• Title/Summary/Keyword: Human-computer Interaction

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Trends and Implications of Digital Transformation in Vehicle Experience and Audio User Interface (차내 경험의 디지털 트랜스포메이션과 오디오 기반 인터페이스의 동향 및 시사점)

  • Kim, Kihyun;Kwon, Seong-Geun
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.166-175
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    • 2022
  • Digital transformation is driving so many changes in daily life and industry. The automobile industry is in a similar situation. In some cases, element techniques in areas called metabuses are also being adopted, such as 3D animated digital cockpit, around view, and voice AI, etc. Through the growth of the mobile market, the norm of human-computer interaction (HCI) has been evolving from keyboard-mouse interaction to touch screen. The core area was the graphical user interface (GUI), and recently, the audio user interface (AUI) has partially replaced the GUI. Since it is easy to access and intuitive to the user, it is quickly becoming a common area of the in-vehicle experience (IVE), especially. The benefits of a AUI are freeing the driver's eyes and hands, using fewer screens, lower interaction costs, more emotional and personal, effective for people with low vision. Nevertheless, when and where to apply a GUI or AUI are actually different approaches because some information is easier to process as we see it. In other cases, there is potential that AUI is more suitable. This is a study on a proposal to actively apply a AUI in the near future based on the context of various scenes occurring to improve IVE.

The Effects of Online Brand Community Members' Interactions on Values, Participation, and Brand Loyalty: The Mediating Effects of Virtual Interactivity

  • Yongsoo, HA;Alona J., GUBALANE
    • The Journal of Economics, Marketing and Management
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    • v.11 no.1
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    • pp.1-12
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    • 2023
  • Purpose: This study identified the effects of the three types of consumer interactions on the utilitarian and hedonic values experienced by community members, their degree of participation, and brand loyalty. In addition, the mediating effect of virtual interactivity between the interactions that occur within the online brand community and the value experienced by community members was also identified. Research design, data and methodology: An online survey was distributed, and the data gathered was analyzed using structural equations modeling. Results: Test results showed that product-information interaction has a positive effect on utilitarian value and interpersonal interaction has a positive effect on hedonic value. Human-computer interaction was found to have a negative effect on hedonic value and no significant effect on utilitarian value. Furthermore, it was revealed that among the three types of interactions, virtual interactivity had a mediating effect only in the relationship between human-computer interaction and hedonic value. Moreover, utilitarian values experienced by community members affected their level of participation which ultimately enhances brand loyalty. Hedonic value did not affect their level of participation within the online brand community. Conclusions: When marketers establish online brand community strategies, they must place elements that can directly help the use of brands and products.

Tangible Space Initiative

  • Ahn, Chong-Keun;Kim, Lae-Hyun;Ha, Sung-Do
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.10a
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    • pp.1053-1056
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    • 2004
  • Research in Human Computer Interface (HCI) is towards development of an application environment able to deal with interactions of both human and computers that can be more intuitive and efficient. This can be achieved by bridging the gap between the synthetic virtual environment and the natural physical environment. Thus a project called Tangible Space Initiative (TSI) has been launched by KIST. TSI is subdivided into Tangible Interface (TI) which controls 3D cyber space with user's perspective, Responsive Cyber Space (RCS) which creates and controls the virtual environment and Tangible Agent (TA) which senses and acts upon the physical interface environment on behalf of any components of TSI or the user. This paper is a brief introduction to a new generation of Human Computer Interface that bring user to a new era of interaction with computers in the future.

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Analysis of 3D Motion Recognition using Meta-analysis for Interaction (기존 3차원 인터랙션 동작인식 기술 현황 파악을 위한 메타분석)

  • Kim, Yong-Woo;Whang, Min-Cheol;Kim, Jong-Hwa;Woo, Jin-Cheol;Kim, Chi-Jung;Kim, Ji-Hye
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.6
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    • pp.925-932
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    • 2010
  • Most of the research on three-dimensional interaction field have showed different accuracy in terms of sensing, mode and method. Furthermore, implementation of interaction has been a lack of consistency in application field. Therefore, this study is to suggest research trends of three-dimensional interaction using meta-analysis. Searching relative keyword in database provided with 153 domestic papers and 188 international papers covering three-dimensional interaction. Analytical coding tables determined 18 domestic papers and 28 international papers for analysis. Frequency analysis was carried out on method of action, element, number, accuracy and then verified accuracy by effect size of the meta-analysis. As the results, the effect size of sensor-based was higher than vision-based, but the effect size was extracted to small as 0.02. The effect size of vision-based using hand motion was higher than sensor-based using hand motion. Therefore, implementation of three-dimensional sensor-based interaction and vision-based using hand motions more efficient. This study was significant to comprehensive analysis of three-dimensional motion recognition for interaction and suggest to application directions of three-dimensional interaction.

Design Requirements-Driven Process for Developing Human-System Interfaces (설계 요건 중심의 인간-시스템 인터페이스 개발 프로세스)

  • Ham, Dong-Han
    • Journal of the Korea Safety Management & Science
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    • v.10 no.1
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    • pp.83-90
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    • 2008
  • Development of human-system interfaces (HSI) supporting the interaction between human and automation-based systems, particularly safety-critical sociotechnial systems, entails a wide range of design and evaluation problems. To help HSI designers deal with these problems, many methodologies from traditional human-computer interaction, software engineering, and systems engineering have been applied; however, they have been proved inadequate to develop cognitively well engineered HSI. This paper takes a viewpoint that HSI development is itself a cognitive process consisting of various decision making and problem solving activities and then proposes a design requirements-driven process for developing HSI. High-level design problems and their corresponding design requirements for visual information display are explained to clarify the concept of design requirements. Lastly, conceptual design of software system to support the requirements-driven process and designers' knowledge management is described.

Robust Deep Age Estimation Method Using Artificially Generated Image Set

  • Jang, Jaeyoon;Jeon, Seung-Hyuk;Kim, Jaehong;Yoon, Hosub
    • ETRI Journal
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    • v.39 no.5
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    • pp.643-651
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    • 2017
  • Human age estimation is one of the key factors in the field of Human-Robot Interaction/Human-Computer Interaction (HRI/HCI). Owing to the development of deep-learning technologies, age recognition has recently been attempted. In general, however, deep learning techniques require a large-scale database, and for age learning with variations, a conventional database is insufficient. For this reason, we propose an age estimation method using artificially generated data. Image data are artificially generated through 3D information, thus solving the problem of shortage of training data, and helping with the training of the deep-learning technique. Augmentation using 3D has advantages over 2D because it creates new images with more information. We use a deep architecture as a pre-trained model, and improve the estimation capacity using artificially augmented training images. The deep architecture can outperform traditional estimation methods, and the improved method showed increased reliability. We have achieved state-of-the-art performance using the proposed method in the Morph-II dataset and have proven that the proposed method can be used effectively using the Adience dataset.

Voice Recognition Sensor Driven Elevator for High-rise Vertical Shift (동굴관광용 고층수직이동 승강기의 긴급 음성구동 제어)

  • Choi, Byong-Seob;Kang, Tae-Hyun;Yun, Yeo-Hoon;Jang, Hoon-Gyou;Soh, Dea-Wha
    • Journal of the Speleological Society of Korea
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    • no.88
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    • pp.1-7
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    • 2008
  • Recently, it is one of very interest technology of Human Computer Interaction(HCI). Nowadays, it is easy to find out that, for example, inside SF movies people has talking to computer. However, there are difference between CPU language and ours. So, we focus on connecting to CPU. For 30 years many scientists experienced in that technology. But it is really difficult. Our project goal is making that CPU could understand human voice. First of all the signal through a voice sensor will move to BCD (binary code). That elevator helps out people who wants to move up and down. This product's point is related with people's safety. Using a PWM for motor control by ATmega16, we choose a DC motor to drive it because of making a regular speed elevator. Furthermore, using a voice identification module the elevator driven by voice sensor could operate well up and down perfectly from 1st to 10th floor by PWM control with ATmega16. And, it will be clearly useful for high-rise vertical shift with voice recognition sensor driven.

Evaluating Existing Usability Heuristics to Create a New Set of Heuristics for the Current State of Korean Technologies (한국 기술 현황에 적합한 신규 Heuristics 생성을 위한 기존 Usability Heuristics 평가)

  • Jeong, Young-Joo;Jeong, Goo-Cheol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.62-68
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    • 2011
  • Usability heuristics("heuristics") are general principles for usability evaluation during user interface design. This method is commonly used by Human Computer Interaction(HCI) professionals; however, the most widely used set of heuristics which were originally created by Nielsen has not yet been found practical in the current state of Korean technologies. In our prior research, we found that some of Nielsen's heuristics are difficult for some evaluators to understand and insufficient to fully evaluate Korean applications, due to the broad-applicability of these heuristics and differences in cultural context. Therefore, in this study, professionals in computer science and related fields evaluated Nielsen's ten usability heuristics in order to gather logical bases for finding areas for improvement. The results of this study will help creating a new set of heuristics that will better valuate more recently developed applications.

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A Study on Embodiment of Conversational Agent on the Cyber Lecture Site (가상 강좌 사이트에서 대화형 에이전트의 적용에 관한 연구)

  • 유연수
    • Archives of design research
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    • v.16 no.1
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    • pp.117-126
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    • 2003
  • The human computer interaction has gone through diverse changes along with the technical progress of computers. With the spread of the world wide web, attempts of various forms and methods of interactions reflecting the characteristics of the web are being made. Among the diverse concepts of interaction, Conversational Agent uses a character as the visual perceptional object and through the interaction based on conversation it suggests a natural, human, intuitive interaction. In this study, Conversational Agent was suggested and applied on a cyber lecture website and the appropriateness was verified. The fundamental structure and method needed in constructing a conversation was examined through the study on conversation. After that the characteristics of the conversation used on the web was identified and hereby and the coherence and conversation structure was deducted. After the characteristics of the conversational agent were observed, it was applied to the previously deducted web sites logical connection and conversation structure. Lastly, the conversational agent suitable for the web site was proposed and realized.

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A Study on Effects of Agent Movement on User’s Impression

  • Yamazaki, Tatsuya
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.1886-1888
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    • 2002
  • Non-verbal information plays an important role not only in human-to-human communications but also in human computer interaction. In this paper, we examine effects of human-like agent's primitive movements on user's impression, where the human-like agent's primitive movements include eye, mouth, and head. SD (Semantic Differential) method was used for evaluation, and two factors were extracted as a result of the factor analysis. It is found that the first factor influenced the user's impression particularly.

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