• Title/Summary/Keyword: User Experiment

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3D Visualization using Face Position and Direction Tracking (얼굴 위치와 방향 추적을 이용한 3차원 시각화)

  • Kim, Min-Ha;Kim, Ji-Hyun;Kim, Cheol-Ki;Cha, Eui-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.173-175
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    • 2011
  • In this paper, we present an user interface which can show some 3D objects at various angles using tracked 3d head position and orientation. In implemented user interface, First, when user's head moves left/right (X-Axis) and up/down(Y-Axis), displayed objects are moved towards user's eyes using 3d head position. Second, when user's head rotate upon an X-Axis(pitch) or an Y-Axis(yaw), displayed objects are rotated by the same value as user's. The results of experiment from a variety of user's position and orientation show good accuracy and reactivity for 3d visualization.

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Development of User Music Recognition System For Online Music Management Service (온라인 음악 관리 서비스를 위한 사용자 음원 인식 시스템 개발)

  • Sung, Bo-Kyung;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.11
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    • pp.91-99
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    • 2010
  • Recently, recognizing user resource for personalized service has been needed in digital content service fields. Especially, to analyze user taste, recommend music and service music related information need recognition of user music file in case of online music service. Music related information service is offered through recognizing user music based on tag information. Recognition error has grown by weak points like changing and removing of tag information. Techniques of content based user music recognition with music signal itself are researched for solving upper problems. In this paper, we propose user music recognition on the internet by extracted feature from music signal. Features are extracted after suitable preprocessing for structure of content based user music recognition. Recognizing on music server consist of feature form are progressed with extracted feature. Through this, user music can be recognized independently of tag data. 600 music was collected and converted to each 5 music qualities for proving of proposed recognition. Converted 3000 experiment music on this method is used for recognition experiment on music server including 300,000 music. Average of recognition ratio was 85%. Weak points of tag based music recognition were overcome through proposed content based music recognition. Recognition performance of proposed method show a possibility that can be adapt to online music service in practice.

Learning System for Scientific Experiments with Multi-touch Screen and Tangible User Interface (멀티 터치스크린과 실감형 인터페이스를 적용한 과학 실험 학습 시스템)

  • Kim, Jun-Woo;Maeng, Jun-Hee;Joo, Jee-Young;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.461-471
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    • 2010
  • Recently, Augmented Reality(AR) technologies have been emerged, which shows the types of digital contents integrating real and virtual worlds. To maximize the effect of AR technology, tangible user interface, which enables users to interact with the contents in the same way in which they manipulate objects in real world, is applied. In particular, we expect that the technologies are able to enhance learners' interests and degree of immersion, and produce new learning contents in order to maximize the effect of learning. In this paper, we propose a learning system for scientific experiments with multi-touch screen and tangible user interface. The system consists of an experiment table equipped with a large multi-touch screen and a realistic learning device that can detect the user's simple gestures. In real world, some scientific experiments involve high cost, long time or dangerous objects, but this system will overcome such hindrance and provide learners with a variety of experiment experience in realistic ways.

The Study of Bio Emotion Cognition follow Stress Index Number by Multiplex SVM Algorithm (다중 SVM 알고리즘을 이용한 스트레스 지수에 따른 생체 감성 인식에 관한 연구)

  • Kim, Tae-Yeun;Seo, Dae-Woong;Bae, Sang-Hyun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.1
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    • pp.45-51
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    • 2012
  • In this paper, it's a system which recognize the user's emotions after obtaining the biological informations(pulse sensor, blood pressure sensor, blood sugar sensor etc.) about user's bio informations through wireless sensors in accordance of previously collected informations about user's stress index and classification the Colors & Music. This system collects the inputs, saves in the database and finally, classifies emotions according to the stress quotient by using multiple SVM(Support Vector Machine) algorithm. The experiment of multiple SVM algorithm was conducted by using 2,000 data sets. The experiment has approximately 87.7% accuracy.

Development of a Usability Evaluation Structural Model on Car Driver (승용차 운전자에 대한 사용성 평가 구조 모형 개발)

  • Park, Jun-Soo;Park, Sung-Joon;Lim, Young-Jae;Jung, Eui-S.
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.6
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    • pp.843-851
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    • 2010
  • This study aims to systematically develop a usability evaluation model using the Structural Equation Model (SEM) from experiment of usability on using vehicle. Vehicle developers have been adding many functions for enhance the user satisfaction. But it will be made the trade-off problem of usability and design elements of vehicle interior from attempt to make best usability satisfaction in a restricted space. To solve the trade-off problem, we set a new solution criterion from usability evaluation model. The usability experiment is based on major activity pool from derived user's acts pattern in vehicle for make more accurate usability evaluation model. And this model was built with twenty-nine measurement variables for the evaluation of usability of vehicle user. As a result, the proposed SEM model showed statistical significance as well as a high level of R Square (0.7144). This model shows the relationships of detailed usability and design elements. According to the result, this study introduces the criterion to secure the best satisfaction of usability and design elements.

Usability evaluation of the local map structures on a hypertext (하이퍼텍스트상의 Local Map 구조에 대한 사용편의성 평가)

  • Han, Sung-H.;Choi, Pil-Sung
    • Journal of Korean Institute of Industrial Engineers
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    • v.21 no.3
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    • pp.397-407
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    • 1995
  • Use of a hypertext is growing as multimedia and hypermedia systems become popular. The major difference between hypertext-based and ordinary user interfaces is navigation. Typically, there are two major navigation problems in a hypertext compared to the ordinary user interface: "Disorientation" and "Cognitive Overload". To reduce or eliminate these problems of the hypertext system, a variety of aiding tools have been proposed. Among them, a local map is a good tool for helping users navigate through screens, especially for a large and complex system. This study examined three major design variables of a local map in a hypertext: breadth, depth, and functionality of a map. A human factors experiment was conducted to investigate the effects of these variables. Based upon the results of the experiment, design guidelines are suggested.

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A development of remote experiment on web (웹을 이용한 원격제어 시스템 개발)

  • Jo, Su-Ho;Hwang, Hui-Dong;Sim, Jae-Hak;Ko, Kwang-Cheol;Kang, Hyung-Bu
    • Proceedings of the KIEE Conference
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    • 2001.07d
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    • pp.2696-2698
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    • 2001
  • The appearance and popularization of Internet changes the existing restrictive management system into the new management system on Web. In this paper, We developed real-time management System controlling all sorts of informations from remote experiment system. Informations from Web client is stored for DB and Wherever User can use Internet, User can get this informations. We also developed Editor modifying Client Display.

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The Effects of Training for Computer Skills on Outcome Expectations, Ease of Use, Self-Efficacy and Perceived Behavioral Control

  • Lee, Min-Hwa
    • Proceedings of the Korea Association of Information Systems Conference
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    • 1996.11a
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    • pp.29-48
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    • 1996
  • Previous studies on user training have largely focused on assessing models which describe the determinants of information technology usage or examined the effects of training on user satisfaction, productivity, performance, and so on. Scant research efforts have been made, however, to examine those effects of training by using theoretical models. This study presented a conceptual model to predict intention to use information technology and conducted an experiment to understand how training for computer skill acquisition affects primary variables of the model. The data were obtained from 32 student subjects of an experimental group and 31 students of a control group, and the information technology employed for this study was a university's electronic mail system. The study results revealed that attitude toward usage and perceived behavioral control helped to predict user intentions; outcome expectations were positively related to attitude toward usage; and self - efficacy and perceived behavioral control. The changes in those variables suggest more causal effects of user training than other survey studies.

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The Effects of Training for Computer Skills on Outcome Expectations, Ease of Use, Self-Efficacy and Perceived Behavioral Control

  • Lee, Min-Hwa
    • The Journal of Information Systems
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    • v.5
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    • pp.345-371
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    • 1996
  • Previous studies on user training have largely focused on assessing models which describe the determinants of information technology usage or examined the effects of training on user satisfaction, productivity, performance, and so on. Scant research efforts have been made, however, to examine those effects of training by using theoretical models. This study presented a conceptual models to predict intention to use information technology and conducted an experiment to understand how training for computer skill acquisition affects primary variables of the model. The data were obtained from 32 student subjects of an experimental group and 31 students of a control group, and the information technology employed for this study was a university electronic mail system. The study results revealed that attitude toward usage and perceived behavioral control helped to predict user intentions ;; outcome expectations were positively related to attitude toward usage ; and self-efficacy was positively related to perceived behavioral control. The hands-on training for the experimental group led to increases in perceived ease of use, self-efficacy and perceived behavioral control. The changes in those variables suggest more causal effects of user training than other survey studies.

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An Influence of Wireless LAN on Quality of Transmission of Signals According to User Environments (User 환경에 따른 무선 LAN의 신호 전송품질에의 영향)

  • 전찬욱;고남영
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.208-212
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    • 2003
  • 2.4GHz wireless LAN has come into wide use at present according as the use of wireless LAN limited to special fields like network of enterprises or universities has been made gradual popularization and the need for it is gathering strength. Therefore, in this paper, transmission devices and structures of it is investigated and optimum transmission level of signals is researched through experiment about characteristics and rate of transmission of Packet signals in various User environments.

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