• 제목/요약/키워드: Human interaction

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아버지의 사회인구학적 변인과 문해신념이 자녀와의 문해 상호작용에 미치는 영향 (The Effects of Father's Socio-demographic Variables and Literacy Beliefs on Literacy Interaction between Father and Child)

  • 손승희
    • 한국생활과학회지
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    • 제23권6호
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    • pp.1127-1140
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    • 2014
  • The purpose of this study was to explore the effects of father's socio-demographic variables and father's literacy beliefs on father's literacy interaction. Participants were 204 fathers who have children in 3 to 5 years of age. Data were analyzed by descriptive statistics, correlation analysis and stepwise multiple regression analysis. The findings are summarized as follows: (1) Father's education level was generally correlated with 'father role efficiency', 'open interaction', 'picture-book reading interaction' (2) Monthly income of the household was related 'father role efficiency', 'positive feelings on reading books'. (3) 'Literacy ability development from books', 'father role efficiency', 'positive feeling on reading books' were correlated 'open interaction' and 'picture book reading'. But, 'literacy ability development from books', 'father role efficiency', 'positive feeling on reading books' were negatively correlated 'direct interaction'. (4) The most influential factor on father's 'open interaction', 'direct interaction' was 'literacy ability development from books'. The most influential factor on father's 'picture-book reading' was 'positive feeling on reading books'. These findings highlight that 'literacy ability development from books' and 'positive feeling on reading books' may play critical roles in father's literacy interaction. So, it is very important that adequate training and support on father's literacy beliefs for father's high quality literacy interaction.

고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석 (A Structured Analysis Model of Customer Loyalty in Online Games)

  • 최동성;박성준;김진우
    • Asia pacific journal of information systems
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    • 제11권3호
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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A Cyber-Physical Information System for Smart Buildings with Collaborative Information Fusion

  • Liu, Qing;Li, Lanlan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권5호
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    • pp.1516-1539
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    • 2022
  • This article shows a set of physical information fusion IoT systems that we designed for smart buildings. Its essence is a computer system that combines physical quantities in buildings with quantitative analysis and control. In the part of the Internet of Things, its mechanism is controlled by a monitoring system based on sensor networks and computer-based algorithms. Based on the design idea of the agent, we have realized human-machine interaction (HMI) and machine-machine interaction (MMI). Among them, HMI is realized through human-machine interaction, while MMI is realized through embedded computing, sensors, controllers, and execution. Device and wireless communication network. This article mainly focuses on the function of wireless sensor networks and MMI in environmental monitoring. This function plays a fundamental role in building security, environmental control, HVAC, and other smart building control systems. The article not only discusses various network applications and their implementation based on agent design but also demonstrates our collaborative information fusion strategy. This strategy can provide a stable incentive method for the system through collaborative information fusion when the sensor system is unstable in the physical measurements, thereby preventing system jitter and unstable response caused by uncertain disturbances and environmental factors. This article also gives the results of the system test. The results show that through the CPS interaction of HMI and MMI, the intelligent building IoT system can achieve comprehensive monitoring, thereby providing support and expansion for advanced automation management.

Using Spatial Ontology in the Semantic Integration of Multimodal Object Manipulation in Virtual Reality

  • Irawati, Sylvia;Calderon, Daniela;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 1부
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    • pp.884-892
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    • 2006
  • This paper describes a framework for multimodal object manipulation in virtual environments. The gist of the proposed framework is the semantic integration of multimodal input using spatial ontology and user context to integrate the interpretation results from the inputs into a single one. The spatial ontology, describing the spatial relationships between objects, is used together with the current user context to solve ambiguities coming from the user's commands. These commands are used to reposition the objects in the virtual environments. We discuss how the spatial ontology is defined and used to assist the user to perform object placements in the virtual environment as it will be in the real world.

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서비스 로봇을 위한 리액티브 감정 생성 모델 (Design of Reactive Emotion Process for the Service Robot)

  • 김형록;김영민;박종찬;박경숙;강태운;권동수
    • 로봇학회논문지
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    • 제2권2호
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    • pp.119-128
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    • 2007
  • Emotion interaction between human and robot is an important element for natural interaction especially for service robot. We propose a hybrid emotion generation architecture and detailed design of reactive process in the architecture based on insight about human emotion system. Reactive emotion generation is to increase task performance and believability of the service robot. Experiment result shows that it seems possible for the reactive process to function for those purposes, and reciprocal interaction between different layers is important for proper functioning of robot's emotion generation system.

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도시주부의 소비자능력과 관련요인 (Consumer Competencies of Urban Wives and Related Variables)

  • 황덕순;김미라
    • 한국가정과학회지
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    • 제1권2호
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    • pp.23-36
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    • 1998
  • The purpose of this study was to investigate consumer competencies of urban wives an variables on it. The framework of this study was consumer socialization theory. The results were as follows; 1. There were significant differences in competencies of urban wives according to employment status, interaction with family members, interaction with peers and frequency of media exposure. 2. Employment status, interaction with family members and frequency of media exposure were independent influencing factors on consumer competencies of urban wives. 3. Reviewing a causal model, the results were as follows. Employment status, interaction with family members and frequency of media exposure had an effect on consumer competencies of urban wives directly. (Korean J Human Ecology 1(2):23~30, 1998)

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또래쌍구성에 따른 유아의 상호작용과 문제해결력 (Preschoolers' peer interaction type and joint problem-solving performance depending on a partner's age)

  • 권혜진
    • 한국생활과학회지
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    • 제15권1호
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    • pp.1-15
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    • 2006
  • The purpose of this study is (1) to investigate how children's peer interaction type and joint problem-solving performance differ, depending on a partner's age, in such a situation as they are asked to solve problems with their peer and (2) to investigate relationship between children's peer interaction type and joint problem-solving performance. Results reveal that children's problem-solving performance receives more benefit in the interactions with older peers, rather than those with younger ones. It can also be improved by higher level of collaborative interactions such as abstract collaborative explanations in joint activities. It is influenced positively by collaborative interactions, expecially when the children are in the same age groups. Results here were discussed in terns Piagetian and Vygotskian theories.

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지능형 로봇을 위한 인간-컴퓨터 상호작용(HCI) 연구동향 (Human-Computer Interaction Survey for Intelligent Robot)

  • 홍석주;이칠우
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 추계 종합학술대회 논문집
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    • pp.507-511
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    • 2006
  • 지능형 로봇이란 인간과 비슷하게 시각, 청각 등의 감각기관을 기반으로 자율적으로 판단하고 행동하는 독립적 자율구동 시스템을 말한다. 인간은 언어 이외에도 제스처와 같은 비언어적 수단을 이용하여 의사소통을 하며, 이러한 비언어적 의사소통 수단을 로봇이 이해한다면, 로봇은 인간과 보다 친숙한 대상이 될 수 있을 것이다. 이러한 요구에 의해 얼굴인식, 제스처 인식을 비롯한 HCI(Human-Computer Interaction) 기술들이 활발하게 연구되고 있지만 아직 해결해야 할 문제점이 많은 실정이다. 본 논문에서는 지능형 로봇을 위한 기반 기술 중 인간과의 가장 자연스러운 의사소통 방법의 하나인 제스처 인식 기술에 대하여, 최근 연구 성과를 중심으로 요소 기술의 중요 내용과 응용 사례를 소개한다.

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힘 제어 기반의 로봇 팔과 인간 팔의 상호 작용을 위한 임베디드 시스템 설계 (Implementation of an Embedded System for an Interaction between Robot Arm and Human Arm Based on Force Control)

  • 전효원;정슬
    • 제어로봇시스템학회논문지
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    • 제15권11호
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    • pp.1096-1101
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    • 2009
  • In this paper, an embedded system has been designed for force control application to interact between a robot arm and a human operator. Force induced by the human operator is converted to the desired position information for the robot to follow. For smooth operations, the impedance force control algorithm is utilized to represent interaction between the robot and the human operator by filtering the force. To improve the performance of position control of the robot arm, a velocity term has been obtained and tested by several filters. A PD controller for position control has been implemented on an FPGA as well. Experimental studies are conducted with the ROBOKER to test the functionality of the designed hardware.

Human-Computer Natur al User Inter face Based on Hand Motion Detection and Tracking

  • Xu, Wenkai;Lee, Eung-Joo
    • 한국멀티미디어학회논문지
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    • 제15권4호
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    • pp.501-507
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    • 2012
  • Human body motion is a non-verbal part for interaction or movement that can be used to involves real world and virtual world. In this paper, we explain a study on natural user interface (NUI) in human hand motion recognition using RGB color information and depth information by Kinect camera from Microsoft Corporation. To achieve the goal, hand tracking and gesture recognition have no major dependencies of the work environment, lighting or users' skin color, libraries of particular use for natural interaction and Kinect device, which serves to provide RGB images of the environment and the depth map of the scene were used. An improved Camshift tracking algorithm is used to tracking hand motion, the experimental results show out it has better performance than Camshift algorithm, and it has higher stability and accuracy as well.