• Title/Summary/Keyword: Human-Machine Interaction

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Biosign Recognition based on the Soft Computing Techniques with application to a Rehab -type Robot

  • Lee, Ju-Jang
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.29.2-29
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    • 2001
  • For the design of human-centered systems in which a human and machine such as a robot form a human-in system, human-friendly interaction/interface is essential. Human-friendly interaction is possible when the system is capable of recognizing human biosigns such as5 EMG Signal, hand gesture and facial expressions so the some humanintention and/or emotion can be inferred and is used as a proper feedback signal. In the talk, we report our experiences of applying the Soft computing techniques including Fuzzy, ANN, GA and rho rough set theory for efficiently recognizing various biosigns and for effective inference. More specifically, we first observe characteristics of various forms of biosigns and propose a new way of extracting feature set for such signals. Then we show a standardized procedure of getting an inferred intention or emotion from the signals. Finally, we present examples of application for our model of rehabilitation robot named.

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Hardware Solutions for Interactive Robotic Cane (인터액티브 로봇 지팡이)

  • 심인보;윤중선
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2002.05a
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    • pp.338-341
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    • 2002
  • A human-friendly interactive system, based on the harmonious symbiotic coexistence of humans and robots, is explored. Based on this interactive technology paradigm, a robotic cane is designed to help blind or visually impaired travelers to navigate safely and quickly among obstacles and other hazards faced by blind pedestrians. We outline a set of the hardware solutions and working methodologies that can be used for successfully implementing and extending the interactive technology to complex environments, robots, and humans. The issues discussed include the interaction of human and robot, design issue of robotic cane, hardware requirements for efficient human-robot interaction.

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Priority-based learning automata in Q-learning random access scheme for cellular M2M communications

  • Shinkafi, Nasir A.;Bello, Lawal M.;Shu'aibu, Dahiru S.;Mitchell, Paul D.
    • ETRI Journal
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    • v.43 no.5
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    • pp.787-798
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    • 2021
  • This paper applies learning automata to improve the performance of a Q-learning based random access channel (QL-RACH) scheme in a cellular machine-to-machine (M2M) communication system. A prioritized learning automata QL-RACH (PLA-QL-RACH) access scheme is proposed. The scheme employs a prioritized learning automata technique to improve the throughput performance by minimizing the level of interaction and collision of M2M devices with human-to-human devices sharing the RACH of a cellular system. In addition, this scheme eliminates the excessive punishment suffered by the M2M devices by controlling the administration of a penalty. Simulation results show that the proposed PLA-QL-RACH scheme improves the RACH throughput by approximately 82% and reduces access delay by 79% with faster learning convergence when compared with QL-RACH.

A Brain-Computer Interface Based Human-Robot Interaction Platform (Brain-Computer Interface 기반 인간-로봇상호작용 플랫폼)

  • Yoon, Joongsun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7508-7512
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    • 2015
  • We propose a brain-machine interface(BMI) based human-robot interaction(HRI) platform which operates machines by interfacing intentions by capturing brain waves. Platform consists of capture, processing/mapping, and action parts. A noninvasive brain wave sensor, PC, and robot-avatar/LED/motor are selected as capture, processing/mapping, and action part(s), respectively. Various investigations to ensure the relations between intentions and brainwave sensing have been explored. Case studies-an interactive game, on-off controls of LED(s), and motor control(s) are presented to show the design and implementation process of new BMI based HRI platform.

Virtual Prototyping of Consumer Electronic Products by Embedding HMI Functional Simulation into VR Techniques (HMI 기능성 시뮬레이션과 VR 기법과의 연동을 통한 개인용 전자제품의 가상시작 방안)

  • Park, Hyung-Jun;Bae, Chae-Yeol;Lee, Kwan-Heng
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.2
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    • pp.87-94
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    • 2007
  • The functional behavior of a consumer electronic product is nearly all expressed with human-machine interaction (HMI) tasks. Although physical prototyping and computer aided design (CAD) software can show the appearance of the product, they cannot properly reflect its functional behavior. In this paper, we propose an approach to virtual prototyping (VP) that incorporates HMI functional simulation into virtual reality techniques in order to enables users to capture not only the realistic look of a consumer electronic product but also its functional behavior. We adopt state transition methodology to capture the HMI functional behavior of the product into a state transition chart, which is later used to construct a finite state machine (FSM) for the functional simulation of the product. The FSM plays an important role to control the transition between states of the product. We have developed a VP system based on the proposed approach. The system receives input events such as mouse clicks on buttons and switches of the virtual prototype model, and it reacts to the events based on the FSM by activating associated activities. The system provides the realistic visualization of the product and the vivid simulation of its functional behavior using head-mounted displays (HMD) and stereo speakers. It can easily allow users to perform functional evaluation and usability testing. A case study about the virtual prototyping of an MP3 player is given to show the usefulness of the proposed approach.

Applicability and Adaptability of Gait-based Biometric Security System in GCC

  • S. M. Emdad Hossain
    • International Journal of Computer Science & Network Security
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    • v.24 no.9
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    • pp.202-206
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    • 2024
  • Robust system may not guaranty its applicability and adaptability. That is why research and development go together in the modern research concept. In this paper we are going to examine the applicability and adaptability of gait-based biometric identity verification system especially in the GCC (Gulf Cooperation Council). The system itself closely involved with human interaction where privacy and personality are in concern. As of 1st phase of our research we will establish gait-based identity verification system and then we will explain them in and out of human interaction with the system. With involved interaction we will conduct an extensive survey to find out both applicability and adoptability of the system. To conduct our experiment, we will use UCMG databased [1] which is readily available for the research community with more than three thousand video sequences in different viewpoint collected in various walking pattern and clothing. For the survey we will prepare questioners which will cover approach of data collection, potential traits to collect and possible consequences. For analyzing gait biometric trait, we will apply multivariate statistical classifier through well-known machine learning algorithms in a ready platform. Similarly, for the survey data analysis we will use similar approach to co-relate the user view point for such system. It will also help us to find the perception of the user for the system.

A Study on Developmental Direction of Interface Design for Gesture Recognition Technology

  • Lee, Dong-Min;Lee, Jeong-Ju
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.499-505
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    • 2012
  • Objective: Research on the transformation of interaction between mobile machines and users through analysis on current gesture interface technology development trend. Background: For smooth interaction between machines and users, interface technology has evolved from "command line" to "mouse", and now "touch" and "gesture recognition" have been researched and being used. In the future, the technology is destined to evolve into "multi-modal", the fusion of the visual and auditory senses and "3D multi-modal", where three dimensional virtual world and brain waves are being used. Method: Within the development of computer interface, which follows the evolution of mobile machines, actively researching gesture interface and related technologies' trend and development will be studied comprehensively. Through investigation based on gesture based information gathering techniques, they will be separated in four categories: sensor, touch, visual, and multi-modal gesture interfaces. Each category will be researched through technology trend and existing actual examples. Through this methods, the transformation of mobile machine and human interaction will be studied. Conclusion: Gesture based interface technology realizes intelligent communication skill on interaction relation ship between existing static machines and users. Thus, this technology is important element technology that will transform the interaction between a man and a machine more dynamic. Application: The result of this study may help to develop gesture interface design currently in use.

Real-time Finger Gesture Recognition (실시간 손가락 제스처 인식)

  • Park, Jae-Wan;Song, Dae-Hyun;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.847-850
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    • 2008
  • On today, human is going to develop machine by using mutual communication to machine. Including vision - based HCI(Human Computer Interaction), the technique which to recognize finger and to track finger is important in HCI systems, in HCI systems. In order to divide finger, this paper uses more effectively dividing the technique using subtraction which is separation of background and foreground, as well as to divide finger from limited background and cluttered background. In order to divide finger, the finger is recognized to make "Template-Matching" by identified fingertip images. And, identified gestures be compared the tracked gesture after tracking recognized finger. In this paper, after obtaining interest area, not only using subtraction image and template-matching but to perform template-matching in the area. So, emphasis is placed on decreasing perform speed and reaction speed, and we propose technique which is more effectively recognizing gestures.

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Development of a Full-Scope Human Machine Simulator for Human Factors Experiments

  • Sim, R.S.;Oh, I.S.;Cheon, S.W.;Park, G.O.;Lee, H.C.;Cha, K.H.;Kim, D.K.;Son, S.W.;Sabri, M.;Paris, H.
    • Proceedings of the Korean Nuclear Society Conference
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    • 1997.05a
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    • pp.219-226
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    • 1997
  • This paper presents the development of an Integrated Test Facility (ITF) that consists of a full-scope Human Machine Simulator (HMS) and some experimental measurement systems. This facility is aimed to experiment with tile design of the control room environment and the human interaction as it relates to the control of advanced nuclear power plants.

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A Quantitative Model of System-Man Interaction Based on Discrete Function Theory

  • Kim, Man-Cheol;Seong, Poong-Hyun
    • Nuclear Engineering and Technology
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    • v.36 no.5
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    • pp.430-449
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    • 2004
  • A quantitative model for a control system that integrates human operators, systems, and their interactions is developed based on discrete functions. After identifying the major entities and the key factors that are important to each entity in the control system, a quantitative analysis to estimate the recovery failure probability from an abnormal state is performed. A numerical analysis based on assumed values of related variables shows that this model produces reasonable results. The concept of 'relative sensitivity' is introduced to identify the major factors affecting the reliability of the control system. The analysis shows that the hardware factor and the design factor of the instrumentation system have the highest relative sensitivities in this model. T도 probability of human operators performing incorrect actions, along with factors related to human operators, are also found to have high relative sensitivities. This model is applied to an analysis of the TMI-2 nuclear power plant accident and systematically explains how the accident took place.