• 제목/요약/키워드: Human Interface

검색결과 1,438건 처리시간 0.027초

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

  • 이문환;이두용
    • 제어로봇시스템학회논문지
    • /
    • 제9권8호
    • /
    • pp.610-615
    • /
    • 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
    • 한국방송∙미디어공학회:학술대회논문집
    • /
    • 한국방송공학회 1999년도 KOBA 방송기술 워크샵 KOBA Broadcasting Technology Workshop
    • /
    • pp.23.1-28
    • /
    • 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.

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

  • 김현석;황성원;문현정
    • 디자인학연구
    • /
    • 제20권3호
    • /
    • pp.257-268
    • /
    • 2007
  • 인간 대 컴퓨터 인터페이스의 발전은 기술의 발전에 크게 의존되어 왔다. 그러나 인위적 환경을 통한 커뮤니케이션 방법인 키보드, 마우스나 OMR 등의 비직관적 인터페이스를 넘어선 직관적 인터페이스의 연구가 활발히 진행되고 있다. 이와 더불어 일반 가정에서도 대형화면 TV의 급속한 보급과 디지털환경을 통한 다양한 서비스의 제공이 이뤄지고 있다. 이러한 인터페이스와 TV환경의 변화는 인간 대 TV의 인터페이스에 획기적 변화를 요구하게 되었다. 기존의 인터페이스에서 동작인식을 기반으로 하는 인터페이스로의 전환은 보다 직관적인 인터페이스로서 제시될 수 있을 것이다. 본 연구에서는 지시동작인식이론과 디지털 TV 인터페이스 분석에 대한 이론을 바탕으로, 이에 요구되는 최소기능 추출 후 인터뷰를 통해 추출된 지시동작을 분석하는 기초적 연구이다. 이를 통해 디지털 TV에서 요구되어지는 특정 기능에 대한 동작모형을 제시하여 이에 적합한 인터페이스 환경을 디자인하는데 대한 기초자료로 활용하고자 한다.

  • PDF

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
    • /
    • 제13권1호
    • /
    • pp.1-16
    • /
    • 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.

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

  • 이용희;장통일;임현교
    • 대한인간공학회지
    • /
    • 제22권1호
    • /
    • pp.31-42
    • /
    • 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
    • 대한인간공학회지
    • /
    • 제31권4호
    • /
    • pp.533-540
    • /
    • 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.

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

  • 한성호
    • 대한인간공학회지
    • /
    • 제20권1호
    • /
    • pp.87-113
    • /
    • 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.

  • PDF

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

  • 황정훈;권동수
    • 제어로봇시스템학회논문지
    • /
    • 제13권8호
    • /
    • pp.735-742
    • /
    • 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.