• 제목/요약/키워드: human-machine interaction

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뉴미디어 패러다임에 나타난 공간 특성과 뉴미디어 아트의 관계 연구 (A Study on the Relationship of the Spatial Characteristics in New Media Paradigm and New Media Art)

  • 허성환
    • 한국실내디자인학회논문집
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    • 제23권2호
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    • pp.80-89
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    • 2014
  • 0 and 1, two digits are principle and formality of digital media. Those principle and formality dwell in new media paradigm. They are founded on emergence of new types of space. As describing the relationship originating from the concepts of digital media paradigm and space and discussing their characteristics, this paper presents the grounds for a theoretical argument for formation of new space. The concept of virtuality which mimics and represents the real, non-linearity which resembles human system of thinking and sensing, and interactivity connecting the communication theory of human and machine, their properties form the important basis for emergence of a new aspect of space. The concepts of digital media paradigm divide a type of space into two properties. The first is a inner modality. The second is outer modality. Dynamic space implicates inner modality that humans internally recognize the sense of space through their body and sensing organs. Space is not sensed but sensing. Space has an organic nature through object's interaction. Space has an outer nature that is physically variable. Finally, space has properties of modularity that changes structure of space. For empirical basis of an argument, new media art that has architectural form and those spatial characteristics were compared and analyzed. This conceptual discussion for space which the formality of digital media is applied will be an important foundation for create space design.

차량내 시스템에 대한 접촉 및 제스처 방식의 운전자 인터페이스에 관한 연구 (A Study on Tactile and Gestural Controls of Driver Interfaces for In-Vehicle Systems)

  • 심지성;이상헌
    • 한국CDE학회논문집
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    • 제21권1호
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    • pp.42-50
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    • 2016
  • Traditional tactile controls that include push buttons and rotary switches may cause significant visual and biomechanical distractions if they are located away from the driver's line of sight and hand position, for example, on the central console. Gestural controls, as an alternative to traditional controls, are natural and can reduce visual distractions; however, their types and numbers are limited and have no feedback. To overcome the problems, a driver interface combining gestures and visual feedback with a head-up display has been proposed recently. In this paper, we investigated the effect of this type of interface in terms of driving performance measures. Human-in-the-loop experiments were conducted using a driving simulator with the traditional tactile and the new gesture-based interfaces. The experimental results showed that the new interface caused less visual distractions, better gap control between ego and target vehicles, and better recognition of road conditions comparing to the traditional one.

인간-기계 인터페이스를 위한 근전도 기반의 실시간 손가락부 힘 추정 (EMG-based Real-time Finger Force Estimation for Human-Machine Interaction)

  • 최창목;신미혜;권순철;김정
    • 한국정밀공학회지
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    • 제26권8호
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    • pp.132-141
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    • 2009
  • In this paper, we describe finger force estimation from surface electromyogram (sEMG) data for intuitive and delicate force control of robotic devices such as exoskeletons and robotic prostheses. Four myoelectric sites on the skin were found to offer favorable sEMG recording conditions. An artificial neural network (ANN) was implemented to map the sEMG to the force, and its structure was optimized to avoid both under- and over-fitting problems. The resulting network was tested using recorded sEMG signals from the selected myoelectric sites of three subjects in real-time. In addition, we discussed performance of force estimation results related to the length of the muscles. This work may prove useful in relaying natural and delicate commands to artificial devices that may be attached to the human body or deployed remotely.

Speaker-Dependent Emotion Recognition For Audio Document Indexing

  • Hung LE Xuan;QUENOT Georges;CASTELLI Eric
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2004년도 ICEIC The International Conference on Electronics Informations and Communications
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    • pp.92-96
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    • 2004
  • The researches of the emotions are currently great interest in speech processing as well as in human-machine interaction domain. In the recent years, more and more of researches relating to emotion synthesis or emotion recognition are developed for the different purposes. Each approach uses its methods and its various parameters measured on the speech signal. In this paper, we proposed using a short-time parameter: MFCC coefficients (Mel­Frequency Cepstrum Coefficients) and a simple but efficient classifying method: Vector Quantification (VQ) for speaker-dependent emotion recognition. Many other features: energy, pitch, zero crossing, phonetic rate, LPC... and their derivatives are also tested and combined with MFCC coefficients in order to find the best combination. The other models: GMM and HMM (Discrete and Continuous Hidden Markov Model) are studied as well in the hope that the usage of continuous distribution and the temporal behaviour of this set of features will improve the quality of emotion recognition. The maximum accuracy recognizing five different emotions exceeds $88\%$ by using only MFCC coefficients with VQ model. This is a simple but efficient approach, the result is even much better than those obtained with the same database in human evaluation by listening and judging without returning permission nor comparison between sentences [8]; And this result is positively comparable with the other approaches.

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타원체 모델과 깊이값 포인트 매칭 기법을 활용한 사람 움직임 추적 기술 (Human Motion Tracking based on 3D Depth Point Matching with Superellipsoid Body Model)

  • 김남규
    • 디지털콘텐츠학회 논문지
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    • 제13권2호
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    • pp.255-262
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    • 2012
  • 사람 움직임 추적 알고리즘은 인간과 컴퓨터 상호작용, 화상회의, 감시 시스템, 게임 및 엔터테인먼트 분야에서 반드시 필요한 기술로 인식되고 있다. 과거 다양한 사람 움직임 추적 알고리즘들이 응용 프로그램의 특성에 따라 구현되고, 실시간성을 고려한 보다 효율적인 영상 처리, 컴퓨터 비전, 인터페이스 기술들을 적용하여 구현되고 있다. 본 논문에서는 타원체 형태의 신체 모델과 깊이값 정보를 갖는 3차원 점들과의 매칭을 통해 실시간으로 적용 가능한 움직임 추적 기술을 소개한다. 움직임 추적을 위한 기반 모델은 사람의 모습과 유사한 형태의 타원체 조합의 18개의 관절을 갖는 형태로 구성되어 지며, 영상으로부터 들어온 사람의 모습을 분석하여 일련의 신체 부위를 나누고, 그 정보를 바탕으로 역기구학 기반의 초기 자세를 추출한다. 초기 자세는 3차원 점 매칭 기법을 활용하여 보다 정확한 자세로 수정된다.

기계 장치와의 상호작용을 위한 실시간 저비용 손동작 제어 시스템 (A Real Time Low-Cost Hand Gesture Control System for Interaction with Mechanical Device)

  • 황태훈;김진헌
    • 전기전자학회논문지
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    • 제23권4호
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    • pp.1423-1429
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    • 2019
  • 최근에, 효율적인 상호작용을 지원하는 시스템 인 휴먼 머신 인터페이스(HMI)가 인기를 끌고있다. 본 논문에서는 차량 상호작용방법 중 하나로 새로운 실시간 저비용 손동작 제어 시스템을 제안한다. 계산 시간을 줄이기 위해 RGB 카메라를 사용하여 손 영역을 감지할 때 많은 계산이 필요하므로 TOF (Time-of-Flight) 카메라를 사용하여 깊이 정보를 취득한다. 또한, 푸리에 기술자를 사용하여 학습 모델을 줄였다. 푸리에 디스크립터는 전체 이미지에서 적은 수의 포인트만 사용하므로 학습 모델을 소형화 할 수 있다. 제안 된 기법의 성능을 평가하기 위해 데스크탑과 라즈베리 pi 2의 속도를 비교했다. 실험 결과에 따르면 소형 임베디드와 데스크탑의 성능 차이는 크지 않다. 제스처 인식 실험에서 95.16 %의 인식률이 확인되었다.

XML을 이용한 3D 가상 제품의 HMI 행동양태 모델링과 시뮬레이션 방안 (Modeling and Simulation of HMI Behaviors of 3D Virtual Products using XML)

  • 정호균;박형준
    • 한국CDE학회논문집
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    • 제20권1호
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    • pp.75-83
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    • 2015
  • In the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the visualization and interaction of the products, and the simulation of their human machine interaction (HMI) behaviors in interactive 3D virtual environments. Especially, for the HMI behavior simulation, it is necessary to represent them properly and to play them back effectively according to user interaction in the virtual environments. In a conventional approach to HMI behavior simulation, user interface (UI) designers use UI design software tools to generate the HMI behavior of a digital product of interest. Due to lack of reusability of the HMI behavior, VP developers need to analyze and integrate it into a VP system for its simulation in a 3D virtual environment. As this approach hinders the effective communication between the UI designers and the VP developers, it is easy to create errors and thereby it takes significant time and effort especially when it is required to represent the HMI behavior to the finest level of detail. In order to overcome the shortcomings of the conventional approach, we propose an approach for representing the HMI behavior of a digital product using XML (eXtensible Markup Language) and for reusing it to perform the HMI behavior simulation in 3D virtual environments. Based on the approach, a VP system has been developed and applied for the design evaluation of various products. A case study about the design evaluation is given to show the usefulness of the proposed approach.

음악요법을 이용한 노인의 우울증 완화 로봇 'BOOGI'의 콘텐츠 개발 (Development of Content for the Robot that Relieves Depression in the Elderly Using Music Therapy)

  • 정유화;정성원
    • 한국콘텐츠학회논문지
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    • 제15권2호
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    • pp.74-85
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    • 2015
  • 타악기가 주는 긍정적인 효과가 우울증을 겪는 노인에게 자아 존중감의 증가 및 우울증의 감소를 유도할 수 있다는 사실을 바탕으로 음악 요법을 로봇에 접목하여 노인들이 음악을 직접 연주할 수 있게 하는 타악기 로봇의 콘텐츠가 개발되었다. 노인의 우울증 완화를 위한 음악치료 로봇의 콘텐츠로써, 노인과 로봇의 상호작용 요소가 도출되었다. 회상을 자극할 수 있는 노래가 선정되었고 노래의 연주에 따른 타악기의 타격에 대한 점수체계가 개발되었다. 또한 상호작용 요소 중 노인들의 감성적 자극요인이 될 수 있는 로봇 표정 요소가 디자인되었다. 표정은 무표정, 기쁨, 아주기쁨으로 구분되며 타악기의 연주 참여도에 따라 실시간으로 변화하여 적극적 참여를 유도하게 된다. 노인이 로봇에서 나오는 음악을 따라 연주하고 참여도의 정도에 따라 노인과 로봇이 상호작용할 수 있다면 단순한 음악 게임기가 아닌 우울증을 완화시킬 수 있는 로봇으로서의 효과가 극대화 될 수 있을 것으로 기대한다.

손가락 움직임 인식을 위한 웨어러블 디바이스 설계 및 ML 기법별 성능 분석 (Design and Performance Analysis of ML Techniques for Finger Motion Recognition)

  • 정우순;이형규
    • 한국산업정보학회논문지
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    • 제25권2호
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    • pp.129-136
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    • 2020
  • 손가락 움직임 인식을 통한 제어는 직관적인 인간-컴퓨터 상호작용 방법의 하나이다. 본 연구에서는 여러 가지 ML (Machine learning) 기법을 사용하여 효율적인 손가락 움직임 인식을 위한 웨어러블 디바이스를 구현한다. 움직임 인식을 위한 시계열 데이터 분석에 전통적으로 사용되어 온 HMM (Hidden markov model) 및 DTW (Dynamic time warping) 기법뿐만 아니라 NN (Neural network) 기법을 적용하여 손가락 움직임 인식의 효율성 및 정확성을 비교하고 분석한다. 제안된 시스템의 경우, 경량화된 ML 모델을 설계하기 위해 각 ML 기법에 대해 최적화된 전처리 프로세스를 적용한다. 실험 결과, 최적화된 NN, HMM 및 DTW 기반 손가락 움직임 인식시스템은 각각 99.1%, 96.6%, 95.9%의 정확도를 제공한다.

Evaluation of linear measurements of implant sites based on head orientation during acquisition: An ex vivo study using cone-beam computed tomography

  • Sabban, Hanadi;Mahdian, Mina;Dhingra, Ajay;Lurie, Alan G.;Tadinada, Aditya
    • Imaging Science in Dentistry
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    • 제45권2호
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    • pp.73-80
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    • 2015
  • Purpose: This study evaluated the effect of various head orientations during cone-beam computed tomography (CBCT) image acquisition on linear measurements of potential implant sites. Materials and Methods: Six dry human skulls with a total of 28 implant sites were evaluated for seven different head orientations. The scans were acquired using a Hitachi CB-MercuRay CBCT machine. The scanned volumes were reconstructed. Horizontal and vertical measurements were made and were compared to measurements made after simulating the head position to corrected head angulations. Data was analyzed using a two-way ANOVA test. Results: Statistical analysis revealed a significant interaction between the mean errors in vertical measurements with a marked difference observed at the extension head position (P<0.05). Statistical analysis failed to yield any significant interaction between the mean errors in horizontal measurements at various head positions. Conclusion: Head orientation could significantly affect the vertical measurements in CBCT scans. The main head position influencing the measurements is extension.