Pub Date : 2014-06-16DOI: 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.
{"title":"Deadlock detection in Petri nets: One trace for one deadlock?","authors":"A. Karatkevich, I. Grobelna","doi":"10.1109/HSI.2014.6860480","DOIUrl":"https://doi.org/10.1109/HSI.2014.6860480","url":null,"abstract":"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.","PeriodicalId":448379,"journal":{"name":"2014 7th International Conference on Human System Interactions (HSI)","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132790077","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-06-16DOI: 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.
{"title":"Research in the semiconductor factory: Insights into experiences and contextual influences","authors":"D. Wurhofer, Roland Buchner, M. Tscheligi","doi":"10.1109/HSI.2014.6860461","DOIUrl":"https://doi.org/10.1109/HSI.2014.6860461","url":null,"abstract":"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.","PeriodicalId":448379,"journal":{"name":"2014 7th International Conference on Human System Interactions (HSI)","volume":"134 21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130590525","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-06-16DOI: 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.
{"title":"Performance analysis of HMI system based on PCA","authors":"Rui Antunes, L. Palma, F. Coito, H. Duarte-Ramos","doi":"10.1109/HSI.2014.6860459","DOIUrl":"https://doi.org/10.1109/HSI.2014.6860459","url":null,"abstract":"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.","PeriodicalId":448379,"journal":{"name":"2014 7th International Conference on Human System Interactions (HSI)","volume":"158 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133117468","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-06-16DOI: 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.
{"title":"Hardware reduction for RAM-based Moore FSMs","authors":"M. Kolopienczyk, A. Barkalov, L. Titarenko","doi":"10.1109/HSI.2014.6860485","DOIUrl":"https://doi.org/10.1109/HSI.2014.6860485","url":null,"abstract":"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.","PeriodicalId":448379,"journal":{"name":"2014 7th International Conference on Human System Interactions (HSI)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115801045","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-06-16DOI: 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.
{"title":"Idiosyncratic repeatability of calibration errors during eye tracker calibration","authors":"Katarzyna Harężlak, P. Kasprowski, Mateusz Stasch","doi":"10.1109/HSI.2014.6860455","DOIUrl":"https://doi.org/10.1109/HSI.2014.6860455","url":null,"abstract":"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.","PeriodicalId":448379,"journal":{"name":"2014 7th International Conference on Human System Interactions (HSI)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121666512","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-06-16DOI: 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.
{"title":"Designing motivational games for stroke rehabilitation","authors":"N. Shah, F. Amirabdollahian, A. Basteris","doi":"10.1109/HSI.2014.6860468","DOIUrl":"https://doi.org/10.1109/HSI.2014.6860468","url":null,"abstract":"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.","PeriodicalId":448379,"journal":{"name":"2014 7th International Conference on Human System Interactions (HSI)","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122562928","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-06-16DOI: 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.
{"title":"Interactions with recognized objects","authors":"J. Rumiński, A. Bujnowski, J. Wtorek, A. Andrushevich, M. Biallas, R. Kistler","doi":"10.1109/HSI.2014.6860456","DOIUrl":"https://doi.org/10.1109/HSI.2014.6860456","url":null,"abstract":"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.","PeriodicalId":448379,"journal":{"name":"2014 7th International Conference on Human System Interactions (HSI)","volume":"13 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125887637","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-06-16DOI: 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.
{"title":"Recognizing groups of visitors for a robot museum guide tour","authors":"A. Kanda, Masaya Arai, R. Suzuki, Yoshinori Kobayashi, Y. Kuno","doi":"10.1109/HSI.2014.6860460","DOIUrl":"https://doi.org/10.1109/HSI.2014.6860460","url":null,"abstract":"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.","PeriodicalId":448379,"journal":{"name":"2014 7th International Conference on Human System Interactions (HSI)","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128092948","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-06-16DOI: 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.
{"title":"Adapting a cheap game controller as a natural 3D input","authors":"Nurazlin Zainal Azmi, G. Wyvill, A. Knott","doi":"10.1109/HSI.2014.6860444","DOIUrl":"https://doi.org/10.1109/HSI.2014.6860444","url":null,"abstract":"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.","PeriodicalId":448379,"journal":{"name":"2014 7th International Conference on Human System Interactions (HSI)","volume":"31 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132089209","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-06-16DOI: 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。
{"title":"Java wrapper for Xsens motion capture system SDK","authors":"P. Kopniak","doi":"10.1109/HSI.2014.6860457","DOIUrl":"https://doi.org/10.1109/HSI.2014.6860457","url":null,"abstract":"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.","PeriodicalId":448379,"journal":{"name":"2014 7th International Conference on Human System Interactions (HSI)","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121027575","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}