• 제목/요약/키워드: Human-centered computing

검색결과 19건 처리시간 0.032초

가상공학 서비스를 위한 유비쿼터스 및 상황인식 컴퓨팅 프레임워크 (A Framework for Supporting Virtual Engineering Services Using Ubiquitous and Context-Aware Computing)

  • 서동우;김현;김광수;이재열
    • 한국CDE학회논문집
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    • 제10권6호
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    • pp.402-411
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    • 2005
  • Context-aware engineering services in ubiquitous environments are emerging as a viable alternative to traditional engineering services. Most of the previous approaches are computer-centered rather than human-centered. In this paper, we present a Ubiquitous and Context-Aware computing Framework for collaborative virtual Engineering $(U-CAF\acute{E})$ services. The proposed approach utilizes BPEL-based (Business Process Execution Language) process templates for engineering service orchestration and choreography and adopts semantic web-based context-awareness for providing human-centered engineering services. The paper discusses how to utilize engineering contexts and share this knowledge in support of collaborative virtual engineering services and service interfaces. The paper also discusses how Web services and JINI (Java Intelligent Network Infrastructure) services are utilized to support engineering service federations and seamless Interactions among persons, devices, and various kinds of engineering services.

On the Intersection of Human-Centered Computing and Web Science

  • Jaimes, Alejandro
    • Journal of Computing Science and Engineering
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    • 제7권4호
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    • pp.211-219
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    • 2013
  • Human-centered computing (HCC) as a field was defined several years ago. Since then, the Web has grown significantly, and so has its impact in society at every level, creating the grounds for a new Web science. In this paper, we examine the definitions of HCC and Web science, and discuss how they might be related. On the one hand, HCC can be viewed as a set of methodologies, and on the other hand, Web science can be viewed as a platform or repository, from which behavioral data can be drawn. We examine the relationship between the two, and summarize three different research approaches that in many ways show this intersection.

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

  • Lee, Ju-Jang
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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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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디지털 레버리징: 기술을 인간의 삶에 적용하는 방법론 (Digital Leveraging: The Methodology of Applying Technology to Human Life)

  • 한석영;김희철;황원주
    • 한국멀티미디어학회논문지
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    • 제22권2호
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    • pp.322-333
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    • 2019
  • After the launch of smart phones, various miniaturized smart devices such as wearable and IOT devices have deeply embedded in human life, and have created a technology-oriented society. In this technology-oriented society, technology development itself is important, however it seems more important to utilize existing technology appropriately and deliver effectively to human life. As the computer became personalized after the appearance of PC, human-centered computing such as HCI and UCD had begun to appear. However, most of the researches focused on technology that made human being convenient to interact with computer such as computer systems design and UX development. In the technology-oriented society, it seems more urgent to apply existing technology to human life. In this paper, we propose a methodology, 'Digital Leveraging' which guides how to effectively apply technology to human life. Digital Leveraging is the way of convergence between technology and humanities.

감성을 기반으로 하는 AI 패션 특성 연구 -사용자 중심(UX) 관점으로- (A Study on the Characteristics of AI Fashion based on Emotions -Focus on the User Experience-)

  • 김민선;김진영
    • 패션비즈니스
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    • 제26권1호
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    • pp.1-15
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    • 2022
  • Digital transformation has induced changes in human life patterns; consumption patterns are also changing to digitalization. Entering the era of industry 4.0 with the 4th industrial revolution, it is important to pay attention to a new paradigm in the fashion industry, the shift from developer-centered to user-centered in the era of the 3rd industrial revolution. The meaning of storing users' changing life and consumption patterns and analyzing stored big data are linked to consumer sentiment. It is more valuable to read emotions, then develop and distribute products based on them, rather than developer-centered processes that previously started in the fashion market. An AI(Artificial Intelligence) deep learning algorithm that analyzes user emotion big data from user experience(UX) to emotion and uses the analyzed data as a source has become possible. By combining AI technology, the fashion industry can develop various new products and technologies that meet the functional and emotional aspects required by consumers and expect a sustainable user experience structure. This study analyzes clear and useful user experience in the fashion industry to derive the characteristics of AI algorithms that combine emotions and technologies reflecting users' needs and proposes methods that can be used in the fashion industry. The purpose of the study is to utilize information analysis using big data and AI algorithms so that structures that can interact with users and developers can lead to a sustainable ecosystem. Ultimately, it is meaningful to identify the direction of the optimized fashion industry through user experienced emotional fashion technology algorithms.

Exploring Low-Cost Grid-based Tactile Instruments for Understanding and Reproducing Shapes for People with Visual Impairments

  • Yeojin Kim;Jiyeon Han;Uran Oh
    • International journal of advanced smart convergence
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    • 제12권3호
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    • pp.127-140
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    • 2023
  • While tools exist for blind people to understand shapes, these are not commercially available nor affordable and often require the assistance of sighted people. Thus, we designed two low-cost grid-based tactile tools using toggle buttons (TogGrid) and cotton balls (CottonGrid). To assess the potential of these as an educational tool, we conducted a user study with 12 people with visual impairments where they were asked to understand and reproduce shapes under different conditions. Although CottonGrid is relatively cheap and easy to make, findings show that TogGrid was perceived to be better in terms of perceived easiness, task completion time, accuracy, and preference in general. Particularly, participants valued TogGrid for enabling them to identify and correct errors. Based on the findings, we provide implications for utilizing toggle buttons for designing educational instruments for learning and expressing shapes for blind people.

Unity 기반 물리 실험 교육 시뮬레이터 개발 (Development of Unity-based Physics Experiment Education Simulator)

  • 김연정;윤세희;신병석
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2020년도 춘계학술발표대회
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    • pp.635-637
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    • 2020
  • 공학기술의 발전에 따라 인간은 Smart Learning을 넘어서 증강/가상현실 기술을 현실에 접목하여 교육의 매체로 사용을 하고자 여러 방면으로 시도를 하고 있다. 이에 과학교육 방면에서도 가상현실 환경 구축 기술을 이용하여 공간 및 상황 등의 여러 제한에서 벗어나 보다 다양하고 활동적인 실험을 할 수 있는 물리 실험 시뮬레이션을 필요로 하고 있다. 본 연구에서는 Unity Editor를 이용하여 코드 스크립트를 적용하여 가상 세계를 구축하고 물리 현상 중 하나인 포물선 운동 공식을 활용한 실험 프로그램을 만들어 VR 구현기기인 Vive를 이용하여 실제 물리실험에 적용한 사례를 소개한다.

BCI에서 EEG 기반 효율적인 감정 분류를 위한 LSTM 하이퍼파라미터 최적화 (LSTM Hyperparameter Optimization for an EEG-Based Efficient Emotion Classification in BCI)

  • ;;임창균
    • 한국전자통신학회논문지
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    • 제14권6호
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    • pp.1171-1180
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    • 2019
  • 감정은 인간의 상호 작용에서 중요한 역할을 하는 심리 생리학적 과정이다. 감성 컴퓨팅은 감정을 이해하고 조절할 수 있는 인간 인지 인공 지능의 개발하는데 중점을 둔다. 우울증, 자폐증, 주의력 결핍 과잉 행동 장애 및 게임 중독과 같은 정신 질환이 감정과 관련되어 있기 때문에 이러한 분야의 연구가 중요하다. 감정 인식에 대한 노력에도 불구하고, 비정상적인 EEG 신호로부터의 감정 검출은 여전히 높은 수준의 추상화를 요구하기에 정교한 학습 알고리즘이 필요하다. 이 논문에서는 EEG 기반으로 효율적인 감정 분류를 위해 LSTM을 위한 최적의 하이퍼파라미터를 파악하고자 다양한 실험을 수행하여 이를 분석한 결과를 제시하였다.

Discovering Temporal Work Transference Networks from Workflow Execution Logs

  • Pham, Dinh-Lam;Ahn, Hyun;Kim, Kwanghoon Pio
    • 인터넷정보학회논문지
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    • 제20권2호
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    • pp.101-108
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    • 2019
  • Workflow management systems (WfMSs) automate and manage workflows, which are implementations of organizational processes operated in process-centric organizations. In this paper, wepropose an algorithm to discover temporal work transference networks from workflow execution logs. The temporal work transference network is a special type of enterprise social networks that consists of workflow performers, and relationships among them that are formed by work transferences between performers who are responsible in performing precedent and succeeding activities in a workflow process. In terms of analysis, the temporal work transference network is an analytical property that has significant value to be analyzed to discover organizational knowledge for human resource management and related decision-making steps for process-centric organizations. Also, the beginning point of implementinga human-centered workflow intelligence framework dealing with work transference networks is to develop an algorithm for discovering temporal work transference cases on workflow execution logs. To this end, we first formalize a concept of temporal work transference network, and next, we present a discovery algorithm which is for the construction of temporal work transference network from workflow execution logs. Then, as a verification of the proposed algorithm, we apply the algorithm to an XES-formatted log dataset that was released by the process mining research group and finally summarize the discovery result.

착용형 컴퓨터기반의 촉각 장치를 활용한 효율적인 정보 입력장치 및 개선된 입력 알고리즘 (An improved information input algorithm and information input device using Tactile devices based on wearable PC)

  • 신정훈;홍광석
    • 인터넷정보학회논문지
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    • 제6권5호
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    • pp.73-83
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    • 2005
  • 본 논문에서는 착용형 컴퓨터를 위한 촉각 사용자 인터페이스 및 이를 활용한 개선된 입력알고리즘을 제안한다. 유비쿼터스 환경의 도래에 따른 차세대 PC의 진화 방향은, 인간이 느끼는 색상, 빛의 밝기, 소리, 향기, 맛, 감촉 등의 오감정보의 효과적인 융합과 재현을 목표로, 사용자 중심의 인간-기계 관계의 형성으로 나아가고 있다. 그러나 이러한 기능의 다양함과는 별개로, H/W플랫폼의 진화 방향은 항상 휴대가 간편하도록 소형화, 경량화 및 착용화 형태로 개발되어지고 있다. 이러한 차세대 PC의 소형화 및 경량화 관련 진화에 가장 큰 걸림돌이 되는 부분은 사용자 입출력 장치로서, 기존의 키보드 및 모니터 등의 장치를 활용한 사용자 인터페이스에는 소형화의 한계가 존재하고 있는 실정이다. 본 논문에서는 이러한 소형화, 경량화 및 착용화를 위한 새로운 방법의 사용자 입력장치 및 입력알고리즘을 제안한다. 또한 기존에 제안되어진 유사 장치와의 비교 분석을 통한 제안시스템 및 알고리즘의 실효성을 평가한다.

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