• Title/Summary/Keyword: Human-computer Interaction

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Development of Wearable Assistance Suite for Interaction with Ubiquitous Environment (유비쿼터스 환경과 상호작용을 위한 착용형 도움 슈트 개발)

  • Seo, Yong-Ho;Han, Tae-Woo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.93-99
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    • 2009
  • The wearable computer that can understand the context of human life and intelligently communicate with various electronic media in ubiquitous computing environment would be very useful as an assistant for humans. In this paper we introduce an intelligent wearable assistance suite. The proposed wearable suite can interact with both humans and electronic media in ubiquitous computing environment. The developed system can sense the interactive electronic media that a user wants to use and also communicate with it. By utilizing these interaction capabilities, it intermediates between each media and the user and offers a friendlier interface to the user who wears this system. We also show the usages of the proposed system by demonstrating its interaction with the interactive electronic media in ubiquitous computing environment.

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Multimodal Emotion Recognition using Face Image and Speech (얼굴영상과 음성을 이용한 멀티모달 감정인식)

  • Lee, Hyeon Gu;Kim, Dong Ju
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.1
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    • pp.29-40
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    • 2012
  • A challenging research issue that has been one of growing importance to those working in human-computer interaction are to endow a machine with an emotional intelligence. Thus, emotion recognition technology plays an important role in the research area of human-computer interaction, and it allows a more natural and more human-like communication between human and computer. In this paper, we propose the multimodal emotion recognition system using face and speech to improve recognition performance. The distance measurement of the face-based emotion recognition is calculated by 2D-PCA of MCS-LBP image and nearest neighbor classifier, and also the likelihood measurement is obtained by Gaussian mixture model algorithm based on pitch and mel-frequency cepstral coefficient features in speech-based emotion recognition. The individual matching scores obtained from face and speech are combined using a weighted-summation operation, and the fused-score is utilized to classify the human emotion. Through experimental results, the proposed method exhibits improved recognition accuracy of about 11.25% to 19.75% when compared to the most uni-modal approach. From these results, we confirmed that the proposed approach achieved a significant performance improvement and the proposed method was very effective.

Human-Robot Interaction by Mobile Device for Intelligence Robot (모바일 기기를 통한 지능형 로봇의 인간-로봇 상호작용)

  • Choi, Byung-Gi;Kwag, Byul-Sem;Park, Chun-Sung;Lee, Jae-Ho
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06b
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    • pp.43-46
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    • 2010
  • 지능형 로봇의 인간-로봇 상호작용(Human-Robot Interaction)은 현재 세계적으로 주목받는 연구 분야 중 하나이다. 이 논문에서는 지능형 로봇의 작업 완결성을 높이기 위한 방편의 일환으로 사용자에게 작업 내용을 공개하고, 문제 발생 시 사용자의 개입을 유도하는 형태의 인간-로봇 상호작용을 제안한다. 이러한 형태의 서비스는 지능형 로봇이 작업 수행 중 필요한 경우 사용자의 선택 통해 예상치 못한 상황에 대해 유연한 대처를 할 수 있으며, 동시에 로봇의 현재 상황을 사용자가 확인할 수 있도록 하는 수단을 제공한다. 이를 위해 이 논문은 Android 플랫폼과 로봇 간의 로봇-사용자 정보교환을 구현하고, 나아가 범용적이고 일반적인 인간-로봇 상호작용을 위한 연구방향을 제시하고자 한다.

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Fine-Motion Estimation Using Ego/Exo-Cameras

  • Uhm, Taeyoung;Ryu, Minsoo;Park, Jong-Il
    • ETRI Journal
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    • v.37 no.4
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    • pp.766-771
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    • 2015
  • Robust motion estimation for human-computer interactions played an important role in a novel method of interaction with electronic devices. Existing pose estimation using a monocular camera employs either ego-motion or exo-motion, both of which are not sufficiently accurate for estimating fine motion due to the motion ambiguity of rotation and translation. This paper presents a hybrid vision-based pose estimation method for fine-motion estimation that is specifically capable of extracting human body motion accurately. The method uses an ego-camera attached to a point of interest and exo-cameras located in the immediate surroundings of the point of interest. The exo-cameras can easily track the exact position of the point of interest by triangulation. Once the position is given, the ego-camera can accurately obtain the point of interest's orientation. In this way, any ambiguity between rotation and translation is eliminated and the exact motion of a target point (that is, ego-camera) can then be obtained. The proposed method is expected to provide a practical solution for robustly estimating fine motion in a non-contact manner, such as in interactive games that are designed for special purposes (for example, remote rehabilitation care systems).

A Study on Intelligent Emotional Recommendation System Using Biological Information (생체정보를 이용한 지능형 감성 추천시스템에 관한 연구)

  • Kim, Tae-Yeun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.3
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    • pp.215-222
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    • 2021
  • As the importance of human-computer interaction (Human Computer Interface) technology grows and research on HCI is progressing, it is inferred about the research emotion inference or the computer reaction according to the user's intention, not the computer reaction by the standard input of the user. Stress is an unavoidable result of modern human civilization, and it is a complex phenomenon, and depending on whether or not there is control, human activity ability can be seriously changed. In this paper, we propose an intelligent emotional recommendation system using music as a way to relieve stress after measuring heart rate variability (HRV) and acceleration photoplethymogram (APG) increased through stress as part of human-computer interaction. The differential evolution algorithm was used to extract reliable data by acquiring and recognizing the user's biometric information, that is, the stress index, and emotional inference was made through the semantic web based on the obtained stress index step by step. In addition, by searching and recommending a music list that matches the stress index and changes in emotion, an emotional recommendation system suitable for the user's biometric information was implemented as an application.

A Memory-efficient Hand Segmentation Architecture for Hand Gesture Recognition in Low-power Mobile Devices

  • Choi, Sungpill;Park, Seongwook;Yoo, Hoi-Jun
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.17 no.3
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    • pp.473-482
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    • 2017
  • Hand gesture recognition is regarded as new Human Computer Interaction (HCI) technologies for the next generation of mobile devices. Previous hand gesture implementation requires a large memory and computation power for hand segmentation, which fails to give real-time interaction with mobile devices to users. Therefore, in this paper, we presents a low latency and memory-efficient hand segmentation architecture for natural hand gesture recognition. To obtain both high memory-efficiency and low latency, we propose a streaming hand contour tracing unit and a fast contour filling unit. As a result, it achieves 7.14 ms latency with only 34.8 KB on-chip memory, which are 1.65 times less latency and 1.68 times less on-chip memory, respectively, compare to the best-in-class.

A Study of Hand Gesture Recognition for Human Computer Interface (컴퓨터 인터페이스를 위한 Hand Gesture 인식에 관한 연구)

  • Chang, Ho-Jung;Baek, Han-Wook;Chung, Chin-Hyun
    • Proceedings of the KIEE Conference
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    • 2000.07d
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    • pp.3041-3043
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    • 2000
  • GUI(graphical user interface) has been the dominant platform for HCI(human computer interaction). The GUI-based style of interaction has made computers simpler and easier to use. However GUI will not easily support the range of interaction necessary to meet users' needs that are natural, intuitive, and adaptive. In this paper we study an approach to track a hand in an image sequence and recognize it, in each video frame for replacing the mouse as a pointing device to virtual reality. An algorithm for real time processing is proposed by estimating of the position of the hand and segmentation, considering the orientation of motion and color distribution of hand region.

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Human Posture Recognition: Methodology and Implementation

  • Htike, Kyaw Kyaw;Khalifa, Othman O.
    • Journal of Electrical Engineering and Technology
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    • v.10 no.4
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    • pp.1910-1914
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    • 2015
  • Human posture recognition is an attractive and challenging topic in computer vision due to its promising applications in the areas of personal health care, environmental awareness, human-computer-interaction and surveillance systems. Human posture recognition in video sequences consists of two stages: the first stage is training and evaluation and the second is deployment. In the first stage, the system is trained and evaluated using datasets of human postures to ‘teach’ the system to classify human postures for any future inputs. When the training and evaluation process is deemed satisfactory as measured by recognition rates, the trained system is then deployed to recognize human postures in any input video sequence. Different classifiers were used in the training such as Multilayer Perceptron Feedforward Neural networks, Self-Organizing Maps, Fuzzy C Means and K Means. Results show that supervised learning classifiers tend to perform better than unsupervised classifiers for the case of human posture recognition.

Fun-centered HCI -Investigating the concept of Fun in Human-Computer Interaction- (재미를 위한 HCI -HCI 관점에서의 재미있는 경험에 대한 개념적 연구-)

  • Yoon, Ji-Eun;Kim, Jin-Woo;Lee, In-Seong;Choi, Dong-Seong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.63-71
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    • 2006
  • For many years, the approach taken towards HCI(Human Computer Interaction) has focused on the usability of system and technology. Advances in computing and information technology has shifted the way people use and experience technology from merely using it to enjoying using it. But, there is a lack of theories to conceptualize fun and user fun experience, in the HCI. This paper describes an conceptual approach to "fun" and user's 'fun experience' in the interaction of technology. This paper defines "fun" as positive psychological energy which is produced by playing computer. And this paper provides characteristics of 'Fun experience', which are action mode, random order, free, and activated pleasant. This study provides insights into factors contributing to and influencing fun experiences and the relationships between them; symbol, newness, and vividness.

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Agent Mobility in Human Robot Interaction

  • Nguyen, To Dong;Oh, Sang-Rok;You, Bum-Jae
    • Proceedings of the KIEE Conference
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    • 2005.07d
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    • pp.2771-2773
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    • 2005
  • In network human-robot interaction, human can access services of a robot system through the network The communication is done by interacting with the distributed sensors via voice, gestures or by using user network access device such as computer, PDA. The service organization and exploration is very important for this distributed system. In this paper we propose a new agent-based framework to integrate partners of this distributed system together and help users to explore the service effectively without complicated configuration. Our system consists of several robots. users and distributed sensors. These partners are connected in a decentralized but centralized control system using agent-based technology. Several experiments are conducted successfully using our framework The experiments show that this framework is good in term of increasing the availability of the system, reducing the time users and robots needs to connect to the network at the same time. The framework also provides some coordination methods for the human robot interaction system.

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