• Title/Summary/Keyword: Human Interface

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Nonlinear Virtual Coupling for Stable Haptic Interaction (안정된 햅틱 인터페이스를 위한 비선형가상커플링)

  • 이문환;이두용
    • Journal of Institute of Control, Robotics and Systems
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    • v.9 no.8
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    • pp.610-615
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    • 2003
  • This paper proposes a nonlinear virtual coupling fur haptic interface, which offers better performance while maintaining stability of the system. The nonlinear virtual coupling is designed based on a human response model. This human response model exploits delay between the human Intention and the actual change of arm impedance. The proposed approach provides with less conservative constraints for the design of stable haptic interface, compared with the traditional passivity condition. This allows increased performance that is verified through experiments.

Three Dimensional Networked Virtual Reailty Architecture Enabling Flexible Configuration Based on Function Distribution

  • Yasuyuki-KIYOSUE;Shohei-SUGAWARA;Shigeki-MASAKI;Susumu-ICHINOSE
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.23.1-28
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    • 1999
  • InterSpaceTM is an advanced networked virtual reality system that presents shared three-dimensional computer graphics (CG) worlds via the Internet where multiple users can enjoy synchronous communications with voice, video and text. Users can control their avatars as a surrogate interface. In InterSpace users can walk around and interact with other people and interact with contents. In this paper, we describe the function-distributed architecture used in InterSpace. The architecture enables flexible configuration of server functions and load distribution. It also allows users to select media and client PCs to switch servers dynamically.

A Study on Vision Based Gesture Recognition Interface Design for Digital TV (동작인식기반 Digital TV인터페이스를 위한 지시동작에 관한 연구)

  • Kim, Hyun-Suk;Hwang, Sung-Won;Moon, Hyun-Jung
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.257-268
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    • 2007
  • The development of Human Computer Interface has been relied on the development of technology. Mice and keyboards are the most popular HCI devices for personal computing. However, device-based interfaces are quite different from human to human interaction and very artificial. To develop more intuitive interfaces which mimic human to human interface has been a major research topic among HCI researchers and engineers. Also, technology in the TV industry has rapidly developed and the market penetration rate for big size screen TVs has increased rapidly. The HDTV and digital TV broadcasting are being tested. These TV environment changes require changes of Human to TV interface. A gesture recognition-based interface with a computer vision system can replace the remote control-based interface because of its immediacy and intuitiveness. This research focuses on how people use their hands or arms for command gestures. A set of gestures are sampled to control TV set up by focus group interviews and surveys. The result of this paper can be used as a reference to design a computer vision based TV interface.

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Synthesis and applications of graphene electrodes

  • Shin, Dolly;Bae, Su-Kang;Yan, Chao;Kang, Jun-Mo;Ryu, Jae-Chul;Ahn, Jong-Hyun;Hong, Byung-Hee
    • Carbon letters
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    • v.13 no.1
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    • pp.1-16
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    • 2012
  • The near explosion of attention given to graphene has attracted many to its research field. As new studies and findings about graphene synthesis, properties, electronic quality control, and possible applications simultaneous burgeon in the scientific community, it is quite hard to grasp the breadth of graphene history. At this stage, graphene's many fascinating qualities have been amply reported and its potential for various electronic applications are increasing, pulling in ever more newcomers to the field of graphene. Thus it has become important as a community to have an equal understanding of how this material was discovered, why it is stirring up the scientific community and what sort of progress has been made and for what purposes. Since the first discovery, the hype has expediently led to near accomplishment of industrial-sized production of graphene. This review covers the progress and development of synthesis and transfer techniques with an emphasis on the most recent technique of chemical vapor deposition, and explores the potential applications of graphene that are made possible with the improved synthesis and transfer.

A Modification of Human Error Analysis Technique for Designing Man-Machine Interface in Nuclear Power Plants (원자력 발전소 주제어실 인터페이스 설계를 위한 인적오류 분석 기법의 보완)

  • Lee, Yong-Hui;Jang, Tong-Il;Im, Hyeon-Gyo
    • Journal of the Ergonomics Society of Korea
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    • v.22 no.1
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    • pp.31-42
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    • 2003
  • This study describes a modification of the technique for human error analysis in nuclear power plants (NPPs) which adopts advanced Man-Machine Interface (MMI) features based on computerized working environment, such as LCOs. Flat Panels. Large Wall Board, and computerized procedures. Firstly, the state of the art on human error analysis methods and efforts were briefly reviewed. Human error analysis method applied to NPP design has been THERP and ASEP mainly utilizing Swain's HRA handbook, which has not been facilitated enough to put the varied characteristics of MMI into HRA process. The basic concepts on human errors and the system safety approach were revisited, and adopted the process of FMEA with the new definition of Error Segment (ESJ. A modified human error analysis process was suggested. Then, the suggested method was applied to the failure of manual pump actuation through LCD touch screen in loss of feed water event in order to verify the applicability of the proposed method in practices. The example showed that the method become more facilitated to consider the concerns of the introduction of advanced MMI devices, and to integrate human error analysis process not only into HRA/PRA but also into the MMI and interface design. Finally, the possible extensions and further efforts required to obtain the applicability of the suggested method were discussed.

A Framework for Designing Closed-loop Hand Gesture Interface Incorporating Compatibility between Human and Monocular Device

  • Lee, Hyun-Soo;Kim, Sang-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.533-540
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    • 2012
  • Objective: This paper targets a framework of a hand gesture based interface design. Background: While a modeling of contact-based interfaces has focused on users' ergonomic interface designs and real-time technologies, an implementation of a contactless interface needs error-free classifications as an essential prior condition. These trends made many research studies concentrate on the designs of feature vectors, learning models and their tests. Even though there have been remarkable advances in this field, the ignorance of ergonomics and users' cognitions result in several problems including a user's uneasy behaviors. Method: In order to incorporate compatibilities considering users' comfortable behaviors and device's classification abilities simultaneously, classification-oriented gestures are extracted using the suggested human-hand model and closed-loop classification procedures. Out of the extracted gestures, the compatibility-oriented gestures are acquired though human's ergonomic and cognitive experiments. Then, the obtained hand gestures are converted into a series of hand behaviors - Handycon - which is mapped into several functions in a mobile device. Results: This Handycon model guarantees users' easy behavior and helps fast understandings as well as the high classification rate. Conclusion and Application: The suggested framework contributes to develop a hand gesture-based contactless interface model considering compatibilities between human and device. The suggested procedures can be applied effectively into other contactless interface designs.

Models for evaluating and predicting the user satisfaction of product designs (제품다자인의 감성만족도 평가 및 예측모델 개발)

  • Han, Seong-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.20 no.1
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    • pp.87-113
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    • 2001
  • This study introduces the concept of image/impression of a product design, human interface elements, and the relationships between them. It is assumed that the human interface can be decomposed into detailed design elements, called human interface elements. This study attempts to build functional relationships between the image/impression of a product and human interface elements. Two different human factors experiments were conducted to demonstrate the effectiveness of the approach suggested in this study. A total of 35 audio/visual consumer electronics products (e.g., CD players, VCRs) were shown on a display screen and the subjects were instructed to evaluate them in terms of eight image/impression dimensions. One experiment was conducted using Korean subjects while the other using American subjects. The functional relationships were modeled by using the multiple linear regression technique. Similarity and difference between the Korean and the American subjects were analyzed. The approach suggested in this study is expected to help designers and developers identify important design variables to enhance the subjective satisfaction of a product design.

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A Portable Mediate Interface 'Handybot' for the Rich Human-Robot Interaction (인관과 로봇의 다양한 상호작용을 위한 휴대 매개인터페이스 ‘핸디밧’)

  • Hwang, Jung-Hoon;Kwon, Dong-Soo
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.8
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    • pp.735-742
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    • 2007
  • The importance of the interaction capability of a robot increases as the application of a robot is extended to a human's daily life. In this paper, a portable mediate interface Handybot is developed with various interaction channels to be used with an intelligent home service robot. The Handybot has a task-oriented channel of an icon language as well as a verbal interface. It also has an emotional interaction channel that recognizes a user's emotional state from facial expression and speech, transmits that state to the robot, and expresses the robot's emotional state to the user. It is expected that the Handybot will reduce spatial problems that may exist in human-robot interactions, propose a new interaction method, and help creating rich and continuous interactions between human users and robots.