• Title/Summary/Keyword: Human computer interactions

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Digital Maps and Automatic Narratives for the Interactive Global Histories

  • CHEONG, Siew Ann;NANETTI, Andrea;FHILIPPOV, Mikhail
    • Asian review of World Histories
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    • v.4 no.1
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    • pp.83-123
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    • 2016
  • We describe a vision of historical analysis at the world scale, through the digital assembly of historical sources into a cloud-based database, where machine-learning techniques can be used to summarize the database into a time-integrated actor-to-actor complex network. Using this time-integrated network as a template, we then apply the method of automatic narratives to discover key actors ('who'), key events ('what'), key periods ('when'), key locations ('where'), key motives ('why'), and key actions ('how') that can be presented as hypotheses to world historians. We show two test cases on how this method works. To accelerate the pace of knowledge discovery and verification, we describe how historians would interact with these automatic narratives through an online, map-based knowledge aggregator that learns how scholars filter information, and eventually takes over this function to free historians from the more important tasks of verification, and stitching together coherent storylines. Ultimately, multiple coherent storylines that are not necessary compatible with each other can be discovered through human-computer interactions by the map-based knowledge aggregator.

Multiple Object-Based Design Model for Quality Improvement of User Interface (사용자 인터페이스 품질 향상을 위한 다중 객체 기반 설계 모델)

  • Kim Jeong-Ok;Lee Sang-Young
    • The KIPS Transactions:PartD
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    • v.12D no.7 s.103
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    • pp.957-964
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    • 2005
  • According to rapid growth of web environment, user interface design needs to support the complex interactions between human and computer. In the paper we suggest the object modeling method for Qualify Improvement of User Interface. We propose the 4 business event's object modeling phases such as business event object modeling, task object modeling, transaction object modeling, and form object modeling to enhance visual cohesion of UI. As a result, this 4 phases in this paper allows us to enhance visual cohesion of User Interface prototype. We have found that the visual cohesion of business events become strong and unskilled designer can develope the qualified user interface prototype. And it also improves understanding of business task and reduces prototype system development iteration.

ARCHITECTURAL ANALYSIS OF CONTEXT-AWARE SYSTEMS IN PERVASIVE COMPUTING ENVIRONMENT

  • Udayan J., Divya;Kim, HyungSeok
    • Journal of the HCI Society of Korea
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    • v.8 no.1
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    • pp.11-17
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    • 2013
  • Context aware systems are those systems that are aware about the environment and perform productive functions automatically by reducing human computer interactions(HCI). In this paper, we present common architecture principles of context-aware systems to explain the important aspects of context aware systems. Our study focuses on identifying common concepts in pervasive computing approaches, which allows us to devise common architecture principles that may be shared by many systems. The principles consists of context sensing, context modeling, context reasoning, context processing, communication modelling and resource discovery. Such an architecture style can support high degree of reusability among systems and allows for design flexibility, extensibility and adaptability among components that are independent of each other. We also propose a new architecture based on broker-centric middleware and using ontology reasoning mechanism together with an effective behavior based context agent that would be suitable for the design of context-aware architectures in future systems. We have evaluated the proposed architecture based on the design principles and have done an analyses on the different elements in context aware computing based on the presented system.

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Industrial Engineering as a Multidisciplinary Field : Exploring the Structure of Academic Convergence in Industrial Engineering by Journal Citation Network Analysis (융합 학문으로서의 산업공학 : 학술지 인용 네트워크 분석을 활용한 산업공학의 학문적 융합 구조 탐색)

  • Jeong, Bokwon;Lee, Hakyeon
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.3
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    • pp.182-197
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    • 2016
  • One of the distinctive characteristics of industrial engineering (IE) is its multidisciplinarity. This paper explores the multidisciplinary nature of IE using journal citation network analysis. Using the relatedness indexes of IE journals obtained from journal citation report (JCR), we firstly construct the IE network only composed of 26 IE journals. The resulting IE network is partitioned into three sub-networks: management engineering, manufacturing/quality, and ergonomics. We then propose the IE convergence network which includes 81 related journals in other disciplines as well as 26 IE journals. Scrutinizing the IE convergence network reveals that IE has a high degree of interactions with seven disciplines : Operations Research and Management Science, Statistics and Probability, Manufacturing Engineering, Computer Science, Engineering Design, Business Management, Human Factors and Ergonomics. We investigate the contributions of the related disciplines to IE as well as contributions of IE to the related disciplines. The role of IE journals in exchanging knowledge with related disciplines is also identified by brokerage analysis. It is shown that visualizing and analyzing the IE convergence network can provide an excellent overview of the multidisciplinary structure of IE, which can help IE researchers easily grasp the state-of-the art of IE research.

Honeypot game-theoretical model for defending against APT attacks with limited resources in cyber-physical systems

  • Tian, Wen;Ji, Xiao-Peng;Liu, Weiwei;Zhai, Jiangtao;Liu, Guangjie;Dai, Yuewei;Huang, Shuhua
    • ETRI Journal
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    • v.41 no.5
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    • pp.585-598
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    • 2019
  • A cyber-physical system (CPS) is a new mechanism controlled or monitored by computer algorithms that intertwine physical and software components. Advanced persistent threats (APTs) represent stealthy, powerful, and well-funded attacks against CPSs; they integrate physical processes and have recently become an active research area. Existing offensive and defensive processes for APTs in CPSs are usually modeled by incomplete information game theory. However, honeypots, which are effective security vulnerability defense mechanisms, have not been widely adopted or modeled for defense against APT attacks in CPSs. In this study, a honeypot game-theoretical model considering both low- and high-interaction modes is used to investigate the offensive and defensive interactions, so that defensive strategies against APTs can be optimized. In this model, human analysis and honeypot allocation costs are introduced as limited resources. We prove the existence of Bayesian Nash equilibrium strategies and obtain the optimal defensive strategy under limited resources. Finally, numerical simulations demonstrate that the proposed method is effective in obtaining the optimal defensive effect.

The Structural Relationships of between AI-based Voice Recognition Service Characteristics, Interactivity and Intention to Use (AI기반 음성인식 서비스 특성과 상호 작용성 및 이용 의도 간의 구조적 관계)

  • Lee, SeoYoung
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.189-207
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    • 2021
  • Voice interaction combined with artificial intelligence is poised to revolutionize human-computer interactions with the advent of virtual assistants. This paper is analyzing interactive elements of AI-based voice recognition services such as sympathy, assurance, intimacy, and trust on intention to use. The questionnaire was carried out for 284 smartphone/smart TV users in Korea. The collected data was analyzed by structural equation model analysis and bootstrapping. The key results are as follows. First, AI-based voice recognition service characteristics such as sympathy, assurance, intimacy, and trust have positive effects on interactivity with the AI-based voice recognition service. Second, the interactivity with the AI-based voice recognition service has positive effects on intention to use. Third, AI-based voice recognition service characteristics such as interactional enjoyment and intimacy have directly positive effects on intention to use. Fourth, AI-based voice recognition service characteristics such as sympathy, assurance, intimacy and trust have indirectly positive effects on intention to use the AI-based voice recognition service by mediating the effect of the interactivity with the AI-based voice recognition service. It is meaningful to investigate factors affecting the interactivity and intention to use voice recognition assistants. It has practical and academic implications.

Modeling dynamic interactions between the support foot and the ground in bipedal walking

  • Jung, Moon-Ryul
    • Journal of the Korea Computer Graphics Society
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    • v.1 no.2
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    • pp.201-212
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    • 1995
  • This paper presents a new method of dynamics-based synthesis of bipedal, especially human, walking. The motion of the body at a time point is determined by ground reaction force and torque under the support foot and joint torques of the body at that time point. Motion synthesis involves specifying conditions that constrain ground reaction force and torque, and joint torques so that a given desired motion may be achieved. There are conditions on a desired motion which end-users can think of easily, e.g. the goal position and orientation of the swing foot for a single step and the time period of a single step. In this paper, we specify constraints on the motion of the support foot, which end-users would find difficult to specify. They are constraints which enforce non-sliding, non-falling, and non-spinning the support foot. They are specified in terms of joint torques and ground reaction force and torque. To satisfy them, both joint torques and ground reaction force and torque should be determined appropriately. The constraints on the support foot themselves do not give any good clues as to how to determine ground reaction force and torque. For that purpose, we specify desired trajectories of the application point of vertical ground reaction force (ground pressure) and the application point of horizontal ground reaction (friction) force. The application points of vertical pressure and friction force are good control variables, because they are indicators to kinds of walking motions to synthesize. The synthesis of a bipedal walking motion, then, consists of finding a trajectory of joint torques to achieve a given desired motion, so that the constraints are satisfied under the condition of the prescribed center of pressure and center of friction. Our approach is distinguished from many other approaches, e.g. the inverted-pendulum approach, in that it captures and formulates dynamics of the support foot and reasonable constraints on it.

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Morphological Hand-Gesture Recognition Algorithm (형태론적 손짓 인식 알고리즘)

  • Choi Jong-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.8
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    • pp.1725-1731
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    • 2004
  • The use of gestures provides an attractive alternate to cumbersome interface devices for human-computer interaction. This has motivated a very active research area concerned with computer vision-based analysis and interpretation of hand gestures. The most important issues in gesture recognition are the simplification of algorithm and the reduction of processing time. The mathematical morphology based on geometrical set theory is best used to perform the processing. A key idea of proposed algorithm in this paper is to apply morphological shape decomposition. The primitive elements extracted to a hand gesture include in very important information on the directivity of the hand gestures. Based on this characteristic, we proposed the morphological gesture recognition algorithm using feature vectors calculated to lines connecting the center points of a main-primitive element and sub-primitive elements. Through the experiment, we demonstrated the efficiency of proposed algorithm. Coupling natural interactions such as hand gesture with an appropriately designed interface is a valuable and powerful component in the building of TV switch navigating and video contents browsing system.

Virtual Environments for Medical Training: Soft tissue modeling (의료용 훈련을 위한 가상현실에 대한 연구)

  • Kim, Jung
    • Proceedings of the KSME Conference
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    • 2007.05a
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    • pp.372-377
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    • 2007
  • For more than 2,500 years, surgical teaching has been based on the so called "see one, do one, teach one" paradigm, in which the surgical trainee learns by operating on patients under close supervision of peers and superiors. However, higher demands on the quality of patient care and rising malpractice costs have made it increasingly risky to train on patients. Minimally invasive surgery, in particular, has made it more difficult for an instructor to demonstrate the required manual skills. It has been recognized that, similar to flight simulators for pilots, virtual reality (VR) based surgical simulators promise a safer and more comprehensive way to train manual skills of medical personnel in general and surgeons in particular. One of the major challenges in the development of VR-based surgical trainers is the real-time and realistic simulation of interactions between surgical instruments and biological tissues. It involves multi-disciplinary research areas including soft tissue mechanical behavior, tool-tissue contact mechanics, computer haptics, computer graphics and robotics integrated into VR-based training systems. The research described in this paper addresses the problem of characterizing soft tissue properties for medical virtual environments. A system to measure in vivo mechanical properties of soft tissues was designed, and eleven sets of animal experiments were performed to measure in vivo and in vitro biomechanical properties of porcine intra-abdominal organs. Viscoelastic tissue parameters were then extracted by matching finite element model predictions with the empirical data. Finally, the tissue parameters were combined with geometric organ models segmented from the Visible Human Dataset and integrated into a minimally invasive surgical simulation system consisting of haptic interface devices and a graphic display.

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Design and Implementation of Motion-based Interaction in AR Game (증강현실 게임에서의 동작 기반 상호작용 설계 및 구현)

  • Park, Jong-Seung;Jeon, Young-Jun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.105-115
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    • 2009
  • This article proposes a design and implementation methodology of a gesture-based interface for augmented reality games. The topic of gesture-based augmented reality games is a promising area in the immersive future games using human body motions. However, due to the instability of the current motion recognition technologies, most previous development processes have introduced many ad hoc methods to handle the shortcomings and, hence, the game architectures have become highly irregular and inefficient This article proposes an efficient development methodology for gesture-based augmented reality games through prototyping a table tennis game with a gesture interface. We also verify the applicability of the prototyping mechanism by implementing and demonstrating the augmented reality table tennis game. In the experiments, the implemented prototype has stably tracked real rackets to allow fast movements and interactions without delay.

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