• Title/Summary/Keyword: User recognition

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A study on the model of the information service in the taylorian researcher's cognitive viewpoint (테일러(R. S. Taylor)계 연구자 관점에서의 정보요구 및 탐색모형에 관한 연구)

  • 이승채
    • Journal of Korean Library and Information Science Society
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    • v.22
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    • pp.245-276
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    • 1995
  • This study analyzed the process of information service and its factors in the cognitive viewpoint. And developed a conceptual model to help in developing future information systems and services. The results of this study were summarized as follows : 1) The paradigm of information user study is changing from the system-centered to the user-centered one. 2) The researchers describe the user's internal cognitive process as the starting point of the information service. 3) The user's personal cognitive process influence the process of the information service over. And the focus is a microscopic one including the factors of the perception and recognition of the stimulus, remembering and searching information, reasoning the rules, recognition of the patterns, formalization of the concepts, etc. 4) The information librarian performs the role as a knowledge/ information system interface, and his knowledge structure reflects the organization of that knowledge/information system. 5) The information librarians can perform their role as information specialists actively and offensively. And the performance of the librarians can be measured on the scales of the su n.0, pplying capability of relevant information and the client satisfaction.

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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.

Design of an Activity Recognition System using Smartphone Accelerometer (스마트폰 가속도 센서를 이용한 행위 인식 시스템의 설계)

  • Kim, Joo-Hee;Nam, Sang-Ha;Heo, Se-Kyeong;Kim, In-Cheol
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.1
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    • pp.49-54
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    • 2013
  • Activity recognition using smartphone accelerometer suffers from the user dependency problem that acceleration patterns of one user differ from those of others for the same activity. Moreover, it also suffers from the position dependency problem since a smartphone may be placed in any pockets or hands. In order to overcome these problems, this paper proposes an effective activity recognition method which is less dependent with both specific users and specific positions of the smartphone. Based on the proposed method, we implement a real-time activity recognition system working on an Android smartphone. Throughout some experiments with 6642 examples collected from different users and different positions, we investigate the performance of our activity recognition system.

Text to Speech System from Web Images (웹상의 영상 내의 문자 인식과 음성 전환 시스템)

  • 안희임;정기철
    • Proceedings of the IEEK Conference
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    • 2001.06c
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    • pp.5-8
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    • 2001
  • The computer programs based upon graphic user interface(GUI) became commonplace with the advance of computer technology. Nevertheless, programs for the visually-handicapped have still remained at the level of TTS(text to speech) programs and this prevents many visually-handicapped from enjoying the pleasure and convenience of the information age. This paper is, paying attention to the importance of character recognition in images, about the configuration of the system that converts text in the image selected by a user to the speech by extracting the character part, and carrying out character recognition.

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A Study on Vision-based Robust Hand-Posture Recognition Using Reinforcement Learning (강화 학습을 이용한 비전 기반의 강인한 손 모양 인식에 대한 연구)

  • Jang Hyo-Young;Bien Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.3 s.309
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    • pp.39-49
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    • 2006
  • This paper proposes a hand-posture recognition method using reinforcement learning for the performance improvement of vision-based hand-posture recognition. The difficulties in vision-based hand-posture recognition lie in viewing direction dependency and self-occlusion problem due to the high degree-of-freedom of human hand. General approaches to deal with these problems include multiple camera approach and methods of limiting the relative angle between cameras and the user's hand. In the case of using multiple cameras, however, fusion techniques to induce the final decision should be considered. Limiting the angle of user's hand restricts the user's freedom. The proposed method combines angular features and appearance features to describe hand-postures by a two-layered data structure and reinforcement learning. The validity of the proposed method is evaluated by appling it to the hand-posture recognition system using three cameras.

Development of Kinect-Based Pose Recognition Model for Exercise Game (운동 게임을 위한 키넥트 센서 기반 운동 자세 인식 모델 개발)

  • Park, Kyoung Shin
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.10
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    • pp.303-310
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    • 2016
  • Recently there has been growing popularity in exergame, such as Wii Sport or Xbox Fitness game, which enables users to get physical exercise while playing the games. In such experienced exercise games, the user's posture recognition is very important to find out exactly how much the users need to take their body posture as compared to the proper posture. This paper proposes a new exercise posture recognition model designed for the exercise game content for the elderly. The proposed model is based on extracting feature points of a skeleton model provided by the Kinect sensor to generate the feature vectors to recognize the user's exercise posture information. This paper describes the design and implementation of the exercise posture recognition model and demonstrates the feasibility of this proposed posture recognition model through a simple experiment. The experimental results showed 94.52% of average accordance rate for 12 exercise postures of 10 participants.

A Study on User Authentication with Smartphone Accelerometer Sensor (스마트폰 가속도 센서를 이용한 사용자 인증 방법 연구)

  • Seo, Jun-seok;Moon, Jong-sub
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1477-1484
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    • 2015
  • With the growth of financial industry with smartphone, interest on user authentication using smartphone has been arisen in these days. There are various type of biometric user authentication techniques, but gait recognition using accelerometer sensor in smartphone does not seem to develop remarkably. This paper suggests the method of user authentication using accelerometer sensor embedded in smartphone. Specifically, calibrate the sensor data from smartphone with 3D-transformation, extract features from transformed data and do principle component analysis, and learn model with using gaussian mixture model. Next, authenticate user data with confidence interval of GMM model. As result, proposed method is capable of user authentication with accelerometer sensor on smartphone as a high degree of accuracy(about 96%) even in the situation that environment control and limitation are minimum on the research.

Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

Impacts of Individual and Technical Characteristics on Perceived Risk and User Resistance of Mobile Payment Services (개인 및 기술 특성이 모바일 결제 서비스의 지각된 위험과 수용저항에 미치는 영향에 관한 연구)

  • Kim, Sanghyun;Park, Hyun-Sun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.239-253
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    • 2017
  • This study investigates to investigate the factors that influence user resistance of mobile payment services. We suggested individual and technical characteristics of mobile payment services as factors influencing perceived risk and user resistance. In addition, we suggested negative security recognition as moderating variable. To test the proposed hypotheses, we collected 349 survey responses from the users of mobile payment services and conducted structural equation modeling with SmartPLS2.0. The results show that, first, negative social influence, risk aversion and distrust in existing services had an effect on the perceived risk. Second, the pace of change and vulnerability had an effect on the perceived risk. Third, perceived risk affected the user resistance while negative security recognition is related to the relationship between perceived risk and user resistance.