Spelling suggestions: "subject:"human machine interaction"" "subject:"suman machine interaction""
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Perspective Control: Technology to Solve the Multiple Feeds Problem in Sensor SystemsMorison, Alexander M. 25 October 2010 (has links)
No description available.
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Spécification d'exigences physico-physiologiques en ingénierie d'un système support de maintenance aéronautique / Improving physical-physiological interaction requirements for maintenance enabling systems specificationLieber, Romain 06 November 2013 (has links)
Le cadre prescrit de l'ingénierie système, avant tout centré sur les systèmes techniques, doit évoluer pour permettre de prendre en compte dès la phase de spécification système les interactions critiques des systèmes homme-machine tels que le système de maintenance aéronautique. L'objectif est d'assurer que le comportement de ce type de système, dépendant des synergies entre les différentes interactions qui prennent place entre les constituants techniques et humains, soit maintenu dans un domaine de performances acceptables. La démarche d'intégration des facteurs humains en Ingénierie Système consiste alors à s'intéresser à la performance globale des diverses interfaces des systèmes homme-machine. Ces interfaces sont le siège d'interactions émergeantes complexes, dont certaines sont recherchées pour faciliter la performance globale visée et la résilience face à un environnement perturbateur non anticipé, et d'autres construites pour finaliser le système en regard de sa mission. Le paradigme exploré par nos travaux se fonde sur la possibilité de faire inter-opérer des modèles de processus physiologiques avec des modèles de processus techniques en spécification d'interaction homme-machine, en combinant un cadre de Modélisation Système avec celui Mathématique et Computationnel de la Physiologie Intégrative. Notre travail se focalise sur la spécification d'exigences physico-physiologiques d'une interaction de perception visuelle, modélisées avec SysML, pour que l'opérateur humain perçoive bien les propriétés symboliques "affordées" par les objets techniques qu'il doit maintenir dans des contextes opérationnels variables. Les résultats de ces travaux de spécification nous amène à proposer une nouvelle organisation d'une ingénierie système support de maintenance basée sur les modèles / Current Systems Engineering framework must evolve in order to take into account the critical interactions of human-machine systems since the specification phase. The objective is to ensure that the behavior of such systems is kept within an accepted domain of performances whatever is the context of use. Those performances depend on the synergies of the different interactions that take place between technical and human systems when operating a common object. Human Factors Integration in Systems Engineering also known as Human Systems Integration implies to start working on the overall performance of all the interfaces of a human-machine system. These different interfaces exhibit emerging complex interactions. Some of them are inquired to ease the whole system performances and facilitate system resilience capabilities within disruptive unanticipated environment. Other ones are designed to finalize the system mission according to the purpose of its context of use. The paradigm we have explored in our work is based on the hypothesis of possible inter-operations between physiological and technical processes for human-machine interaction specification by coupling a System Modeling Framework with the Mathematical Theory of Integrative Physiology one. Our work focuses on the physical and physiological requirements specification (modeled with SysML) of a visual perceptive interaction for human to perceive right the meaning of symbolic properties technical objects afford when they are being maintained in variable contextualized situations. Our specification work results lead us to propose a Model-Based Support Systems Engineering organization
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Uma agenda de intervenção para a ergonomia da atividade na concepção de sistemas computacionais interativos. / An agenda for the intervention of activity ergonomics in the conception of interactive computing systems.Benini, Maria Júlia da Silva 29 September 2006 (has links)
Propõe-se uma agenda de intervenção para a ergonomia da atividade no processo de requisitos de sistemas computacionais interativos centrados no usuário. Esta agenda adotou a abordagem multidisciplinar preconizada em normas internacionais de qualidade de software, como a ISO-13407. O objetivo da agenda é integrar a Análise Ergonômica do Trabalho na engenharia de requisitos, abordando a complexidade do ambiente de uso de forma sistemática, e garantir a interoperabilidade com a equipe de desenvolvimento. A agenda é aplicada experimentalmente em um estudo de caso de informatização na área médica, e envolveu o especialista em usuário, especialistas em computação e especialistas na área médica. Os resultados apresentados corroboram para a abordagem multidisciplinar proposta, evidenciando-se em processos de informatização de atividades de trabalho. / An agenda for the intervention of the activity ergonomics in the requirements process of interactive computing systems centered in the user is proposed. The agenda adopted a multidiscplinary approach aimed by international software quality standarts, as ISO 13407. The objective of the agenda is to integrate the Ergonomic Analysis of Work in the requirements engineering, approaching complexity of the environment of use, while making possible interoperability with the development team. The agenda is experimentally applied in a case study of automation in the medical field, involving user, computing and medical specialists. Results presented corroborated to the multidisciplinary approach proposed, argued for automation of working activities.
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O corpo no Kinect: um estudo sobre os processos comunicacionais corpo-mente nos jogos de dança / The body in Kinect: a study of communication processes in the mind-body dance gamesAprobato, Valéria Cristiane 18 December 2013 (has links)
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Previous issue date: 2013-12-18 / Each new technology creates impacts on communication processes, way of life,
values, daily life, perception and cognition. This research aims to study, conduct
qualitative field research and develop a training system customized body using fun
games dancing Kinect application and analyze the complexities of interaction with
this system interface body. Created for the video game device Microsoft Xbox 360,
Kinect has attracted research interest in various fields of knowledge (Mazalek). In
this research, the Kinect will be understood as a system of communication "bodymind-
virtual environment." Due to their playful and interactive features, our
hypothesis is that, through the mediation of the Kinect, the interactor can develop
and / or improve their physical abilities,emotional, mental and enhance their
intelligence. The research is based on the theories of Flusser in mediation theory of
Martin - Barbero and the materiality of communication (Gumbrecht). To discuss the
game as language the reasoning involves Feitoza, Fantin and Corrêa, Vaguetti and
Botelho, Hansen, Galloway, Leo and Tavares. And to discuss the reading of the body
and the five senses, fundamented in Serres. The methodology of a theoretical and
practical, is comprised of literature review and qualitative field research. Practice
trials (tests), development of training, monitoring students, questionnaires and nondirective
interviews constituted stages of the investigative process. For the
development of interviews, this research relied on the procedures of qualitative
research (Alami) which provided the data for the analysis of the complexities of
interaction with the Kinect. We observed that, after a journey of trial and error, the
participants became more agile, precise, dynamic and visible improvement of their
minds, because there was a considerable increase in their motor and cognitive skills,
due to stimulation by Kinect device in a pyramid in increasing levels of difficulty in
implementation throughout the research / Cada nova tecnologia gera impactos nos processos comunicacionais, modo de vida,
valores, cotidiano, percepção e cognição. A presente pesquisa visa estudar, realizar
pesquisa de campo qualitativa e desenvolver um sistema de treinamento corporal
personalizado utilizando jogos lúdicos de dança do aplicativo Kinect e analisar as
complexidades da interação com esse sistema de interface corporal. Criado para o
dispositivo de videogame da Microsoft Xbox 360, o Kinect tem despertado interesse
de pesquisa nos mais variados campos de conhecimento (Mazalek). Nessa pesquisa,
o Kinect será compreendido enquanto um sistema de comunicação corpo-menteambiente
virtual . Devido às suas características lúdicas e interativas, nossa
hipótese é que, através da mediação do Kinect, o interator pode desenvolver e/ou
melhorar suas habilidades físicas, emocionais, mentais e aprimorar sua inteligência.
A pesquisa se fundamenta nas teorias de Flusser, na teoria da mediação de Martin-
Barbero e na materialidade da comunicação (Gumbrecht). Para discutir o videogame
enquanto linguagem a fundamentação envolve Feitoza, Fantin e Corrêa, Vaguetti e
Botelho, Hansen, Galloway, Leão e Tavares. E para discutir a leitura do corpo e dos
cinco sentidos, fundamentamo-nos em Serres. A metodologia, de caráter teóricoprático,
é composta por revisão bibliográfica e pesquisa de campo qualitativa.
Experimentações práticas (testes), desenvolvimento de treinos, acompanhamento
de alunos, questionários e entrevistas não-diretivas constituíram etapas do processo
investigativo. Para o desenvolvimento das entrevistas, a presente investigação se
apoiou nos procedimentos da pesquisa qualitativa (Alami) que forneceu os dados
para a análise das complexidades da interação com o Kinect. Pudemos observar
que, ao fim de uma jornada de tentativas e erros, os participantes se tornaram mais
ágeis, precisos, dinâmicos e com uma melhora visível de suas inteligências, pois
houve um aumento considerável de suas habilidades motoras e cognitivas, devido
ao estímulo dado pelo dispositivo Kinect, em uma pirâmide crescente em níveis de
dificuldade de execução ao longo da pesquisa
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Uma agenda de intervenção para a ergonomia da atividade na concepção de sistemas computacionais interativos. / An agenda for the intervention of activity ergonomics in the conception of interactive computing systems.Maria Júlia da Silva Benini 29 September 2006 (has links)
Propõe-se uma agenda de intervenção para a ergonomia da atividade no processo de requisitos de sistemas computacionais interativos centrados no usuário. Esta agenda adotou a abordagem multidisciplinar preconizada em normas internacionais de qualidade de software, como a ISO-13407. O objetivo da agenda é integrar a Análise Ergonômica do Trabalho na engenharia de requisitos, abordando a complexidade do ambiente de uso de forma sistemática, e garantir a interoperabilidade com a equipe de desenvolvimento. A agenda é aplicada experimentalmente em um estudo de caso de informatização na área médica, e envolveu o especialista em usuário, especialistas em computação e especialistas na área médica. Os resultados apresentados corroboram para a abordagem multidisciplinar proposta, evidenciando-se em processos de informatização de atividades de trabalho. / An agenda for the intervention of the activity ergonomics in the requirements process of interactive computing systems centered in the user is proposed. The agenda adopted a multidiscplinary approach aimed by international software quality standarts, as ISO 13407. The objective of the agenda is to integrate the Ergonomic Analysis of Work in the requirements engineering, approaching complexity of the environment of use, while making possible interoperability with the development team. The agenda is experimentally applied in a case study of automation in the medical field, involving user, computing and medical specialists. Results presented corroborated to the multidisciplinary approach proposed, argued for automation of working activities.
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Simulator-Based Design : Methodology and vehicle display applicationAlm, Torbjörn January 2007 (has links)
Human-in-the-loop simulators have long been used in the research community as well as in industry. The aviation field has been the pioneers in the use of simulators for design purposes. In contrast, corresponding activities in the automotive area have been less widespread. Published reports on experimental activities based on human-in-the-loop simulations have focused on methods used in the study, but nobody seems to have taken a step back and looked at the wider methodological picture of Simulator-Based Design. The purpose of this thesis is to fill this gap by drawing, in part, upon the author’s long experience in this field. In aircraft and lately also in ground vehicles there has been a technology shift from pure mechanics to computer-based systems. The physical interface has turned into screen-based solutions. This trend towards glass has just begun for ground vehicles. This development in vehicle technology has opened the door for new design approaches, not only for design itself, but also for the development process. Simulator-Based Design (SBD) is very compatible with this trend. The first part of this thesis proposes a structure for the process of SBD and links it to the corresponding methodology for software design. In the second part of the thesis the focus changes from methodology to application and specifically to the design of three-dimensional situation displays. Such displays are supposed to support the human operator with a view of a situation beyond the more or less limited visual range. In the aircraft application interest focuses on the surrounding air traffic in the light of the evolving free-flight concept, where responsibility for separation between aircraft will be (partly) transferred from ground-based flight controllers to air crews. This new responsibility must be supported by new technology and the situational view must be displayed from the perspective of the aircraft. Some basic design questions for such 3D displays were investigated resulting in an adaptive interface approach, where the current situation and task govern the details of information presentation. The thesis also discusses work on situation displays for ground vehicles. The most prominent example may be the Night Vision system, where the road situation ahead is depicted on a screen in the cab. The existing systems are based on continuous presentation, an approach that we have questioned, since there is strong evidence for negative behavioral adaptation. This means, for example, that the driver will drive faster, since vision has been enhanced, and thereby consume the safety margins that the system was supposed to deliver. Our investigation supports a situation-dependant approach and no continuous presentation. In conclusion, the results from our simulator-based studies showed advantages for adaptive interface solutions. Such design concepts are much more complicated than traditional static interfaces. This finding emphasizes the need for more dynamic design resources in order to have a complete understanding of the situation-related interface changes. The use of human-in-the-loop simulators and deployment of Simulator-Based Design will satisfy this need.
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Redesign of Control Center Concept for Supporting Operators’ Efficiency : Discussion on Control Centers for Future Concept ImprovementChawapatnakul, Jatuphol January 2010 (has links)
Due to the varieties in knowledge advancements nowadays, the concepts of control room have been created in different directions. These concepts have been implemented in various fields of business to increase advantages over competitors. Meanwhile, an individual company has its own experiences and strategies, the results in the actual implementation are different to the conceptual plan. Most of them were not qualified to the actual specification and expectation. These exposures lead this research to find out and discuss about the proper criteria to improve the control centers’ performance. The viewpoints used in this study are discussed based on the perspectives of control system designers, operators, and researchers to create validity for the analysis and conclusion. The final result of this research can be used to generate realization in the necessities of improving control centers to support the operators’ performances to create competitive advantages for business sectors. In conclusion, this research aspires to be used as a guideline for the control centers design and improvement strategies to increase their performance and productivities.
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The Quest for Edge Awareness, Lessons not yet learned : PhD Thesis on practical and situated usefulness of advanced technological systems among inescapable uncertainties and competing interests in a world of dynamic changesStensson, Patrik January 2014 (has links)
This thesis problematizes the concept of usefulness, in part by taking questions to the extreme. The starting point is the contemporary view of usefulness, a view that remains within a traditional paradigm of technical rationality in which important aspects are disregarded or not perceived because they are not part of the equation. For scrutiny of technological usefulness that is a socially situated phenomenon regarding physical systems, neither interpretivist nor positivist research approaches are sufficient. Both views are required. Critical Realism supports such duality, facilitating the combination of elements from different paradigms, and provides methodological guidelines for doing this. The critical realist approach makes it possible to transcend the boundaries of technical rationality and contribute an alternative definition of usefulness that takes into account also the situated, the contextual, and the unpredictable. The aim is that this definition will contribute to a transformation of society. Concepts related to usefulness, such as predictability, controllability, effectiveness, and safety, are revisited, redefined, or complemented. Underlying aspects and mechanisms are explored and tensions identified, resulting in a theoretical contribution with models and frameworks explaining what is argued to be the true nature of usefulness. Potentiality is suggested as a complementary concept to effectiveness, similar to how resilience complements safety. Situated usefulness is then defined using these four concepts. The phenomenon known as situation awareness is scrutinized as well, and complemented by system awareness and the thesis title concept, edge awareness. Four cases, two airline crashes and two nuclear power plant events, and three future scenarios, constitute the empirical contribution. The analysis shows that the contributed frameworks and redefinition of usefulness facilitate different or extended explanations of all four events, and that future cases lack considerations of situated usefulness. Research implications center on the human role and our responsibilities in relation to the technology that we use, and on the meaning of concepts defining this role. We are situated human beings. Our role is to be involved and responsible, a role requiring awareness and controllability. The escalating ubiquity and the character of computerized technological systems make therefore the quest for edge awareness more important than ever.
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Improving Performance Of A Remote Robotic Teleoperation Over The InternetArslan, Mehmet Selcuk 01 August 2005 (has links) (PDF)
In this thesis study, it is aimed to improve the performance of an Internet-based teleoperation system enabling the remote operation of a 6 DOF industrial robot. In order to improve the safety and efficiency of the teleoperation, stability and synchronization (hand-eye coordination) are considered.
The selected communication medium between the human operator and remote robot is the Internet. The variable time delays and nondeterministic characteristics of the Internet may lead to instability of the teleoperation system. Considering the disturbing effects of the Internet onto the transmission, an event-based control approach is used in order to improve the stability of the teleoperation system. Besides, a visual feedback system is developed and a force-feedback mouse is designed in order to improve synchronization between the human operator and robot during the command generation according to the feedback obtained from the control system. A client-server software application is developed to interface the human operator with remote environment.
It is observed that, using the event-based control approach in the operation makes the teleoperation stable and improves the synchronization ability. Implementation of visual feedback and force-feedback mouse to the teleoperation system improves the human operator&rsquo / s ability to perform remote operation.
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Companion Robots Behaving with Style : Towards Plasticity in Social Human-Robot Interaction / Des robots compagnons avec du style : vers de la plasticité en interaction homme-robotBenkaouar johal, Wafa 30 October 2015 (has links)
De nos jours, les robots compagnons présentent de réelles capacités et fonctionnalités. Leurs acceptabilité dans nos habitats est cependant toujours un objet d'étude du fait que les motivations et la valeur du companionage entre robot est enfant n'a pas encore été établi. Classiquement, les robots sociaux avaient des comportements génériques qui ne prenaient pas en compte les différences inter-individuelles. De plus en plus de travaux en Interaction Humain-Robot se penchent sur la personnalisation du compagnon. Personnalisation et contrôle du compagnon permettrai une meilleure compréhension de ses comportements par l'utilisateur. Proposer une palette d'expressions du compagnon jouant un rôle social permettrait à l'utilisateur de customiser leur compagnon en fonction de leur préférences.Dans ce travail, nous proposons un système de plasticité pour l'interaction humain-robot. Nous utilisons une méthode de Design Basée Scenario pour expliciter les rôles sociaux attendu des robot compagnons. Puis en nous appuyant sur la littérature de plusieurs disciplines, nous proposons de représenter ces variations de comportement d'un robot compagnon par les styles comportementaux. Les styles comportementaux sont défini en fonction du rôle social grâce à des paramètres d'expressivité non-verbaux. Ces paramètres (statiques, dynamiques et décorateurs) permettent de transformer des mouvements dit neutres en mouvements stylés. Nous avons mener une étude basée sur des vidéos, qui montraient deux robots avec des mouvement stylés, afin d'évaluer l'expressivité de deux styles parentaux par deux types de robots. Les résultats montrent que les participants étaient capable de différentier les styles en termes de dominance et d'autorité, en accord avec la théorie en psychologie sur ces styles. Nous avons constater que le style préféré par les parents n'étaient pas corréler à leur propre style en tant que parents. En conséquence, les styles comportementaux semblent être des outils pertinents pour la personnalisation social du robot compagnon par les parents.Une seconde expérience, dans un appartement impliquant 16 enfants dans des interaction enfant-robot, a montré que parents et enfants attendent plutôt d'un robot d'être polyvalent et de pouvoir jouer plusieurs rôle à la maison. Cette étude a aussi montré que les styles comportementaux ont une influence sur l'attitude corporelle des enfants pendant l'interaction avec le robot. Des dimensions classiquement utilisées en communication non-verbal nous ont permises de développer des mesures pour l'interaction enfant-robot, basées sur les données capturées avec un capteur Kinect 2.Dans cette thèse nous proposons également la modularisation d'une architecture cognitive et affective précédemment proposé résultant dans l'architecture Cognitive et Affective orientées Interaction (CAIO) pour l'interaction social humain-robot. Cette architecture a été implémenter en ROS, permettant son utilisation par des robots sociaux. Nous proposons aussi l'implémentation des Stimulus Evaluation Checks (SECs) de [Scherer, 2009] pour deux plateformes robotiques permettant l'expression dynamique d'émotion.Nous pensons que les styles comportementaux et l'architecture CAIO pourront s'avérer utile pour l'amélioration de l'acceptabilité et la sociabilité des robot compagnons. / Companion robots are technologically and functionally more and more efficient. Capacities and usefulness of companion robots is nowadays a reality. These robots that have now more efficient are however not accepted yet in home environments as worth of having such robot and companionship hasn't been establish. Classically, social robots were displaying generic social behaviours and not taking into account inter-individual differences. More and more work in Human-Robot Interaction goes towards personalisation of the companion. Personalisation and control of the companion could lead to better understanding of the robot's behaviour. Proposing several ways of expression for companion robots playing role would allow user to customize their companion to their social preferences.In this work, we propose a plasticity framework for Human-Robot Interaction. We used a Scenario-Based Design method to elicit social roles for companion robots. Then, based on the literature in several disciplines, we propose to depict variations of behaviour of the companion robot with behavioural styles. Behavioural styles are defined according to the social role with non-verbal expressive parameters. The expressive parameters (static, dynamic and decorators) allow to transform neutral motions into styled motion. We conducted a perceptual study through a video-based survey showing two robots displaying styles allowing us to evaluate the expressibility of two parenting behavioural styles by two kind robots. We found that, participants were indeed able to discriminate between the styles in term of dominance and authoritativeness, which is in line with the psychological theory on these styles. Most important, we found that styles preferred by parents for their children was not correlated to their own parental practice. Consequently, behavioural styles are relevant cues for social personalisation of the companion robot by parents.A second experimental study in a natural environment involving child-robot interaction with 16 children showed that parents and children were expected a versatile robot able to play several social role. This study also showed that behavioural styles had an influence on the child's bodily attitudes during the interaction. Common dimension studied in non-verbal communication allowed us to develop measures for child-robot interaction, based on data captured with a Kinect2 sensor .In this thesis, we also propose a modularisation of a previously proposed affective and cognitive architecture resulting in the new Cognitive, Affective Interaction Oriented (CAIO) architecture. This architecture has been implemented in ROS framework allowing it to use it on social robots. We also proposed instantiations of the Stimulus Evaluation Checks of [Scherer, 2009]for two robotic platforms allowing dynamic expression of emotions.Both behavioural style framework and CAIO architecture can be useful in socialise companion robots and improving their acceptability.
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