The search functionality is under construction.

Keyword Search Result

[Keyword] human computer interaction(6hit)

1-6hit
  • Proposal and Evaluation of Visual Analytics Interface for Time-Series Data Based on Trajectory Representation

    Rei TAKAMI  Yasufumi TAKAMA  

     
    PAPER-Human-computer Interaction

      Pubricized:
    2019/09/30
      Vol:
    E103-D No:1
      Page(s):
    142-151

    This paper proposes a visual analytics (VA) interface for time-series data so that it can solve the problems arising from the property of time-series data: a collision between interaction and animation on the temporal aspect, collision of interaction between the temporal and spatial aspects, and the trade-off of exploration accuracy, efficiency, and scalability between different visualization methods. To solve these problems, this paper proposes a VA interface that can handle temporal and spatial changes uniformly. Trajectories can show temporal changes spatially, of which direct manipulation enables to examine the relationship among objects either at a certain time point or throughout the entire time range. The usefulness of the proposed interface is demonstrated through experiments.

  • Personalized Emotion Recognition Considering Situational Information and Time Variance of Emotion

    Yong-Soo SEOL  Han-Woo KIM  

     
    PAPER-Human-computer Interaction

      Vol:
    E96-D No:11
      Page(s):
    2409-2416

    To understand human emotion, it is necessary to be aware of the surrounding situation and individual personalities. In most previous studies, however, these important aspects were not considered. Emotion recognition has been considered as a classification problem. In this paper, we attempt new approaches to utilize a person's situational information and personality for use in understanding emotion. We propose a method of extracting situational information and building a personalized emotion model for reflecting the personality of each character in the text. To extract and utilize situational information, we propose a situation model using lexical and syntactic information. In addition, to reflect the personality of an individual, we propose a personalized emotion model using KBANN (Knowledge-based Artificial Neural Network). Our proposed system has the advantage of using a traditional keyword-spotting algorithm. In addition, we also reflect the fact that the strength of emotion decreases over time. Experimental results show that the proposed system can more accurately and intelligently recognize a person's emotion than previous methods.

  • A Framework of Real Time Hand Gesture Vision Based Human-Computer Interaction

    Liang SHA  Guijin WANG  Xinggang LIN  Kongqiao WANG  

     
    PAPER-Vision

      Vol:
    E94-A No:3
      Page(s):
    979-989

    This paper presents a robust framework of human-computer interaction from the hand gesture vision in the presence of realistic and challenging scenarios. To this end, several novel components are proposed. A hybrid approach is first proposed to automatically infer the beginning position of hand gestures of interest via jointly optimizing the regions given by an offline skin model trained from Gaussian mixture models and a specific hand gesture classifier trained from the Adaboost technique. To consistently track the hand in the context of using kernel based tracking, a semi-supervised feature selection strategy is further presented to choose the feature subspaces which appropriately represent the properties of offline hand skin cues and online foreground-background-classification cues. Taking the histogram of oriented gradients as the descriptor to represent hand gestures, a soft-decision approach is finally proposed for recognizing static hand gestures at the locations where severe ambiguity occurs and hidden Markov model based dynamic gestures are employed for interaction. Experiments on various real video sequences show the superior performance of the proposed components. In addition, the whole framework is applicable to real-time applications on general computing platforms.

  • A Study of Inherent Pen Input Modalities for Precision Parameter Manipulations during Trajectory Tasks

    Yizhong XIN  Xiangshi REN  

     
    PAPER-Human-computer Interaction

      Vol:
    E92-D No:12
      Page(s):
    2454-2461

    Adjustment of a certain parameter in the course of performing a trajectory task such as drawing or gesturing is a common manipulation in pen-based interaction. Since pen tip information is confined to x-y coordinate data, such concurrent parameter adjustment is not easily accomplished in devices using only a pen tip. This paper comparatively investigates the performance of inherent pen input modalities (Pressure, Tilt, Azimuth, and Rolling) and Key Pressing with the non-preferred hand used for precision parameter manipulation during pen sliding actions. We elaborate our experimental design framework here and conduct experimentation to evaluate the effect of the five techniques. Results show that Pressure enabled the fastest performance along with the lowest error rate, while Azimuth exhibited the worst performance. Tilt showed slightly faster performance and achieved a lower error rate than Rolling. However, Rolling achieved the most significant learning effect on Selection Time and was favored over Tilt in subjective evaluations. Our experimental results afford a general understanding of the performance of inherent pen input modalities in the course of a trajectory task in HCI (human computer interaction).

  • Recognizing and Analyzing of User's Continuous Action in Mobile Systems

    Jonghun BAEK  Ik-Jin JANG  Byoung-Ju YUN  

     
    PAPER-Human-computer Interaction

      Vol:
    E89-D No:12
      Page(s):
    2957-2963

    As a result of the growth of sensor-enabled mobile devices, in recent years, users can utilize diverse digital contents everywhere and anytime. However, the interfaces of mobile applications are often unnatural due to limited computational capability, miniaturized input/output controls, and so on. To complement the poor user interface (UI) and fully utilize mobility as feature of mobile devices, we explore possibilities for a new UI of mobile devices. This paper describes the method for recognizing and analyzing a user's continuous action including the user's various gestures and postures. The application example we created is mobile game called AM-Fishing game on mobile devices that employ the accelerometer as the main interaction modality. The demonstration shows the evaluation for the system usability.

  • A Simple Method for Facial Pose Detection

    Min Gyo CHUNG  Jisook PARK  Jiyoun DONG  

     
    LETTER-Image and Signal Processing

      Vol:
    E87-A No:10
      Page(s):
    2585-2590

    Much of the work on faces in computer vision has been focused on face recognition or facial expression analysis, but has not been directly related with face direction detection. In this paper, we propose a vision-based approach to detect a face direction from a single monocular view of a face by using a facial feature called facial triangle, which is formed by two eyebrows and the lower lip. Specifically, the proposed method introduces simple formulas to detect face rotation, horizontally and vertically, using the facial triangle. It makes no assumption about the structure of the face and produces an accurate estimate of face direction.