• Title/Summary/Keyword: User Feedback Information

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Z-Clutching: Interaction Technique for Navigating 3D Virtual Environment Using a Generic Haptic Device

  • Song, Deok-Jae;Kim, Seokyeol;Park, Jinah
    • Journal of Computing Science and Engineering
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    • v.10 no.1
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    • pp.32-38
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    • 2016
  • Navigating a large 3D virtual environment using a generic haptic device can be challenging since the haptic device is usually bounded by its own physical workspace. On the other hand, mouse interaction easily handles the situation with a clutching mechanism-simply lifting the mouse and repositioning its location in the physical space. Since the haptic device is used for both input and output at the same time, in many cases, its freedom needs to be limited in order to accommodate such a situation. In this paper, we propose a new mechanism called Z-Clutching for 3D navigation of a virtual environment by using only the haptic device without any interruption or sacrifice in the given degrees of freedom of the device's handle. We define the clutching state which is set by pulling the haptic handle back into space. It acts similarly to lifting the mouse off the desk. In this way, the user naturally feels the haptic feedback based on the depth (z-direction), while manipulating the haptic device and moving the view as desired. We conducted a user study to evaluate the proposed interaction technique, and the results are promising in terms of the usefulness of the proposed mechanism.

An Efficient Visualization Method for Interactive Volume Rendering (대화식 볼륨 렌더링을 지원하는 효율적인 가시화 방법)

  • Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.1
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    • pp.1-11
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    • 2002
  • In order to widely use volume rendering technology in practical fields, a user should be able to control the classification parameter interactively and extract a meaningful information easily from the 3D data as fast as it can be. Previous work on an accelerating volume rendering reconstructs an isotropic volume from an anisotropic one and classifies in pre-processing time and then renders the classified volume rapidly in run time. But, this traditional step may result in long pre-processing time and no real-time feedback. In this paper, we present an efficient classification and rendering method that allows a user to set the opacity transfer function interactively at rendering time on a personal computer without special-purpose hardware.

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Adaptive Speech Emotion Recognition Framework Using Prompted Labeling Technique (프롬프트 레이블링을 이용한 적응형 음성기반 감정인식 프레임워크)

  • Bang, Jae Hun;Lee, Sungyoung
    • KIISE Transactions on Computing Practices
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    • v.21 no.2
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    • pp.160-165
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    • 2015
  • Traditional speech emotion recognition techniques recognize emotions using a general training model based on the voices of various people. These techniques can not consider personalized speech character exactly. Therefore, the recognized results are very different to each person. This paper proposes an adaptive speech emotion recognition framework made from user's' immediate feedback data using a prompted labeling technique for building a personal adaptive recognition model and applying it to each user in a mobile device environment. The proposed framework can recognize emotions from the building of a personalized recognition model. The proposed framework was evaluated to be better than the traditional research techniques from three comparative experiment. The proposed framework can be applied to healthcare, emotion monitoring and personalized service.

Obstacle Information Transfer and Control Method using Haptic Device consist of Vibration Motors (진동모터로 구성된 햅틱 디바이스를 이용한 장애물 정보 전달 및 제어 방법)

  • Lee, Dong-Hyuk;Noh, Kyung-Wook;Kang, Sun Kyun;Han, Jong Ho;Lee, Jang-Myung
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.10
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    • pp.1036-1043
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    • 2014
  • In this paper, a new haptic device is proposed for the teleoperation, which can recognize the invisible environment of a mobile robot. With this new device, it is possible for the user to identify the location of an obstacle and to avoid it. The haptic device has been attached on the top of a joystick so that the user can remotely control the mobile robot to avoid the obstacles which are recognized by the ultrasonic sensors. Also, the invisible environment is recognized more accurately overlapping the data from the ultrasonic sensors. There are five vibration motors in the haptic device to indicate the direction of the obstacle. So the direction of the obstacle can be recognized by the vibration at the finger on each vibration motor. For various situations and surrounding environments, experiments are performed using fuzzy controller and overlapping ultrasonic sensors. The results demonstrate the effectiveness of the proposed haptic joystick.

Collective Sentiments and Users' Feedback to Game Contents : Analysis of Mobile Game UX based on Social Big Data Mining (집단 감성과 모바일 게임 사용경험 : 카카오게임 사례연구)

  • Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.145-156
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    • 2015
  • Existing researches have been limited to one-dimensional analysis of game experience (enjoyment, addictive user, usability). However, we considered to analyze complex sentiments of mobile game users due to diffusion of multitasking in these days. In this study, We focused on 'collective sentiments' of mobile game users and studied 'connected emotions and mental model' of them. To support theoretical assumption, we analyzed social data which reflect intention and unintended behavior of users. As a result, multiple consumption of service, diversified patterns of information recommendation and quest experience based on networking were critical to mobile game UX.

Exploratory Study of Applying Historiography and SPLC for Developing Information Services: A Case Study of LED Domain (연구지원 정보서비스를 위한 히스토리오그래프와 SPLC 활용에 관한 실험적 연구: LED 분야 사례를 중심으로)

  • Yu, So-Young
    • Journal of the Korean Society for information Management
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    • v.30 no.3
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    • pp.273-296
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    • 2013
  • The purpose of this study is to examine the data coverage and citation threshold for analyzing SPLC(Search Path Link Count) as a main path of a historiograph of a certain topic in order to provide 'core' papers of global research trends to a researcher affiliated with a local R&D institution. 5 datasets were constructed by retrieving and collecting 2,318 articles on RGB LED on Web of Science published from 1990-2013 and 20,109 articles which cited these original 2,318. The SPLC analysis was performed on each dataset by increasing the threshold of citation counts, and the changes and resilience of the 28 extraced networks were compared. The results of user feedback on 198 unique core papers from 28 SPLC networks received from LED researchers affiliated with a Korean government-sponsored research institution were also analyzed. As a result, it is found that the nodes in each SPLC network in each dataset were differentiated by the citation counts, while the changes in the structure of SPLC networks were slight after the networks' citation counts were set at 40. Additionally, the user feedback showed that personalized research interest generally matched to the global research trends identified by the SPLC analysis.

Development of a Customer Friendly GIS-based Disaster Management System in South Korea

  • SONG, Wanyoung;CHOI, Junho;LEE, Dongkwan;CHOI, Choongik
    • Journal of Distribution Science
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    • v.17 no.11
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    • pp.27-34
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    • 2019
  • Purpose: This study explored the improvement and the direction of the smart disaster management system newly attempted in South Korea by analyzing the utilization of the existing system. This study focuses on making it easy to apply to user tasks and improving on site information. Research design, data and methodology: Problems were identified through field surveys with administrators in charge of administration and public institutions based on GIS based status board for NDMS which is widely used in Korea. Also, this study attempted to generalize to specialists in disaster management who are more likely to use the system in the future. Results: We derived improvement plans and verified the results through expert feedback. The results show that the GIS based status board for NDMS is cumbersome to use due to the vast array of unnecessary information compared to the high expected utilization. Conclusions: We found that improving the speed and accuracy of the smart disaster management information delivery system is necessary. Also, it is important to identify reasons for not improve the willingness to use this technology in disaster management and to figure out the process by which field personnel makes decisions that smart disaster information cannot be used for disaster management.

The Design of Two-Way Automatic Communication System using Mobile Instant Messenger (모바일 인스턴스 메신저를 이용한 양방향 자동화 통신 시스템 설계)

  • Lee, Daesik;Lee, Yongkwon;Jang, Chungryong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.1
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    • pp.97-109
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    • 2015
  • In this paper, we design and implement a two-way automatic communication system using a mobile instant messenger that can provide a customized service through a real-time two-way communication using a mobile instant messaging service. Two-way automatic communication system using a mobile instant messenger can improve the quality and quantity of information in real-time update of the information through the feedback. In addition, since it is communicated by using a mobile Instant Messanger in 1:1 there is no concerns that is recognized as spam, as well as it is possible to provide customized information for each user. Two-way automatic communication system using a mobile instant messanger shows the difference of the speed according to the data input time in typing by hands in result of comparing the time to input a date and the processing speed to search a data. Therefore in category treatment, command processing and natural language processing, Category treatment way is the most excellent in aspect of data processing speed, otherwise in aspect of the total speed to combine the data input time and the processing time, the command processing way is the best method.

Improving Retrieval Effectiveness with Multiple Query Combination (다중 질의 결합을 통한 검색 효과의 개선)

  • Lee Kyi-Ho;Lee Joon-Ho;Lee Kyu-Chul
    • Journal of the Korean Society for Library and Information Science
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    • v.31 no.3
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    • pp.135-146
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    • 1997
  • Different users or the same user using controlled versus free-text vocabularies could generate different queries for the same information need. It has been known in the information retrieval literature that different query representations may retrieve different sets of documents. In this paper, we first generate multiple query vectors from a given information problem by using different relevance feedback methods. Then, we combine the multiple query vectors into a single query vector. We also show through experiments that significant improvements can be achieved by the combination of the multiple query vectors.

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Finding Correlated Keyword b Analyzing User's Implicit Feedback (사용자 선호도 분석을 통한 검색어 조합 추출)

  • Chul-Woo Shim;Eun Ju Lee;Ung-Mo Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.229-232
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    • 2008
  • 웹 정보량이 급속히 늘어나면서 원하는 정보를 효율적으로 찾는 검색 기술의 중요성이 커지고 있다. 검색의 정확성을 높이기 위해서는 검색 질의어와 함께 사용자의 환경, 검색 만족도와 같은 다양한 정보가 필요하다. 사용자의 명시적 피드백을 요구하는 것은 거부감을 줄 수 있으므로 사용자의 잠재적 피드백과 연관 검색어 분석을 통해 검색 질의어를 확장하는 연구가 이뤄지고 있다. 그러나 이러한 검색어 확장과 검색 정확성 사이의 상관관계에 대한 분석이 없어 연관 검색어를 정량적으로 평가할 수 없었다. 본 논문에서는 사용자가 검색 질의어를 변경하면서 검색을 반복하는 과정을 사용자의 잠재적 피드백의 하나로 보고 사용자 만족도를 반영하는 페이지 방문 시간과 함께 분석하여 연속적으로 입력된 검색어가 검색 결과 순위와 사용자 만족도에 미치는 영향을 분석하는 방법을 제안하였다. 마우스 클릭 정보 분석을 통하여 사용자의 검색 만족도를 정량화하였고 특정 주제어에서 관련 검색어가 확장되어 가는 과정은 트리 구조로 표현하였다. 이를 통해 하나의 주제어와 관련해 연속적으로 입력된 검색어 집합으로부터 연관검색어를 추출하고 검색 결과의 정확성을 높일 수 있으며 제안된 트리 구조를 다양한 방향으로 분석하여 검색어, 검색 결과, 사용자 만족도, 배경 지식 등 단순 검색어 분석에서는 나타나지 않는 다양한 정보를 얻을 수 있다.