• Title/Summary/Keyword: multiple interactive

Search Result 267, Processing Time 0.027 seconds

Implementation of the Perception Process in Human‐Vehicle Interactive Models(HVIMs) Considering the Effects of Auditory Peripheral Cues (청각 주변 자극의 효과를 고려한 효율적 차량-운전자 상호 연동 모델 구현 방법론)

  • Rah, Chong-Kwan;Park, Min-Yong
    • Journal of the Ergonomics Society of Korea
    • /
    • v.25 no.3
    • /
    • pp.67-75
    • /
    • 2006
  • HVIMs consists of simulated driver models implemented with series of mathematical functions and computerized vehicle dynamic models. To effectively model the perception process, as a part of driver models, psychophysical nonlinearity should be considered not only for the single-modal stimulus but for the stimulus of multiple modalities and interactions among them. A series of human factors experiments were conducted using the primary sensory of visual and auditory modalities to find out the effects of auditory cues in visual velocity estimation tasks. The variations of auditory cues were found to enhance/reduce the perceived intensity of velocity as the level changed. These results indicate that the conventional psychophysical power functions could not applied for the perception process of the HVIMs with multi-modal stimuli. 'Ruled surfaces' in a 3-D coordinate system(with the intensities of both kinds of stimuli and the ratio of enhancement, respectively for each coordinate) were suggested to model the realistic perception process of multi-modal HVIMs.

A novel sensitivity method to structural damage estimation in bridges with moving mass

  • Mirzaee, Akbar;Shayanfar, Mohsenali;Abbasnia, Reza
    • Structural Engineering and Mechanics
    • /
    • v.54 no.6
    • /
    • pp.1217-1244
    • /
    • 2015
  • In this research a theoretical and numerical study on a bridge damage detection procedure is presented based on vibration measurements collected from a set of accelerometers. This method, referred to as "Adjoint Variable Method", is a sensitivity-based finite element model updating method. The approach relies on minimizing a penalty function, which usually consists of the errors between the measured quantities and the corresponding predictions attained from the model. Moving mass is an interactive model and includes inertia effects between the model and mass. This interactive model is a time varying system and the proposed method is capable of detecting damage in this variable system. Robustness of the proposed method is illustrated by correct detection of the location and extension of predetermined single, multiple and random damages in all ranges of speed and mass ratio of moving vehicle. A comparative study on common sensitivity and the proposed method confirms its efficiency and performance improvement in sensitivity-based damage detection methods. In addition various possible sources of error, including the effects of measurement noise and initial assumption error in stability of method are also discussed.

Design and Analysis of an Interactive Motion Simulator in Space Entertainment System

  • Hsu, Kuei-Shu;Cho, Wei-Ting;Lai, Chin-Feng;Wang, Xiaofei;Huang, Yueh-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.6 no.1
    • /
    • pp.446-467
    • /
    • 2012
  • In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, simulation and a motion simulator control scheme. The space entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The space entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a steering wheel to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator. In addition, we develop a calculated method to evaluate the Ratio of the simulation results. It is shown that the proposed control scheme can improve the performance of the visual entertainment system. Experiments are conducted on the virtual reality entertainment system to validate the theoretical developments.

Multimedia Document Databases : Representation, Query Processing and Navigation

  • Kalakota, Ravi S.;Whinston, Andrew B.
    • The Journal of Information Technology and Database
    • /
    • v.1 no.1
    • /
    • pp.31-62
    • /
    • 1994
  • Information systems for application areas like office automation, customer service or computer aided manufacturing are usually highly interactive and deal with complex document structures composed of multiple media formats. For the realization of these systems, nonstandard database systems, which we call document databases, need to handle different types of coarse-and fine-grained document objects(like full-text documents, graphics and images), hierarchical and non-hierarchical relationships between objects(like composition-links and cross-references using hypertext structures) and document attributes of different types such as formatting/presentation information and access control. In this paper, we present the underlying data model for document databases based on descriptive markup languages that provide mechanisms for specifying the logical structure(or schema) of individual documents stored in the database. We then describe extensions to the data model for supporting notion of composite structures("join" operators for documents) --composition and hyperlinking mechanisms for representing compound documents and inter-linked documents as unique entites separate from their components. Furthermore, due to the interactive nature of the application domains, the database system in conjunction with clients(or browsers) has to support visual navigation and graphical query mechanisms. We describe the functionality of a new user interface paradigm called HyBrow for meeting the above mentioned requirements. The underlying implementation strategy is also discussed.discussed.

  • PDF

Hazard Recognition and Construction Safety Training Efficacy using Interactive Virtual Reality (VR)

  • Saiyad, Meeranali;Rybkowski, Zofia K.;Suermann, Patrick;Dixit, Manish;Luhan, Gregory;Shanbari, Hamzah
    • International conference on construction engineering and project management
    • /
    • 2022.06a
    • /
    • pp.1209-1216
    • /
    • 2022
  • The majority of construction site incidents occur due to a lack of hazard awareness among workers on job sites. This lack of awareness is despite mandatory construction safety training, typically in the form of written content (safety manuals) or of images depicting hazards. To reduce job-site injuries and fatalities, general contractors have started adopting Virtual Reality (VR) to impart safety training to job site personnel. VR safety training can take the form of an immersive simulation comprising potential safety hazards intentionally embedded into a virtual job site; users are required to identify these hazards within a specified time frame with the expectation that they will be more adept at recognizing hazards on an actual job-site, resulting in fewer accidents. This research study seeks to identify the actual impacts of VR on construction safety awareness among participants. The research addresses the following question: Does VR improve hazard recognition awareness? The primary objective is to evaluate participants' performance of past construction safety awareness against present construction safety awareness after receiving VR training. Participants were asked to complete a multiple-choice Qualtrics™ questionnaire. The results of the study showed a statistically significant knowledge gain advantage with respect to hazard recognition and construction safety awareness with the use of interactive, immersive VR over a more conventional and passive safety training method.

  • PDF

Interaction Intent Analysis of Multiple Persons using Nonverbal Behavior Features (인간의 비언어적 행동 특징을 이용한 다중 사용자의 상호작용 의도 분석)

  • Yun, Sang-Seok;Kim, Munsang;Choi, Mun-Taek;Song, Jae-Bok
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.19 no.8
    • /
    • pp.738-744
    • /
    • 2013
  • According to the cognitive science research, the interaction intent of humans can be estimated through an analysis of the representing behaviors. This paper proposes a novel methodology for reliable intention analysis of humans by applying this approach. To identify the intention, 8 behavioral features are extracted from the 4 characteristics in human-human interaction and we outline a set of core components for nonverbal behavior of humans. These nonverbal behaviors are associated with various recognition modules including multimodal sensors which have each modality with localizing sound source of the speaker in the audition part, recognizing frontal face and facial expression in the vision part, and estimating human trajectories, body pose and leaning, and hand gesture in the spatial part. As a post-processing step, temporal confidential reasoning is utilized to improve the recognition performance and integrated human model is utilized to quantitatively classify the intention from multi-dimensional cues by applying the weight factor. Thus, interactive robots can make informed engagement decision to effectively interact with multiple persons. Experimental results show that the proposed scheme works successfully between human users and a robot in human-robot interaction.

Collaboration Management Strategies and Product Development Performance (여러 공급업체와 공동개발에서의 협업전략과 제품개발 성과)

  • Hong, Yunsook
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.39 no.3
    • /
    • pp.93-115
    • /
    • 2014
  • In collaborative product development with multiple suppliers, buyers must manage the suppliers' activities. This empirical research investigates the performance impacts of three strategies that buyers use to manage suppliers who design interdependent components. These strategies are: Instructionism (giving clear instructions to suppliers), Teaming (forming an interactive development team with suppliers), and Delegation (transferring component development responsibilities to suppliers). Data were collected through a cross-industry web-based survey of buying firms in manufacturing industries whose products require multiple, interdependent components. A path analysis utilizing 318 survey responses indicates that Instructionism has a positive effect on design quality, and Teaming has a positive effect on design quality and component innovation. The use of Delegation is not related to any of the performance indicators. The practical implication of this research for product development managers is that both Instructionism and Teaming can be effective strategies. For the purpose of assuring design quality, a buyer should give clear instructions in detailed specifications or work closely with suppliers in development teams. If competitive priority is product innovativeness, however, the buyer should work closely with its suppliers during component development processes using a Teaming strategy.

A Study on Convergence Video System through Step Squencer (스텝시켄서를 통한 융복합 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.435-440
    • /
    • 2019
  • Recently, many musical instrument mobile apps have been released targeting normal people who can't play musical instrument at all. The reason of developing video system based on step sequencer are as follows; first, users can freely play the musical instruments; second, induce multiple users to play; and third, develop and suggest new step sequencer fused with the video. To resolve issue in video synchronization caused by sync issues when operating multiple step sequencers, the Pocket Operator of Teenage Engineering was used to realize multiply-connected step sequencer and also, the ultimate video system was developed through Mira-Web for multiple participation. In addition, it's required to make the Pocket Operator as software and receive various feedbacks to continue and complement study in order to develop the better video system.

Incomplete Information Recognition Using Fuzzy Integrals Aggregation: With Application to Multiple Matchers for Image Verification

  • Kim, Seong H.;M. Kamel
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 2003.09a
    • /
    • pp.28-31
    • /
    • 2003
  • In the present work, a main purpose is to propose a fuzzy integral-based aggregation framework to complementarily combine partial information due to lack of completeness. Based on Choquet integral (CI) viewed as monotone expectation, we take into account complementary, non-interactive, and substitutive aggregations of different sources of defective information. A CI-based system representing upper, conventional, and lower expectations is designed far handling three aggregation attitudes towards uncertain information. In particular, based on Choquet integrals for belief measure, probability measure, and plausibility measure, CI$\_$bi/-, CI$\_$pr/ and CI$\_$pl/-aggregator are constructed, respectively. To illustrate a validity of proposed aggregation framework, multiple matching systems are developed by combining three simple individual template-matching systems and tested under various image variations. Finally, compared to individual matchers as well as other traditional multiple matchers in terms of an accuracy rate, it is shown that a proposed CI-aggregator system, {CI$\_$bl/-aggregator, CI$\_$pl/-aggregator, Cl$\_$pl/-aggregator}, is likely to offer a potential framework for either enhancing completeness or for resolving conflict or for reducing uncertainty of partial information.

  • PDF

Development of Predictive Model for Length of Stay(LOS) in Acute Stroke Patients using Artificial Intelligence (인공지능을 이용한 급성 뇌졸중 환자의 재원일수 예측모형 개발)

  • Choi, Byung Kwan;Ham, Seung Woo;Kim, Chok Hwan;Seo, Jung Sook;Park, Myung Hwa;Kang, Sung-Hong
    • Journal of Digital Convergence
    • /
    • v.16 no.1
    • /
    • pp.231-242
    • /
    • 2018
  • The efficient management of the Length of Stay(LOS) is important in hospital. It is import to reduce medical cost for patients and increase profitability for hospitals. In order to efficiently manage LOS, it is necessary to develop an artificial intelligence-based prediction model that supports hospitals in benchmarking and reduction ways of LOS. In order to develop a predictive model of LOS for acute stroke patients, acute stroke patients were extracted from 2013 and 2014 discharge injury patient data. The data for analysis was classified as 60% for training and 40% for evaluation. In the model development, we used traditional regression technique such as multiple regression analysis method, artificial intelligence technique such as interactive decision tree, neural network technique, and ensemble technique which integrate all. Model evaluation used Root ASE (Absolute error) index. They were 23.7 by multiple regression, 23.7 by interactive decision tree, 22.7 by neural network and 22.7 by esemble technique. As a result of model evaluation, neural network technique which is artificial intelligence technique was found to be superior. Through this, the utility of artificial intelligence has been proved in the development of the prediction LOS model. In the future, it is necessary to continue research on how to utilize artificial intelligence techniques more effectively in the development of LOS prediction model.