This paper describes the design and control of the 3dof planar parallel robot for omni-directional locomotion interface, which can generate infinite floor on planar surfaces. The interface is composed of three limbs, ...
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This paper describes the design and control of the 3dof planar parallel robot for omni-directional locomotion interface, which can generate infinite floor on planar surfaces. The interface is composed of three limbs, each of which has three serial revolute joints with the actuated first joint. To simulate natural human walking, the locomotion interface design specifications are acquired based on gait analysis and each mechanism is optimally designed and manufactured to satisfy the given requirements. The designed locomotion interface allows natural walking (step: 0.8m, foot angle: 10deg). To provide continuous walking in a confined area, a controller is implemented hierarchically to low-level for joint position control, mid-level for platform position control, and high-level control for generation of walking trajectory. At high-level control, a walking control algorithm is suggested to satisfy continues walking on an infinite floor for planar surfaces. From experimental results of walking simulations at level ground, it is proven that with the proposed walking interface, a general person can walk naturally without any considerable disturbances and with safety.
Past work of generating referring expressions mainly utilized attributes of objects and binary relations between objects. However, such an approach does not work well when there is no distinctive attribute among objec...
Software architects have techniques to deal with many quality attributes such as performance, reliability, and maintainability. Usability, however, has traditionally been concerned primarily with presentation and not ...
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ISBN:
(纸本)9780769521633
Software architects have techniques to deal with many quality attributes such as performance, reliability, and maintainability. Usability, however, has traditionally been concerned primarily with presentation and not been a concern of software architects beyond separating the user interface from the remainder of the application. In this paper, we present usability-supporting architectural patterns. Each pattern describes a usability concern that is not supported by separation alone. For each concern, a usability-supporting architectural pattern provides the forces from the characteristics of the task and environment, the human, and the state of the software to motivate an implementation independent solution cast in terms of the responsibilities that must be fulfilled to satisfy the forces. Furthermore, each pattern includes a sample solution implemented in the context of an overriding separation based pattern such as J2EE Model View Controller.
In human-human communications, especially in face-to-face communication, sub-verbal and non-verbal messages have more importance than messages transported by words in communications. On the other hand, in traditional ...
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In human-human communications, especially in face-to-face communication, sub-verbal and non-verbal messages have more importance than messages transported by words in communications. On the other hand, in traditional man-machine interfaces, machines only understand pre-defined operations, and never understand operators' sub-verbal and non-verbal messages. This causes some difficulty of machine usability. Grasping-and-moving are fundamental hand operations necessary for performing tasks using modern man-machine interfaces. However, behavioral information associated with grasping, such as force, posture, etc., has not been utilized for traditional interfaces. Although behavioral information should have potential utility in developing task-adaptive and operator-adaptive interfaces; it is known that how people grasp devices is dependent on the purpose of these tasks. As an example of typical pointing devices, This work describes a computer mouse whose approaching speed, or gain, is adjusted depending on the nature of the task. This work suggests that the grasping-and-moving tasks should consist of two phases. The first or approaching phase is when the operator moves the mouse pointer close to the target with a small grasping force. The second or positioning phase follows when the operator makes a fine adjustment of the pointer to locate it within the target area using a larger grasping force. This proposed new computer mouse has a sensor to detect the operator's grasping force and uses it to control the gain of the mouse. Two sets of experiments were conducted; one for confirming the assumption that the grasping force should be small while approaching the target and large while positioning, and the other for confirming that the proposed mouse should be effective in reducing the time necessary for pointing various kinds of objects.
A prosodic corpus of Japanese was developed as a scheduled project by the university researchers in Japan. This paper describes the contents of the corpus: speakers, speaking style, recording conditions, prosodic anno...
ISBN:
(纸本)2951740816
A prosodic corpus of Japanese was developed as a scheduled project by the university researchers in Japan. This paper describes the contents of the corpus: speakers, speaking style, recording conditions, prosodic annotations. The corpus is a Japanese version of the MULTEXT prosodic database of EUROM1. We adopted a J-ToBI prosodic labeling scheme as well as additional labels such as pitich range, prominence, devoicing, and nasalization. We developed an automatic generation of J-ToBI labels. It was proved that 71.6% of tone labels were placed on the correct positions with the correct symbols, and that 73.7% of BI labels were generated correctly. Automatic prosodic label generator was evaluated by expert labeler team and beginner team and found to be helpful for both of them.
Technology is being developed at a rapid rate such that a large proportion of the population are finding it impossible to utilize the full functionality of products. In an integrated home environment, it is vital that...
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ISBN:
(纸本)1581138571
Technology is being developed at a rapid rate such that a large proportion of the population are finding it impossible to utilize the full functionality of products. In an integrated home environment, it is vital that technology products are not only desirable but also accessible to the whole population in terms of functionality and usability. This work-in-progress paper presents the findings from the first phase of a project investigating smart user interfaces (SUIs) in the context of an integrated home environment. To gather the requirements for universal access, eight workshops were conducted focussing on the needs, attitudes and expectations of people towards smart homes. This will contribute to the development of user led design criteria for the development of a prototype universal SUI. Copyright 2004 ACM.
As speech interfaces become more prevalent, it is becoming more crucial that they be developed in a way that minimizes cognitive load for users. One major barrier to creating systems that are more human-centered has b...
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As speech interfaces become more prevalent, it is becoming more crucial that they be developed in a way that minimizes cognitive load for users. One major barrier to creating systems that are more human-centered has been the lack of an accepted online methodology for directly evaluating the cognitive resource demands of different systems. The present study extends a classic tool from cognitive psychology, the dual-task paradigm, to speech interface evaluation. Participants follow simple instructions generated by a system, while simultaneously monitoring for a simple visual probe. Performance on the monitoring task is used as a measure of cognitive resource demands;whenever language understanding is more demanding, performance on the monitoring task suffers. In the present study we used this methodology to investigate patterns of reference generation and how they impact human understanding.
This paper contains a description of MODeLeR, a Multimedia Object Design Learning Resource. The impetus for the creation of MODeLeR was to provide an authentic learning environment for the study of object-oriented des...
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ISBN:
(纸本)1581137982
This paper contains a description of MODeLeR, a Multimedia Object Design Learning Resource. The impetus for the creation of MODeLeR was to provide an authentic learning environment for the study of object-oriented design to augment intermediate level programming classes. The Resource affords active, collaborative learning experiences in object modeling with the goal of helping students to gain design capabilities in UML and to appreciate the need for design that they often do not perceive since the programs they write are relatively small. Students typically create several different UML diagrams. This paper describes the MODeLeR environment and a pilot study in its use. This paper contains results of both a quantitative study and a qualitative evaluation of the Resource. Copyright 2004 ACM.
In this paper, we propose a new method to generate modular structures. In the method, the number of elements, that is, the number of competitive units is gradually increased. To control a process of module generation,...
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In this paper, we propose a new method to generate modular structures. In the method, the number of elements, that is, the number of competitive units is gradually increased. To control a process of module generation, we introduce two kinds of information, that is, unit and modular information. Unit information represents information content obtained by individual elements in all modules. On the other hand, modular information is information content obtained by each module. We try to increase both types of information simultaneously. We applied our method to two classification problems: random data classification and Web data classification. In both cases, we observed that modular structures were automatically generated.
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