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2014 7th International Conference on Human System Interactions (HSI)最新文献

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Deadlock detection in Petri nets: One trace for one deadlock? Petri网中的死锁检测:一个死锁的跟踪?
Pub Date : 2014-06-16 DOI: 10.1109/HSI.2014.6860480
A. Karatkevich, I. Grobelna
Formal verification of specifications of digital devices, such as logical controllers, is an important part of the design process. Deadlock detection is one of the fundamental tasks of formal verification. There exist classical methods of deadlock detection in the concurrent discrete systems, which allow obtaining paths to every reachable deadlock without complete state space exploration. In the paper a method is proposed allowing further reduction of the size of explored state space during deadlock detection. The method is presented for the Petri nets.
数字设备(如逻辑控制器)规格的正式验证是设计过程的重要组成部分。死锁检测是形式验证的基本任务之一。在并发离散系统中存在经典的死锁检测方法,该方法可以在不进行完全状态空间探索的情况下获得每个可达死锁的路径。本文提出了一种在死锁检测过程中进一步减小探索状态空间大小的方法。针对Petri网提出了该方法。
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引用次数: 11
Research in the semiconductor factory: Insights into experiences and contextual influences 半导体工厂的研究:对经验和环境影响的洞察
Pub Date : 2014-06-16 DOI: 10.1109/HSI.2014.6860461
D. Wurhofer, Roland Buchner, M. Tscheligi
Research in the context of a semiconductor factory is a challenging but important endeavor. In our studies we investigated experiences of two different working groups: operators and shift leads. By means of a creative card approach we asked participants to express themselves and explain their viewpoints concerning work in the semiconductor factory. To complement the qualitative results with quantitative data, the results were transferred into follow-up questionnaires. Based on our results, we describe operators' and shift leads' everyday experiences in the semiconductor factory as well as contextual influences on it. Our work contributes towards a better understanding of the semiconductor factory from a worker's point of view, providing a basis to improve workers' daily experiences and foster work performance.
在半导体工厂的背景下进行研究是一项具有挑战性但又很重要的工作。在我们的研究中,我们调查了两个不同工作群体的经验:操作员和领班。通过创意卡片的方式,我们要求参与者表达自己并解释他们对半导体工厂工作的看法。为使定性结果与定量数据相辅相成,将结果转化为随访问卷。根据我们的研究结果,我们描述了半导体工厂中操作员和换挡引线的日常经历以及环境对其的影响。我们的工作有助于从工人的角度更好地了解半导体工厂,为改善工人的日常体验和培养工作绩效提供基础。
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引用次数: 9
Performance analysis of HMI system based on PCA 基于PCA的人机界面系统性能分析
Pub Date : 2014-06-16 DOI: 10.1109/HSI.2014.6860459
Rui Antunes, L. Palma, F. Coito, H. Duarte-Ramos
This work proposes a performance analysis method based on Principal Component Analysis (PCA) for the skill quantification during several pursuit manual tracking tasks, which may occur in human-machine manual operations such as piloting, driving and navigation. A set of increased difficulty tracking experiments was made and analyzed using an 8-bit analog joystick human-machine interface (HMI). This PCA methodology based on the projections of the observation data which optimally captures the data variations, has confirmed to differentiate better the computed human-machine performance of the common operator/task, and can be used as a precision skill observer for a human machine assist-controller electronic device.
本文提出了一种基于主成分分析(PCA)的性能分析方法,用于在驾驶、驾驶和导航等人机手动操作中可能出现的几种手动跟踪任务的技能量化。采用8位模拟操纵杆人机界面(HMI)进行了一组增加难度的跟踪实验并进行了分析。该PCA方法基于观测数据的预测,最优地捕获数据变化,已被证实可以更好地区分普通操作员/任务的计算人机性能,并且可以用作人机辅助控制器电子设备的精确技能观察者。
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引用次数: 0
Hardware reduction for RAM-based Moore FSMs 基于ram的Moore fsm硬件缩减
Pub Date : 2014-06-16 DOI: 10.1109/HSI.2014.6860485
M. Kolopienczyk, A. Barkalov, L. Titarenko
A method is proposed allowing implementing logic circuit of Moore FSM with embedded memory block of FPGA chips. The method is based on replacement some part of the set of logical conditions by additional variables. It results in diminishing for the number of LUTs in the multiplexer used for replacement of logical conditions. An example of proposed design methods application is given.
提出了一种利用FPGA芯片内嵌存储块实现Moore FSM逻辑电路的方法。该方法基于用附加变量替换逻辑条件集的某些部分。它导致用于替换逻辑条件的多路复用器中lut的数量减少。最后给出了该方法的应用实例。
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引用次数: 5
Idiosyncratic repeatability of calibration errors during eye tracker calibration 眼动仪校准过程中校准误差的特殊可重复性
Pub Date : 2014-06-16 DOI: 10.1109/HSI.2014.6860455
Katarzyna Harężlak, P. Kasprowski, Mateusz Stasch
Dynamic development of high quality cameras and algorithms processing eye movement signals entails growing interests in using them in various areas of human-computer interaction. Determining subjects which user is looking at or controlling the operation of computer processes can serve as examples of these areas. However, making eye movement signal valuable requires some preparatory steps to be taken. They belong to a process called calibration aiming at creating a model for mapping output delivered by an eye tracker to user's gaze points. The quality of such model is assessed based on a calibration error defined as a difference between accurate data and this obtained from a model. The goal of the research presented in the paper was to analyse to what extent the calibration error depends on the specific participant's features - it is repeatable - or to what extent it may be avoided during the recalibration. Additionally an influence of two calibration method a polynomial and an artificial neural network (ANN) on the final results were studied as well.
高质量的相机和处理眼球运动信号的算法的动态发展,使得人们对在人机交互的各个领域使用它们越来越感兴趣。确定用户正在看的主题或控制计算机进程的操作可以作为这些领域的例子。然而,使眼动信号有价值需要采取一些准备步骤。它们属于一个称为校准的过程,旨在创建一个模型,将眼动仪提供的输出映射到用户的注视点。这种模型的质量是根据校准误差来评估的,校准误差定义为准确数据与从模型获得的数据之间的差异。本文提出的研究目标是分析校准误差在多大程度上取决于特定参与者的特征——它是可重复的——或者在多大程度上可以在重新校准期间避免校准误差。此外,还研究了多项式和人工神经网络两种标定方法对标定结果的影响。
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引用次数: 7
Designing motivational games for stroke rehabilitation 为中风康复设计动机游戏
Pub Date : 2014-06-16 DOI: 10.1109/HSI.2014.6860468
N. Shah, F. Amirabdollahian, A. Basteris
Motivation plays in important role in rehabilitation after stroke. Multi-modal games can provide an engaging and interactive platform to motivate people to actively participate in the therapy. Designing games for rehabilitation requires input from both multiple stakeholders such as the medical, bioengineering and game design fields. In order to bridge this gap, we implemented and tested games specifically designed for upper limb rehabilitation and observed their effects on players. This paper presents the design process for three rehabilitation games and their effects on motivation of a single stroke patient. These results indicate that engagement and enjoyment vary for the three different games while managing to achieve repetitive number of hand and wrist gestures in the background. In our summative evaluation planned to be conducted in patients' homes, 9 different games, including the three presented here, are provided to allow for providing a better range and a wider choice. Use-logs as well as the questionnaire trialed in this study will be used to assess preference and motivation, and to explore if current feedback will be repeated by a larger number of stroke patients and a wider range of impairments and preferences. These will further inform the process of game design for rehabilitation and personal well-being.
动机在脑卒中后康复中起着重要的作用。多模式游戏可以提供一个吸引人的互动平台,激励人们积极参与治疗。设计康复游戏需要来自医学、生物工程和游戏设计领域等多个利益相关者的投入。为了弥补这一差距,我们实施并测试了专门为上肢康复设计的游戏,并观察了它们对玩家的影响。本文介绍了三种康复游戏的设计过程及其对单个脑卒中患者动机的影响。这些结果表明,这三款不同游戏的用户粘性和乐趣是不同的,同时玩家也需要在背景中完成重复的手部和手腕动作。在我们计划在患者家中进行的总结性评估中,提供了9种不同的游戏,包括这里展示的三种,以便提供更好的范围和更广泛的选择。本研究中使用的使用日志和调查问卷将用于评估偏好和动机,并探讨当前的反馈是否会在更多的中风患者和更大范围的损伤和偏好中重复。这将进一步为康复和个人福祉的游戏设计过程提供信息。
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引用次数: 13
Interactions with recognized objects 与已识别对象的交互
Pub Date : 2014-06-16 DOI: 10.1109/HSI.2014.6860456
J. Rumiński, A. Bujnowski, J. Wtorek, A. Andrushevich, M. Biallas, R. Kistler
Implicit interaction combined with object recognition techniques opens a new possibility for gathering data and analyzing user behavior for activity and context recognition. The electronic eyewear platform, eGlasses, is being developed, as an integrated and autonomous system to provide interactions with smart environment. In this paper we present a method for the interactions with the recognized objects that can be used for electronic eyewear. The design of the control node is presented. The control node is the extension of the power socket, equipped with a set of sensors and ZigBee communication interface. The node is used to control electronic objects through user interactions with a mobile device. The preliminary results are presented based on the Android mobile phone used to recognize controllable objects based on the captured image sequences.
隐式交互与目标识别技术相结合,为收集数据和分析用户行为以进行活动和上下文识别开辟了新的可能性。电子眼镜平台“眼镜”正在开发中,作为一个集成和自主的系统,提供与智能环境的交互。在本文中,我们提出了一种可用于电子眼镜的与识别对象交互的方法。给出了控制节点的设计。控制节点是电源插座的延伸,配有一组传感器和ZigBee通信接口。该节点用于通过用户与移动设备的交互来控制电子对象。给出了基于Android手机基于采集的图像序列识别可控目标的初步结果。
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引用次数: 18
Recognizing groups of visitors for a robot museum guide tour 识别机器人博物馆导览的游客群体
Pub Date : 2014-06-16 DOI: 10.1109/HSI.2014.6860460
A. Kanda, Masaya Arai, R. Suzuki, Yoshinori Kobayashi, Y. Kuno
In this paper, we propose a robot system able to take visitors on guided tours in a museum. When developing a robot capable of giving a tour of an actual museum, it is necessary to implement a robot system able to measure the location and orientation of the visitors using bearing sensors installed in a specific environment. Furthermore, the robot needs information pertaining to both tour attendees and other visitors in the vicinity, in order to effectively lead a tour for the attendees. Therefore, we propose a new robot system consisting of simple elements such as a laser range finder attached to a pole. By merely placing the sensor poles, we can track the location and orientation of visitors. We employ a group detection method to distinguish tour attendees from other people around the robot. In contrast to previous group detection methods our method can recognize a group of people even when they are not walking. In experiments our system successfully tracked and grouped visitors in the vicinity even when they were just standing.
在本文中,我们提出了一个机器人系统,能够带游客在博物馆导游。在开发能够参观实际博物馆的机器人时,有必要实现一个能够使用安装在特定环境中的轴承传感器测量游客位置和方向的机器人系统。此外,为了有效地为参会者引导游览,机器人需要有关参会者和附近其他参会者的信息。因此,我们提出了一种新的机器人系统,包括一个简单的元素,如一个激光测距仪连接到一个杆。只要放置感应杆,我们就能追踪到游客的位置和方向。我们采用了一种群体检测方法来区分游客和机器人周围的其他人。与以前的群体检测方法相比,我们的方法可以识别一群人,即使他们不走路。在实验中,我们的系统成功地跟踪并分组了附近的访客,即使他们只是站着。
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引用次数: 15
Adapting a cheap game controller as a natural 3D input 采用廉价的游戏控制器作为自然的3D输入
Pub Date : 2014-06-16 DOI: 10.1109/HSI.2014.6860444
Nurazlin Zainal Azmi, G. Wyvill, A. Knott
Due to the huge size of the market for interactive games, game controllers are very cheap. Because of this they are a popular choice as input devices for research in user interfaces. The Software Development Kit that comes with each controller also makes it appealing compared with the effort of creating an original input device. We present a natural user interface for 3D interaction that uses a game controller. Our design is based on five core characteristics: i) It uses cheap hardware as an interface; ii) It implements a 6DoF interaction; iii) It allows 3D manipulation of an object; iv) We test the interface by experiment; and v) We compare the natural interface with a standard mouse interface doing a similar task. Results from the experiment showed that our natural interface is easy to use and has a faster completion times compared with the standard modeling interface.
由于互动游戏市场的巨大规模,游戏控制器非常便宜。正因为如此,它们是用户界面研究中常用的输入设备。与创建原始输入设备相比,每个控制器附带的软件开发工具包也使其更具吸引力。我们提出了一个使用游戏控制器进行3D交互的自然用户界面。我们的设计基于五个核心特征:1)使用廉价的硬件作为接口;ii)实现6DoF交互;iii)它允许对象的3D操作;iv)通过实验对界面进行测试;v)我们将自然界面与执行类似任务的标准鼠标界面进行比较。实验结果表明,与标准建模接口相比,我们的自然接口易于使用,并且完成时间更快。
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引用次数: 0
Java wrapper for Xsens motion capture system SDK Xsens动作捕捉系统的Java包装SDK
Pub Date : 2014-06-16 DOI: 10.1109/HSI.2014.6860457
P. Kopniak
This article describes the process of developing Java interface for Xsens motion capture Xbus Kit system. The system uses small and lightweight inertial motion trackers which are mounted on human body parts. The trackers transmit real time motion data into a PC wirelessly. Xbus Kit is distributed with C/C++ SDK, but many developers use Java language. It resulted in the necessity to develop a Java language wrapper for the SDK. The described wrapper uses Java Native Interface technology to connect with the native code. JNI is presented in this article, too. The developed wrapper has got two different data acquisition methods based on the pull and push models. Both of them were compared and results of their comparison are included in the article.
本文描述了Xsens运动捕捉Xbus Kit系统的Java接口开发过程。该系统使用小而轻的惯性运动跟踪器,安装在人体部位。跟踪器将实时运动数据无线传输到PC中。Xbus Kit与C/ c++ SDK一起发布,但许多开发人员使用Java语言。这导致有必要为SDK开发Java语言包装器。所描述的包装器使用Java本机接口技术与本机代码连接。本文也介绍了JNI。所开发的包装器有两种不同的数据采集方法,分别基于拉模型和推模型。本文对两者进行了比较,并给出了比较结果。
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引用次数: 10
期刊
2014 7th International Conference on Human System Interactions (HSI)
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