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Dynamic interactive bitwise meta-holography with ultra-high computational and display frame rates 被引量:2
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作者 Yuncheng Liu Ke Xu +4 位作者 Xuhao Fan Xinger Wang Xuan Yu Wei Xiong Hui Gao 《Opto-Electronic Advances》 SCIE EI CAS CSCD 2024年第1期36-46,共11页
Interactive holography offers unmatched levels of immersion and user engagement in the field of future display.Despite of the substantial progress has been made in dynamic meta-holography,the realization of real-time,... Interactive holography offers unmatched levels of immersion and user engagement in the field of future display.Despite of the substantial progress has been made in dynamic meta-holography,the realization of real-time,highly smooth interactive holography remains a significant challenge due to the computational and display frame rate limitations.In this study,we introduced a dynamic interactive bitwise meta-holography with ultra-high computational and display frame rates.To our knowledge,this is the first reported practical dynamic interactive metasurface holographic system.We spa-tially divided the metasurface device into multiple distinct channels,each projecting a reconstructed sub-pattern.The switching states of these channels were mapped to bitwise operations on a set of bit values,which avoids complex holo-gram computations,enabling an ultra-high computational frame rate.Our approach achieves a computational frame rate of 800 kHz and a display frame rate of 23 kHz on a low-power Raspberry Pi computational platform.According to this methodology,we demonstrated an interactive dynamic holographic Tetris game system that allows interactive gameplay,color display,and on-the-fly hologram creation.Our technology presents an inspiration for advanced dynamic meta-holography,which is promising for a broad range of applications including advanced human-computer interaction,real-time 3D visualization,and next-generation virtual and augmented reality systems. 展开更多
关键词 interactive display meta-holography bitwise operation ultra-high frame rate
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Risk identification and safety assessment of human-computer interaction in integrated avionics based on STAMP
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作者 ZHAO Changxiao LI Hao +2 位作者 ZHANG Wei DAI Jun DONG Lei 《Journal of Systems Engineering and Electronics》 SCIE CSCD 2024年第3期689-706,共18页
To solve the problem of risk identification and quantitative assessment for human-computer interaction(HCI)in complex avionics systems,an HCI safety analysis framework based on system-theoretical process analysis(STPA... To solve the problem of risk identification and quantitative assessment for human-computer interaction(HCI)in complex avionics systems,an HCI safety analysis framework based on system-theoretical process analysis(STPA)and cognitive reliability and error analysis method(CREAM)is proposed.STPACREAM can identify unsafe control actions and find the causal path during the interaction of avionics systems and pilot with the help of formal verification tools automatically.The common performance conditions(CPC)of avionics systems in the aviation environment is established and a quantitative analysis of human failure is carried out.Taking the head-up display(HUD)system interaction process as an example,a case analysis is carried out,the layered safety control structure and formal model of the HUD interaction process are established.For the interactive behavior“Pilots approaching with HUD”,four unsafe control actions and35 causal scenarios are identified and the impact of common performance conditions at different levels on the pilot decision model are analyzed.The results show that HUD's HCI level gradually improves as the scores of CPC increase,and the quality of crew member cooperation and time sufficiency of the task is the key to its HCI.Through case analysis,it is shown that STPACREAM can quantitatively assess the hazards in HCI and identify the key factors that impact safety. 展开更多
关键词 AVIONICS human-computer interaction(HCI) safety assessment system-theoretic accident model and process human reliability analysis
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Identification and distribution of 13003 landslides in the northwest margin of Qinghai-Tibet Plateau based on human-computer interaction remote sensing interpretation
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作者 Wei Wang Yuan-dong Huang +8 位作者 Chong Xu Xiao-yi Shao Lei Li Li-ye Feng Hui-ran Gao Yu-long Cui Shuai Wu Zhi-qiang Yang Kai Ma 《China Geology》 CAS CSCD 2024年第2期171-187,共17页
The periphery of the Qinghai-Tibet Plateau is renowned for its susceptibility to landslides.However,the northwestern margin of this region,characterised by limited human activities and challenging transportation,remai... The periphery of the Qinghai-Tibet Plateau is renowned for its susceptibility to landslides.However,the northwestern margin of this region,characterised by limited human activities and challenging transportation,remains insufficiently explored concerning landslide occurrence and dispersion.With the planning and construction of the Xinjiang-Tibet Railway,a comprehensive investigation into disastrous landslides in this area is essential for effective disaster preparedness and mitigation strategies.By using the human-computer interaction interpretation approach,the authors established a landslide database encompassing 13003 landslides,collectively spanning an area of 3351.24 km^(2)(36°N-40°N,73°E-78°E).The database incorporates diverse topographical and environmental parameters,including regional elevation,slope angle,slope aspect,distance to faults,distance to roads,distance to rivers,annual precipitation,and stratum.The statistical characteristics of number and area of landslides,landslide number density(LND),and landslide area percentage(LAP)are analyzed.The authors found that a predominant concentration of landslide origins within high slope angle regions,with the highest incidence observed in intervals characterised by average slopes of 20°to 30°,maximum slope angle above 80°,along with orientations towards the north(N),northeast(NE),and southwest(SW).Additionally,elevations above 4.5 km,distance to rivers below 1 km,rainfall between 20-30 mm and 30-40 mm emerge as particularly susceptible to landslide development.The study area’s geological composition primarily comprises Mesozoic and Upper Paleozoic outcrops.Both fault and human engineering activities have different degrees of influence on landslide development.Furthermore,the significance of the landslide database,the relationship between landslide distribution and environmental factors,and the geometric and morphological characteristics of landslides are discussed.The landslide H/L ratios in the study area are mainly concentrated between 0.4 and 0.64.It means the landslides mobility in the region is relatively low,and the authors speculate that landslides in this region more possibly triggered by earthquakes or located in meizoseismal area. 展开更多
关键词 LANDSLIDES human-computer interaction interpretation Landslide database Spatial distribution Earthquake RAINFALL Human engineering activity Qinghai-Tibet Plateau Geological hazards survey engineering
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Design and Implementation of the Image Interactive System Based on Human-Computer Interaction
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作者 Shanwei Song Yuting Wu Fang Zhang 《Intelligent Information Management》 2010年第5期334-337,共4页
Based on the traditional Human-Computer Interaction method which is mainly touch input system, the way of capturing the movement of people by using cameras is proposed. This is a convenient technique which can provide... Based on the traditional Human-Computer Interaction method which is mainly touch input system, the way of capturing the movement of people by using cameras is proposed. This is a convenient technique which can provide users more experience. In the article, a new way of detecting moving things is given on the basis of development of the image processing technique. The system architecture decides that the communication should be used between two different applications. After considered, named pipe is selected from many ways of communication to make sure that video is keeping in step with the movement from the analysis of the people moving. According to a large amount of data and principal knowledge, thinking of the need of actual project, a detailed system design and realization is finished. The system consists of three important modules: detecting of the people's movement, information transition between applications and video showing in step with people's movement. The article introduces the idea of each module and technique. 展开更多
关键词 human-computer interaction IMAGE PROCESSING MOVING OBJECT Detection COMMUNICATION Response
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Reform of Human-Computer Interaction Course based on Mobile Application Interaction Design
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作者 Siyang Lu Xiang Wei 《计算机教育》 2020年第12期122-125,共4页
With the popularity of new intelligent mobile devices in people’s lives,the development of mobile applications has paid increasing attention to the interactive experience of users.As the content of traditional Human-... With the popularity of new intelligent mobile devices in people’s lives,the development of mobile applications has paid increasing attention to the interactive experience of users.As the content of traditional Human-Computer Interaction(HCI)course and teaching material is out of date,it cannot meet the needs of mobile application interaction design and enterprises for students.Therefore,we need a new generation HCI course based on intelligent mobile devices to study the relationship between users and systems.The HCI course not only teaches students HCI theory and model,but also needs to cultivate students’interaction-oriented design practical ability.This paper proposes a set of HCI teaching material design and teaching methods for improving HCI class quality on mobile application interaction design,so as to make students more suitable for the employment requirements of enterprises. 展开更多
关键词 human-computer interaction software engineering mobile application interaction design
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Dynamic constraint and objective generation approach for real-time train rescheduling model under human-computer interaction
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作者 Kai Liu Jianrui Miao +2 位作者 Zhengwen Liao Xiaojie Luan Lingyun Meng 《High-Speed Railway》 2023年第4期248-257,共10页
Real-time train rescheduling plays a vital role in railway transportation as it is crucial for maintaining punctuality and reliability in rail operations.In this paper,we propose a rescheduling model that incorporates... Real-time train rescheduling plays a vital role in railway transportation as it is crucial for maintaining punctuality and reliability in rail operations.In this paper,we propose a rescheduling model that incorporates constraints and objectives generated through human-computer interaction.This approach ensures that the model is aligned with practical requirements and daily operational tasks while facilitating iterative train rescheduling.The dispatcher’s empirical knowledge is integrated into the train rescheduling process using a human-computer interaction framework.We introduce six interfaces to dynamically construct constraints and objectives that capture human intentions.By summarizing rescheduling rules,we devise a rule-based conflict detection-resolution heuristic algorithm to effectively solve the formulated model.A series of numerical experiments are presented,demonstrating strong performance across the entire system.Furthermore,theflexibility of rescheduling is enhanced through secondary analysis-driven solutions derived from the outcomes of humancomputer interactions in the previous step.This proposed interaction method complements existing literature on rescheduling methods involving human-computer interactions.It serves as a tool to aid dispatchers in identifying more feasible solutions in accordance with their empirical rescheduling strategies. 展开更多
关键词 Real-time train rescheduling human-computer interaction Rule-based heuristic algorithm Secondary rescheduling
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Designing a Shared Single Display Education Application through Interactive Patterns
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作者 Wai Shiang Cheah Edwin Mit Marlene Valeri AiSiok Marlene Valeri AiSiok Lu 《Journal of Software Engineering and Applications》 2014年第13期1074-1086,共13页
Interactive patterns are able to promote the notion of reusability in groupware application development. Hence, these patterns support the comprehensiveness of both the interaction design and implementation while easi... Interactive patterns are able to promote the notion of reusability in groupware application development. Hence, these patterns support the comprehensiveness of both the interaction design and implementation while easing code modification for groupware application. Groupware is used to describe a broad range of technologies that support person-to-person collaboration. How to design and develop a groupware in an effective manner remains a research question worth exploring. This paper introduces a reusable method, patterns, to develop a single shared display application. Nine different interactive patterns that allow participants to interact collaboratively or non-collaboratively in a single shared display application are introduced in this paper. This is followed by the presentation of our quantitative results on the usability of the interactive patterns and the reusability of the patterns in designing and maintaining a single shared display application. From the results, not only are the patterns useful and easy to understand, the patterns actually ease the process of designing and maintenance during the application development under a single shared display. 展开更多
关键词 COLLABORATIVE Learning interaction Design SHARED SINGLE display
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Functional-Material-Based Touch Interfaces for Multidimensional Sensing for Interactive Displays:A Review
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作者 Shuo Gao 《Semiconductor Science and Information Devices》 2019年第1期15-28,共14页
Multidimensional sensing is a highly desired attribute for allowing human-machine interfaces(HMIs)to perceive various types of information from both users and the environment,thus enabling the advancement of various s... Multidimensional sensing is a highly desired attribute for allowing human-machine interfaces(HMIs)to perceive various types of information from both users and the environment,thus enabling the advancement of various smart electronics/applications,e.g.,smartphones and smart cities.Conventional multidimensional sensing is achieved through the integration of multiple discrete sensors,which introduces issues such as high energy consumption and high circuit complexity.These disadvantages have motivated the widespread use of functional materials for detecting various stimuli at low cost with low power requirements.This work presents an overview of simply structured touch interfaces for multidimensional(x-y location,force and temperature)sensing enabled by piezoelectric,piezoresistive,triboelectric,pyroelectric and thermoelectric materials.For each technology,the mechanism of operation,state-of-the-art designs,merits,and drawbacks are investigated.At the end of the article,the author discusses the challenges limiting the successful applications of functional materials in commercial touch interfaces and corresponding development trends. 展开更多
关键词 TOUCH INTERFACES FUNCTIONAL materials MULTIDIMENSIONAL sensing interactive displayS
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Mixed Reality-based Interactive Technology for Aircraft Cabin Assembly 被引量:12
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作者 LI Shiqi PENG Tao WANG Junfeng XU Chi 《Chinese Journal of Mechanical Engineering》 SCIE EI CAS CSCD 2009年第3期403-409,共7页
Due to the narrowness of space and the complexity of structure, the assembly of aircraft cabin has become one of the major bottlenecks in the whole manufacturing process. To solve the problem, at the beginning of airc... Due to the narrowness of space and the complexity of structure, the assembly of aircraft cabin has become one of the major bottlenecks in the whole manufacturing process. To solve the problem, at the beginning of aircraft design, the different stages of the lifecycle of aircraft must be thought about, which include the trial manufacture, assembly, maintenance, recycling and destruction of the product. Recently, thanks to the development of the virtual reality and augmented reality, some low-cost and fast solutions are found for the product assembly. This paper presents a mixed reality-based interactive technology for the aircraft cabin assembly, which can enhance the efficiency of the assemblage in a virtual environment in terms of vision, information and operation. In the mixed reality-based assembly environment, the physical scene can be obtained by a camera and then generated by a computer. The virtual parts, the features of visual assembly, the navigation information, the physical parts and the physical assembly environment will be mixed and presented in the same assembly scene. The mixed or the augmented information will provide some assembling information as a detailed assembly instruction in the mixed reality-based assembly environment. Constraint proxy and its match rules help to reconstruct and visualize the restriction relationship among different parts, and to avoid the complex calculation of constraint's match. Finally, a desktop prototype system of virtual assembly has been built to assist the assembly verification and training with the virtual hand. 展开更多
关键词 virtual assembly human-computer interaction mixed reality information augmentation constraints navigation
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Three-dimensional visualization interactive system for digital twin workshop 被引量:7
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作者 Zhang Qinglei Yang Zhiwei +2 位作者 Duan Jianguo Liu Zhen Qin Jiyun 《Journal of Southeast University(English Edition)》 EI CAS 2021年第2期137-152,共16页
To improve the human-physical-virtual coordination and integration of the digital twin workshop,3D visual monitoring and human-computer interaction of the digital twin workshop was studied.First,a novel 6D model of th... To improve the human-physical-virtual coordination and integration of the digital twin workshop,3D visual monitoring and human-computer interaction of the digital twin workshop was studied.First,a novel 6D model of the 3D visualization interactive system for digital twin workshops is proposed.As the traditional 5D digital twin model ignores the importance of human-computer interaction,a new dimension of the user terminal was added.A hierarchical real-time data-driven mapping model for the workshop production process is then proposed.Moreover,a real-time data acquisition method for the industrial Internet of things is proposed based on OPC UA(object linking and embedding for process control unified architecture).Based on the 6D model of the system,the process of creating a 3D visualization virtual environment based on virtual reality is introduced,in addition to a data-driven process based on the data management cloud platform.Finally,the 6D model of the system was confirmed using the blade rotor test workshop as the object,and a 3D visualization interactive system is developed.The results show that the system is more transparent,real-time,data-driven and more efficient,as well as promotes the coordination and integration of human-physical-virtual,which has practical significance for developing digital twin workshops. 展开更多
关键词 digital twin workshop three-dimensional visualization human-computer interaction data driven OPC UA(object linking and embedding for process control unified architecture)
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Humanoid Intelligent Display Platform for Audiovisual Interaction and Sound Identification 被引量:2
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作者 Yang Wang Wenli Gao +11 位作者 Shuo Yang Qiaolin Chen Chao Ye Hao Wang Qiang Zhang Jing Ren Zhijun Ning Xin Chen Zhengzhong Shao Jian Li Yifan Liu Shengjie Ling 《Nano-Micro Letters》 SCIE EI CAS CSCD 2023年第12期82-98,共17页
This study proposes a rational strategy for the design,fabrication and system integration of the humanoid intelligent display platform(HIDP)to meet the requirements of highly humanized mechanical properties and intell... This study proposes a rational strategy for the design,fabrication and system integration of the humanoid intelligent display platform(HIDP)to meet the requirements of highly humanized mechanical properties and intelligence for human-machine interfaces.The platform’s sandwich structure comprises a middle lightemitting layer and surface electrodes,which consists of silicon elastomer embedded with phosphor and silk fibroin ionoelastomer,respectively.Both materials are highly stretchable and resilient,endowing the HIDP with skin-like mechanical properties and applicability in various extreme environments and complex mechanical stimulations.Furthermore,by establishing the numerical correlation between the amplitude change of animal sounds and the brightness variation,the HIDP realizes audiovisual interaction and successful identification of animal species with the aid of Internet of Things(IoT)and machine learning techniques.The accuracy of species identification reaches about 100%for 200 rounds of random testing.Additionally,the HIDP can recognize animal species and their corresponding frequencies by analyzing sound characteristics,displaying real-time results with an accuracy of approximately 99%and 93%,respectively.In sum,this study offers a rational route to designing intelligent display devices for audiovisual interaction,which can expedite the application of smart display devices in human-machine interaction,soft robotics,wearable sound-vision system and medical devices for hearing-impaired patients. 展开更多
关键词 Silk fibroin Ionoelastomer Luminescent display Machine learning Audiovisual interaction
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Screening of Proteins Interacting with Nonstructural 1 Protein of H5N1 Avian Influenza Virus from T7-phage Display Library 被引量:1
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作者 ZHU Chun-yu1,2, SUN Ting-ting2, ZHAO Jian1,2, WANG Ning1,2, ZHENG Fang-liang1, AI Hai-xin1, ZHU Jun-feng1,2, WANG Xiao-ying3, ZHU Ying4, WU Jian-guo4 and LIU Hong-sheng1,2 1. Key Laboratory of Animal Resource and Epidemic Disease Prevention of Liaoning Province, 2. Research Center for Computer Simulating and Information Processing of Bio-macromolecules of Liaoning Province, Academy of Science, Liaoning University, Shenyang 110036, P. R. China 3. Institute of Nutrition and Food Safety, Chinese Center for Disease Control and Prevention, Beijing 100050, P. R. China 4. State Key Laboratory of Virology, Wuhan University, Wuhan 430072, P. R. China 《Chemical Research in Chinese Universities》 SCIE CAS CSCD 2012年第1期103-107,共5页
Avian influenza virus(AIV) nonstructural 1(NS1) gene was amplified by real-time polymerse chain reac tion(RT-PCR) and inserted into pET28a, then transformed into E. coli BL21(DE3) competent cell. With the indu... Avian influenza virus(AIV) nonstructural 1(NS1) gene was amplified by real-time polymerse chain reac tion(RT-PCR) and inserted into pET28a, then transformed into E. coli BL21(DE3) competent cell. With the induction of isopropyl-β-D-thiogalactoside(IPTG) and the purification of Ni-NTA column, we finally obtained purified NS1 protein. T7-phage display system was used to screen the proteins that interacted with NS1 from lung cell cDNA li brary. The selected positive clones were identified by DNA sequencing and analyzed by BLAST program in Gene Bank. Two proteins were obtained as NS1 binding proteins, Homo sapiens nucleolar and coiled-body phosphoprotein 1(NOLC1) and Homo sapiens similar to colon cancer-associated antigen. By co-immunoprecipitation and other me thods, Homo sapiens NOLC1 was found to interact with the NS1 protein, the results would provide the basis for fur ther studying biological function of NS1 protein. 展开更多
关键词 T7-phage display Nonstructural 1 (NS 1) protein interacting protein
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Designing interactive glazing through an engineering psychology approach:Six augmented reality scenarios that envision future car human-machine interface
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作者 Wei LIU Yancong ZHU +5 位作者 Ruonan HUANG Takumi OHASHI Jan AUERNHAMMER Xiaonan ZHANG Ce SHI Lu WANG 《Virtual Reality & Intelligent Hardware》 2023年第2期157-170,共14页
Background With an increasing number of vehicles becoming autonomous,intelligent,and connected,paying attention to the future usage of car human-machine interface with these vehicles should become more relevant.Severa... Background With an increasing number of vehicles becoming autonomous,intelligent,and connected,paying attention to the future usage of car human-machine interface with these vehicles should become more relevant.Several studies have addressed car HMI but were less attentive to designing and implementing interactive glazing for every day(autonomous)driving contexts.Methods Reflecting on the literature,we describe an engineering psychology practice and the design of six novel future user scenarios,which envision the application of a specific set of augmented reality(AR)support user interactions.Additionally,we conduct evaluations on specific scenarios and experiential prototypes,which reveal that these AR scenarios aid the target user groups in experiencing a new type of interaction.The overall evaluation is positive with valuable assessment results and suggestions.Conclusions This study can interest applied psychology educators who aspire to teach how AR can be operationalized in a human-centered design process to students with minimal pre-existing expertise or minimal scientific knowledge in engineering psychology. 展开更多
关键词 Augmented reality interactive glazing Engineering psychology Car human-machine interface human-computer interaction Human-centered design User experience Generation Z
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Woven fabric triboelectric nanogenerators for human-computer interaction and physical health monitoring
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作者 Yu Miao Mengjuan Zhou +7 位作者 Jia Yi Yanyan Wang Guangjin Tian Hongxia Zhang Wenlong Huang Wenhao Wang Ronghui Wu Liyun Ma 《Nano Research》 SCIE EI CSCD 2024年第6期5540-5548,共9页
Triboelectric nanogenerator(TENG)converts mechanical energy into valuable electrical energy,offering a solution for future energy needs.As an indispensable part of TENG,textile TENG(T-TENG)has incredible advantages in... Triboelectric nanogenerator(TENG)converts mechanical energy into valuable electrical energy,offering a solution for future energy needs.As an indispensable part of TENG,textile TENG(T-TENG)has incredible advantages in harvesting biomechanical energy and physiological signal monitoring.However,the application of T-TENG is restricted,partly because the fabric structure parameter and structure on T-TENG performance have not been fully exploited.This study comprehensively investigates the effect of weaving structure on fabric TENGs(F-TENGs)for direct-weaving yarn TENGs and post-coating fabric TENGs.For direct-weaving F-TENGs,a single-yarn TENG(Y-TENG)with a core-sheath structure is fabricated using conductive yarn as the core layer yarn and polytetrafluoroethylene(PTFE)filaments as the sheath yarn.Twelve fabrics with five different sets of parameters were designed and investigated.For post-coating F-TENGs,fabrics with weaving structures of plain,twill,satin,and reinforced twill were fabricated and coated with conductive silver paint.Overall,the twill F-TENGs have the best electrical outputs,followed by the satin F-TENGs and plain weave F-TENGs.Besides,the increase of the Y-TENG gap spacing was demonstrated to improve the electrical output performance.Moreover,T-TENGs are demonstrated for human-computer interaction and self-powered real-time monitoring.This systematic work provides guidance for the future T-TENG’s design. 展开更多
关键词 single-yarn triboelectric nanogenerators woven fabric triboelectric nanogenerators fabric weaving structures and parameters human-computer interaction physical health monitoring
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Virtual brain surgery simulation system based on haptic interaction 被引量:3
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作者 张小瑞 Zhu Jiandong +4 位作者 Sun Wei Norman I.Badler Song Aiguo Niu Jianwei Liu Jia 《High Technology Letters》 EI CAS 2015年第2期185-191,共7页
To improve the accuracy and interactivity of soft tissue delormatlon simulation, a new plate spring model based on physics is proposed. The model is parameterized and thus can be adapted to simulate different organs. ... To improve the accuracy and interactivity of soft tissue delormatlon simulation, a new plate spring model based on physics is proposed. The model is parameterized and thus can be adapted to simulate different organs. Different soft tissues are modeled by changing the width, number of pieces, thickness, and length of a single plate spring. In this paper, the structural design, calcula- tion of soft tissue deformation and real-time feedback operations of our system are also introduced. To evaluate the feasibility of the system and validate the model, an experimental system of haptic in- teraction, in which users can use virtual hands to pull virtual brain tissues, is built using PHANTOM OMNI devices. Experimental results show that the proposed system is stable, accurate and promising for modeling instantaneous soft tissue deformation. 展开更多
关键词 haptic feedback human-computer interaction surgery simulation soft tissue deformation
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Differential Gene and Protein Expression in Soybean at Early Stages of Incompatible Interaction with Phytophthora sojae 被引量:1
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作者 LI Yong-gang YANG Ming-xiu +3 位作者 LI Yan LIU Wen-wen WEN Jing-zhi LI Yong-hao 《Agricultural Sciences in China》 CAS CSCD 2011年第6期902-910,共9页
Soybean root and stem rot caused by Phytophthora sojae is a destructive disease worldwide. Using genetic resistance is an important and major component in the integrated pest management of this disease. To understand ... Soybean root and stem rot caused by Phytophthora sojae is a destructive disease worldwide. Using genetic resistance is an important and major component in the integrated pest management of this disease. To understand molecular mechanisms of root and stem rot resistance in soybeans, the gene and protein expression in hypocotyls and stems of variety Suinong 10 carrying resistance genes Rps1a and Rps2 was investigated by using mRNA differential display reverse transcription PCR and two-dimensional electrophoresis at 0, 0.5, 1, 2, and 4 h after inoculation with P. sojae race 1. The results of the comparison of gene and protein expression showed that at least eight differential fragments at the transcriptional level were related to metabolic pathway, phytoalexin, and signal transduction in defense responses. Sequence analyses indicated that these fragments represented cinnamic acid 4-hydroxylase gene, ATP b gene coding ATP synthase b subunit and ubiquitin-conjugating enzyme gene which upregulated at 0.5 h post inoculation, blue copper protein gene and UDP-N-acetyl-a-D-galactosamine gene which upregulated at 2 h post inoculation, TGA-type basic leucine zipper protein TGA1.1 gene, cyclophilin gene, and 14-3-3 protein gene which upregulated at 4 h post inoculation. Three resistance-related proteins, a-subunit and b-subunit of ATP synthase, and cytochrome P450-like protein, were upregulated at 2 h post inoculation. The results suggested that resistance-related multiple proteins and genes were expressed in the recognition between soybean and P. sojae during zoospore germination, penetration and mycelium growth of P. sojae in soybean. 展开更多
关键词 Phytophthora sojae resistance mechanism incompatible interaction mRNA differential display reverse transcription PCR two-dimensional electrophoresis
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Multi-View Multi-Modal Head-Gaze Estimation for Advanced Indoor User Interaction
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作者 Jung-Hwa Kim Jin-Woo Jeong 《Computers, Materials & Continua》 SCIE EI 2022年第3期5107-5132,共26页
Gaze estimation is one of the most promising technologies for supporting indoor monitoring and interaction systems.However,previous gaze estimation techniques generally work only in a controlled laboratory environment... Gaze estimation is one of the most promising technologies for supporting indoor monitoring and interaction systems.However,previous gaze estimation techniques generally work only in a controlled laboratory environment because they require a number of high-resolution eye images.This makes them unsuitable for welfare and healthcare facilities with the following challenging characteristics:1)users’continuous movements,2)various lighting conditions,and 3)a limited amount of available data.To address these issues,we introduce a multi-view multi-modal head-gaze estimation system that translates the user’s head orientation into the gaze direction.The proposed system captures the user using multiple cameras with depth and infrared modalities to train more robust gaze estimators under the aforementioned conditions.To this end,we implemented a deep learning pipeline that can handle different types and combinations of data.The proposed system was evaluated using the data collected from 10 volunteer participants to analyze how the use of single/multiple cameras and modalities affect the performance of head-gaze estimators.Through various experiments,we found that 1)an infrared-modality provides more useful features than a depth-modality,2)multi-view multi-modal approaches provide better accuracy than singleview single-modal approaches,and 3)the proposed estimators achieve a high inference efficiency that can be used in real-time applications. 展开更多
关键词 human-computer interaction deep learning head-gaze estimation indoor monitoring
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Empathic Responses of Behavioral-Synchronization in Human-Agent Interaction
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作者 Sung Park Seongeon Park Mincheol Whang 《Computers, Materials & Continua》 SCIE EI 2022年第5期3761-3784,共24页
Artificial entities,such as virtual agents,have become more pervasive.Their long-term presence among humans requires the virtual agent’s ability to express appropriate emotions to elicit the necessary empathy from th... Artificial entities,such as virtual agents,have become more pervasive.Their long-term presence among humans requires the virtual agent’s ability to express appropriate emotions to elicit the necessary empathy from the users.Affective empathy involves behavioral mimicry,a synchronized co-movement between dyadic pairs.However,the characteristics of such synchrony between humans and virtual agents remain unclear in empathic interactions.Our study evaluates the participant’s behavioral synchronization when a virtual agent exhibits an emotional expression congruent with the emotional context through facial expressions,behavioral gestures,and voice.Participants viewed an emotion-eliciting video stimulus(negative or positive)with a virtual agent.The participants then conversed with the virtual agent about the video,such as how the participant felt about the content.The virtual agent expressed emotions congruent with the video or neutral emotion during the dialog.The participants’facial expressions,such as the facial expressive intensity and facial muscle movement,were measured during the dialog using a camera.The results showed the participants’significant behavioral synchronization(i.e.,cosine similarity≥.05)in both the negative and positive emotion conditions,evident in the participant’s facial mimicry with the virtual agent.Additionally,the participants’facial expressions,both movement and intensity,were significantly stronger in the emotional virtual agent than in the neutral virtual agent.In particular,we found that the facial muscle intensity of AU45(Blink)is an effective index to assess the participant’s synchronization that differs by the individual’s empathic capability(low,mid,high).Based on the results,we suggest an appraisal criterion to provide empirical conditions to validate empathic interaction based on the facial expression measures. 展开更多
关键词 Facial emotion recognition facial expression virtual agent virtual human embodied conversational agent EMPATHY human-computer interaction
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Design of space-centered interaction using invisible and intangible spatial inputs
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作者 David Jean Kwangjin Hong Keechul Jung 《Journal of Measurement Science and Instrumentation》 CAS 2012年第2期137-145,共9页
In this paper,we investigate methodologies to improve direct-touch interaction on invisible and intangible spatial input.We firstly discuss about the motive of looking for a new input method for whole body interaction... In this paper,we investigate methodologies to improve direct-touch interaction on invisible and intangible spatial input.We firstly discuss about the motive of looking for a new input method for whole body interaction and how it can be meaningful.We also describe the role that can play spatial interaction to improve the freedom of interaction for a user.We propose a method of spatial centered interaction using invisible and intangible spatial inputs.However,given their lack of tactile feedback and visual representation,direct touch interaction on such input can be confused.In order to make a step toward understanding causes and solutions for such phenomena,we made 2 user experiments.In the first one,we test 5 setups of helper that provide information of the location of the input by constraining the dimension it is located at.The results show that using marker on the ground and a relationship with the height of the user’s body improve significantly the locative task.In the second experiment,we create a dancing game using invisible and intangible spatial inputs and we stress the results obtained in the first experiment within this cognitively demanding context.Results show that the same setup of helper is still providing very good results in that context. 展开更多
关键词 human-computer interaction(HCI) spatial centered interaction whole body interaction input method
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Research on the interaction design of somatosensory games——With the original game "Dream" in the center
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作者 YANG Yuan WANG Ziyan +1 位作者 SHEN Jiadan FANG Yichen 《International English Education Research》 2016年第12期83-86,共4页
The emergence of the somatosensory interactive technology has changed the ways of the interaction between the users and the computers, so that people can control the computers more freely. This paper focuses on the in... The emergence of the somatosensory interactive technology has changed the ways of the interaction between the users and the computers, so that people can control the computers more freely. This paper focuses on the interactive design of the somatosensory games, and combines the Kinect interactive devices with the popular Unity 3D game engines, and analyzes and designs the realization principles of the somatosensory games, the somatosensory games and the digital somatosensory interactive display. Through the design and production of the original game "Dream", the author discusses the design methods of the game interactive experience while abandoning the traditional human-comouter interactive mode. 展开更多
关键词 Somatosensory game human-computer interaction Kinect equipment
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