Abstract: Earthquakes are natural phenomena that occur with influence of a lot of parameters such as seismic activity, changing in the ground waters' motion, changing in the water-s temperature, etc. On the other hand, the radon gas concentrations in soil vary as nonlinear generally with earthquakes. Continuous measurement of the soil radon gas is very important for determination of characteristic of the seismic activity. The radon gas changes as continuous with strain occurring within the Earth-s surface during an earthquake and effects from the physical and the chemical processes such as soil structure, soil permeability, soil temperature, the barometric pressure, etc. Therefore, at the modeling researches are notsufficient to knowthe concentration ofradon gas. In this research, we determined relationships between radon emissions based on the environmental parameters and earthquakes occurring along the East Anatolian Fault Zone (EAFZ), Turkiye and predicted magnitudes of some earthquakes with the artificial neural network (ANN) model.
Abstract: User-Centered Design (UCD), Usability Engineering (UE) and Participatory Design (PD) are the common Human- Computer Interaction (HCI) approaches that are practiced in the software development process, focusing towards issues and matters concerning user involvement. It overlooks the organizational perspective of HCI integration within the software development organization. The Management Information Systems (MIS) perspective of HCI takes a managerial and organizational context to view the effectiveness of integrating HCI in the software development process. The Human-Centered Design (HCD) which encompasses all of the human aspects including aesthetic and ergonomic, is claimed as to provide a better approach in strengthening the HCI approaches to strengthen the software development process. In determining the effectiveness of HCD in the software development process, this paper presents the findings of a content analysis of HCI approaches by viewing those approaches as a technology which integrates user requirements, ranging from the top management to other stake holder in the software development process. The findings obtained show that HCD approach is a technology that emphasizes on human, tools and knowledge in strengthening the HCI approaches to strengthen the software development process in the quest to produce a sustainable, usable and useful software product.
Abstract: The human friendly interaction is the key function of a human-centered system. Over the years, it has received much attention to develop the convenient interaction through intention recognition. Intention recognition processes multimodal inputs including speech, face images, and body gestures. In this paper, we suggest a novel approach of intention recognition using a graph representation called Intention Graph. A concept of valid intention is proposed, as a target of intention recognition. Our approach has two phases: goal recognition phase and intention recognition phase. In the goal recognition phase, we generate an action graph based on the observed actions, and then the candidate goals and their plans are recognized. In the intention recognition phase, the intention is recognized with relevant goals and user profile. We show that the algorithm has polynomial time complexity. The intention graph is applied to a simple briefcase domain to test our model.
Abstract: The use of human hand as a natural interface for humancomputer interaction (HCI) serves as the motivation for research in hand gesture recognition. Vision-based hand gesture recognition involves visual analysis of hand shape, position and/or movement. In this paper, we use the concept of object-based video abstraction for segmenting the frames into video object planes (VOPs), as used in MPEG-4, with each VOP corresponding to one semantically meaningful hand position. Next, the key VOPs are selected on the basis of the amount of change in hand shape – for a given key frame in the sequence the next key frame is the one in which the hand changes its shape significantly. Thus, an entire video clip is transformed into a small number of representative frames that are sufficient to represent a gesture sequence. Subsequently, we model a particular gesture as a sequence of key frames each bearing information about its duration. These constitute a finite state machine. For recognition, the states of the incoming gesture sequence are matched with the states of all different FSMs contained in the database of gesture vocabulary. The core idea of our proposed representation is that redundant frames of the gesture video sequence bear only the temporal information of a gesture and hence discarded for computational efficiency. Experimental results obtained demonstrate the effectiveness of our proposed scheme for key frame extraction, subsequent gesture summarization and finally gesture recognition.
Abstract: One challenging direction of mobile commerce (mcommerce)
that is getting a great deal of attention globally is mobile
financing. The smart-phone and PDA users all around the world are
facing difficulties to become accustomed and trust in m-commerce.
The main rationale can be the slow variation and lack of trust in
mobile payment systems. Mobile payment systems that are in use
need to be more effective and efficient. This paper proposes: the
interface design is not the only factor affecting the m-commerce
adoption and lack of trust; in fact it is the combined effect of
interface usability and trustworthy mobile payment systems, because
it-s the money that the user has to spend at the end of the day, which
the user requires to get transferred securely. The purpose of this
research is to identify the problems regarding the trust and adaption
of m-commerce applications by mobile users and to provide the best
possible solution with respect to human computer interaction (HCI)
principles.
Abstract: We introduce a new interactive 3D simulator of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). Using state-of-the-art computer animation technology we have modeled and rigged a physiologically accurate 3D model of the eyes, eyelids, and eyebrow regions and we have 'optimized' it for use with an interactive and web deliverable platform. In addition, we have realized a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D simulator of eye motion and ocular expression is, to our knowledge, the most advanced/realistic available so far for applications in character animation and medical pedagogy.
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: There are many researches to detect collision between real object and virtual object in 3D space. In general, these techniques are need to huge computing power. So, many research and study are constructed by using cloud computing, network computing, and distribute computing. As a reason of these, this paper proposed a novel fast 3D collision detection algorithm between real and virtual object using 2D intersection area. Proposed algorithm uses 4 multiple cameras and coarse-and-fine method to improve accuracy and speed performance of collision detection. In the coarse step, this system examines the intersection area between real and virtual object silhouettes from all camera views. The result of this step is the index of virtual sensors which has a possibility of collision in 3D space. To decide collision accurately, at the fine step, this system examines the collision detection in 3D space by using the visual hull algorithm. Performance of the algorithm is verified by comparing with existing algorithm. We believe proposed algorithm help many other research, study and application fields such as HCI, augmented reality, intelligent space, and so on.
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: Human computer interaction has progressed
considerably from the traditional modes of interaction. Vision based
interfaces are a revolutionary technology, allowing interaction
through human actions, gestures. Researchers have developed
numerous accurate techniques, however, with an exception to few
these techniques are not evaluated using standard HCI techniques. In
this paper we present a comprehensive framework to address this
issue. Our evaluation of a computer vision application shows that in
addition to the accuracy, it is vital to address human factors
Abstract: In modern human computer interaction systems
(HCI), emotion recognition is becoming an imperative characteristic.
The quest for effective and reliable emotion recognition in HCI has
resulted in a need for better face detection, feature extraction and
classification. In this paper we present results of feature space analysis
after briefly explaining our fully automatic vision based emotion
recognition method. We demonstrate the compactness of the feature
space and show how the 2d/3d based method achieves superior features
for the purpose of emotion classification. Also it is exposed that
through feature normalization a widely person independent feature
space is created. As a consequence, the classifier architecture has
only a minor influence on the classification result. This is particularly
elucidated with the help of confusion matrices. For this purpose
advanced classification algorithms, such as Support Vector Machines
and Artificial Neural Networks are employed, as well as the simple k-
Nearest Neighbor classifier.
Abstract: A trend in agent community or enterprises is that they are shifting from closed to open architectures composed of a large number of autonomous agents. One of its implications could be that interface agent framework is getting more important in multi-agent system (MAS); so that systems constructed for different application domains could share a common understanding in human computer interface (HCI) methods, as well as human-agent and agent-agent interfaces. However, interface agent framework usually receives less attention than other aspects of MAS. In this paper, we will propose an interface web agent framework which is based on our former project called WAF and a Distributed HCI template. A group of new functionalities and implications will be discussed, such as web agent presentation, off-line agent reference, reconfigurable activation map of agents, etc. Their enabling techniques and current standards (e.g. existing ontological framework) are also suggested and shown by examples from our own implementation in WAF.
Abstract: Human Computer Interaction (HCI) has been an
emerging field that draws in the experts from various fields to
enhance the application of computer programs and the ease of
computer users. HCI has much to do with learning and cognition and
an emerging approach to learning and problem-solving is problembased
learning (PBL). The processes of PBL involve important
cognitive functions in the various stages. This paper will illustrate
how closely related fields to HCI, PBL and cognitive psychology can
benefit from informing each other through analysing various
cognitive functions. Several cognitive functions from cognitive
function disc (CFD) would be presented and discussed in relation to
human-computer interface. This paper concludes with the
implications of bridging the gaps amongst these disciplines.
Abstract: Both software applications and their development environment are becoming more and more distributed. This trend impacts not only the way software computes, but also how it looks. This article proposes a Human Computer Interface (HCI) template from three representative applications we have developed. These applications include a Multi-Agent System based software, a 3D Internet computer game with distributed game world logic, and a programming language environment used in constructing distributed neural network and its visualizations. HCI concepts that are common to these applications are described in abstract terms in the template. These include off-line presentation of global entities, entities inside a hierarchical namespace, communication and languages, reconfiguration of entity references in a graph, impersonation and access right, etc. We believe the metaphor that underlies an HCI concept as well as the relationships between a bunch of HCI concepts are crucial to the design of software systems and vice versa.
Abstract: The aim of this study is to emphasize the opportunities in space design under the aspect of HCI as performance areas. HCI is a multidisciplinary approach that could be identified in many different areas. The aesthetical reflections of HCI by virtual reality in space design are the high-tech solutions of the new innovations as computational facilities by artistic features. The method of this paper is to identify the subject in 3 main parts. In the first part a general approach and definition of interactivity on the basis of space design; in the second part the concept of multimedia interactive theater by some chosen samples from the world and interactive design aspects; in the third part the samples from Turkey will be identified by stage designing principles. In the results it could be declared that the multimedia database is the virtual approach of theatre stage designing regarding interactive means by computational facilities according to aesthetical aspects. HCI is mostly identified in theatre stages as computational intelligence under the affect of interactivity.