• Title/Summary/Keyword: human and computer interaction

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Robust Deep Age Estimation Method Using Artificially Generated Image Set

  • Jang, Jaeyoon;Jeon, Seung-Hyuk;Kim, Jaehong;Yoon, Hosub
    • ETRI Journal
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    • v.39 no.5
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    • pp.643-651
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    • 2017
  • Human age estimation is one of the key factors in the field of Human-Robot Interaction/Human-Computer Interaction (HRI/HCI). Owing to the development of deep-learning technologies, age recognition has recently been attempted. In general, however, deep learning techniques require a large-scale database, and for age learning with variations, a conventional database is insufficient. For this reason, we propose an age estimation method using artificially generated data. Image data are artificially generated through 3D information, thus solving the problem of shortage of training data, and helping with the training of the deep-learning technique. Augmentation using 3D has advantages over 2D because it creates new images with more information. We use a deep architecture as a pre-trained model, and improve the estimation capacity using artificially augmented training images. The deep architecture can outperform traditional estimation methods, and the improved method showed increased reliability. We have achieved state-of-the-art performance using the proposed method in the Morph-II dataset and have proven that the proposed method can be used effectively using the Adience dataset.

A Study on Embodiment of Conversational Agent on the Cyber Lecture Site (가상 강좌 사이트에서 대화형 에이전트의 적용에 관한 연구)

  • 유연수
    • Archives of design research
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    • v.16 no.1
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    • pp.117-126
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    • 2003
  • The human computer interaction has gone through diverse changes along with the technical progress of computers. With the spread of the world wide web, attempts of various forms and methods of interactions reflecting the characteristics of the web are being made. Among the diverse concepts of interaction, Conversational Agent uses a character as the visual perceptional object and through the interaction based on conversation it suggests a natural, human, intuitive interaction. In this study, Conversational Agent was suggested and applied on a cyber lecture website and the appropriateness was verified. The fundamental structure and method needed in constructing a conversation was examined through the study on conversation. After that the characteristics of the conversation used on the web was identified and hereby and the coherence and conversation structure was deducted. After the characteristics of the conversational agent were observed, it was applied to the previously deducted web sites logical connection and conversation structure. Lastly, the conversational agent suitable for the web site was proposed and realized.

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Voice Recognition Sensor Driven Elevator for High-rise Vertical Shift (동굴관광용 고층수직이동 승강기의 긴급 음성구동 제어)

  • Choi, Byong-Seob;Kang, Tae-Hyun;Yun, Yeo-Hoon;Jang, Hoon-Gyou;Soh, Dea-Wha
    • Journal of the Speleological Society of Korea
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    • no.88
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    • pp.1-7
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    • 2008
  • Recently, it is one of very interest technology of Human Computer Interaction(HCI). Nowadays, it is easy to find out that, for example, inside SF movies people has talking to computer. However, there are difference between CPU language and ours. So, we focus on connecting to CPU. For 30 years many scientists experienced in that technology. But it is really difficult. Our project goal is making that CPU could understand human voice. First of all the signal through a voice sensor will move to BCD (binary code). That elevator helps out people who wants to move up and down. This product's point is related with people's safety. Using a PWM for motor control by ATmega16, we choose a DC motor to drive it because of making a regular speed elevator. Furthermore, using a voice identification module the elevator driven by voice sensor could operate well up and down perfectly from 1st to 10th floor by PWM control with ATmega16. And, it will be clearly useful for high-rise vertical shift with voice recognition sensor driven.

A Study on Effects of Agent Movement on User’s Impression

  • Yamazaki, Tatsuya
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.1886-1888
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    • 2002
  • Non-verbal information plays an important role not only in human-to-human communications but also in human computer interaction. In this paper, we examine effects of human-like agent's primitive movements on user's impression, where the human-like agent's primitive movements include eye, mouth, and head. SD (Semantic Differential) method was used for evaluation, and two factors were extracted as a result of the factor analysis. It is found that the first factor influenced the user's impression particularly.

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Comparative Study on Aesthetics in Web Design of Well Known Universities in Korea and China

  • Chao Cheng
    • Science of Emotion and Sensibility
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    • v.8 no.3
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    • pp.189-202
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    • 2005
  • Since the origin of the web site in ti)e first part of the 90's there has been discussion regarding the function of aesthetics. Visual aesthetics has for the most part played an absolutely necessary role in human-computer interactive research. This study is intended to design websites on aesthetic aspects which focuses on the websites of universities in Korea and China. What exactly are the differences and commonalities of each; and how they have been clarified by methods of empirical research on aesthetic measurements.

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Evaluating Existing Usability Heuristics to Create a New Set of Heuristics for the Current State of Korean Technologies (한국 기술 현황에 적합한 신규 Heuristics 생성을 위한 기존 Usability Heuristics 평가)

  • Jeong, Young-Joo;Jeong, Goo-Cheol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.62-68
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    • 2011
  • Usability heuristics("heuristics") are general principles for usability evaluation during user interface design. This method is commonly used by Human Computer Interaction(HCI) professionals; however, the most widely used set of heuristics which were originally created by Nielsen has not yet been found practical in the current state of Korean technologies. In our prior research, we found that some of Nielsen's heuristics are difficult for some evaluators to understand and insufficient to fully evaluate Korean applications, due to the broad-applicability of these heuristics and differences in cultural context. Therefore, in this study, professionals in computer science and related fields evaluated Nielsen's ten usability heuristics in order to gather logical bases for finding areas for improvement. The results of this study will help creating a new set of heuristics that will better valuate more recently developed applications.

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Natural User Interface with Self-righting Feature using Gravity (중력에 기반한 자연스러운 사용자 인터페이스)

  • Kim, Seung-Chan;Lim, Jong-Gwan;Bianchi, Andrea;Koo, Seong-Yong;Kwon, Dong-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.384-389
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    • 2009
  • In general, gestures can be utilized in human-computer interaction area. Even though the acceleration information is most widely used for the detection of user’s intention, it is hard to use the information under the condition of zero or small variations of gesture velocity due to the inherent characteristics of the accelerometer. In this paper, a natural interaction method which does not require excessive gesture acceleration will be described. Taking advantages of the gravity, the system can generate various types of signals. Also, many problems such as initialization and draft error can be solved using restorative uprighting force of the system.

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Emotional Correlation Test from Binary Gender Perspective using Kansei Engineering Approach on IVML Prototype

  • Nur Faraha Mohd, Naim;Mintae, Hwang
    • Journal of information and communication convergence engineering
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    • v.21 no.1
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    • pp.68-74
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    • 2023
  • This study examines the response of users' feelings from a gender perspective toward interactive video mobile learning (IVML). An IVML prototype was developed for the Android platform allowing users to install and make use of the app for m-learning purposes. This study aims to measure the level of feelings toward the IVML prototype and examine the differences in gender perspectives, identify the most responsive feelings between male, and female users as prominent feelings and measure the correlation between user-friendly feeling traits as an independent variable in accordance with gender attributes. The feelings response could then be extracted from the user experience, user interface, and human-computer interaction based on gender perspectives using the Kansei engineering approach as the measurement method. The statistical results demonstrated the different emotional reactions from a male and female perspective toward the IVML prototype may or may not have a correlation with the user-friendly trait, perhaps having a similar emotional response from one to another.

Design and optimization of steel trusses using genetic algorithms, parallel computing, and human-computer interaction

  • Agarwal, Pranab;Raich, Anne M.
    • Structural Engineering and Mechanics
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    • v.23 no.4
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    • pp.325-337
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    • 2006
  • A hybrid structural design and optimization methodology that combines the strengths of genetic algorithms, local search techniques, and parallel computing is developed to evolve optimal truss systems in this research effort. The primary objective that is met in evolving near-optimal or optimal structural systems using this approach is the capability of satisfying user-defined design criteria while minimizing the computational time required. The application of genetic algorithms to the design and optimization of truss systems supports conceptual design by facilitating the exploration of new design alternatives. In addition, final shape optimization of the evolved designs is supported through the refinement of member sizes using local search techniques for further improvement. The use of the hybrid approach, therefore, enhances the overall process of structural design. Parallel computing is implemented to reduce the total computation time required to obtain near-optimal designs. The support of human-computer interaction during layout optimization and local optimization is also discussed since it assists in evolving optimal truss systems that better satisfy a user's design requirements and design preferences.

Facial Feature Tracking Using Adaptive Particle Filter and Active Appearance Model (Adaptive Particle Filter와 Active Appearance Model을 이용한 얼굴 특징 추적)

  • Cho, Durkhyun;Lee, Sanghoon;Suh, Il Hong
    • The Journal of Korea Robotics Society
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    • v.8 no.2
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    • pp.104-115
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    • 2013
  • For natural human-robot interaction, we need to know location and shape of facial feature in real environment. In order to track facial feature robustly, we can use the method combining particle filter and active appearance model. However, processing speed of this method is too slow. In this paper, we propose two ideas to improve efficiency of this method. The first idea is changing the number of particles situationally. And the second idea is switching the prediction model situationally. Experimental results is presented to show that the proposed method is about three times faster than the method combining particle filter and active appearance model, whereas the performance of the proposed method is maintained.