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
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
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
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
Affect plays a significant role in college English teaching and learning, in which teachers, learners, tasks and contexts or environments interact with each other, developing a system of affective interaction. In the ...Affect plays a significant role in college English teaching and learning, in which teachers, learners, tasks and contexts or environments interact with each other, developing a system of affective interaction. In the system, the teacher is a facilitator and mediator and the learner is the subject of English learning. In a harmonious and friendly classroom environment, with the knowledge transmission blending in well with the cultivation of affect, attitudes and values, students' cognitive and emotional development can be promoted. The experimental results of the present study indicated that students in the affective college English classroom did significantly better (p〈 .05) in cognition than before. Furthermore, the analyses of the two surveys showed that attention to affective interaction in college English teaching helped students enhance their interest in college English learning, cross-cultural awareness, self-confidence, interpersonal intelligence, and so forth. Therefore, our conclusion is that attention to affective interaction in college English classroom teaching is conducive to students' personal growth and a more holistic development.展开更多
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
In this study, tropical cyclone data from China Meteorological Administration (CMA) and the ECMWF reanalysis data for the period 1958-2001 was used to propose a possible mechanism for the impacts of air- sea interac...In this study, tropical cyclone data from China Meteorological Administration (CMA) and the ECMWF reanalysis data for the period 1958-2001 was used to propose a possible mechanism for the impacts of air- sea interaction on the activity of tropical cyclones (TCs) affecting China. The frequency of TCs affecting China over past 40 years has trended downward, while during the same period, the air sea interaction in the two key areas of the Pacific region has significantly weakened. Our diagnoses and simulations suggest that air sea interactions in the central North Pacific tropics and subtropics (Area 1) have an important role in adjusting typhoon activities in the Northwest Pacific in general, and especially in TC activity affecting China. On the contrary, impacts of the air-sea interaction in the eastern part of the South Pacific tropics (Area 2) were found to be rather limited. As both observational analysis and modeling studies show that, in the past four decades and beyond, the weakening trend of the latent heat released from Area 1 matched well with the decreasing Northwest Pacific TC frequency derived from CMA datasets. Results also showed that the weakening trend of latent heat flux in the area was most likely due to the decreasing TC frequency over the Northwest Pacific, including those affecting China. Although our preliminary analysis revealed a possible mechanism through which the air sea interaction may adjust the genesis conditions for TCs, which eventually affect China, other relevant questions, such as how TC tracks and impacts are affected by these trends, remain unanswered. Further in-depth investigations are required.展开更多
Foreign language teaching has shifted from teacher-centered teaching method to student-centered in recent years.Affective factors should be paid enough attention in teacher-learner interaction in.This paper aims to ma...Foreign language teaching has shifted from teacher-centered teaching method to student-centered in recent years.Affective factors should be paid enough attention in teacher-learner interaction in.This paper aims to make an exploration into the effects of affective factors in college learners'classroom.展开更多
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
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
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
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
The present study examines affective meaning of pronouns (in Russian) represented by the semantic differential. Of direct relevance to the present study is the theory of affective meaning propounded by Osgood. Two h...The present study examines affective meaning of pronouns (in Russian) represented by the semantic differential. Of direct relevance to the present study is the theory of affective meaning propounded by Osgood. Two hypotheses were tested. According to a "magnitude" hypothesis, affective dimensions (each of evaluation, potency, and activity taken separately) differ in their magnitude across pronouns I, My, Me, and They. A "structural" hypothesis stated that the affective dimensions yield latent factors across (the generality) and within (the concept-scale interaction) the pronoun concepts. Repeated-measures analysis of variance (1-way ANOVA) and confirmatory factor analysis were employed to process data. It was found that each of the evaluation and potency measures yield a significant magnitude change across the pronouns, but there was indicated no significant change across the pronouns with respect to the activity dimension. Therewith, the pronoun My gained a salient value and the pronoun They the smallest value. Using confirmatory factor analysis five models were tested. Among them one model was good fit to the data. It engaged a four-factor solution resulted in that four pronouns are latent affective distinct but related factors and the evaluation, potency, and activity are their indicators.展开更多
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
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
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
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
Recently,vision-based gesture recognition(VGR)has become a hot research spot in human-computer interaction(HCI).Unlike other gesture recognition methods with data gloves or other wearable sensors,vision-based gesture ...Recently,vision-based gesture recognition(VGR)has become a hot research spot in human-computer interaction(HCI).Unlike other gesture recognition methods with data gloves or other wearable sensors,vision-based gesture recognition could lead to more natural and intuitive HCI interactions.This paper reviews the state-of-the-art vision-based gestures recognition methods,from different stages of gesture recognition process,i.e.,(1)image acquisition and pre-processing,(2)gesture segmentation,(3)gesture tracking,(4)feature extraction,and(5)gesture classification.This paper also analyzes the advantages and disadvantages of these various methods in detail.Finally,the challenges of vision-based gesture recognition in haptic rendering and future research directions are discussed.展开更多
In response to many multi-attribute decision-making(MADM)problems involved in chemical processes such as controller tuning,which suffer human's subjective preferential nature in human–computer interactions,a nove...In response to many multi-attribute decision-making(MADM)problems involved in chemical processes such as controller tuning,which suffer human's subjective preferential nature in human–computer interactions,a novel affective computing and preferential evolutionary solution is proposed to adapt human–computer interaction mechanism.Based on the stimulating response mechanism,an improved affective computing model is introduced to quantify decision maker's preference in selections of interactive evolutionary computing.In addition,the mathematical relationship between affective space and decision maker's preferences is constructed.Subsequently,a human–computer interactive preferential evolutionary algorithm for MADM problems is proposed,which deals with attribute weights and optimal solutions based on preferential evolution metrics.To exemplify applications of the proposed methods,some test functions and,emphatically,controller tuning issues associated with a chemical process are investigated,giving satisfactory results.展开更多
基金supported by the National Key Research and Development Program of China(2021YFB1600601)the Joint Funds of the National Natural Science Foundation of China and the Civil Aviation Administration of China(U1933106)+2 种基金the Scientific Research Project of Tianjin Educational Committee(2019KJ134)the Natural Science Foundation of TianjinIntelligent Civil Aviation Program(21JCQNJ C00900)。
文摘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.
基金supported by the National Key Research and Development Program of China(2021YFB3901205)National Institute of Natural Hazards,Ministry of Emergency Management of China(2023-JBKY-57)。
文摘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.
文摘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.
文摘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.
文摘Affect plays a significant role in college English teaching and learning, in which teachers, learners, tasks and contexts or environments interact with each other, developing a system of affective interaction. In the system, the teacher is a facilitator and mediator and the learner is the subject of English learning. In a harmonious and friendly classroom environment, with the knowledge transmission blending in well with the cultivation of affect, attitudes and values, students' cognitive and emotional development can be promoted. The experimental results of the present study indicated that students in the affective college English classroom did significantly better (p〈 .05) in cognition than before. Furthermore, the analyses of the two surveys showed that attention to affective interaction in college English teaching helped students enhance their interest in college English learning, cross-cultural awareness, self-confidence, interpersonal intelligence, and so forth. Therefore, our conclusion is that attention to affective interaction in college English classroom teaching is conducive to students' personal growth and a more holistic development.
基金supported by the China Fundamental Research Funds for the Central Universities(2022JBQY006)。
文摘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.
基金supported by the R&D Special Fund for Public Welfare Industry(meteorology)(Grant No.GYHY200806009)the National Natural Science Foundation of China(GrantNos.40775046,40730106)
文摘In this study, tropical cyclone data from China Meteorological Administration (CMA) and the ECMWF reanalysis data for the period 1958-2001 was used to propose a possible mechanism for the impacts of air- sea interaction on the activity of tropical cyclones (TCs) affecting China. The frequency of TCs affecting China over past 40 years has trended downward, while during the same period, the air sea interaction in the two key areas of the Pacific region has significantly weakened. Our diagnoses and simulations suggest that air sea interactions in the central North Pacific tropics and subtropics (Area 1) have an important role in adjusting typhoon activities in the Northwest Pacific in general, and especially in TC activity affecting China. On the contrary, impacts of the air-sea interaction in the eastern part of the South Pacific tropics (Area 2) were found to be rather limited. As both observational analysis and modeling studies show that, in the past four decades and beyond, the weakening trend of the latent heat released from Area 1 matched well with the decreasing Northwest Pacific TC frequency derived from CMA datasets. Results also showed that the weakening trend of latent heat flux in the area was most likely due to the decreasing TC frequency over the Northwest Pacific, including those affecting China. Although our preliminary analysis revealed a possible mechanism through which the air sea interaction may adjust the genesis conditions for TCs, which eventually affect China, other relevant questions, such as how TC tracks and impacts are affected by these trends, remain unanswered. Further in-depth investigations are required.
文摘Foreign language teaching has shifted from teacher-centered teaching method to student-centered in recent years.Affective factors should be paid enough attention in teacher-learner interaction in.This paper aims to make an exploration into the effects of affective factors in college learners'classroom.
基金Supported by the National High Technology Research and Development Programme of China(No.2013AA010803,2009AA01Z311,2009AA01Z314)the National Natural Science Foundation of China(No.61304205,61203316,61272379,61103086,41301037)+3 种基金the Natural Science Foundation of Jiangsu Province(BK20141002)the Open Funding Project of State Key Laboratory of Virtual Reality Technology and Systems,Beihang University,Jiangsu Ordinary University Science Research Project(No.13KJB120007)Innovation and Entrepreneurship Training Project of College Students(No.201410300153,201410300165)the Excellent Undergraduate Paper(design)Supporting Project of NUIST
文摘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.
基金This work was supported by the Basic Research Program through the National Research Foundation of Korea(NRF)grant funded by the Korea Government(MSIT)under Grant 2019R1F1A1045329 and Grant 2020R1A4A1017775.
文摘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.
文摘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.
文摘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.
文摘The present study examines affective meaning of pronouns (in Russian) represented by the semantic differential. Of direct relevance to the present study is the theory of affective meaning propounded by Osgood. Two hypotheses were tested. According to a "magnitude" hypothesis, affective dimensions (each of evaluation, potency, and activity taken separately) differ in their magnitude across pronouns I, My, Me, and They. A "structural" hypothesis stated that the affective dimensions yield latent factors across (the generality) and within (the concept-scale interaction) the pronoun concepts. Repeated-measures analysis of variance (1-way ANOVA) and confirmatory factor analysis were employed to process data. It was found that each of the evaluation and potency measures yield a significant magnitude change across the pronouns, but there was indicated no significant change across the pronouns with respect to the activity dimension. Therewith, the pronoun My gained a salient value and the pronoun They the smallest value. Using confirmatory factor analysis five models were tested. Among them one model was good fit to the data. It engaged a four-factor solution resulted in that four pronouns are latent affective distinct but related factors and the evaluation, potency, and activity are their indicators.
文摘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.
基金the National Undergraduate Innovation Program Training Project(No.202110755022)。
文摘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.
基金supported by National Defence Basic Research Foundation of China (Grant No. B1420060173)National Hi-tech Research and Development Program of China (863 Program, Grant No. 2006AA04Z138)
文摘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.
基金The National Natural Science Foundation of China(No.51875332)the Capacity Building Projects of Some Local Universities of Shanghai Science and Technology Commission(No.18040501600).
文摘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.
基金Supported by the National Natural Science Foundation of China(61773205,61773219)the Fundamental Research Funds for the Central Universities(NS2016032,NS2019018,Nanjing University of Aeronautics and Astronautics)+1 种基金the Scholarship from China Scholarship Council(201906835020)the Fundamental Research Funds for the Central Universities(the Graduate Student Innovation Base Open Fund Project of NUAA,kfjj20190307)。
文摘Recently,vision-based gesture recognition(VGR)has become a hot research spot in human-computer interaction(HCI).Unlike other gesture recognition methods with data gloves or other wearable sensors,vision-based gesture recognition could lead to more natural and intuitive HCI interactions.This paper reviews the state-of-the-art vision-based gestures recognition methods,from different stages of gesture recognition process,i.e.,(1)image acquisition and pre-processing,(2)gesture segmentation,(3)gesture tracking,(4)feature extraction,and(5)gesture classification.This paper also analyzes the advantages and disadvantages of these various methods in detail.Finally,the challenges of vision-based gesture recognition in haptic rendering and future research directions are discussed.
基金Supported by the Fundamental Research Funds for the Central Universities(ZY1347and YS1404)
文摘In response to many multi-attribute decision-making(MADM)problems involved in chemical processes such as controller tuning,which suffer human's subjective preferential nature in human–computer interactions,a novel affective computing and preferential evolutionary solution is proposed to adapt human–computer interaction mechanism.Based on the stimulating response mechanism,an improved affective computing model is introduced to quantify decision maker's preference in selections of interactive evolutionary computing.In addition,the mathematical relationship between affective space and decision maker's preferences is constructed.Subsequently,a human–computer interactive preferential evolutionary algorithm for MADM problems is proposed,which deals with attribute weights and optimal solutions based on preferential evolution metrics.To exemplify applications of the proposed methods,some test functions and,emphatically,controller tuning issues associated with a chemical process are investigated,giving satisfactory results.