair should be solved in order to use the eyebrow feature for face recognition.

Development of Wearable Vibrotactile Display Device (착용 가능한 진동촉감 제시 장치 개발)

  • Seo, Chang-Hoon;Kim, Hyun-Ho;Lee, Jun-Hun;Lee, Beom-Chan;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1-6
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    • 2006
  • 촉감 제시 방법은 다른 사람에게 방해를 주지 않고 은밀하게 정보를 전달할 수 있는 장점이 있으며, 특히 시각 혹은 청각 장애인에게는 반드시 필요한 정보 전달의 수단이다. 또한 촉감을 이용한 정보의 전달은 시청각을 이용한 정보전달의 방법을 보완하거나 때로는 대체할 수도 있다. 본 논문에서는 웨어러블, 모바일, 또는 유비쿼터스 컴퓨팅 환경에서 사용할 수 있는 착용 가능한 진동촉감 제시 장치를 제안한다. 이 진동촉감 제시 장치는 25개의 진동모터를 $5{\times}5$의 형태로 배열하여 문자, 숫자뿐만 아니라 다양하고 복잡한 패턴을 표시할 수 있다. 코인형 진동모터 각각을 스펀지로 감싸고 푹신푹신한 재질의 패드에 세워서 배열하여 진동의 퍼짐을 최소화하고 사람의 글씨 쓰는 순서에 따라 진동모터를 순차적으로 구동시키는 새로운 추적모드를 제안하여 사용자의 문자 및 숫자 인식률을 크게 향상시켰다. 사용자 성능 평가에서는 사용자의 발등에 영문 알파벳을 표시하여 86.7%의 인식률을 얻었다. 또한 진동촉감 제시 장치를 이용하여 핸드폰에서의 발신자 정보표시를 한다거나 네비게이션 시스템에 적용할 수 있는 등의 유용한 응용분야를 제시하였다.

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Immersive Live Sports Experience with Vibrotactile Sensation (스포츠 방송에서의 몰입감 증대를 위한 진동촉감 제시 시스템)

  • Lee, Beom-Chan;Lee, Jun-Hun;Seo, Chang-Hoon;Cha, Jong-En;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.230-237
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    • 2006
  • 본 논문은 스포츠 방송의 몰입감 증대를 위한 진동촉감 제시 시스템 및 장치를 제안하며, 촉감 정보를 효과적으로 전달하기 위한 촉감제시 방법론 및 제어 알고리즘을 제안한다. 최근 디지털 컨텐츠의 전달에 있어 오감을 통한 정보 전달의 관심이 증대됨에 따라, 대중을 대상으로 다양한 정보를 전달하는 디지털 매체에서의 시청각과 더불어 촉감 제시의 역할과 중요성이 증대되었다. 따라서 본 논문에서는 실시간으로 동적인 현장 상황을 실감 있게 전달하는 스포츠 방송에서의 햅틱 효과와 역할 그리고 가능한 시나리오를 정의하고, 진동촉감 제시 장비를 설계하여 촉감 정보 표현에 대한 기초 연구를 수행하였다. 또한 제안된 촉감을 이용한 스포츠 방송 시나리오 중 축구 방송을 기반으로 사용자 촉감 인지 실험을 수행하였으며, 실험 결과를 바탕으로 축구 방송 시스템을 구축하여 실감방송 전시회 시연을 통해 진동촉감 시스템 및 촉감 제시 방법론을 검증하였다. 촉감이 인간의 오감 중 시청각 다음으로 정보를 인지하는 중요한 감각 체계인 만큼 많은 양의 정보를 대중에게 전달하는 방송 시스템에서 시청각과 더불어 효과적인 정보 전달 체계로써 기여할 것이라고 여겨진다.

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