Contactless interactive control technology with a switching system based on Butterworth filter and modified strong tracking Kalman filter

Author(s):  
Yifan Fang ◽  
Zhong Chen ◽  
Lei Yu ◽  
Shumin Fei

In the human–computer interaction field, a contactless interaction with large screens through gestures is very representative, and the recognition and filtering of gesture images are very important tasks. Aiming at solving the problems of interference and positioning drift of three-dimensional lidar sensors, this article proposes a contactless interactive control system based on switching filtering algorithm, which selects the Butterworth filtering and the modified strong tracking Kalman filter to be used in the filtering process. The proposed interactive system extracts and optimizes user gestures, maps the gestures to the screen, simulates mouse operations, and enables operations such as selection, sliding, zooming in and out, and others. This switching filtering algorithm effectively solves the accuracy problem of a single filtering algorithm and the rapidity of complex filtering algorithms in the signal processing step, and greatly improves the interaction accuracy without sacrificing too much processing time. The experimental results show that by applying the proposed switching filtering algorithm to a contactless human–computer interaction system, the system can achieve smooth gesture interaction. The proposed system can perform real-time interaction with multiple people, which fully verifies the effectiveness and superiority of the proposed algorithm.

Author(s):  
Yifan Fang ◽  
Lei Yu ◽  
Shumin Fei

In the large-screen interactive system with lidar sensor, due to the low accuracy of the lidar and the instability of the users’ gestures, the system’s recognition and tracking of gesture coordinates cannot be well obtained. Aiming at solving the problems of swaying and drifting gestures of the traditional filtering algorithm with a lidar sensor, this paper proposes a contactless interaction control technology based on switching filtering algorithm, which can realize non-contact high-precision multi-point interaction. The proposed algorithm first recognizes and extracts users’ gestures, and then the gestures are mapped to the screen position. Also, the mouse operation is simulated to realize operations such as selecting, sliding, and zooming in and out. Besides, the algorithm can effectively solve jitter and drift problems caused by scanning defects of radar and instability of the user gesture operations. Experimental results show that by applying the switching filtering algorithm to the contactless human-computer interaction system, the interactive trajectory becomes smoother and more stable compared with the traditional filtering algorithms. The proposed algorithm exhibits excellent accuracy and real-time performance, supporting efficient interaction with multiple people.


Author(s):  
Daniela Fogli ◽  
Andrea Marcante ◽  
Piero Mussio

In this chapter it is recognized that the knowledge relevant to the design of an interactive system is distributed among several stakeholders: domain experts, software engineers and Human-Computer Interaction experts. Hence, the design of an interactive system is a multi-facet activity requiring the collaboration of experts from these communities. Each community describes an interactive system through visual sentences of a Visual Language (VL). A first VL allows domain experts to reason on the system usage in their specific activities. A second VL, the State-Chart language, is used to specify the system behaviour for software engineers purposes. A communication gap exists among the two communities, in that domain experts do not understand software engineers jargon and vice versa. To overcome this gap, a third VL permits Human-Computer Interaction experts to translate the user view of the system embedded in their Visual Language into a specification in the software engineering Visual Language.


2014 ◽  
Vol 962-965 ◽  
pp. 2721-2725
Author(s):  
Wen Li Wu ◽  
Wei He ◽  
Bin Feng ◽  
Shi Chen

To simulate arbitrary three dimensional models, this technology of triangular polyhedron 3D human-computer interaction modeling was proposed. Achieving the technology has following three steps. Firstly, the coordinates of 3D nodes were projected onto the plane by the method of 3D geometric transformation. Then, this information which was made up of triangles and sides and nodes was picked up by 3D picking methods. Finally, the technique of rubber membrane was used to modify the nodes of triangles, and the 3D modification was achieved by means of anti-transformation. Moreover, the method of global and local mesh encryption was also designed to modify 3D topology structure, which was aimed at better simulate complex 3D models. This technology combined geophysical forwarding compute and formed the method of data-interaction simulation, which provided a means of visualization for geophysical data interpretation.


2021 ◽  
Vol 11 (6) ◽  
pp. 2695
Author(s):  
George E. Raptis ◽  
Giannis Kavvetsos ◽  
Christina Katsini

Cultural heritage is a challenging domain of application for novel interactive technologies, where varying aspects in the way that cultural assets are delivered play a major role in enhancing the visitor experience, either onsite or online. Technology-supported natural human–computer interaction that is based on multimodalities is a key factor in enabling wider and enriched access to cultural heritage assets. In this paper, we present the design and evaluation of an interactive system that aims to support visitors towards a better understanding of art contexts through the use of a multimodal interface, based on visual and audio interactions. The results of the evaluation study shed light on the dimensions of evoking natural interactions within cultural heritage environments, using micro-narratives for self-exploration and understanding of cultural content, and the intersection between human–computer interaction and artificial intelligence within cultural heritage. We expect our findings to provide useful insights for practitioners and researchers of the broad human–computer interaction and cultural heritage communities on designing and evaluating multimodal interfaces to better support visitor experiences.


2021 ◽  
pp. 1-32
Author(s):  
Simone Dornelas Costa ◽  
Monalessa Perini Barcellos ◽  
Ricardo de Almeida Falbo

Human–Computer Interaction (HCI) is a multidisciplinary area that involves a diverse body of knowledge and a complex landscape of concepts, which can lead to semantic problems, hampering communication and knowledge transfer. Ontologies have been successfully used to solve semantics and knowledge-related problems in several domains. This paper presents a systematic literature review that investigated the use of ontologies in the HCI domain. The main goal was to find out how HCI ontologies have been used and developed. 35 ontologies were identified. As a result, we noticed that they cover different HCI aspects, such as user interface, interaction phenomenon, pervasive computing, user modeling / profile, HCI design, interaction experience and adaptive interactive system. Although there are overlaps, we did not identify reuse among the 35 analyzed ontologies. The ontologies have been used mainly to support knowledge representation and reasoning. Although ontologies have been used in HCI for more than 25 years, their use became more frequent in the last decade, when ontologies address a higher number of HCI aspects and are represented as both conceptual and computational models. Concerning how ontologies have been developed, we noticed that some good practices of ontology engineering have not been followed. Considering that the quality of an ontology directly influences the quality of the solution built based on it, we believe that there is an opportunity for HCI and ontology engineering professionals to get closer to build better and more effective ontologies, as well as ontology-based solutions.


1983 ◽  
Vol 27 (10) ◽  
pp. 854-854
Author(s):  
Patricia R. Hawkins

This presentation will describe the process by which the interface was designed for an information system that's accessed by means of an address. An address-indexed system is used when service is being established for a specific address and there is no account number to use to access records associated with the address. It is necessary to verify that the address is accurate and to know what service or facilities already exist there. The system I'm going to describe is for the telephone company but it could as easily serve the needs of any company or organization which provides service and equipment at specific addresses such as the gas company, cable television company, or a municipal government. The design of this system posed some special human-computer interaction problems. Access to records by means of an address is not as straightforward as access by means of an account number or even a customer name. Addresses are highly variable. In some communities the same street may be known by more than one name and both may be acceptable to the Post Office. In rural areas there are frequently no house numbers and often there are not even street names. One approach to handling address variability is to provide prompting and to design a highly interactive system. Another approach is to create some type of standardization and attempt to impose it on your users. Our design provides both and both will be described. Naturally, the interface had to be designed within a set of constraints. The system was to be on a single centralized large mainframe computer. It would be used by service representatives who would be talking to customers on the telephone at the same time they were accessing the system. We needed fast response time. During busy hours during peak periods of the month there might be thousands of service representatives accessing the system at the same time. There are many components of end user response time. Transaction volume is one of them. This meant that in designing this interactive system we had to keep the number of transactions down, that is, minimize the number of interactions. This presentation will describe how these problems have been resolved in the five years that this system has been evolving. Examples of the challenges and oddities we've encountered will be drawn from our experiences in mechanizing rural addresses and multi-family residences. The process described includes some prototyping, experimentation where possible, and a lot of trial and error with frequent field evaluations. The process also includes a lot of teamwork between the software designers and the human factors designers.


2020 ◽  
Vol 2020 ◽  
pp. 1-12
Author(s):  
Shuanhu Li ◽  
Jun Yang ◽  
Ziwen Zhang

With the development of digitalization in various fields, the water conservancy field is gradually developing digital three-dimensional visualization research to promote the development of digital watershed construction. This paper deeply analyzes and discusses the theory and application of three-dimensional visualization of river water scenes and realizes an interactive visual simulation system based on virtual reality technology, which simulates simulation and operation management, which can greatly accelerate the data. The processing speed makes the huge data be effectively utilized to provide visual interaction means for numerical simulation and data analysis, improve the efficiency of numerical calculation, and realize human-computer interaction communication, so that people can observe the phenomena and laws that are difficult to observe by traditional methods. The rationality of the mathematical model is analyzed for effectiveness.


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