• 제목/요약/키워드: User interaction

검색결과 1,743건 처리시간 0.035초

컴퓨터 그래픽 User Interface 설계에서의 Human Factor (The human factors in user interface design of computer graphics)

  • 최윤철
    • 대한인간공학회지
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    • 제6권2호
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    • pp.29-37
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    • 1987
  • This paper discusses the gereral principles to be considered in the design of usef interfaces of graphics packages and presents a top-down design process in systematic way. The effective and convenient user interfaces are analyzed based on human factors criteria and we discuss the properties and application requirements of typical interaction techniques which support primitive tasks. The choice of an interaction technique has a set of input device prerequisites to be met.

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인관과 로봇의 다양한 상호작용을 위한 휴대 매개인터페이스 ‘핸디밧’ (A Portable Mediate Interface 'Handybot' for the Rich Human-Robot Interaction)

  • 황정훈;권동수
    • 제어로봇시스템학회논문지
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    • 제13권8호
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    • pp.735-742
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    • 2007
  • The importance of the interaction capability of a robot increases as the application of a robot is extended to a human's daily life. In this paper, a portable mediate interface Handybot is developed with various interaction channels to be used with an intelligent home service robot. The Handybot has a task-oriented channel of an icon language as well as a verbal interface. It also has an emotional interaction channel that recognizes a user's emotional state from facial expression and speech, transmits that state to the robot, and expresses the robot's emotional state to the user. It is expected that the Handybot will reduce spatial problems that may exist in human-robot interactions, propose a new interaction method, and help creating rich and continuous interactions between human users and robots.

FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계 (Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game)

  • 이용환;안효창
    • 반도체디스플레이기술학회지
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    • 제18권4호
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

A Development of Multi-Emotional Signal Receiving Modules for Cellphone Using Robotic Interaction

  • Jung, Yong-Rae;Kong, Yong-Hae;Um, Tai-Joon;Kim, Seung-Woo
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.2231-2236
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    • 2005
  • CP (Cellular Phone) is currently one of the most attractive technologies and RT (Robot Technology) is also considered as one of the most promising next generation technology. We present a new technological concept named RCP (Robotic Cellular Phone), which combines RT and CP. RCP consists of 3 sub-modules, $RCP^{Mobility}$, $RCP^{Interaction}$, and $RCP^{Integration}$. $RCP^{Interaction}$ is the main focus of this paper. It is an interactive emotion system which provides CP with multi-emotional signal receiving functionalities. $RCP^{Interaction}$ is linked with communication functions of CP in order to interface between CP and user through a variety of emotional models. It is divided into a tactile, an olfactory and a visual mode. The tactile signal receiving module is designed by patterns and beat frequencies which are made by mechanical-vibration conversion of the musical melody, rhythm and harmony. The olfactory signal receiving module is designed by switching control of perfume-injection nozzles which are able to give the signal receiving to the CP-called user through a special kind of smell according to the CP-calling user. The visual signal receiving module is made by motion control of DC-motored wheel-based system which can inform the CP-called user of the signal receiving through a desired motion according to the CP-calling user. In this paper, a prototype system is developed for multi-emotional signal receiving modes of CP. We describe an overall structure of the system and provide experimental results of the functional modules.

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유비쿼터스 RCP 상호작용을 위한 다감각 착신기능모듈의 개발 (A Development of Multi-Emotional Signal Receiving Modules for Ubiquitous RCP Interaction)

  • 장경준;정용래;김동욱;김승우
    • 제어로봇시스템학회논문지
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    • 제12궈1호
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    • pp.33-40
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    • 2006
  • We present a new technological concept named RCP (Robotic Cellular Phone), which combines RT and CP. That is an ubiquitous robot. RCP consists of 3 sub-modules, RCP Mobility, RCP interaction, and RCP Integration. RCP Interaction is the main focus of this paper. It is an interactive emotion system which provides CP with multi-emotional signal receiving functionalities. RCP Interaction is linked with communication functions of CP in order to interface between CP and user through a variety of emotional models. It is divided into a tactile, an olfactory and a visual mode. The tactile signal receiving module is designed by patterns and beat frequencies which are made by mechanical-vibration conversion of the musical melody, rhythm and harmony. The olfactory signal receiving module is designed by switching control of perfume-injection nozzles which are able to give the signal receiving to the CP-called user through a special kind of smell according to the CP-calling user. The visual signal receiving module is made by motion control of DC-motored wheel-based system which can inform the CP-called user of the signal receiving through a desired motion according to the CP-calling user. In this paper, a prototype system is developed far multi-emotional signal receiving modes of CP. We describe an overall structure of the system and provide experimental results of the functional modules.

Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.57-63
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    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.

″Issues in designing a Knowledge-based system to support process modeling″

  • Suh, Eui-Ho;Kim, Suyeon
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2001년도 추계학술대회 논문집
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    • pp.50-54
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    • 2001
  • Information systems development entails planning, analysis, design and construction phases. The analysis phase identifying user requirements is the most important of these phases. Since unidentified defects in the early phase causes increased work and costs as development proceeds, the quality of analysis results affects the quality of the resultant system. Major tasks in the analysis phase are data modeling and process modeling. Research on building a knowledge-based system for data modeling have been conducted much, however, not sufficiently for process modeling. As a system environment with high user interaction increases, research on process modeling methods and knowledge- based systems considering such environment are required. In this research, a process modeling framework for information systems with high user interaction is suggested and a knowledge-based system for supporting the suggested framework is implemented. A proposed model consists of the following tasks: event analysis, process analysis, and event/process interaction analysis. Event analysis identifies business events and their responses. Process analysis break down the processes of an enterprise into progressively increasing details. Decomposition begins at the function level and ends when the elementary process level is reached. Event/process interaction analysis verifies the results of process analysis and event analysis. A knowledge-based system for supporting a proposed process modeling framework is implemented in a web-based environment.

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SNS 이용자 간 상호작용과 이용의도에 미치는 영향: 한·중 비교 (Effects of Interaction Factors on SNS User's Interaction and Use Intention: Comparison Between Korea and China)

  • 송몽몽;김원겸;백양
    • 한국콘텐츠학회논문지
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    • 제13권12호
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    • pp.957-965
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    • 2013
  • 본 연구는 SNS 환경에서 이용자 간 상호작용에 영향을 미치는 요인들이 한 중 젊은층 소비자 간에 어떤 차이점이 있는지를 분석하는데 주된 목적을 두었다. 분석결과 한국의 경우 기술적 요인 중 이용 용이성이, 중국은 사회적 요인 중 사회적 유대감이 이용자 간 상호작용에 유의한 영향을 미치지 않는 것으로 나타났다. 이용자 간 상호작용이 이용의도에 미치는 영향은 한 중 소비자 간에 차이가 없는 것으로 나타났다. 이를 통해 향후 SNS 관련 연구나 실무적 차원에서 국가 간 차이를 고려한 마케팅전략의 차별화가 필요한 것으로 판단된다.

사용자와의 거리에 따른 거울 사용행태에 관한 연구 -디지털 거울에 적용 가능성을 중심으로- (A Study on Behavior of the User using the mirror by Distance between the Mirror and the User)

  • 함원식;소연정;최혜주;박인찬;정지홍
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 2부
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    • pp.345-350
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    • 2006
  • 거울은 자동적인 시각적 피드백이라는 특성으로 특별한 조작을 요구하지 않는 인간의 친숙한 도구이다 디지털 기술의 발달로 우리는 빚과 정보를 함께 전달하는 거울에 대한 여러 가지 접근들을 보아왔지만, 이와 관련된 제품화는 아직 초기단계이다. 또한, 거울의 기본적 특성에 정보가 표현되는 것이 기능적인 측면에 초점이 맞춰져 있어서, 사용자 관점의 정보 표현방식이나 조작에 관련된 인터페이스가 필요하게 되었다. 본 논문은 디지털 거울에서 사용자 관점의 정보 표현방식과 조작 인터페이스 요소 추출을 위한 기반조사로써, 거울과 사용자와의 거리에 따른 사용자의 거울 사용행태와 니즈를 알고자 하는 것을 목적으로 한다. 이를 위하여 일반 전선거울을 보는 사용자의 관찰조사를 실시하고, 이를 바탕으로 거리의 기준을 잡아 태스크를 정리한 후, 주어진 디지털 정보에 대하여 사용자의 거울 사용행태 및 니즈를 추출한다. 연구 결과를 토대로, 향후 디지털 거울에서 사용자 관점의 다양한 정보 표현방식과 조작 인터페이스 요소의 적용 가능성을 Digital Mirror UI 제안을 통해 살펴본다. 나아가 추출된 사용행태 및 니즈의 분석을 통해 정보의 표현방식과 정보조작방식의 방향을 예상할 수 있다.

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가상현실 환경에서 3D 가상객체 조작을 위한 인터페이스와 인터랙션 비교 연구 (Comparative Study on the Interface and Interaction for Manipulating 3D Virtual Objects in a Virtual Reality Environment)

  • 박경범;이재열
    • 한국CDE학회논문집
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    • 제21권1호
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    • pp.20-30
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    • 2016
  • Recently immersive virtual reality (VR) becomes popular due to the advanced development of I/O interfaces and related SWs for effectively constructing VR environments. In particular, natural and intuitive manipulation of 3D virtual objects is still considered as one of the most important user interaction issues. This paper presents a comparative study on the manipulation and interaction of 3D virtual objects using different interfaces and interactions in three VR environments. The comparative study includes both quantitative and qualitative aspects. Three different experimental setups are 1) typical desktop-based VR using mouse and keyboard, 2) hand gesture-supported desktop VR using a Leap Motion sensor, and 3) immersive VR by wearing an HMD with hand gesture interaction using a Leap Motion sensor. In the desktop VR with hand gestures, the Leap Motion sensor is put on the desk. On the other hand, in the immersive VR, the sensor is mounted on the HMD so that the user can manipulate virtual objects in the front of the HMD. For the quantitative analysis, a task completion time and success rate were measured. Experimental tasks require complex 3D transformation such as simultaneous 3D translation and 3D rotation. For the qualitative analysis, various factors relating to user experience such as ease of use, natural interaction, and stressfulness were evaluated. The qualitative and quantitative analyses show that the immersive VR with the natural hand gesture provides more intuitive and natural interactions, supports fast and effective performance on task completion, but causes stressful condition.