• Title/Summary/Keyword: Multimodal interaction

Search Result 59, Processing Time 0.024 seconds

Using Keystroke Dynamics for Implicit Authentication on Smartphone

  • Do, Son;Hoang, Thang;Luong, Chuyen;Choi, Seungchan;Lee, Dokyeong;Bang, Kihyun;Choi, Deokjai
    • Journal of Korea Multimedia Society
    • /
    • v.17 no.8
    • /
    • pp.968-976
    • /
    • 2014
  • Authentication methods on smartphone are demanded to be implicit to users with minimum users' interaction. Existing authentication methods (e.g. PINs, passwords, visual patterns, etc.) are not effectively considering remembrance and privacy issues. Behavioral biometrics such as keystroke dynamics and gait biometrics can be acquired easily and implicitly by using integrated sensors on smartphone. We propose a biometric model involving keystroke dynamics for implicit authentication on smartphone. We first design a feature extraction method for keystroke dynamics. And then, we build a fusion model of keystroke dynamics and gait to improve the authentication performance of single behavioral biometric on smartphone. We operate the fusion at both feature extraction level and matching score level. Experiment using linear Support Vector Machines (SVM) classifier reveals that the best results are achieved with score fusion: a recognition rate approximately 97.86% under identification mode and an error rate approximately 1.11% under authentication mode.

Development of Scent Display and Its Authoring Tool

  • Kim, Jeong Do;Choi, Ji Hoon;Lim, Seung Ju;Park, Sung Dae;Kim, Jung Ju;Ahn, Chung Hyun
    • ETRI Journal
    • /
    • v.37 no.1
    • /
    • pp.88-96
    • /
    • 2015
  • The purpose of this study is to design an authoring tool and a corresponding device for an olfactory display that can augment the immersion and reality in broadcasting services. The developed authoring tool allows an olfactory display to be properly synchronized with the existing video service by applying the standardized format using ISO/IEC 23005 (MPEG-V) and the corresponding developed scent display device. To propose the proper data format for the olfactory display, we have analyzed both the multimodal combination and the cross-modality related to the olfactory display. From the results of the analysis, we derived a set of olfactory parameters for the olfactory display that are related to emotion. The analyzed parameters related to emotion in an olfactory display are synchronization, scent intensity, scent persistence, and hedonic tone. These parameters should be controlled so that the olfactory display can be in harmony with the existing media to augment emotion. In addition, we developed a scent display device that can generate many kinds of scents and that satisfies design conditions for olfactory parameters that are for use with broadcasting services.

Seismic design of irregular space steel frames using advanced methods of analysis

  • Vasilopoulos, A.A.;Bazeos, N.;Beskos, D.E.
    • Steel and Composite Structures
    • /
    • v.8 no.1
    • /
    • pp.53-83
    • /
    • 2008
  • A rational and efficient seismic design methodology for irregular space steel frames using advanced methods of analysis in the framework of Eurocodes 8 and 3 is presented. This design methodology employs an advanced static or dynamic finite element method of analysis that takes into account geometrical and material non-linearities and member and frame imperfections. The inelastic static analysis (pushover) is employed with multimodal load along the height of the building combining the first few modes. The inelastic dynamic method in the time domain is employed with accelerograms taken from real earthquakes scaled so as to be compatible with the elastic design spectrum of Eurocode 8. The design procedure starts with assumed member sections, continues with the checking of the damage and ultimate limit states requirements, the serviceability requirements and ends with the adjustment of member sizes. Thus it can sufficiently capture the limit states of displacements, rotations, strength, stability and damage of the structure and its individual members so that separate member capacity checks through the interaction equations of Eurocode 3 or the usage of the conservative and crude q-factor suggested in Eurocode 8 are not required. Two numerical examples dealing with the seismic design of irregular space steel moment resisting frames are presented to illustrate the proposed method and demonstrate its advantages. The first considers a seven storey geometrically regular frame with in-plan eccentricities, while the second a six storey frame with a setback.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
    • /
    • v.15 no.4
    • /
    • pp.553-564
    • /
    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

  • PDF

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.44 no.2 s.314
    • /
    • pp.37-46
    • /
    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

Haptic and Sound Grid for Enhanced Positioning in 3-D Virtual Environment (햅틱 / 사운드 그리드를 이용한 3차원 가상 환경 내의 위치 정보 인식 향상)

  • Kim, Seung-Chan;Yang, Tae-Heon;Kwon, Dong-Soo
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.447-454
    • /
    • 2007
  • 본 논문에서는 사용자의 가상환경 내의 위치 정보에 대한 감각을 향상시키는 방법론으로서 햅틱 피드백(haptic feedback)과 사운드 피드백(sound feedback)의 모달리티를 활용한 그리드(grid)를 제안한다. 제안된 그리드는 사용자의 3차원 공간 내의 움직임(explorative procedure)에 추가적인 비 시각적인(non-visual) 위치정보 피드백을 부여하는데 그 목적을 두고 있다. 햅틱 모달리티를 활용한 3차원 그리드는 SensAble사의 PHANTOM(R) Omni$^{TM}$ 를 활용하여 설계되었으며, 사운드 모달리티를 활용한 경우 저주파 배경음의 주파수 특성(frequency characteristics of sound source)을 사용자 손의 공간 좌표값에 근거하여 재생 시의 표본 추출 비율(sampling rate)를 연속적으로 바꾸는 방식으로 설계되었다. 이러한 공간 그리드는 두 모달리티 각각의 독립적인 제시 및 동시 제시/제거를 통해 평가되었으며, 동시 제시의 경우 두 모달리티간의 어긋남(cross-modal asynchrony)이 없도록 설계되어 사용자의 공간 작업 시 모달리티간의 조화 (manipulating congruency)를 확보할 수 있도록 하였다. 실험을 통해 얻어진 결과는 그것의 통계적 유의미성을 분석하기 위해 다원변량분석과 사후검증(Turkey. HSD)을 거쳐 해석이 되었다. 공간 내 특정 좌표 선택을 기준으로 하는 그리드의 사용자 평과 결과, 3차원 내의 움직임에 대해 햅틱 및 사운드 피드백의 비 시각적 피드백은 사용자의 공간 작업의 오차를 줄여 주고 있음이 확인되었다. 특히 시각적인 정보만으로 확인하기 어려운 Z축 상의 움직임은 그리드의 도움으로 그 오차정도가 50% 이상 줄어 드는 것으로 확인되었다(F=19.82, p<0.01). 이러한 시각적 정보를 보존하는 햅틱, 사운드 피드백 방식을 HCI의 중요한 요소인 사용성과 유용성과 연관시켜 MMHCI(multimodal human-computer interaction) 방법론으로의 적용 가능성을 검토해 본다.

  • PDF

A Way to Smart Interface based on the IEEE 1451 Standards for Five-senses Information Device in Ubiquitous Environments (유비쿼터스 환경에서 오감 정보 장치를 위한 IEEE 1451 표준 기반의 스마트 인터페이스 방안)

  • Kim, Dong-Jin;Kim, Jeong-Do;Ham, Yu-Kyung;Lee, Jung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.9 no.2
    • /
    • pp.339-346
    • /
    • 2008
  • Ubiquitous computer can be interfaced with many several peripheral devices for information acquisition. Users should be able to easily use these devices without considering when these devices were interfaced, how to use these devices, and interoperability issues (such as plug and play, the installation of device drivers, and so on). Further, computers and their users need an interface technology that provides five-senses information (the recognition and expressions of the user) such that multimodal interaction can be enabled. In this paper, we proposed an IEEE 1451 standard that uses a smart interface standard for interfacing devices with ubiquitous computer. IEEE 1451 describes the property information of a transducer in the transducer electronic data sheet (TEDS). Further, by using the TEDS format, the interoperability between devices can be enabled by means of the plug-and-play function; it also makes the inconvenient installations of device drivers unnecessary.

Desigining a Feedback for Exercises Using a Wearable Device (웨어러블 디바이스를 활용한 운동 중 피드백 방식 연구 - 근력 운동에 대한 멀티 모달 피드백 적용을 중심으로 -)

  • Yoo, Hyunjin;Maeng, Wookjae;Lee, Joongseek
    • Journal of the HCI Society of Korea
    • /
    • v.11 no.3
    • /
    • pp.23-30
    • /
    • 2016
  • The landscape of the current fitness trackers is not only limited to the aerobic exercises but also the weight training is comparatively excluded. Recently, a few weight training fitness tracker was released, human-computer interaction was not well designed due to the lack of considering the context. Because body movement would be intense while doing exercises, having exercise performers hold or operate a device makes a negative experience. As the wearable device is always inseparable to body, it could provide effective feedback because holding or operating a device is not necessary. Therefore, this study aims to make the exercise performers feel a natural feedback through the wearable device to do effective exercises. As a result, this study identified three findings. First, the information which exercise performers most needed was 'during exercise.' and the most necessary information for exercise performers through wearable device's sensory feedback was about 'pace control' with counting and motivation. Second, the order of the most preferred presentation type of sensory feedback was auditory feedback, haptic feedback and visual feedback. Third, the satisfaction, utility, usefulness score of sensory feedback as same as the personal trainer's feedback. In conclusion, this study illustrated the feedback design implications using a wearable device while doing weight training and the possibilities that wearable device could be substitute for personal trainer.

Learning Material Bookmarking Service based on Collective Intelligence (집단지성 기반 학습자료 북마킹 서비스 시스템)

  • Jang, Jincheul;Jung, Sukhwan;Lee, Seulki;Jung, Chihoon;Yoon, Wan Chul;Yi, Mun Yong
    • Journal of Intelligence and Information Systems
    • /
    • v.20 no.2
    • /
    • pp.179-192
    • /
    • 2014
  • Keeping in line with the recent changes in the information technology environment, the online learning environment that supports multiple users' participation such as MOOC (Massive Open Online Courses) has become important. One of the largest professional associations in Information Technology, IEEE Computer Society, announced that "Supporting New Learning Styles" is a crucial trend in 2014. Popular MOOC services, CourseRa and edX, have continued to build active learning environment with a large number of lectures accessible anywhere using smart devices, and have been used by an increasing number of users. In addition, collaborative web services (e.g., blogs and Wikipedia) also support the creation of various user-uploaded learning materials, resulting in a vast amount of new lectures and learning materials being created every day in the online space. However, it is difficult for an online educational system to keep a learner' motivation as learning occurs remotely, with limited capability to share knowledge among the learners. Thus, it is essential to understand which materials are needed for each learner and how to motivate learners to actively participate in online learning system. To overcome these issues, leveraging the constructivism theory and collective intelligence, we have developed a social bookmarking system called WeStudy, which supports learning material sharing among the users and provides personalized learning material recommendations. Constructivism theory argues that knowledge is being constructed while learners interact with the world. Collective intelligence can be separated into two types: (1) collaborative collective intelligence, which can be built on the basis of direct collaboration among the participants (e.g., Wikipedia), and (2) integrative collective intelligence, which produces new forms of knowledge by combining independent and distributed information through highly advanced technologies and algorithms (e.g., Google PageRank, Recommender systems). Recommender system, one of the examples of integrative collective intelligence, is to utilize online activities of the users and recommend what users may be interested in. Our system included both collaborative collective intelligence functions and integrative collective intelligence functions. We analyzed well-known Web services based on collective intelligence such as Wikipedia, Slideshare, and Videolectures to identify main design factors that support collective intelligence. Based on this analysis, in addition to sharing online resources through social bookmarking, we selected three essential functions for our system: 1) multimodal visualization of learning materials through two forms (e.g., list and graph), 2) personalized recommendation of learning materials, and 3) explicit designation of learners of their interest. After developing web-based WeStudy system, we conducted usability testing through the heuristic evaluation method that included seven heuristic indices: features and functionality, cognitive page, navigation, search and filtering, control and feedback, forms, context and text. We recruited 10 experts who majored in Human Computer Interaction and worked in the same field, and requested both quantitative and qualitative evaluation of the system. The evaluation results show that, relative to the other functions evaluated, the list/graph page produced higher scores on all indices except for contexts & text. In case of contexts & text, learning material page produced the best score, compared with the other functions. In general, the explicit designation of learners of their interests, one of the distinctive functions, received lower scores on all usability indices because of its unfamiliar functionality to the users. In summary, the evaluation results show that our system has achieved high usability with good performance with some minor issues, which need to be fully addressed before the public release of the system to large-scale users. The study findings provide practical guidelines for the design and development of various systems that utilize collective intelligence.