• 제목/요약/키워드: human and computer interaction

검색결과 607건 처리시간 0.029초

Emotion Recognition based on Multiple Modalities

  • Kim, Dong-Ju;Lee, Hyeon-Gu;Hong, Kwang-Seok
    • 융합신호처리학회논문지
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    • 제12권4호
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    • pp.228-236
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    • 2011
  • Emotion recognition plays an important role in the research area of human-computer interaction, and it allows a more natural and more human-like communication between humans and computer. Most of previous work on emotion recognition focused on extracting emotions from face, speech or EEG information separately. Therefore, a novel approach is presented in this paper, including face, speech and EEG, to recognize the human emotion. The individual matching scores obtained from face, speech, and EEG are combined using a weighted-summation operation, and the fused-score is utilized to classify the human emotion. In the experiment results, the proposed approach gives an improvement of more than 18.64% when compared to the most successful unimodal approach, and also provides better performance compared to approaches integrating two modalities each other. From these results, we confirmed that the proposed approach achieved a significant performance improvement and the proposed method was very effective.

피지컬 인터페이스의 구현에 관한 연구

  • 오병근
    • 디자인학연구
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    • 제16권2호
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    • pp.131-140
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    • 2003
  • 컴퓨터를 이용한 인터랙션 디자인에 있어서 일반적인 입력방식은 키보드나 마우스를 이용하여 사용자가 모니터를 통해 인터페이스를 조작하는 제한적 형태이다. 그러나 이것은 기존의 전기나 전자의 기초기술을 활용하여 다른 형식의 입력방법을 창작하고 구현하여 인터랙션 디자인의 영역을 넓힐 수 있다. 최근 컴퓨터나 영상매체를 이용한 미디어 예술표현도 다양한 방식으로 제공되는 인터페이스를 사용자가 직접 참여하여 작동해야 예술적 표현이 완성되는 형식이 선보이고 있다. 피지컬 인터페이스를 이용한 인터랙션 디자인도 사용자가 작동하는 인터페이스로부터의 신호를 디지털이나 아날로그 형식으로 구분하고 컴퓨터에 입력하거나 출력하므로써 이를 활용할 수 있다. 이 때 인터페이스의 신호는 컴퓨터가 안전하게 받아들 일 수 있는 형식이 필요하므로 이를 위한 전기적 회로장치 구현이 필요하다. 인터페이스의 형식도 컴퓨터 키보드나 마우스 등의 기존 형태가 아닌 스위치나 센서, 카메라 등을 이용한 또 다른 물리적 형태의 창작물이 되는 것이다. 이러한 형태의 인터랙션 디자인은 인간이 원래부터 사용하는 언어와 몸짓을 이용한 인터랙션의 인간적(Humanity) 풍부함을 부여할 수 있는 디자인이라고 할 수 있다.

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The Effects of Online Brand Community Members' Interactions on Values, Participation, and Brand Loyalty: The Mediating Effects of Virtual Interactivity

  • Yongsoo, HA;Alona J., GUBALANE
    • 융합경영연구
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    • 제11권1호
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    • pp.1-12
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    • 2023
  • Purpose: This study identified the effects of the three types of consumer interactions on the utilitarian and hedonic values experienced by community members, their degree of participation, and brand loyalty. In addition, the mediating effect of virtual interactivity between the interactions that occur within the online brand community and the value experienced by community members was also identified. Research design, data and methodology: An online survey was distributed, and the data gathered was analyzed using structural equations modeling. Results: Test results showed that product-information interaction has a positive effect on utilitarian value and interpersonal interaction has a positive effect on hedonic value. Human-computer interaction was found to have a negative effect on hedonic value and no significant effect on utilitarian value. Furthermore, it was revealed that among the three types of interactions, virtual interactivity had a mediating effect only in the relationship between human-computer interaction and hedonic value. Moreover, utilitarian values experienced by community members affected their level of participation which ultimately enhances brand loyalty. Hedonic value did not affect their level of participation within the online brand community. Conclusions: When marketers establish online brand community strategies, they must place elements that can directly help the use of brands and products.

차내 경험의 디지털 트랜스포메이션과 오디오 기반 인터페이스의 동향 및 시사점 (Trends and Implications of Digital Transformation in Vehicle Experience and Audio User Interface)

  • 김기현;권성근
    • 한국멀티미디어학회논문지
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    • 제25권2호
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    • pp.166-175
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    • 2022
  • Digital transformation is driving so many changes in daily life and industry. The automobile industry is in a similar situation. In some cases, element techniques in areas called metabuses are also being adopted, such as 3D animated digital cockpit, around view, and voice AI, etc. Through the growth of the mobile market, the norm of human-computer interaction (HCI) has been evolving from keyboard-mouse interaction to touch screen. The core area was the graphical user interface (GUI), and recently, the audio user interface (AUI) has partially replaced the GUI. Since it is easy to access and intuitive to the user, it is quickly becoming a common area of the in-vehicle experience (IVE), especially. The benefits of a AUI are freeing the driver's eyes and hands, using fewer screens, lower interaction costs, more emotional and personal, effective for people with low vision. Nevertheless, when and where to apply a GUI or AUI are actually different approaches because some information is easier to process as we see it. In other cases, there is potential that AUI is more suitable. This is a study on a proposal to actively apply a AUI in the near future based on the context of various scenes occurring to improve IVE.

Tangible Space Initiative

  • Ahn, Chong-Keun;Kim, Lae-Hyun;Ha, Sung-Do
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2004년도 추계학술대회 논문집
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    • pp.1053-1056
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    • 2004
  • Research in Human Computer Interface (HCI) is towards development of an application environment able to deal with interactions of both human and computers that can be more intuitive and efficient. This can be achieved by bridging the gap between the synthetic virtual environment and the natural physical environment. Thus a project called Tangible Space Initiative (TSI) has been launched by KIST. TSI is subdivided into Tangible Interface (TI) which controls 3D cyber space with user's perspective, Responsive Cyber Space (RCS) which creates and controls the virtual environment and Tangible Agent (TA) which senses and acts upon the physical interface environment on behalf of any components of TSI or the user. This paper is a brief introduction to a new generation of Human Computer Interface that bring user to a new era of interaction with computers in the future.

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W3C 기반 상호연동 가능한 멀티모달 커뮤니케이터 (W3C based Interoperable Multimodal Communicator)

  • 박대민;권대혁;최진혁;이인재;최해철
    • 방송공학회논문지
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    • 제20권1호
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    • pp.140-152
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    • 2015
  • 최근 사용자와 컴퓨터간의 양방향 상호작용을 가능하게 하는 HCI(Human Computer Interaction) 연구를 위해 인간의 의사소통 체계와 유사한 인터페이스 기술들이 개발되고 있다. 이러한 인간과의 의사소통 과정에서 사용되는 커뮤니케이션 채널을 모달리티라고 부르며, 다양한 단말기 및 서비스 환경에 따라 최적의 사용자 인터페이스를 제공하기 위해서 두 개 이상의 모달리티를 활용하는 멀티모달 인터페이스가 활발히 연구되고 있다. 하지만, 멀티모달 인터페이스를 사용하기에는 각각의 모달리티가 갖는 정보 형식이 서로 상이하기 때문에 상호 연동이 어려우며 상호 보완적인 성능을 발휘하는데 한계가 있다. 이에 따라 본 논문은 W3C(World Wide Web Consortium)의 EMMA(Extensible Multimodal Annotation Markup language)와 MMI(Multimodal Interaction Framework)표준에 기반하여 복수의 모달리티를 상호연동할 수 있는 멀티모달 커뮤니케이터를 제안한다. 멀티모달 커뮤니케이터는 W3C 표준에 포함된 MC(Modality Component), IM(Interaction Manager), PC(Presentation Component)로 구성되며 국제 표준에 기반하여 설계하였기 때문에 다양한 모달리티의 수용 및 확장이 용이하다. 실험에서는 시선 추적과 동작 인식 모달리티를 이용하여 지도 탐색 시나리오에 멀티모달 커뮤니케이터를 적용한 사례를 제시한다.

이동 로봇의 상대적 위치 추정을 위한 직사각형 기반의 기하학적 방법 (Geometric Formulation of Rectangle Based Relative Localization of Mobile Robot)

  • 이주행;이재연;이아현;김재홍
    • 로봇학회논문지
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    • 제11권1호
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    • pp.9-18
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    • 2016
  • A rectangle-based relative localization method is proposed for a mobile robot based on a novel geometric formulation. In an artificial environment where a mobile robot navigates, rectangular shapes are ubiquitous. When a scene rectangle is captured using a camera attached to a mobile robot, localization can be performed and described in the relative coordinates of the scene rectangle. Especially, our method works with a single image for a scene rectangle whose aspect ratio is not known. Moreover, a camera calibration is unnecessary with an assumption of the pinhole camera model. The proposed method is largely based on the theory of coupled line cameras (CLC), which provides a basis for efficient computation with analytic solutions and intuitive geometric interpretation. We introduce the fundamentals of CLC and describe the proposed method with some experimental results in simulation environment.

지능형 서비스 로봇을 위한 문맥독립 화자인식 시스템 (Context-Independent Speaker Recognition in URC Environment)

  • 지미경;김성탁;김회린
    • 로봇학회논문지
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    • 제1권2호
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    • pp.158-162
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    • 2006
  • This paper presents a speaker recognition system intended for use in human-robot interaction. The proposed speaker recognition system can achieve significantly high performance in the Ubiquitous Robot Companion (URC) environment. The URC concept is a scenario in which a robot is connected to a server through a broadband connection allowing functions to be performed on the server side, thereby minimizing the stand-alone function significantly and reducing the robot client cost. Instead of giving a robot (client) on-board cognitive capabilities, the sensing and processing work are outsourced to a central computer (server) connected to the high-speed Internet, with only the moving capability provided by the robot. Our aim is to enhance human-robot interaction by increasing the performance of speaker recognition with multiple microphones on the robot side in adverse distant-talking environments. Our speaker recognizer provides the URC project with a basic interface for human-robot interaction.

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설계 요건 중심의 인간-시스템 인터페이스 개발 프로세스 (Design Requirements-Driven Process for Developing Human-System Interfaces)

  • 함동한
    • 대한안전경영과학회지
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    • 제10권1호
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    • pp.83-90
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    • 2008
  • Development of human-system interfaces (HSI) supporting the interaction between human and automation-based systems, particularly safety-critical sociotechnial systems, entails a wide range of design and evaluation problems. To help HSI designers deal with these problems, many methodologies from traditional human-computer interaction, software engineering, and systems engineering have been applied; however, they have been proved inadequate to develop cognitively well engineered HSI. This paper takes a viewpoint that HSI development is itself a cognitive process consisting of various decision making and problem solving activities and then proposes a design requirements-driven process for developing HSI. High-level design problems and their corresponding design requirements for visual information display are explained to clarify the concept of design requirements. Lastly, conceptual design of software system to support the requirements-driven process and designers' knowledge management is described.

기존 3차원 인터랙션 동작인식 기술 현황 파악을 위한 메타분석 (Analysis of 3D Motion Recognition using Meta-analysis for Interaction)

  • 김용우;황민철;김종화;우진철;김치중;김지혜
    • 대한인간공학회지
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    • 제29권6호
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    • pp.925-932
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    • 2010
  • Most of the research on three-dimensional interaction field have showed different accuracy in terms of sensing, mode and method. Furthermore, implementation of interaction has been a lack of consistency in application field. Therefore, this study is to suggest research trends of three-dimensional interaction using meta-analysis. Searching relative keyword in database provided with 153 domestic papers and 188 international papers covering three-dimensional interaction. Analytical coding tables determined 18 domestic papers and 28 international papers for analysis. Frequency analysis was carried out on method of action, element, number, accuracy and then verified accuracy by effect size of the meta-analysis. As the results, the effect size of sensor-based was higher than vision-based, but the effect size was extracted to small as 0.02. The effect size of vision-based using hand motion was higher than sensor-based using hand motion. Therefore, implementation of three-dimensional sensor-based interaction and vision-based using hand motions more efficient. This study was significant to comprehensive analysis of three-dimensional motion recognition for interaction and suggest to application directions of three-dimensional interaction.