scholarly journals Product Design Improvement Using Human-Computer Interaction Method Based on Modal Analysis

2016 ◽  
Vol 68 ◽  
pp. 05002
Author(s):  
Lei Liu ◽  
Hongying Liu ◽  
Aijun Ma
2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Changjun Zhao

With the continuous development and progress of virtual reality technology in recent years, the application of virtual reality technology in all aspects of real life is no longer limited to the military field, medical, or film production fields, but it gradually appears in front of the public, into the lives of ordinary people. The human-computer interaction method in virtual reality and the presentation effect of the virtual scene are the two most important aspects of the virtual reality experience. How to provide a good human-computer interaction method for virtual reality applications and how to improve the final presentation effect of the virtual reality scene is also becoming an important research direction. This paper takes the virtual fitness club experience system as the application background, analyzes the function and performance requirements of the virtual reality experience system in the virtual reality environment, and proposes the use of Kinect as a video acquisition device to extract the user’s somatosensory operation actions through in-depth information to achieve somatosensory control. This article adopts a real human-computer interaction solution, uses Unity 3D game engine to build a virtual reality scene, defines shaders to improve the rendering effect of the scene, and uses Oculus Rift DK2 to complete an immersive 3D scene demonstration. This process greatly reduces resource consumption; it not only enables users to experience unprecedented immersion as users but also helps people create unprecedented scenes and experiences through virtual imagination. The virtual fitness club experience system probably reduces resource consumption by nearly 70%.


2020 ◽  
pp. 1-6
Author(s):  
Fei Liu ◽  
Peng Xu ◽  
Hongliu Yu

BACKGROUND: The traditional meal assistance robots use human-computer interaction such as buttons, voice, and EEG. However, most of them rely on excellent programming technology for development, in parallelism with exhibiting inconvenient interaction or unsatisfactory recognition rates in most cases. OBJECTIVE: To develop a convenient human-computer interaction mode with a high recognition rate, which allows users to make the robot show excellent adaptability in the new environment without programming ability. METHODS: A visual interaction method based on deep learning was used to develop the feeding robot: when the camera detects that the user’s mouth is open for 2 seconds, the feeding command is turned on, and the feeding is temporarily conducted when the eyes are closed for 2 seconds. A programming method of learning from the demonstration, which is simple and has strong adaptability to different environments, was employed to generate a feeding trajectory. RESULTS: The user is able to eat independently through convenient visual interaction, and it only requires the caregiver to drag and teach the robotic arm once in the face of a new eating environment.


2021 ◽  
Vol 5 (ISS) ◽  
pp. 1-20
Author(s):  
Ilyena Hirskyj-Douglas ◽  
Roosa Piitulainen ◽  
Andrés Lucero

Over the past decade, many systems have been developed for humans to remotely connect to their pets at home. Yet little attention has been paid to how animals can control such systems and what the implications are of animals using internet systems. This paper explores the creation of a video call device to allow a dog to remotely call their human, giving the animal control and agency over technology in their home. After building and prototyping a novel interaction method over several weeks and iterations, we test our system with a dog and a human. Analysing our experience and data, we reflect on power relations, how to quantify an animal's user experience and what interactive internet systems look like with animal users. This paper builds upon Human-Computer Interaction methods for unconventional users, uncovering key questions that advance the creation of animal-to-human interfaces and animal internet devices.


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