276 results on '"Interaction method"'
Search Results
2. Analysis of predicted interactions of science and technology stakeholders in upstream laws and documents
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Hosein Nasiri, Mohammad Yamani Douzi Sorkhabi, Gholamreza Zaker-Salehi, and Mahmood Abolghasemi
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stakeholder interactions ,science and technology policy ,types of interaction ,interaction objectives ,interaction method ,Economic growth, development, planning ,HD72-88 ,Employee participation in management. Employee ownership. Industrial democracy. Works councils ,HD5650-5660 - Abstract
Purpose: : The stakeholders of science and technology, like other areas of public policy, have an important role in the success and failure of policies by influencing and being influenced by policies. The research was conducted with the aim of analyzing the anticipated interactions of the stakeholders of science and technology in the upstream documents. Methodology: The research is an applied research from the point of view of the goal and thematic analysis from the point of view of the data collection method. For this purpose, among the upstream documents, eleven documents were selected and analyzed in the four dimensions of stakeholder identification, type, purpose and method of stakeholder interaction. Findings: In the analysis, stakeholders in four sections; Government, private, individuals and civil society were categorized, and the beneficiaries of the public sector had the largest share. Stakeholder interaction is predicted in seven types, and "institution-to-institution" interaction was the most frequent . The objectives of stakeholder interactions are foreseen in fifteen themes, the most important of which were "Development of science and technology" and "Strengthening interactions between stakeholders". Stakeholder interaction methods were introduced in the form of ten themes, among which "development of incentive mechanisms" and "creation of cooperation networks" were introduced as important methods of interaction. Originality/ value: : For the first time, the research has taken a comprehensive look at the issue of stakeholder interactions, which, in addition to identifying the stakeholders, has determined how the stakeholders interact, the purpose and the modes of their interaction.
- Published
- 2022
3. Study on the Current Situation of Interactive Video in China and the Development Strategy of Interactivity
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Li, Jiayin, Striełkowski, Wadim, Editor-in-Chief, Black, Jessica M., Series Editor, Butterfield, Stephen A., Series Editor, Chang, Chi-Cheng, Series Editor, Cheng, Jiuqing, Series Editor, Dumanig, Francisco Perlas, Series Editor, Al-Mabuk, Radhi, Series Editor, Scheper-Hughes, Nancy, Series Editor, Urban, Mathias, Series Editor, Webb, Stephen, Series Editor, Ali, Ghaffar, editor, Birkök, Mehmet Cüneyt, editor, and Khan, Intakhab Alam, editor
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- 2022
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4. Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces.
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Hussain, Muhammad, Park, Jaehyun, and Kim, Hyun K
- Subjects
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USER-centered system design , *AUGMENTED reality , *SATISFACTION , *USER interfaces - Abstract
Augmented reality (AR) technologies are becoming increasingly popular. However, studies regarding the usability of AR interfaces are scarce. This study aims to derive the optimal usability design of the AR interface by analyzing the performance of 12 interface conditions (2 button sizes × 3 distances × 2 interaction types). An experiment was conducted using Microsoft HoloLens, in which participants performed button selection tasks with an array of 3 × 3 virtual buttons. The task completion time and the number of errors were measured along with a subjective satisfaction score. The results showed that a clicker-based interaction was more effective in task completion time, the number of errors and user satisfaction than a hand gesture. Furthermore, large buttons required a significantly shorter task completion time than small buttons. There was no significant difference in the number of errors between the two sizes. A distance of at least 80 cm from the eye to the virtual object is most favorable for a good performance. There was a significant difference in the task completion times between 40 cm and 80 cm and between 40 cm and 120 cm. These results can aid the interface designs for AR applications and devices. [ABSTRACT FROM AUTHOR]
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- 2023
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5. The Design of Not-so-everyday Things: Designing for Emerging Experiences.
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Wyatt, John and Piggott, Andy
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TECHNOLOGICAL innovations ,EXPERIENCE ,DIGITAL technology - Abstract
In this paper, we explore how emerging technologies and experiences challenge previous theories and practices to grow and adopt and, thus, address new and unique challenges, such as designing across macro-level ecosystems, new devices, and interaction models that enable user control of data in an increasingly complex digital world. We discuss these topics with respect to real and future examples, the unique challenges they present, and how academia and industry must collaborate to adapt current frameworks and develop new methods to address these challenges. This partnership will ensure both parties better understand the problem space for designing emerging experiences in today's digital economy. Further, this partnership enables scholars and practitioners to more effectively explore the solution space for designing novel products and developing advanced theories that help craft meaningful user experiences. Finally, we argue that the partnership between academia and industry can develop future talent and upskill current practitioners, which is paramount in successfully meeting the challenges inherent in the design of emerging technologies. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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6. An Object Model and Interaction Method for a Simulated Experience of Pottery on a Potter’s Wheel
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Takafumi Matsumaru and Ami Morikawa
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simulated experience system ,pottery of potter’s wheel ,object model ,bowl shape ,layered cylinder ,interaction method ,Chemical technology ,TP1-1185 - Abstract
This paper introduces an object model and an interaction method for a simulated experience of pottery on a potter’s wheel. Firstly, we propose a layered cylinder model for a 3D object of the pottery on a potter’s wheel. Secondly, we set three kinds of deformation functions to form the object model from an initial state to a bowl shape: shaping the external surface, forming the inner shape (deepening the opening and widening the opening), and reducing the total height. Next, as for the interaction method between a user and the model, we prepare a simple but similar method for hand-finger operations on pottery on a potter’s wheel, in which the index finger movement takes care of the external surface and the total height, and the thumb movement makes the inner shape. Those are implemented in the three-dimensional aerial image interface (3DAII) developed in our laboratory to build a simulated experience system. We confirm the operation of the proposed object model (layered cylinder model) and the functions of the prepared interaction method (a simple but similar method to actual hand-finger operations) through a preliminary evaluation of participants. The participants were asked to make three kinds of bowl shapes (cylindrical, dome-shaped, and flat-type) and then they answered the survey (maneuverability, visibility, and satisfaction). All participants could make something like three kinds of bowl shapes in less than 30 min from their first touch.
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- 2020
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7. Evaluation of Interaction Methods for a Real-Time Augmented Reality Game
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Pollmann, Frederic, Wenig, Dirk, Picklum, Mareike, Malaka, Rainer, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Anacleto, Junia C., editor, Clua, Esteban W. G., editor, da Silva, Flavio S. Correa, editor, Fels, Sidney, editor, and Yang, Hyun S., editor
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- 2013
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8. Efficiency-Optimal Rigidity Configuration of Passive Torsional Flapping Wings
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Zongxia Jiao and Longfei Zhao
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Optimal design ,Torsional vibration ,Computer science ,business.industry ,Work (physics) ,Aerospace Engineering ,Rigidity (psychology) ,Structural engineering ,Blade element theory ,Physics::Fluid Dynamics ,Interaction method ,Flapping ,business ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
In this work, a simple analytical tool for the efficient, optimal design of passive torsional flapping wings, which is usually done with the complex fluid–structure interaction method, is proposed....
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- 2021
9. Object Selection in Virtual Environments Performance, Usability and Interaction with Spatial Abilities
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Baier, Andreas, Wittmann, David, Ende, Martin, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, and Shumaker, Randall, editor
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- 2011
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10. Interactive Multimedia Tabletops (IMT) for Casual Users
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Iraola, Andoni Beristain, Romay, Manuel Graña, Kacprzyk, Janusz, editor, Demazeau, Yves, editor, Dignum, Frank, editor, Corchado, Juan M., editor, Bajo, Javier, editor, Corchuelo, Rafael, editor, Corchado, Emilio, editor, Fernández-Riverola, Florentino, editor, Julián, Vicente J., editor, Pawlewski, Pawel, editor, and Campbell, Andrew, editor
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- 2010
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11. Skin care management support system based on cloud computing.
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Jeong, Chang-Won and Joo, Su-Chong
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SKIN diseases ,CLOUD computing ,SKIN care ,SOCIAL support ,SOCIAL networks ,SYNCHRONIZATION software ,PSORIASIS ,MELANOMA - Abstract
In this paper, we propose a skin care management support system that can provide easy intercommunication between patients and medical staff for optimal management of skin treatment and an aid to diagnosis. This system provides self-management and treatment advice for patients from medical staff. Our research is specially focused on the management of conditions such as psoriasis and melanoma. Although there exist systems have been developed for various medical applications, including some that provide self-monitoring via smartphones, the patient participation rate in using these applications has been low after initial use. This is because obtaining useful information regarding the diagnosis and treatment of disease without the support of medical staff is difficult. We propose a skin care management support system with an enhanced interaction method. It leverages a data synchronization mechanism to enable patients and medical staff to view simultaneously. The system environment is based on cloud computing environment, which provides secure communication by using an Advanced Encryption Standard (AES) between patients and medical staff. Finally, we demonstrate the complete skin care management procedure for skin diseases using a smartphone-based portal service. [ABSTRACT FROM AUTHOR]
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- 2018
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12. Music Wall: A Tangible User Interface Using Tapping as an Interactive Technique
- Author
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Hu, Catherine, Tung, Kinsun, Lau, Lawrence, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Lee, Seongil, editor, Choo, Hyunseung, editor, Ha, Sungdo, editor, and Shin, In Chul, editor
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- 2008
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13. An Exploration of Freehand Crossing Selection in Head-Mounted Augmented Reality
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Stephen Uzor and Per Ola Kristensson
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Human-Computer Interaction ,Interaction method ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Computer science ,Human–computer interaction ,Head (linguistics) ,Dynamic interface ,Selection (linguistics) ,Augmented reality ,Goal crossing ,Virtual reality ,Gaze - Abstract
Crossing, or goal crossing, has proven useful in various selection scenarios, including pen, mouse, touch, and virtual reality (VR). However, crossing has not been exploited for freehand selection using augmented reality head-mounted displays (AR HMDs). Using the HoloLens, we explore freehand crossing for selection and compare it to the state-of-the-art “gaze and commit” (head gaze) method. We report on three studies investigating freehand crossing in multiple use cases. The first study shows that crossing outperforms head gaze in selection scenarios of varying target arrangements. The second explores crossing, head gaze, and hand pointing in radial menu and dynamic interface scenarios. The third explores crossing as a function carrier for a variety of basic interaction functions in a drawing application. This work builds on existing knowledge on the goal-crossing paradigm by demonstrating its potential as a useful interaction method in 3D AR HMD interfaces.
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- 2021
14. The Effect of Interaction Method and Vibrotactile Feedback on User Experience and Performance in the VR Games
- Author
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Moon, Hye Sung and Moon, Hye Sung
- Abstract
Recent hand tracking systems have contributed to enhancing user experience in the virtual environment (VE) due to its natural and intuitive interaction. In addition, wearable haptic devices are another approach to provide engaging and immersive experiences. However, controllers are still prevalent in VR (Virtual Reality) games as a main interaction device. Also, haptic devices are rare and not widely accepted by users because they get bulky to implement sophisticated haptic sensation. To overcome this issue, I conducted experiments (Study 1 and Study 2 of this Thesis) to investigate the effect of interaction method (controller and whole-hand interaction using hand tracking) and vibrotactile feedback on user experience in the VR game. In Study 1 of this Thesis, I recruited 36 participants and compared the user's sense of presence, engagement, usability, and task performance under three different conditions: (1) VR controllers, (2) hand tracking without vibrotactile feedback, and (3) hand tracking with vibrotactile feedback at fingertips through the gloves I developed. The gloves deliver vibrotactile feedback at each fingertip by vibration motors. I observed that whole-hand interaction using hand tracking enhanced the user's sense of presence, engagement, usability, and task performance. Further vibrotactile feedback increased the presence and engagement more clearly. Based on the participants' feedback, I could further modify the form factor to make it more usable in the VR game and comfortable to wear on a regular basis. In this sense, in Study 2 of this Thesis, I developed a new thimble-shape device to deliver vibrotactile feedback only at one fingertip rather than ten fingertips. Further, social VR is an emerging VR platform where multiple users can interact with one another. However, most social VR applications have not provided a sense of touch. I recruited 24 participants and conducted an experiment that explored the effects of interaction method and fingertip
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- 2022
15. u-Table: A Tabletop Interface for Multiple Users
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Lee, Jangho, Kim, Jee-In, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Gavrilova, Marina, editor, Gervasi, Osvaldo, editor, Kumar, Vipin, editor, Tan, C. J. Kenneth, editor, Taniar, David, editor, Laganá, Antonio, editor, Mun, Youngsong, editor, and Choo, Hyunseung, editor
- Published
- 2006
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16. EQUATIONS OF INTENSITY, DURATION AND FREQUENCY FOR THE PERUÍPE, ITANHÉM AND JUCURUÇU RIVER BASINS
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João Batista Lopes da Silva, Patrick Gomes Moreira, Priscila Félix Almeida, and Amanda Carvalho Augusto Vilas Boas
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Rainfall ,Hydrology ,geography ,Coefficient of determination ,geography.geographical_feature_category ,Intense rainfall equation ,Drainage basin ,Regression analysis ,General Medicine ,Slope coefficient ,Hydrology (agriculture) ,Interaction method ,Environmental science ,Duration (project management) ,Intensity (heat transfer) - Abstract
The intense rainfall equations present a great technical interest for hydraulic works projects. In the State of Bahia, there are only 19 equations of intensity, duration and frequency modeling, requiring a greater number of equations for the State. The most recent ones are almost 15 years old, with only two in the Peruípe, Itanhém and Jucuruçu river basins. Thus, the objective of this work was to determine the parameters of the equations of intensity, duration and frequency (IDF) of the rainfall stations for different locations of the basins of the Peruípe, Itanhém and Jucuruçu rivers, located in the far southern Bahia State. Initially, 59 stations were selected, out of which only those with over 20 year-old data and records from 1980 onwards. Rainfall disaggregation was carried out using the method proposed by Cetesb (Environmental Company of the State of São Paulo, Brazil) and the parameters (K, a, b and c) were adjusted through nonlinear multiple regression using the nonlinear-generalized reduced gradient interaction method, where adjustment was evaluated by the coefficient of determination (R2). In the end, 29 equations were adjusted, with coefficient of determination greater than 0.99, therefore, improving the perspective of planning hydraulic works in the region. This correlation could also be observed by the regression equation of the observed data with the adjusted ones, where the slope coefficient of the line was close to 1.0 for all rainfall stations.
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- 2020
17. An evaluation of touchscreen versus keyboard/mouse interaction for large screen process control displays.
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Noah, Benjamin, Li, Jingwen, and Rothrock, Ling
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- *
TOUCH screens , *KEYBOARDS (Electronics) , *PROCESS control instruments , *DATA entry , *TASK performance - Abstract
The objectives of this study were to test the effect of interaction device on performance in a process control task (managing a tank farm). The study compared the following two conditions: a) 4K-resolution 55" screen with a 21" touchscreen versus b) 4K-resolution 55″ screen with keyboard/mouse. The touchscreen acted both as an interaction device for data entry and navigation and as an additional source of information. A within-subject experiment was conducted among 20 college engineering students. A primary task of preventing tanks from overfilling as well as a secondary task of manual logging with situation awareness questions were designed for the study. Primary Task performance (including tank level at discharge, number of tank discharged and performance score), Secondary Task Performance (including Tank log count, performance score), system interaction times, subjective workload, situation awareness questionnaire, user experience survey regarding usability and condition comparison were used as the measures. Parametric data resulted in two metrics statistically different means between the two conditions: The 4K-keyboard condition resulted in faster Detection + Navigation time compared to the 4K-touchscreen condition, by about 2 s, while participants within the 4K-touchscreen condition were about 2 s faster in data entry than in the 4K-keyboard condition. No significant results were found for: performance on the secondary task, situation awareness, and workload. Additionally, no clear significant differences were found in the non-parametric data analysis. However, participants showed a slight preference for the 4K-touchscreen condition compared to the 4K-keyboard condition in subjective responses in comparing the conditions. Introducing the touchscreen as an additional/alternative input device showed to have an effect in interaction times, which suggests that proper design considerations need to be made. While having values shown on the interaction device provides value, a potential issue of visual distraction exists when having an additional visual display. The allocation of visual attention between primary displays and the touchscreen should be further investigated. [ABSTRACT FROM AUTHOR]
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- 2017
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18. Revitalization Model for Village Unit Cooperative in Indonesia.
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Riswan, Riswan, Eko Suyono, and Mafudi, Mafudi
- Published
- 2017
19. Adaptive Blowing Interaction Method Based on a Siamese Network
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Wei Gai, Yeqing Chen, Yulong Bian, and Chenglei Yang
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General Computer Science ,Computer science ,business.industry ,domain adaptation ,General Engineering ,adaptive ,Blowing interaction ,Siamese network ,Interaction method ,General Materials Science ,Artificial intelligence ,lcsh:Electrical engineering. Electronics. Nuclear engineering ,business ,lcsh:TK1-9971 - Abstract
Breathing is a natural and directly controllable human activity. Currently, some works have considered breath as a direct input controlling mechanism. The equipment relied upon in these works is generally complicated, expensive, inconvenient to wear, and sometimes insufficiently controllable. The use of breathing interaction is also limited to a certain scene and is not universal. This paper proposes an adaptive interaction method, which is a natural and directly controllable interaction based on blowing air that only uses headset microphones to obtain the sound waveform of the blowing action without requiring expensive equipment, and that can be used conveniently anytime and anywhere. This blowing interaction uses a Siamese network to achieve “self-adaptation” - the first step adapts to noise interference, including environmental noise and the user's own speaking interference, and the second step adapts to different users and equipment, that is, the blowing interaction is used by different people or on different equipment, and the interaction mode can accurately identify the type of blowing. This paper also develops several applications of the blowing interaction method to test the algorithm. During tests, it's proved that this interface not only increases the type of blowing used for interaction but also eliminates interference from speaking in a normal volume effectively and addresses the problem of individual differences.
- Published
- 2020
20. The Design of Not-so-everyday Things: Designing for Emerging Experiences
- Author
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Andy Piggott, Adored WiFi, and John Wyatt
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Form factor (design) ,Interaction method ,User experience design ,Human–computer interaction ,business.industry ,Wearable computer ,General Medicine ,Sociology ,business ,Internet of Things - Published
- 2019
21. Survey on Video Information Superimposition and Interaction Method Oriented to Disaster Knowledge of Power Grid
- Author
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Yu Hai, Peng Lin, Xu Min, Wang Gang, Bao Xingchuan, Liang Zhu, Wang He, He Zhimin, and Hou Zhansheng
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Interaction method ,Computer science ,Computer graphics (images) ,Superimposition ,Power grid - Published
- 2021
22. ShareME: A metaphor-based authoring tool for multimedia environments
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Väänänen, Kaisa, Goos, Gerhard, editor, Hartmanis, Juris, editor, Grechenig, Thomas, editor, and Tscheligi, Manfred, editor
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- 1993
- Full Text
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23. Hand Gesture Recognition using Continuous Wave (CW) Radar based on Hybrid PCA-KNN
- Author
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Nur Emileen Abdul Rashid, Nor Ayu Zakaria, Zuhani Ismail Khan, Khairul Khaizi Mohd Sharif, and Yasmin Adlina Izzati Muhammad Nor
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business.industry ,Computer science ,Feature extraction ,Pattern recognition ,law.invention ,Interaction method ,law ,Gesture recognition ,Principal component analysis ,Continuous wave ,Artificial intelligence ,Radar ,business ,Gesture ,Curse of dimensionality - Abstract
Development in human-computer interactions (HCI) has increased over the last decades due to the widespread use of computing devices such as portable computers and smartphones. While the conventional keyboard and mouse are effective, their use can be limited, therefore the hand gesture is an alternative interaction method. The development of a hand gesture recognition system will certainly improve the existing HCI systems. In this study, a hand gesture recognition system was presented using commercially available continuous-wave (CW) radar combined with a classification algorithm based on k-nearest neighbours. The principal component analysis (PCA) is proposed to extract features and reduce dimensionality of hand gesture spectra. Performance validation based on the leave-one-out procedure shows that the proposed system has almost 100% classification accuracy.
- Published
- 2021
24. Statistical Optimization of Co-stabilized Growth of Ag NPs by Liquid Plasma Interaction Method for Study of Antibacterial Activity
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M. Ayyaz, Muhammad Yasin Naz, Noorul Huda, and Shazia Shukrullah
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Interaction method ,Chemistry ,Liquid plasma ,Antibacterial activity ,Nuclear chemistry - Abstract
In this study, a plasma jet of argon gas was impinged with a solution of metal salt and stabilizers for production of silver NPs. To optimize the absorbance parameter, a simplex centroid design (SCD) was used to optimize the experiments. The combined and individual effect of stabilizers on the synthesis of Ag NPs was significant when P-value < 0.05. SCD optimization of UV results showed a sharp SPR band at 302 nm. In FTIR analysis, bond absorption at 1633 cm−1 attributed to C=O was shifted to higher wavelength due to saccharides addition. XRD analysis confirmed the FCC structure of Ag NPs having average size of 15 nm. SEM- EDX revealed the formation of spherical shaped Ag NPs with strong absorption at 3 keV confirming the presence of the Ag content. Antibacterial activity of Ag NPs was significant against both bacteria, with slightly stronger activity against Staph. aureus than Escherichia coli.
- Published
- 2021
25. The Effect of VR Gaming on Discomfort, Cybersickness, and Reaction Time
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Sara Vlahovic, Lea Skorin-Kapov, Nina Pavlin-Bernardić, and Mirko Suznjevic
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Virtual Reality, Immersive Technology, Gaming, Cybersickness, Discomfort, Reaction Time ,Game mechanics ,Natural interaction ,Interaction method ,Computer science ,Human–computer interaction ,ComputingMilieux_PERSONALCOMPUTING ,Immersion (virtual reality) ,Cognition ,Virtual reality ,Set (psychology) ,Visualization - Abstract
The capabilities of commercial virtual reality (VR) systems can be utilized to implement a wide spectrum of interaction and locomotion methods. However, immersion in VR is often accompanied by undesirable physical sensations that undermine the VR gaming experience. Presenting the results of a user study (N = 20) comparing the physiological and cognitive aftereffects of three different VR games with game mechanics centered around natural interaction, this paper attempts to shed light on the impact of different content factors (e.g., game genre, visual environment, interaction method) on user comfort. While moving away from cybersickness as the primary measure of VR-induced discomfort through investigating a broader set of physical symptoms, such as device-related discomfort, muscle fatigue, and pain, we also include a discussion on the complexities of measuring cybersickness for physically demanding games. Further focusing on cognitive performance, we discuss preliminary findings regarding different effects of common VR game interactions (pick and place, slicing, and shooting) on reaction time.
- Published
- 2021
26. A Rapid Viscous-Inviscid Interaction Method for the Preliminary Design of S-Shaped Transition Ducts
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H. Simpson, A. Veyrat, Chris Hall, A. D. Walker, and J. F. Carrotte
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Physics::Fluid Dynamics ,Materials science ,Interaction method ,business.industry ,Boundary layer turbulence ,Inviscid flow ,Shear stress ,Mechanics ,Separation technology ,Computational fluid dynamics ,business ,Gas compressor ,Pressure gradient - Abstract
For preliminary design of compressor transition ducts, knowledge-based tools for the rapid assessment of aerodynamic performance of S-shaped ducts are not currently available in the open literature. This is due to the highly complex flow developing under the combined influence of pressure gradients and streamline curvature. This paper presents a new approach enabling an agile design process avoiding premature use of time-consuming high-fidelity CFD calculations. The features of a 2D axisymmetric incompressible steady flow field are captured with a semi-analytical viscous inviscid interaction method. A potential core, based on streamline curvature and implicit velocity profile by parametric spline reconstruction, is coupled to an integral method predicting the turbulent boundary layer growth up to separation. The shear stress distribution is generated by a modified mixing length model for strongly curved flows and wall shear stress closure is performed by inverse calculation of a composite law-of-the-wall. When compared to CFD, the aerodynamic loading is generally predicted to within ±3% but convergence is achieved 20 times faster.
- Published
- 2021
27. Prediction of cavitation inception in slots
- Author
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E.L. Amromin
- Subjects
Fluid Flow and Transfer Processes ,Physics ,Mechanical Engineering ,Computation ,Flow (psychology) ,General Physics and Astronomy ,02 engineering and technology ,Inflow ,Mechanics ,01 natural sciences ,010305 fluids & plasmas ,Vortex ,Physics::Fluid Dynamics ,020303 mechanical engineering & transports ,0203 mechanical engineering ,Interaction method ,Cavitation ,0103 physical sciences - Abstract
Cavitation inception in slots on the flat walls is analyzed in the steady flow approach using a viscous-inviscid interaction method. It was assumed that, in the accordance with known observations, cavities appear as spherical bubbles in the cores of vortices near the slot corners. Computed cavitation inception numbers are compared with published experimental results of other authors within wide ranges of inflow parameters. The comparison shows a satisfactory agreement of computations with the measured data.
- Published
- 2019
28. Design of Direct Teaching Behavior of Collaborative Robot Based on Force Interaction
- Author
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Ken Chen, Dan Wu, Yunfei Dong, and Tianyu Ren
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0209 industrial biotechnology ,Computer science ,Process (engineering) ,Mechanical Engineering ,02 engineering and technology ,Plan (drawing) ,Production efficiency ,Industrial and Manufacturing Engineering ,020901 industrial engineering & automation ,Interaction method ,Artificial Intelligence ,Control and Systems Engineering ,Human–computer interaction ,Personnel safety ,Direct instruction ,Related research ,Robot ,Electrical and Electronic Engineering ,Software - Abstract
Direct teaching can help users without the expertise of robots to quickly program a robot and plan trajectories in a complex environment. It is one of the typical applications of human-robot cooperation for improving production efficiency. However, the existing direct teaching system and related research have the problem that the human-robot communication is not intuitive enough, and the personnel safety in the teaching-playback process cannot be fully guaranteed. Based on the self-developed torque-controlled robot platform, we propose a force interaction method to achieve natural command communication. Then, combined with the analysis of the security threats in the operation process, a proper behavior of the direct teaching robot is designed to form a complete teaching-playback strategy. The proposed force recognition method and direct teaching behavior are verified on a 7-DOF collaborative robot.
- Published
- 2019
29. Learning Articulated Constraints From a One-Shot Demonstration for Robot Manipulation Planning
- Author
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Yizhou Liu, Fusheng Zha, Lining Sun, Jingxuan Li, Mantian Li, and Xin Wang
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One shot ,General Computer Science ,movements segmentation ,Computer science ,Constraint (computer-aided design) ,General Engineering ,Learning from demonstration ,Revolute joint ,robot manipulation planning ,Interaction method ,Human–computer interaction ,Simple (abstract algebra) ,Robot ,Doors ,General Materials Science ,Manual segmentation ,lcsh:Electrical engineering. Electronics. Nuclear engineering ,lcsh:TK1-9971 ,task space region - Abstract
Robots manipulating in domestic environments generally need to interact with articulated objects, such as doors, drawers, laptops and swivel chairs. The rigid bodies that make up these objects are connected by a revolute pair or a prismatic pair. Robots are expected to learn and understand the objects' articulated constraints with a simple interaction method. In this way, the autonomy of robot manipulation will be greatly improved in an environment with unstructured constraints. In this paper, a method is proposed to obtain the articulated objects' constraint model by learning from a one-shot continuous visual demonstration which contains multistep movements, and this enables human teacher to continuously demonstrate several tasks at once without manual segmentation. At the end of this paper, a six-degree-of-freedom robot uses the constraint model obtained by demonstration learning to achieve manipulation planning of various tasks based on the AG-CBiRRT algorithm.
- Published
- 2019
30. Interaction avec un agent motivationnel pour soutenir le changement de comportement
- Author
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Louvet, Antoine, Ravenet, Brian, Clavel, Céline, Sabouret, Nicolas, Cognition, Perception et Usages (CPU), Laboratoire d'Informatique pour la Mécanique et les Sciences de l'Ingénieur (LIMSI), Université Paris Saclay (COmUE)-Centre National de la Recherche Scientifique (CNRS)-Sorbonne Université - UFR d'Ingénierie (UFR 919), Sorbonne Université (SU)-Sorbonne Université (SU)-Université Paris-Saclay-Université Paris-Sud - Paris 11 (UP11)-Université Paris Saclay (COmUE)-Centre National de la Recherche Scientifique (CNRS)-Sorbonne Université - UFR d'Ingénierie (UFR 919), and Sorbonne Université (SU)-Sorbonne Université (SU)-Université Paris-Saclay-Université Paris-Sud - Paris 11 (UP11)
- Subjects
Conversational agent ,Typology ,Entretien Motivationnel ,Evaluation Study Agent conversationnel ,Méthode d'interaction ,Interaction method ,Motivational Interviewing ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,Typologie ,Étude d'évaluation ,[INFO.INFO-AI]Computer Science [cs]/Artificial Intelligence [cs.AI] - Abstract
International audience; We are developing a virtual agent based on the Motivational Interviewing method to help elderly and inactive individuals change their behavior. The agent engages users in a conversation that aims to highlight reasons why they might want to increase their level of physical activity. In this work, we describe our approach to computerized adaptation of Motivational Interviewing. A study evaluates the outcome of this approach and the system as a whole. CCS CONCEPTS • Human-centered computing → Interaction design; User studies.; Nous développons un agent virtuel qui s’inspire de la méthode de l’Entretien Motivationnel pour soutenir des individus âgés et inactifs dans un changement de comportement positif. L’agent engage les utilisateurs dans une conversation qui a pour objectif de mettre en évidence les raisons qui pourraient les inciter à augmenter leur niveau d’activité physique. Dans ce travail, nous décrivons notre approche pour effectuer une adaptation informatisée de l’Entretien Motivationnel. Une étude évalue le résultat de cette démarche et le système dans son ensemble.
- Published
- 2021
31. Cloud-side interaction method of power Internet of things
- Author
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Tang Yixuan, Shang Wu, Ming Li, and Jing Zhang
- Subjects
business.industry ,Computer science ,Information technology ,Initialization ,020206 networking & telecommunications ,Cloud computing ,02 engineering and technology ,Computer security ,computer.software_genre ,Data modeling ,Power (social and political) ,Interaction method ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Enhanced Data Rates for GSM Evolution ,business ,Internet of Things ,computer - Abstract
This paper designs a cloud-side business interaction method for the power Internet of Things, expounds the initialization of the edge proxy on the edge of the power Internet of Things and the related interface protocol information of the cloud Internet of Things platform, and gives the power Internet of Things model distribution, data reporting, and data The interactive method of request and business command, and finally verified the feasibility of the power Internet of Things cloud-side business interactive method through experiments.
- Published
- 2021
32. A Short Review on Multi-stage Application in Fluidization Systems
- Author
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M. S. Muhamad Silmie, M. U. Rosli, S. N. A. Ahmad Termizi, M. A. B. Marzuki, Muhammad Ikman Ishak, C. Y. Khor, Meor Ahmad Faris, and M. A. M. Nawi
- Subjects
Multi stage ,Materials science ,Interaction method ,business.industry ,Fluidized bed ,Simulation modelling ,Airflow ,Fluidization ,Current (fluid) ,Process engineering ,business ,Flow properties - Abstract
This research focuses on the implementation of an approach of multi-stage in fluidization systems in various aspects. The multi-stage fluidized bed has been proposed to improve the process and function of fluidization systems based on the current of the single-stage methods. The detailed of single-stage fluidization interaction method provides a realistic visualization of airflow and fluidization system interaction. In this article, a variant application, involving in multi-stage fluidized bed has been reviewed. In a few articles were analyzed, each manuscript was evaluated based on the scientific work via fluidization systems. The experimental study and analysis of airflow characteristics was a valuable tool to understand this phenomenon of the multi-stage fluidized bed process. Then the parameter, flow properties, activities of the multi-stage fluidized bed systems have been considered to the current swirling fluidized bed being applied to study. As a result of this short review, each multi-stage fluidized bed has its capability and suitability for its products and studies. Finally, the concentration of multi-stage fluidized bed is also highlighted in these manuscripts.
- Published
- 2021
33. Research on the Interaction Method that Can Alleviate Cybersickness in Virtual Reality Games
- Author
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Ruozhou Mao and Zhenyu Lu
- Subjects
Interaction method ,Feeling ,Computer science ,Human–computer interaction ,media_common.quotation_subject ,ComputingMilieux_PERSONALCOMPUTING ,Virtual reality ,human activities ,media_common - Abstract
Cybersickness is a symptom that is common among game players. Although each player has a different level of symptom, this feeling will occur during the long-term experience of video games. Studies have shown that cybersickness is caused by many factors, including display hardware, screen content, and human factors.
- Published
- 2021
34. Research on Intelligent Collaborative Manufacturing Mechanism with Full-Processing Parallel Interaction Based on Data-Driven
- Author
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Zhao Wei-dong, Xie Ziqi, and Liu Xian-hui
- Subjects
Promotion (rank) ,Interaction method ,Parallel processing (DSP implementation) ,Mechanism (biology) ,Industrial ecosystem ,Computer science ,media_common.quotation_subject ,Manufacturing enterprises ,5G ,Manufacturing engineering ,Data-driven ,media_common - Abstract
With the development of 5G technology and the advent of the fourth industrial revolution, Intelligent Collaborative Manufacturing has become the new tendency of industry upgrading promotion in manufacturing in China. Based on COSMOPlat, an intelligent collaborative manufacturing platform established by Haier, this paper studies an intelligent collaborative manufacturing mechanism with full-processing parallel interaction based on data-driven. With the background of full-processing parallel interaction, the proposed mechanism helps new industrial ecosystem users remote interact and co-design customized manufacturing projects. We also proposed a parallel interaction method that utilize a transparent, efficient data to drive all aspects of production processes, which would help manufacturing enterprises to realize the transformation from selling single products to providing intelligent solutions cooperatively, and supporting the upgrading of traditional manufacturing to intelligent manufacturing.
- Published
- 2020
35. How to solve Ill-defined problems Intelligently in the Big Data Environment
- Author
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Haibin Pi, Wansheng Wu, Hao Wang, and Xingsen Li
- Subjects
Matching (statistics) ,Flowchart ,Transformation (function) ,Interaction method ,Computer science ,law ,business.industry ,Process (engineering) ,Big data ,Artificial intelligence ,business ,Randomness ,law.invention - Abstract
Artificial intelligence (AI) technology has made many progresses in machine learning and closed problem solving, but the ill-defined problems are difficult to solve intelligently by AI due to the hidden insufficient knowledge and information. This paper studies the difficulties of ill-defined problem solving and analyses the directions to solve it intelligently based on Extenics in the big data environment, then knowledge intelligence expansion flowchart is presented to fill knowledge gaps of ill-defined problem solving from multi-source, heterogeneous, and massive information by human-computer interaction method to realizes the mechanism of knowledge matching. Our new research directions may improve the degree of transformation from uncertainty and randomness to inevitability in the process of solving ill-defined problems, and will promote the formation of an emerging direction of extension intelligence beyond knowledge management and artificial intelligence.
- Published
- 2020
36. Hand Gesture Interaction with a Low-Resolution Infrared Image Sensor on an Inner Wrist
- Author
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Shin Takahashi, Yuki Yamato, Yutaro Suzuki, Kodai Sekimori, and Buntarou Shizuki
- Subjects
Infrared image ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Computer science ,business.industry ,Low resolution ,05 social sciences ,Wearable computer ,020207 software engineering ,02 engineering and technology ,Wrist ,Motion (physics) ,Hand position ,medicine.anatomical_structure ,Interaction method ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,0501 psychology and cognitive sciences ,Computer vision ,Artificial intelligence ,business ,050107 human factors ,Gesture - Abstract
We propose a hand gesture interaction method using a low-resolution infrared image sensor on an inner wrist. We attach the sensor to the strap of a wrist-worn device, on the palmar side, and apply machine-learning techniques to recognize the gestures made by the opposite hand. As the sensor is placed on the inner wrist, the user can naturally control its direction to reduce privacy invasion. Our method can recognize four types of hand gestures: static hand poses, dynamic hand gestures, finger motion, and the relative hand position. We developed a prototype that does not invade surrounding people's privacy using an 8 x 8 low-resolution infrared image sensor. Then we conducted experiments to validate our prototype, and our results imply that the low-resolution sensor has sufficient capabilities for recognizing a rich array of hand gestures. In this paper, we introduce an implementation of a mapping application that can be controlled by our specified hand gestures, including gestures that use both hands.
- Published
- 2020
37. The Utility Model Relates to a Real-Time Interaction Method of Mobile Terminal Information Based on Power Emergency Scene
- Author
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Xu Min, Hou Zhansheng, Shijun Sun, Yu Hai, Zhu Liang, Peng Lin, Xiyuan Xu, Tang Shiyang, Jinyin Song, He Zhimin, Wang Gang, Zhang Zehao, Bao Xingchuan, Yu Zhen, and Wang He
- Subjects
Flexibility (engineering) ,Software ,Terminal (telecommunication) ,Interaction method ,Human–computer interaction ,business.industry ,Computer science ,Electric power ,business ,Field (computer science) ,Utility model ,Power (physics) - Abstract
At present domestic emergency information interaction lack of flexibility, after a natural disaster, on-site rescue workers with the rescue headquarters, emergency command center, sharing of information between were studied based on the scene of the electric power emergency mobile information real-time interactive methods, design a kind of power at the scene of the emergency mobile friendly each other, are at the scene of the emergency and emergency command center cluster information real-time interactive technology, gives the power emergency field information real-time interactive system prototype and power at the scene of the emergency information real-time interactive software and hardware integration solutions, to build the efficient method of multi-type information submitted by emergency disposal across departments and information interaction ability.
- Published
- 2020
38. Research on Voice Cloning with a Few Samples
- Author
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Li Zhao and Feifan Chen
- Subjects
Waiting time ,Hotspot (Wi-Fi) ,Interaction method ,Human–computer interaction ,business.industry ,Computer science ,Deep learning ,Artificial intelligence ,business ,Computer technology - Abstract
With the rapid development of computer technology, voice technology has become a research hotspot in the field of deep learning. Allowing computers to listen, see, speak and feel is the future development direction of human-computer interaction. Among them, voice becomes the most promising human-computer interaction method in the future which has more advantages than other interaction methods. Voice cloning is one of the branches of voice technology, which can imitate the voice of a specific person. In order to solve the problem of the need to provide a large number of samples and long waiting time for voice cloning in the past, a method to complete real time voice cloning with only a few samples is proposed. This method is different from the traditional model. Three models are used for joint modeling, and different databases are used for independent training. The vocoder uses a new type of LPCNET, which can achieve good results on some samples and low-performance devices.
- Published
- 2020
39. A homogeneous immunoassay for detection of the interaction between two tumor biomarkers of IGF1R-β and SOCS1
- Author
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Qianying Hu, Tian-Cai Liu, Yan Cai, Zhenzhan Kuang, Wenbo Hao, Lan Xu, Ruixue Wang, Hao Deng, and Luo Shuhong
- Subjects
0106 biological sciences ,Biomedical Engineering ,Bioengineering ,01 natural sciences ,Applied Microbiology and Biotechnology ,Cell Line ,Receptor, IGF Type 1 ,03 medical and health sciences ,Tumor Biomarkers ,Suppressor of Cytokine Signaling 1 Protein ,010608 biotechnology ,Drug Discovery ,medicine ,Biomarkers, Tumor ,Humans ,Sensitivity (control systems) ,030304 developmental biology ,Insulin-like growth factor 1 receptor ,Immunoassay ,0303 health sciences ,medicine.diagnostic_test ,Suppressor of cytokine signaling 1 ,Chemistry ,Process Chemistry and Technology ,General Medicine ,Neoplasm Proteins ,body regions ,Interaction method ,Homogeneous ,Molecular Medicine ,Signal intensity ,Biological system ,Biotechnology - Abstract
The current protein interaction method is time consuming and cumbersome or the instrument is expensive. A new method that is convenient, fast, and high throughput needs to be studied urgently. The purpose of this study was to establish a homogeneous immunoassay to detect the interaction between insulin-like growth factor-1 receptor-β (IGF1R-β) and suppressor of cytokine signaling 1 (SOCS1). The recombinant vectors IGF1R-β/pENTER and SOCS1/pENTER were constructed and transfected into 293T cells. Based on homogeneous immunoassay technology, we established a suitable method. The signal intensity in the 293T lysate that overexpressed IGF1R-β and SOCS1, respectively, was compared with the signal intensity in the simultaneous expression of IGF1R-β and SOCS1. The interaction between IGF1R-β and SOCS1 was verified in vitro. The detection system for the interaction between IGF1R-β and SOCS1 was established. Compared with other methods, homogeneous immunoassay has the advantages of being rapid and sensitive, having higher sensitivity, and easy to operate. The interaction between IGF1R-β and SOCS1 was tested to verify the feasibility of this method and prove its practicability and sensitivity. This new method can be used as a high-throughput platform for protein-protein interaction, with the advantages of trace detection, short detective time, and high detective sensitivity.
- Published
- 2020
40. Comparing Eye Movements Between Physical Rotation Interaction Techniques
- Author
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Sven Bertel and Stefanie Wetzel
- Subjects
Interaction method ,Computer science ,Saccade amplitude ,Fixation (visual) ,Saccade ,Eye movement ,Mental load ,Rotation (mathematics) ,Mental rotation ,Cognitive psychology - Abstract
Recent studies have shown a number of procedural similarities between solving problems in mental and in physical rotation. Such similarities open up the interesting option to study mental rotation indirectly through physical rotation, with the advantage that physical rotation processes can be much more easily observed than mental ones. To better assess where solution processes in mental and physical rotation differ, though, it is important to know what influence any specific interaction method in physical rotation will have. We present results from a comparison of two such interaction methods: a one-handed, touch-based and a two-handed, ball-based method. Our analysis focuses on fixation durations and saccade amplitudes as proxies for mental load. Results show, importantly, that the choice of interaction method seems to matter but little. We therefore suggest that the existing findings of past studies that have compared mental to physical rotation are likely highly comparable, despite the fact that different interaction techniques were used.
- Published
- 2020
41. Eye tracking for interaction: evaluation methods
- Author
-
Chandan Kumar, Raphael Menges, Korok Sengupta, and Steffen Staab
- Subjects
Interaction method ,Human–computer interaction ,Computer science ,Interface (computing) ,Evaluation methods ,Eye tracking ,Input method ,Gaze ,Motor disability - Abstract
Eye tracking as a hands -free input method can be a significant addition to the lives of people with a motor disability. With this motivation in mind, so far research in eye -controlled interaction has focused on several aspects of interpreting eye tracking as input for pointing, typing, and interaction methods with interfaces. In this chapter, we review and elaborate different evaluation methods used in gaze interaction research, so the readers can inform themselves of the procedure and metrics to assess their novel gaze interaction method or interface.
- Published
- 2020
42. DRoom: a gamified demonstration of Real Haptics technology
- Author
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Ester Gonzalez-Sosa, Alvaro Villegas, Redouane Kachach, Francisco Pereira, and Pablo Perez
- Subjects
Time frame ,Interaction method ,Computer science ,Human–computer interaction ,Haptic technology - Abstract
We present DRoom, a gamified demonstration of our Real Haptics technology, a novel interaction method for virtual environments. Participants in this demonstration will experience the benefits of Real Haptics while playing an escape room game in which they will have to solve several puzzles using objects in the room within a predefined time frame. And they will have fun.
- Published
- 2020
43. Interaction method based on visual gesture recognition
- Author
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Qin Qin, Tiezhu Li, and Chen Chen
- Subjects
Interaction method ,Computer science ,Gesture recognition ,Speech recognition - Published
- 2020
44. An Interaction Method for Transferring Electronic Information by Tearing a Sheet of Paper
- Author
-
Takayuki Itoh, Shion Tominaga, Kenro Go, and Akihiro Miyata
- Subjects
Social network ,Computer science ,business.industry ,05 social sciences ,020207 software engineering ,Electronic information ,02 engineering and technology ,Interaction method ,Transfer (computing) ,Tearing ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Electronics ,Communication source ,business ,050107 human factors ,Computer network - Abstract
With the spread of electronic devices such as smartphones and tablets, the transfer of electronic information such as images and videos has become commonplace. To exchange electronic information using e-mail or social network services a sender needs to know the recipient's contact information. However, if the recipient is a newly-encountered person or an ad hoc partner, a significant number of them are reluctant to exchange contact details. To address this issue, we propose an interaction method for transferring electronic information by tearing a sheet of paper. This is an approach that utilizes the fact that when a piece of paper is torn into two pieces, the features of the torn edges of the two pieces match.
- Published
- 2019
45. On-Line Patient Interaction Method for Disease Discovery by Data Mining Classification
- Author
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Jafar Ali S. Ibrahim and M. Thangamani
- Subjects
Computational Mathematics ,Interaction method ,Computer science ,General Materials Science ,General Chemistry ,Data mining ,Electrical and Electronic Engineering ,Line (text file) ,Condensed Matter Physics ,computer.software_genre ,computer - Abstract
Healthcare providers need to be up-to-date with all new discoveries about a certain treatment, in order to identify if it might have side effects for certain types of patients. It envisions the potential and value of the findings of our work as guidelines for the performance of a framework that is capable to find relevant information about diseases and treatments in a medical domain repository. This research identifies the disease name with the symptoms specified and extract the sentence from the article and get the relation that exists between disease-treatment and classifies the information into the cure, prevents any side effect to the user. It demonstrates the disease treatment interaction through the online form without going to the doctor.
- Published
- 2019
46. A construction method of visual conceptual scenario for hydrological conceptual modeling
- Author
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Yehua Sheng, Jin Wang, Yongning Wen, Guonian Lü, Mingyue Lu, Songshan Yue, and Min Chen
- Subjects
Environmental Engineering ,Interaction method ,Construction method ,Computer science ,Process (engineering) ,Research areas ,Ecological Modeling ,Component (UML) ,Systems engineering ,Software ,Block (data storage) ,Visualization - Abstract
With the increasing complexity of hydrological systems, hydrological modeling by modelers from different research areas has been regarded as an effective way to solve complex hydrological issues. As the first step of hydrological modeling, conceptual modeling plays an important role in supporting modeling idea communication among interdisciplinary modelers. Currently, conceptual modeling methods usually show the modeling ideas by using the block-based diagrams. However, further research need to be explored to express the spatial and temporal distribution of these modeling elements and their dynamic interaction relationships, thus promoting the communication of modeling ideas and reaching a common understanding of the modeling system among modelers. Visual conceptual scenario is the production of hydrological conceptual modeling and can be used to express modelers’ cognition of modeling system. This article proposes a construction method of visual conceptual scenario. The conceptual component that represents the modeling elements, the rules that constrain the scenario construction, and a dynamic interaction method that supports the visualization of dynamic hydrological process are designed. Finally, a study case of identifying the impact of energy base water project on the groundwater is designed to illustrate the feasibility and practicability of the proposed construction method of visual conceptual scenario.
- Published
- 2021
47. A Middle-Level Learning Feature Interaction Method with Deep Learning for Multi-Feature Music Genre Classification
- Author
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Lijuan Zha, Changhui Wang, and Jinliang Liu
- Subjects
TK7800-8360 ,Exploit ,Computer Networks and Communications ,Computer science ,Machine learning ,computer.software_genre ,Convolutional neural network ,convolution neural network ,Multi feature ,Middle level ,Electrical and Electronic Engineering ,feature interaction ,Artificial neural network ,business.industry ,Deep learning ,music genre classification ,neural networks ,Interaction method ,Hardware and Architecture ,Control and Systems Engineering ,Feature (computer vision) ,Signal Processing ,Artificial intelligence ,Electronics ,business ,computer - Abstract
Nowadays, music genre classification is becoming an interesting area and attracting lots of research attention. Multi-feature model is acknowledged as a desirable technology to realize the classification. However, the major branches of multi-feature models used in most existed works are relatively independent and not interactive, which will result in insufficient learning features for music genre classification. In view of this, we exploit the impact of learning feature interaction among different branches and layers on the final classification results in a multi-feature model. Then, a middle-level learning feature interaction method based on deep learning is proposed correspondingly. Our experimental results show that the designed method can significantly improve the accuracy of music genre classification. The best classification accuracy on the GTZAN dataset can reach 93.65%, which is superior to most current methods.
- Published
- 2021
48. Dynamic response of hull girder subjected to combined underwater explosion and wave induced load
- Author
-
Zhiyong Pei, Weiguo Wu, Cheng Zheng, Xiangshao Kong, Yiwen Wang, and Zhou Hongchang
- Subjects
Environmental Engineering ,Interaction method ,business.industry ,Hull ,Girder ,Ocean Engineering ,Failure mechanism ,Structural engineering ,business ,Underwater explosion ,Geology - Abstract
Underwater explosion (UNDEX) is one of the major threats to the vitality and sustained combat ability of the warship in the marine military confrontation with both attack and defense. Although there have been plenty of researches focusing on the UNDEX load and its damage effect, the failure mechanism of the structure under the combined UNDEX and wave induced load, especially in extreme sea conditions, is still unrevealed. In this paper, a method for calculating the dynamic response of the hull girder subjected to the combined UNDEX and wave induced load is proposed, in which the acoustic–structure interaction method was employed for determining the UNDEX load, and the wave induced response of hull girder was derived by using hydrodynamic to structure (HTS) calculation procedure. The synergistic effect of the combination of different levels of wave induced load and the underwater explosion was analyzed. It is found that the hull girder is more dangerous under the combined UNDEX and wave induced load, especially in the severe wave level. The damage severity of the hull girder will be underestimated without considering the synergistic effect of the combined loads.
- Published
- 2021
49. Local simulation of sloshing jet in a rolling tank by viscous-inviscid interaction method
- Author
-
Wen-Huai Tsao and Spyros A. Kinnas
- Subjects
Physics ,Technology ,Jet (fluid) ,Slosh dynamics ,General Engineering ,Mechanics ,Viscous-inviscid interaction ,Physics::Fluid Dynamics ,Boundary layer ,Interaction method ,Jet ,Inviscid flow ,Viscous flow ,Volume of fluid method ,CFD ,Sloshing phenomenon ,Boundary element method - Abstract
In this paper, the local behavior of the jet induced by the fluid impact is studied by a new viscous-inviscid interaction (VII) method. This method is based on the inviscid Eulerian-Langrangian (IEL) scheme implemented by the boundary element method (BEM), but it places additional sources on the wetted walls to model the viscous flow within the thin boundary layer. The volume of fluid (VOF) method is also carried out to compare the numerical boundary-layer patterns. The present method not only shows good agreement with the experimental results but also remains very efficient.
- Published
- 2021
50. A Novel Interaction Method for Mobile Devices Using Low Complexity Global Motion Estimation.
- Author
-
Toan Dinh Nguyen, JeongHwan Kim, SooHyung Kim, HyungJeong Yang, GueeSang Lee, JuneYoung Chang, and NakWoong Eum
- Subjects
CELL phones ,CAMERA phones ,ESTIMATION theory ,PARAMETER estimation ,FRAMES (Video) ,DESCRIPTOR systems - Abstract
A novel interaction method for mobile phones using their built-in cameras is presented. By estimating the path connecting the center points of frames captured by the camera phone, objects of interest can be easily extracted and recognized. To estimate the movement of the mobile phone, corners and corresponding Speeded-Up Robust Features descriptors are used to calculate the spatial transformation parameters between the previous and current frames. These parameters are then used to recalculate the locations of the center points in the previous frame into the current frame. The experiment results obtained from real image sequences show that the proposed system is efficient, flexible, and able to provide accurate and stable results. [ABSTRACT FROM AUTHOR]
- Published
- 2012
- Full Text
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