Abstract: With the development of ubiquitous computing,
current user interaction approaches with keyboard, mouse and pen
are not sufficient. Due to the limitation of these devices the useable
command set is also limited. Direct use of hands as an input device is
an attractive method for providing natural Human Computer
Interaction which has evolved from text-based interfaces through 2D
graphical-based interfaces, multimedia-supported interfaces, to fully
fledged multi-participant Virtual Environment (VE) systems.
Imagine the human-computer interaction of the future: A 3Dapplication
where you can move and rotate objects simply by moving
and rotating your hand - all without touching any input device. In this
paper a review of vision based hand gesture recognition is presented.
The existing approaches are categorized into 3D model based
approaches and appearance based approaches, highlighting their
advantages and shortcomings and identifying the open issues.
Abstract: This paper proposes a novel architecture for developing decision support systems. Unlike conventional decision support systems, the proposed architecture endeavors to reveal the decision-making process such that humans' subjectivity can be incorporated into a computerized system and, at the same time, to preserve the capability of the computerized system in processing information objectively. A number of techniques used in developing the decision support system are elaborated to make the decisionmarking process transparent. These include procedures for high dimensional data visualization, pattern classification, prediction, and evolutionary computational search. An artificial data set is first employed to compare the proposed approach with other methods. A simulated handwritten data set and a real data set on liver disease diagnosis are then employed to evaluate the efficacy of the proposed approach. The results are analyzed and discussed. The potentials of the proposed architecture as a useful decision support system are demonstrated.
Abstract: Distant-talking voice-based HCI system suffers from
performance degradation due to mismatch between the acoustic
speech (runtime) and the acoustic model (training). Mismatch is
caused by the change in the power of the speech signal as observed at
the microphones. This change is greatly influenced by the change in
distance, affecting speech dynamics inside the room before reaching
the microphones. Moreover, as the speech signal is reflected, its
acoustical characteristic is also altered by the room properties. In
general, power mismatch due to distance is a complex problem. This
paper presents a novel approach in dealing with distance-induced
mismatch by intelligently sensing instantaneous voice power variation
and compensating model parameters. First, the distant-talking speech
signal is processed through microphone array processing, and the
corresponding distance information is extracted. Distance-sensitive
Gaussian Mixture Models (GMMs), pre-trained to capture both
speech power and room property are used to predict the optimal
distance of the speech source. Consequently, pre-computed statistic
priors corresponding to the optimal distance is selected to correct
the statistics of the generic model which was frozen during training.
Thus, model combinatorics are post-conditioned to match the power
of instantaneous speech acoustics at runtime. This results to an
improved likelihood in predicting the correct speech command at
farther distances. We experiment using real data recorded inside two
rooms. Experimental evaluation shows voice recognition performance
using our method is more robust to the change in distance compared
to the conventional approach. In our experiment, under the most
acoustically challenging environment (i.e., Room 2: 2.5 meters), our
method achieved 24.2% improvement in recognition performance
against the best-performing conventional method.
Abstract: With the development of the Internet, E-commerce is
growing at an exponential rate, and lots of online stores are built up to
sell their goods online. A major factor influencing the successful
adoption of E-commerce is consumer-s trust. For new or unknown
Internet business, consumers- lack of trust has been cited as a major
barrier to its proliferation. As web sites provide key interface for
consumer use of E-Commerce, we investigate the design of web site to
build trust in E-Commerce from a design science approach. A
conceptual model is proposed in this paper to describe the ontology of
online transaction and human-computer interaction. Based on this
conceptual model, we provide a personalized webpage design
approach using Bayesian networks learning method. Experimental
evaluation are designed to show the effectiveness of web
personalization in improving consumer-s trust in new or unknown
online store.
Abstract: Finger spelling is an art of communicating by signs
made with fingers, and has been introduced into sign language to serve
as a bridge between the sign language and the verbal language.
Previous approaches to finger spelling recognition are classified into
two categories: glove-based and vision-based approaches. The
glove-based approach is simpler and more accurate recognizing work
of hand posture than vision-based, yet the interfaces require the user to
wear a cumbersome and carry a load of cables that connected the
device to a computer. In contrast, the vision-based approaches provide
an attractive alternative to the cumbersome interface, and promise
more natural and unobtrusive human-computer interaction. The
vision-based approaches generally consist of two steps: hand
extraction and recognition, and two steps are processed independently.
This paper proposes real-time vision-based Korean finger spelling
recognition system by integrating hand extraction into recognition.
First, we tentatively detect a hand region using CAMShift algorithm.
Then fill factor and aspect ratio estimated by width and height
estimated by CAMShift are used to choose candidate from database,
which can reduce the number of matching in recognition step. To
recognize the finger spelling, we use DTW(dynamic time warping)
based on modified chain codes, to be robust to scale and orientation
variations. In this procedure, since accurate hand regions, without
holes and noises, should be extracted to improve the precision, we use
graph cuts algorithm that globally minimize the energy function
elegantly expressed by Markov random fields (MRFs). In the
experiments, the computational times are less than 130ms, and the
times are not related to the number of templates of finger spellings in
database, as candidate templates are selected in extraction step.
Abstract: In order to enhance the usability of the human computer interface (HCI) on the touchscreen, this study explored the optimal tactile depth and effect of visual cues on the user-s tendency to touch the touchscreen icons. The experimental program was designed on the touchscreen in this study. Results indicated that the ratio of the icon size to the tactile depth was 1:0.106. There were significant effects of experienced users and novices on the tactile feedback depth (p < 0.01). In addition, the results proved that the visual cues provided a feedback that helped to guide the user-s touch icons accurately and increased the capture efficiency for a tactile recognition field. This tactile recognition field was 18.6 mm in length. There was consistency between the experienced users and novices under the visual cue effects. Finally, the study developed an applied design with touch feedback for touchscreen icons.
Abstract: One of the main concerns in the Information Technology field is adoption with new technologies in organizations which may result in increasing the usage paste of these technologies.This study aims to look at the issue of culture-s role in accepting and using new technologies in organizations. The study examines the effect of culture on accepting and intention to use new technology in organizations. Studies show culture is one of the most important barriers in adoption new technologies. The model used for accepting and using new technology is Technology Acceptance Model (TAM), while for culture and dimensions a well-known theory by Hofsted was used. Results of the study show significant effect of culture on intention to use new technologies. All four dimensions of culture were tested to find the strength of relationship with behavioral intention to use new technologies. Findings indicate the important role of culture in the level of intention to use new technologies and different role of each dimension to improve adaptation process. The study suggests that transferring of new technologies efforts are most likely to be successful if the parties are culturally aligned.
Abstract: The introduction of haptic elements in a graphic user interfaces are becoming more widespread. Since haptics are being introduced rapidly into computational tools, investigating how these models affect Human-Computer Interaction would help define how to integrate and model new modes of interaction. The interest of this paper is to discuss and investigate the issues surrounding Haptic and Graphic User Interface designs (GUI) as separate systems, as well as understand how these work in tandem. The development of these systems is explored from a psychological perspective, based on how usability is addressed through learning and affordances, defined by J.J. Gibson. Haptic design can be a powerful tool, aiding in intuitive learning. The problems discussed within the text is how can haptic interfaces be integrated within a GUI without the sense of frivolity. Juxtaposing haptics and Graphic user interfaces has issues of motivation; GUI tends to have a performatory process, while Haptic Interfaces use affordances to learn tool use. In a deeper view, it is noted that two modes of perception, foveal and ambient, dictate perception. These two modes were once thought to work in tandem, however it has been discovered that these processes work independently from each other. Foveal modes interpret orientation is space which provide for posture, locomotion, and motor skills with variations of the sensory information, which instructs perceptions of object-task performance. It is contended, here, that object-task performance is a key element in the use of Haptic Interfaces because exploratory learning uses affordances in order to use an object, without meditating an experience cognitively. It is a direct experience that, through iteration, can lead to skill-sets. It is also indicated that object-task performance will not work as efficiently without the use of exploratory or kinesthetic learning practices. Therefore, object-task performance is not as congruently explored in GUI than it is practiced in Haptic interfaces.