
In this paper, we outline an algorithm that we developed for reconstructing the pose of a human hand using stereo vision. The algorithm relies on several steps, namely, camera calibration, three dimensional reconstruction from a pair of images of the same scene taken by two cameras, object detection, and computer graphics modeling of the object. In what follows, we present the reader with some of the results obtained as we implemented our reconstruction algorithm. We wish to note that the accuracy of our reconstruction algorithm is a direct consequence of the accuracy of our own calibration algorithm.
Hierarchical menus are a common feature of the user interface for interactive software. Dynamic menus allow users to add items to the menu structure. Such dynamic menus are subject to usability problems of hiding information because of overlapping data and of requiring large in-line movement of the mouse or input device. This paper presents an improved design for menu display and interaction to provide easier viewing and navigation.
A comparison of different bit-rate definitions used in the Brain-Computer Interface (BCI) community is proposed; assumptions underlying those definitions and their limitations are discussed. Capacity estimates using Wolpaw and Nykopp bit-rates are computed for various published BCIs. It appears that only Nykopp's bit-rate is coherent with channel coding theory. Wol- paw's definition might lead to underestimate the real bit- rate and to infer wrong conclusions about the optimal number of symbols; its use should be avoided. The us- age of a proper bit-rate assessment is motivated and advocated. Finally, it is found that the typical signal-to- noise ratio of current BCIs lies around 0 dB.
A new approach is developed to explore the feasibility of reconstructing human manipulation skills ill complex constrained motion by tracing and learning the manipulation performed by the operator. The peg-in-hole insertion problem was used as a case study, which represents a typical constrained motion force sensitive manufacturing task with the attendant issues of jamming, light clearance, and the need for quick assembly times. In the developed system, position and contact force and torque as well as orientation data generated in the haptic rendered virtual environment combined with a priori knowledge about the task are used to identify and learn the skills in the newly demonstrated task. The recorded training data are classified into states. The assembly states monitored from the haptic virtual environment are used in training a Hidden Markov Model, which is used to estimate assembly states in on-line analysis. The robot evaluates the controller's performance, assembly state and thus learns the best way to produce that behaviour. Locally weighted regression (LWR) algorithm is used to identify constraints of the controller's skills in each state. The concept behind the project is described The approach developed and the results obtained are reported.
Some functions and arithmetic in weave editing such as basic symmetric pattern flip, basic symmetric reverse pattern flip, symmetric diagonal pattern flip, waved twills flip and so on are introduced. Fabric design with the use of these weave editing arithmetic, not only some repeated work in the design process can be avoided patterns beyond imagination can also be achieved. It is particularly convenient for the designs of symmetric patterns and symmetric reverse patterns. A windows-based CAD/CAM software is developed to implement these models.
This paper reviews and experiments an evaluation framework for online user groups. The evaluation focuses on two aspects: usability and sociability. A case study on a Yahoo user group has been finished, and patterns of the group's message posting behavior, as well as how the member crowd evolved in the past three years, have been mined. A visualization tool has been implemented to display the patterns retrieved. The evaluation framework and the evaluation process can be reused in the evaluation of other online user groups.
The fusion of different input channels is a key factor for multimodal human-computer interfaces. In this work, we present a new concept for modality fusion. Our aim was an interface architecture that is restricted neither to a specific application field nor to specific input commands. We use a semantic network in combination with a dictionary for describing the possible user inputs – the interaction constraints as well as the field of application can be changed just by exchanging the dictionary. For the interpretation of the inputs we use a frame based solution.
With every growing trend of assimilation and success there must be some sign of reform for the masses to make any such application or toolkit as easy to use as it is to master. In the case of creating virtual environments, Java3D is under question, and we hope to provide clear explanations of why implementing HCI techniques in any designer's application or toolkit is necessary.
Electronic calendars are important tools that are used by consumers on a daily basis. However, scheduling a meeting that involves persons with different commitments and preferences remains a difficult task. Meeting scheduling is difficult because current calendaring applications cannot handle the responsibility of automatically and autonomously managing time slots. This paper presents a distributed multi-agent system architecture in which each person is represented by an agent. These agents automatically and autonomously work together to assist different users to book meetings on their behalf. Each agent has the capability to manage, negotiate and schedule tasks, meetings, events, appointments for its assigned user. In this multi-agent system, the agents coordinate their activities and negotiate on behalf of their associated users to find a solution that satisfies the users' meeting requirements and preferences. A prototype of this system is implemented to demonstrate how the agents can automatically book meetings.
In this paper we present a new approach to displaying and browsing a digital library in Perseus that consists of a set of Greek vases. This approach is applicable to Digital Libraries in general, however. Our new design extends previous research by taking advantage of Virtual Reality to present context even while the user focuses on a single item. Using Virtual Reality, users are not limited to the physical screen of a computer monitor and in addition, they can directly interact with items in the museum naturally. Users can still focus on specific datum, a vase, while not losing reference of the entire museum.
An emergency management system dealing with emergencies in road and railway tunnels has been developed, and the system evaluation is discussed in the paper. The paper will include descriptions of the types of major accidents, their frequencies and consequences, and means to increase the safety in tunnels. The success criteria for the evaluation are defined and discussed from the points of view of functionality, user acceptance, impact analysis, socio-economic analysis and financial issues.
paper aims to present the S. PERERE (Simulation of Performance in Error and Recovery), a computational simulator of the human behavior intended to produce, at random, human error states during the accomplishment of a task. It is expected that, from the results, the S. PERERE contributes to the systems engineer in the elaboration of projects which are based on the critical interaction between man and computer.
Groupware technology is defined as software that can be used by a group of users who are working on the same information and data but not physically together. This technology is used for communication, cooperation, collaboration, and coordination. This paper discusses the general architecture of our groupware system. In addition, we study the following issues: a description of multi-user access control; an illustration of flexible groupware; and an explanation of task design. We have designed and conducted an experiment that compares the performance of two groups of users in order to perform usability testing of our system.
The rapid growth of Internet and World Wide Web has increased the web usage. However, all users who visit a website do not return satisfied. User satisfaction is not always determined by the design of user interface but also depends on the expectations of the user from the website. This paper presents an approach, in which the users play an active role in improving the usability of a website. A four state model for features of a website is presented. These states are Irritant, Chaotic, Assuring, and Motivating. Since the state of a feature is considered dynamic, the effect of various factors, which can influence it, is also discussed An algorithm to improve the usability of a website, based on the users view on the state of a feature, is proposed This algorithm Eliminates the irritant, Simplifies the chaotic, Improves the assuring and Highlights the motivating features, ensuring user's revisit to the site. A comparative study on three websites is conducted which relates the perceived usability of the website with the states of the features.
Many colleges and universities are adopting an e-learning approach in order to offer a variety of courses to a global student audience. This approach is vital to gain a market share in an increasingly competitive world and stay abreast with deployment and usage of new technologies. The process, by which e-learning courses are offered, maintained and updated in terms of syllabus and content vary amongst institutions mainly due to limitations in available resources. This paper presents current, ongoing work on building a prototype for an e-learning model that is based on fizzy logic and web services to analyze, deploy, maintain and update an arbitrary course syllabus and its content by way of effective communication between players of the e-learning environment.
Usability of multiple product, multiple quantity (MPMQ) ordering in relation to online supermarket stores is a major issue. Problems experienced when purchasing a single item online are multiplied when users attempt to conduct complex purchases such as supermarket shopping. Through the use of usability testing participants engaged in ordering products from three online supermarkets. Based on two rounds of usability testing, it was determined that all three web sites were easy to learn, with users becoming faster with experience.
The current information on World Wide Web (WWW) is mainly composed of HTML (Hyper-Text Markup Language). Therefore, users obtain web information by graphical user interface (GUI) as using mouse and keyboard in order to retrieve text and HTML information. However, it is not convenient for people including the disabled to obtain web information with only GUI comparing to the interface that has the additional voice interface integrated. VoiceXML, the extension of XML has been used to process information through telephone service with speech synthesis/recognition technology. In this paper, we propose the web browsing system that integrates graphic and voice interface in order to navigate WWW. The interface is called Graphical Voice User Interface (GVUI) that is built on our web browser with VoiceXML. For the system, we choose and categorize the number of VoiceXML elements for a developer's convenience. Besides, we present its architecture and results implemented with the several existing web browsers.