• Title/Summary/Keyword: Human-like touch

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Human-Object Interaction Framework Using RGB-D Camera (RGB-D 카메라를 사용한 사용자-실사물 상호작용 프레임워크)

  • Baeka, Yong-Hwan;Lim, Changmin;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.11-23
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    • 2016
  • Recent days, touch interaction interface is the most widely used interaction interface to communicate with digital devices. Because of its usability, touch technology is applied almost everywhere from watch to advertising boards and it is growing much bigger. However, this technology has a critical weakness. Normally, touch input device needs a contact surface with touch sensors embedded in it. Thus, touch interaction through general objects like books or documents are still unavailable. In this paper, a human-object interaction framework based on RGB-D camera is proposed to overcome those limitation. The proposed framework can deal with occluded situations like hovering the hand on top of the object and also moving objects by hand. In such situations object recognition algorithm and hand gesture algorithm may fail to recognize. However, our framework makes it possible to handle complicated circumstances without performance loss. The framework calculates the status of the object with fast and robust object recognition algorithm to determine whether it is an object or a human hand. Then, the hand gesture recognition algorithm controls the context of each object by gestures almost simultaneously.

A Unit Touch Gesture Model of Performance Time Prediction for Mobile Devices

  • Kim, Damee;Myung, Rohae
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.4
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    • pp.277-291
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    • 2016
  • Objective: The aim of this study is to propose a unit touch gesture model, which would be useful to predict the performance time on mobile devices. Background: When estimating usability based on Model-based Evaluation (MBE) in interfaces, the GOMS model measured 'operators' to predict the execution time in the desktop environment. Therefore, this study used the concept of operator in GOMS for touch gestures. Since the touch gestures are comprised of possible unit touch gestures, these unit touch gestures can predict to performance time with unit touch gestures on mobile devices. Method: In order to extract unit touch gestures, manual movements of subjects were recorded in the 120 fps with pixel coordinates. Touch gestures are classified with 'out of range', 'registration', 'continuation' and 'termination' of gesture. Results: As a results, six unit touch gestures were extracted, which are hold down (H), Release (R), Slip (S), Curved-stroke (Cs), Path-stroke (Ps) and Out of range (Or). The movement time predicted by the unit touch gesture model is not significantly different from the participants' execution time. The measured six unit touch gestures can predict movement time of undefined touch gestures like user-defined gestures. Conclusion: In conclusion, touch gestures could be subdivided into six unit touch gestures. Six unit touch gestures can explain almost all the current touch gestures including user-defined gestures. So, this model provided in this study has a high predictive power. The model presented in the study could be utilized to predict the performance time of touch gestures. Application: The unit touch gestures could be simply added up to predict the performance time without measuring the performance time of a new gesture.

Tangible AR interaction based on fingertip touch using small-sized non-square markers

  • Park, Hyungjun;Jung, Ho-Kyun;Park, Sang-Jin
    • Journal of Computational Design and Engineering
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    • v.1 no.4
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    • pp.289-297
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    • 2014
  • Although big-sized markers are good for accurate marker recognition and tracking, they are easily occluded by other objects and deteriorate natural visualization and level of immersion during user interaction in AR environments. In this paper, we propose an approach to exploiting the use of rectangular markers to support tangible AR interaction based on fingertip touch using small-sized markers. It basically adjusts the length, width, and interior area of rectangular markers to make them more suitably fit to longish objects like fingers. It also utilizes convex polygons to resolve the partial occlusion of a marker and properly enlarges the pattern area of a marker while adjusting its size without deteriorating the quality of marker detection. We obtained encouraging results from users that the approach can provide better natural visualization and higher level of immersion, and be accurate and tangible enough to support a pseudo feeling of touching virtual products with human hands or fingertips during design evaluation of digital handheld products.

A Study on the Technical Change and Maternal Touch in Child Care (보육 산업의 발달과 아동의 모성접촉으로부터의 소외)

  • Kim, Sung-Hee
    • Korean Journal of Human Ecology
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    • v.19 no.6
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    • pp.933-943
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    • 2010
  • This study was carried out to investigate the effect of changes in child care technology on mother-child contact by using all sorts of literature such as diaries, documents or statistical data. Child care technologies began to change during the 1960's. Diverse goods and services such as baby dry milk, paper diapers and child care centers have made child care easier and saved a great deal of time. This has also allowed women to participate in labor markets easily despite rearing children. But maternal contact with children have declined due to new goods and services and this trend is especially prevalent in early childhood. It could be supported that the convenience of rearing rather than the needs of children like as attachment to maternity primarily was considered in technological change. From this results it was suggested that we should develop the alternative child care technologies which better reflect children's needs.

Evaluating Perceived Smartness of Product from Consumer's Point of View: The Concept and Measurement

  • Lee, Won-Jun
    • The Journal of Asian Finance, Economics and Business
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    • v.6 no.1
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    • pp.149-158
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    • 2019
  • Due to the rapid development of IT (information technology) and internet, products become smart and able to collect, process and produce information and can think of themselves to provide better service to consumers. However, research on the characteristics of smart product is still sparse. In this paper, we report the systemic development of a scale to measure the perceived product smartness associated with smart product. To develop product smartness scale, this study follows systemic scale development processes of item generation, item reduction, scale validation, reliability and validity test consequently. And, after acquiring a large amount of qualitative interview data asking the definition of smart product, we add a unique process to reduce the initial items using both a text mining method using 'r' s/w and traditional reliability and validity tests including factor analysis. Based on an initial qualitative inquiry and subsequent quantitative survey, an eight-factor scale of product smartness is developed. The eight factors are multi-functionality, human-like touch, ability to cooperate, autonomy, situatedness, network connectivity, integrity, and learning capability consequently. Results from Korean samples support the proposed measures of product smartness in terms of reliability, validity, and dimensionality. Implications and directions for further study are discussed. The developed scale offers important theoretical and pragmatic implications for researchers and practitioners.

Towards Establishing a Touchless Gesture Dictionary based on User Participatory Design

  • Song, Hae-Won;Kim, Huhn
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.515-523
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    • 2012
  • Objective: The aim of this study is to investigate users' intuitive stereotypes on non-touch gestures and establish the gesture dictionary that can be applied to gesture-based interaction designs. Background: Recently, the interaction based on non-touch gestures is emerging as an alternative for natural interactions between human and systems. However, in order for non-touch gestures to become a universe interaction method, the studies on what kinds of gestures are intuitive and effective should be prerequisite. Method: In this study, as applicable domains of non-touch gestures, four devices(i.e. TV, Audio, Computer, Car Navigation) and sixteen basic operations(i.e. power on/off, previous/next page, volume up/down, list up/down, zoom in/out, play, cancel, delete, search, mute, save) were drawn from both focus group interview and survey. Then, a user participatory design was performed. The participants were requested to design three gestures suitable to each operation in the devices, and they evaluated intuitiveness, memorability, convenience, and satisfaction of their derived gestures. Through the participatory design, agreement scores, frequencies and planning times of each distinguished gesture were measured. Results: The derived gestures were not different in terms of four devices. However, diverse but common gestures were derived in terms of kinds of operations. In special, manipulative gestures were suitable for all kinds of operations. On the contrary, semantic or descriptive gestures were proper to one-shot operations like power on/off, play, cancel or search. Conclusion: The touchless gesture dictionary was established by mapping intuitive and valuable gestures onto each operation. Application: The dictionary can be applied to interaction designs based on non-touch gestures. Moreover, it will be used as a basic reference for standardizing non-touch gestures.

Biomimetic Hopping Strategy for Robots

  • Sung, S.H.;Youm, Y.;Chung, W.K.
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2654-2659
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    • 2003
  • In this paper, we present biomimetic hopping strategy which is more human-like for legged robot through stiffness modulation. Stiffness value is calculated from the motion of body center of gravity. This method enable to reduce impact force on touch-down, adaption on ground stiffness change and height modulation. Simple selected models will be used to validate this method. For general model, singular perturbation is used for control and simulation using stiffness modulation is presented.

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Prediction of Menu selection on Touch-screen Using A Cognitive Architecture: ACT-R (ACT-R을 이용한 터치스크린 메뉴 선택 수행 예측)

  • Min, Jung-Sang;Jo, Seong-Sik;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.6
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    • pp.907-914
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    • 2010
  • Cognitive model, that is cognitive architecture, is the model expressed with computer program to show the process how human solve a certain problem and it is continuously under investigation through various fields of study such as cognitive engineering, computer engineering, and cognitive psychology. In addition, the much extensive applicability of cognitive model usually helps it to be used for quantitative prediction of human Behavior or Natural programming of human performance in many HCI areas including User Interface Usability, artificial intelligence, natural programming language and also Robot engineering. Meanwhile, when a system designed, an usability test about conceptual design of interface is needed and in this case, analysis evaluation using cognitive model like GOMS or ACT-R is much more effective than empirical evaluation which naturally needs products and subjects. In particular, if we consider the recent trend of very short-end term between a previous technology development and the next new one, it would take time and much efforts to choose subjects and train them in order to conduct usability test which is repeatedly followed in the process of a system development and this finally would bring delays of development of a new system. In this study, we predicted quantitatively the human behavior processes which contains cognitive processes for menu selection in touch screen interface through ACT-R, one of the common method of usability test. Throughout the study, it was shown that the result using cognitive model was equal with the result using existing empirical evaluation. And it is expected that cognitive model has a possibility not only to be used as an effective methodology for evaluation of HCI products or system but also to contribute the activation of HCI cognitive modeling in Korea.

A Study on Brassiere Wearing by Elementary School Girls (초등학교 여학생의 브레지어 착용실태에 관한 연구)

  • Yi, Kyong-Hwa
    • Korean Journal of Human Ecology
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    • v.7 no.1
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    • pp.147-165
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    • 1998
  • The object of this study was to help designing of well-fit and comfortable brassieres for the elementary school girls through the survey on actual condition of wearing brassieres. The subjects of investigation for this study was the elementary school girls in the province of Jeonbuk and Taejeon city. The conclusion of this study was as follows; The 40.2% of the total subjects were wearing brassieres like the 63.3% of the fourth, the 85.4% of the fifth, and the 89.7% of the sixth grade students. The main reason of non wearing brassieres was for the underdeveloped breast, and also that of wearing brassieres was for the good shape of the breast. The main types of brassieres were ranked "Tank Top type", "Mold type", and "Adolescent girl-Bra". They had started to wear brassieres by the recommendation of adults who were their mother or teachers, and usually wearing brassieres all day. They usually purchased brassieres "with mother together" or "only by their mother". The standard of choosing brassieres was also ranked by FASHION, CONVENIENCE, SIZE, TOUCH, and SWEAT ABSORPTION. The total score of satisfaction for wearing brassieres was showed "Average score" and the score higher in Jeonju and Taejeon than in Kunsan. The higher grade and fatter was showed decreasing the score of satisfaction. The higher grade became, the more various for the size and preferable a pure cotton fabric for brassieres. The favorite types of brassieres were "Sport Bra" and "Volume-up Bra". They usually purchased a little larger size than their original size of that.

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Highly Sensitive Flexible Organic Field-Effect Transistor Pressure Sensors Using Microstructured Ferroelectric Gate Dielectrics

  • Kim, Do-Il;Lee, Nae-Eung
    • Proceedings of the Korean Vacuum Society Conference
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    • 2014.02a
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    • pp.277.2-277.2
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    • 2014
  • For next-generation electronic applications, human-machine interface devices have recently been demonstrated such as the wearable computer as well as the electronic skin (e-skin). For integration of those systems, it is essential to develop many kinds of components including displays, energy generators and sensors. In particular, flexible sensing devices to detect some stimuli like strain, pressure, light, temperature, gase and humidity have been investigated for last few decades. Among many condidates, a pressure sensing device based on organic field-effect transistors (OFETs) is one of interesting structure in flexible touch displays, bio-monitoring and e-skin because of their flexibility. In this study, we have investigated a flexible e-skin based on highly sensitive, pressure-responsive OFETs using microstructured ferroelectric gate dielectrics, which simulates both rapidly adapting (RA) and slowly adatping (SA) mechanoreceptors in human skin. In SA-type static pressure, furthermore, we also demonstrate that the FET array can detect thermal stimuli for thermoreception through decoupling of the input signals from simultaneously applied pressure. The microstructured highly crystalline poly(vinylidene fluoride-trifluoroethylene) possessing piezoelectric-pyroelectric properties in OFETs allowed monitoring RA- and SA-mode responses in dyanamic and static pressurizing conditions, which enables to apply the e-skin to bio-monitoring of human and robotics.

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