Existing rehabilitation exoskeleton robots suffer from poor compatibility with the human limb coupling method,large internal power loss,and poor wearable performance,which seriously affect the rehabilitation ability o...Existing rehabilitation exoskeleton robots suffer from poor compatibility with the human limb coupling method,large internal power loss,and poor wearable performance,which seriously affect the rehabilitation ability of these robots.Therefore,this study proposes a variable stiffness humancomputer interaction contact unit module(VSHCUM)based on the granular jamming mechanism.It is characterized by a double-layer chamber structure:the inner layer is a granular chamber,and the outer layer is an air chamber.The interaction force is transmitted by embedding a rigid support in the inner layer.Unlike the common flexible-belt interactive contact unit,when the exoskeleton is bound to the patient's limb,vSHCUM can realize adaptive fitting of the patient's limb shape using the pressure change in the double-chamber structure.Simultaneously,by adjusting the vacuum level of the granular chamber,the stiffness of the interactive contact unit can be adjusted by a factor of more than five,and the internal work loss caused by self-pulling deformation during the auxiliary force transfer process can be reduced.展开更多
In recent years,railway construction in China has developed vigorously.With continuous improvements in the highspeed railway network,the focus is gradually shifting from large-scale construction to large-scale operati...In recent years,railway construction in China has developed vigorously.With continuous improvements in the highspeed railway network,the focus is gradually shifting from large-scale construction to large-scale operations.However,several challenges have emerged within the high-speed railway dispatching and command system,including the heavy workload faced by dispatchers,the difficulty of quantifying subjective expertise,and the need for effective training of professionals.Amid the growing application of artificial intelligence technologies in railway systems,this study leverages Large Language Model(LLM)technology.LLMs bring enhanced intelligence,predictive capabilities,robust memory,and adaptability to diverse real-world scenarios.This study proposes a human-computer interactive intelligent scheduling auxiliary training system built on LLM technology.The system offers capabilities including natural dialogue,knowledge reasoning,and human feedback learning.With broad applicability,the system is suitable for vocational education,guided inquiry,knowledge-based Q&A,and other training scenarios.Validation results demonstrate its effectiveness in auxiliary training,providing substantial support for educators,students,and dispatching personnel in colleges and professional settings.展开更多
The shop floor dynamic scheduling system based on human-computer interaction is the use of computer-aided decision-making and human-computer interaction to solve the dynamic scheduling problem.A human-computer interac...The shop floor dynamic scheduling system based on human-computer interaction is the use of computer-aided decision-making and human-computer interaction to solve the dynamic scheduling problem.A human-computer interaction interface based on Gantt chart is designed,which can not only comprehensively and quantitatively represent the scheduling process and scheduling scheme,but also have friendly human-computer interaction performance.The data transmission and interaction architecture is constructed to realize the rapid response to shop floor disturbance events.A priority calculation algorithm integrating priority rules and dispatcher preference is proposed,which realizes the automatic calculation of priority for the dispatcher's reference and reduces theirburden.A man-machine interactive shop floor dynamic scheduling strategy is proposed.When solving the dynamic flexible job shop scheduling problem caused by machine tool breakdown and urgent order,the origin moments obtained by using this strategy are 0.4190 and 0.3703 respectively.As can be seen from the origin moment indicator,the dynamic shop floor scheduling system based on the human-computer interaction is efficient and reliable in solving dynamic scheduling problems,and related strategies of this system are also feasible and stable.展开更多
Cleft palate is a common congenital malformation of the maxillofacial region,and its postoperative speech disorders(such as hypernasality,nasal emission,and articulation errors)can significantly impact patients’commu...Cleft palate is a common congenital malformation of the maxillofacial region,and its postoperative speech disorders(such as hypernasality,nasal emission,and articulation errors)can significantly impact patients’communication abilities and psychological well-being.Traditional speech-language therapy faces challenges such as insufficient personalization of training methods,limited scenarios,and low patient compliance,making it inadequate for long-term rehabilitation needs.The innovative intervention model of a mobile interactive platform combined with games and picture books,through immersive experiences,instant feedback,and engaging designs,holds promise for enhancing patient participation and overall treatment outcomes.Therefore,this paper provides a comprehensive review from five perspectives:the pathological mechanisms and treatment needs of cleft palate speech disorders,the advantages of games and picture books as carriers in cleft palate speech therapy,the technological implementation of mobile interactive platforms,clinical application effects,and current challenges and limitations.The aim is to offer valuable insights for clinical practice and technological development in cleft palate speech rehabilitation.展开更多
With increasing awareness of environmental protection and rising carbon emission costs,participation in electricity and carbon markets for energy-intensive industrial users will become an effective way to reduce opera...With increasing awareness of environmental protection and rising carbon emission costs,participation in electricity and carbon markets for energy-intensive industrial users will become an effective way to reduce operating costs and carbon emissions.In this regard,a novel Stackelberg game framework is developed in this study for coordinated participation in coupled electricity‒carbon markets.Specifically,generalized carbon emission models and electricity consumption models for different energy-intensive industrial users are established,and a Stackelberg game-based interactive operation strategy is proposed for load aggregators(LAs)and energy-intensive industrial users in joint electricity‒carbon markets,where the LA works as a leader who chooses proper interactive prices to maximize the comprehensive benefit,whereas energy-intensive industrial users serve as followers who minimize the total energy costs in response to the interactive prices set by the LA.Then,the existence and uniqueness of the Stackelberg equilibrium(SE)are analyzed,and a decentralized solution algorithm is suggested to reach the SE.Finally,the simulation results demonstrate that the proposed interactive operation strategy can not only increase the profit of the LA but also reduce the cost of energy-intensive industrial users,which achieves a win-win result.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
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
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
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
BACKGROUND Excessive video game use,recognized as internet gaming disorder in Diagnostic and Statistical Manual of Mental Disorders,Fifth Edition and Gaming Disorder in International Classification of Diseases,11th Re...BACKGROUND Excessive video game use,recognized as internet gaming disorder in Diagnostic and Statistical Manual of Mental Disorders,Fifth Edition and Gaming Disorder in International Classification of Diseases,11th Revision,has raised concerns regarding its effects on individuals’social well-being.AIM To analyze the association between internet gaming disorder and social interaction across Western and Asian populations.METHODS The review examined 14 observational studies published between 2000 and 2025.It assessed the frequency and quality of face-to-face interactions,the shift towards online socialization,and the methodological quality of the included studies.RESULTS The findings generally indicate that gaming addiction is associated with a decrease in the frequency of offline social interaction.Addicted gamers reported spending less time with family and friends and experiencing increased isolation.Furthermore,the quality of social relationships appeared poorer,with addicted gamers reporting higher levels of loneliness,lower social support,and decreased relationship satisfaction.While online social interactions increased,they did not fully compensate for the loss of real-world connections.CONCLUSION This review highlights the potential of gaming addiction to negatively impact overall social lives,emphasizing the necessity for interventions focused on promoting real-world social engagement.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-Xizang 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
Recently the improved robot working in very various fields, many researchers are trying to develop the robot to help people in the service field. However people who meet a robot in the first time gen- erally get heter...Recently the improved robot working in very various fields, many researchers are trying to develop the robot to help people in the service field. However people who meet a robot in the first time gen- erally get heterogeneous feeling. To resolve this, we suggest an inter- active game with robots to increase the friendliness. The game, called "Divi-Divi-Dip" with 3 different body poses, is first introduced in a Korean TV prgrmn. The robot is using the visionary technology to recognize the pose with camera for the interactive game.展开更多
Characteristics of knowledge exchanging behavior among individual agents in a knowledge dynamic interaction system are studied by using the game theory. An analytic model of evolutionary game of continuous dynamic kno...Characteristics of knowledge exchanging behavior among individual agents in a knowledge dynamic interaction system are studied by using the game theory. An analytic model of evolutionary game of continuous dynamic knowledge interaction behavior is founded based on the structure of the evolutionary game chain. Possible evolution trends of the model are discussed. Finally, evolutionary stable strategies (ESSs) of knowledge transactions among individual agents in the knowledge network are identified by simulation data. Stable charicteristics of ESS in a continuous knowledge exchanging team help employee to communicate and grasp the dynamic regulation of shared knowledge.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 aircraf...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
Traditional evolutionary games assume uniform interaction rate, which means that the rate at which individuals meet and interact is independent of their strategies. But in some systems, especially biological systems, ...Traditional evolutionary games assume uniform interaction rate, which means that the rate at which individuals meet and interact is independent of their strategies. But in some systems, especially biological systems, the players interact with each other discriminately. Taylor and Nowak (2006) were the first to establish the corresponding non-uniform interaction rate model by allowing the interaction rates to depend on strategies. Their model is based on replicator dynamics which assumes an infinite size population. But in reality, the number of individuals in the population is always finite, and there will be some random interference in the individuals' strategy selection process. Therefore, it is more practical to establish the corresponding stochastic evolutionary model in finite populations. In fact, the analysis of evolutionary games in a finite size population is more difficult. Just as Taylor and Nowak said in the outlook section of their paper, 'The analysis of non-uniform interaction rates should be extended to stochastic game dynamics of finite populations.' In this paper, we are exactly doing this work. We extend Taylor and Nowak's model from infinite to finite case, especially focusing on the influence of non-uniform connection characteristics on the evolutionary stable state of the system. We model the strategy evolutionary process of the population by a continuous ergodic Markov process. Based on the limit distribution of the process, we can give the evolutionary stable state of the system. We make a complete classification of the symmetric 2×2 games. For each case game, the corresponding limit distribution of the Markov-based process is given when noise intensity is small enough. In contrast with most literatures in evolutionary games using the simulation method, all our results obtained are analytical. Especially, in the dominant-case game, coexistence of the two strategies may become evolutionary stable states in our model. This result can be used to explain the emergence of cooperation in the Prisoner is Dilemma Games to some extent. Some specific examples are given to illustrate our results.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
In this paper,we study the influence of the size of interaction neighbors(k) on the evolution of cooperation in the spatial snowdrift game.At first,we consider the effects of noise K and cost-to-benefit ratio r,the si...In this paper,we study the influence of the size of interaction neighbors(k) on the evolution of cooperation in the spatial snowdrift game.At first,we consider the effects of noise K and cost-to-benefit ratio r,the simulation results indicate that the evolution of cooperation depends on the combined action of noise and cost-to-benefit ratio.For a lower r,the cooperators are multitudinous and the cooperation frequency ultimately increases to 1 as the increase of noise.However,for a higher r,the defectors account for the majority of the game and dominate the game if the noise is large enough.Then we mainly investigate how k influences the evolution of cooperation by varying the noise in detail.We find that the frequency of cooperators is closely related to the size of neighborhood and cost-to-benefit ratio r.In the case of lower r,the augmentation of k plays no positive role in promoting the cooperation as compared with that of k = 4,while for higher r the cooperation is improved for a growing size of neighborhood.At last,based on the above discussions,we explore the cluster-forming mechanism among the cooperators.The current results are beneficial to further understand the evolution of cooperation in many natural,social and biological systems.展开更多
When a population structure is modelled as a square lattice,the cooperation may be improved for an evolutionary prisoner dilemma game or be inhibited for an evolutionary snowdrift game.In this work,we investigate coop...When a population structure is modelled as a square lattice,the cooperation may be improved for an evolutionary prisoner dilemma game or be inhibited for an evolutionary snowdrift game.In this work,we investigate cooperation in a population on a square lattice where the interaction among players contains both prisoner dilemma game and snowdrift game.The heterogeneity in interaction is introduced to the population in two different ways:the heterogenous character of interaction assigned to every player(HCP) or the heterogenous character of interaction assigned to every link between any two players(HCL).The resonant enhancement of cooperation in the case of HCP is observed while the resonant inhibition of cooperation in the case of HCL is prominent.The explanations on the enhancement or inhibition of cooperation are presented for these two cases.展开更多
Background With an increasing number of vehicles becoming autonomous,intelligent,and connected,paying attention to the future usage of car human-machine interface with these vehicles should become more relevant.Severa...Background With an increasing number of vehicles becoming autonomous,intelligent,and connected,paying attention to the future usage of car human-machine interface with these vehicles should become more relevant.Several studies have addressed car HMI but were less attentive to designing and implementing interactive glazing for every day(autonomous)driving contexts.Methods Reflecting on the literature,we describe an engineering psychology practice and the design of six novel future user scenarios,which envision the application of a specific set of augmented reality(AR)support user interactions.Additionally,we conduct evaluations on specific scenarios and experiential prototypes,which reveal that these AR scenarios aid the target user groups in experiencing a new type of interaction.The overall evaluation is positive with valuable assessment results and suggestions.Conclusions This study can interest applied psychology educators who aspire to teach how AR can be operationalized in a human-centered design process to students with minimal pre-existing expertise or minimal scientific knowledge in engineering psychology.展开更多
基金Supported by National Key R&D Program of China(Grant Nos.2022YFC3601704,2023YFB4706100)National Natural Science Foundation of China(Grant Nos.U23A20338,62203149).
文摘Existing rehabilitation exoskeleton robots suffer from poor compatibility with the human limb coupling method,large internal power loss,and poor wearable performance,which seriously affect the rehabilitation ability of these robots.Therefore,this study proposes a variable stiffness humancomputer interaction contact unit module(VSHCUM)based on the granular jamming mechanism.It is characterized by a double-layer chamber structure:the inner layer is a granular chamber,and the outer layer is an air chamber.The interaction force is transmitted by embedding a rigid support in the inner layer.Unlike the common flexible-belt interactive contact unit,when the exoskeleton is bound to the patient's limb,vSHCUM can realize adaptive fitting of the patient's limb shape using the pressure change in the double-chamber structure.Simultaneously,by adjusting the vacuum level of the granular chamber,the stiffness of the interactive contact unit can be adjusted by a factor of more than five,and the internal work loss caused by self-pulling deformation during the auxiliary force transfer process can be reduced.
基金the Talent Fund of Beijing Jiaotong University(Grant No.2024XKRC055).
文摘In recent years,railway construction in China has developed vigorously.With continuous improvements in the highspeed railway network,the focus is gradually shifting from large-scale construction to large-scale operations.However,several challenges have emerged within the high-speed railway dispatching and command system,including the heavy workload faced by dispatchers,the difficulty of quantifying subjective expertise,and the need for effective training of professionals.Amid the growing application of artificial intelligence technologies in railway systems,this study leverages Large Language Model(LLM)technology.LLMs bring enhanced intelligence,predictive capabilities,robust memory,and adaptability to diverse real-world scenarios.This study proposes a human-computer interactive intelligent scheduling auxiliary training system built on LLM technology.The system offers capabilities including natural dialogue,knowledge reasoning,and human feedback learning.With broad applicability,the system is suitable for vocational education,guided inquiry,knowledge-based Q&A,and other training scenarios.Validation results demonstrate its effectiveness in auxiliary training,providing substantial support for educators,students,and dispatching personnel in colleges and professional settings.
基金supported by the Tianjin Enterprise Science and Technology Commissioner Project(Grant No.23YDTPJC00740,Grant No.24YDTPJC00610)the Tianjin Tiankai Higher Education Science and Technology Innovation Park Enterprise R&D Special Project(Grant No.23YFZXYC00027).
文摘The shop floor dynamic scheduling system based on human-computer interaction is the use of computer-aided decision-making and human-computer interaction to solve the dynamic scheduling problem.A human-computer interaction interface based on Gantt chart is designed,which can not only comprehensively and quantitatively represent the scheduling process and scheduling scheme,but also have friendly human-computer interaction performance.The data transmission and interaction architecture is constructed to realize the rapid response to shop floor disturbance events.A priority calculation algorithm integrating priority rules and dispatcher preference is proposed,which realizes the automatic calculation of priority for the dispatcher's reference and reduces theirburden.A man-machine interactive shop floor dynamic scheduling strategy is proposed.When solving the dynamic flexible job shop scheduling problem caused by machine tool breakdown and urgent order,the origin moments obtained by using this strategy are 0.4190 and 0.3703 respectively.As can be seen from the origin moment indicator,the dynamic shop floor scheduling system based on the human-computer interaction is efficient and reliable in solving dynamic scheduling problems,and related strategies of this system are also feasible and stable.
文摘Cleft palate is a common congenital malformation of the maxillofacial region,and its postoperative speech disorders(such as hypernasality,nasal emission,and articulation errors)can significantly impact patients’communication abilities and psychological well-being.Traditional speech-language therapy faces challenges such as insufficient personalization of training methods,limited scenarios,and low patient compliance,making it inadequate for long-term rehabilitation needs.The innovative intervention model of a mobile interactive platform combined with games and picture books,through immersive experiences,instant feedback,and engaging designs,holds promise for enhancing patient participation and overall treatment outcomes.Therefore,this paper provides a comprehensive review from five perspectives:the pathological mechanisms and treatment needs of cleft palate speech disorders,the advantages of games and picture books as carriers in cleft palate speech therapy,the technological implementation of mobile interactive platforms,clinical application effects,and current challenges and limitations.The aim is to offer valuable insights for clinical practice and technological development in cleft palate speech rehabilitation.
基金grateful for the financial support from the National Key R&D Program of China(2023YFB2407300).
文摘With increasing awareness of environmental protection and rising carbon emission costs,participation in electricity and carbon markets for energy-intensive industrial users will become an effective way to reduce operating costs and carbon emissions.In this regard,a novel Stackelberg game framework is developed in this study for coordinated participation in coupled electricity‒carbon markets.Specifically,generalized carbon emission models and electricity consumption models for different energy-intensive industrial users are established,and a Stackelberg game-based interactive operation strategy is proposed for load aggregators(LAs)and energy-intensive industrial users in joint electricity‒carbon markets,where the LA works as a leader who chooses proper interactive prices to maximize the comprehensive benefit,whereas energy-intensive industrial users serve as followers who minimize the total energy costs in response to the interactive prices set by the LA.Then,the existence and uniqueness of the Stackelberg equilibrium(SE)are analyzed,and a decentralized solution algorithm is suggested to reach the SE.Finally,the simulation results demonstrate that the proposed interactive operation strategy can not only increase the profit of the LA but also reduce the cost of energy-intensive industrial users,which achieves a win-win result.
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.
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 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 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 Basic Science Research Program through the National Research Foundation of Korea Funded by the Ministry of Education,No.NRF-RS-2023-00237287。
文摘BACKGROUND Excessive video game use,recognized as internet gaming disorder in Diagnostic and Statistical Manual of Mental Disorders,Fifth Edition and Gaming Disorder in International Classification of Diseases,11th Revision,has raised concerns regarding its effects on individuals’social well-being.AIM To analyze the association between internet gaming disorder and social interaction across Western and Asian populations.METHODS The review examined 14 observational studies published between 2000 and 2025.It assessed the frequency and quality of face-to-face interactions,the shift towards online socialization,and the methodological quality of the included studies.RESULTS The findings generally indicate that gaming addiction is associated with a decrease in the frequency of offline social interaction.Addicted gamers reported spending less time with family and friends and experiencing increased isolation.Furthermore,the quality of social relationships appeared poorer,with addicted gamers reporting higher levels of loneliness,lower social support,and decreased relationship satisfaction.While online social interactions increased,they did not fully compensate for the loss of real-world connections.CONCLUSION This review highlights the potential of gaming addiction to negatively impact overall social lives,emphasizing the necessity for interventions focused on promoting real-world social engagement.
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-Xizang 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.
基金supported by the The Ministry of Knowledge Economy,Koreaunder the ITRC(Information Technology Research Center)support program supervised by the NIPA(National IT Industry Promotion Agency)(NIPA-2009-(C1090-0902-0007))the Ministry of Culture,Sports,and Tourism,Korea,under the CTRC(CTRC)support program supervised by the KOCCA
文摘Recently the improved robot working in very various fields, many researchers are trying to develop the robot to help people in the service field. However people who meet a robot in the first time gen- erally get heterogeneous feeling. To resolve this, we suggest an inter- active game with robots to increase the friendliness. The game, called "Divi-Divi-Dip" with 3 different body poses, is first introduced in a Korean TV prgrmn. The robot is using the visionary technology to recognize the pose with camera for the interactive game.
文摘Characteristics of knowledge exchanging behavior among individual agents in a knowledge dynamic interaction system are studied by using the game theory. An analytic model of evolutionary game of continuous dynamic knowledge interaction behavior is founded based on the structure of the evolutionary game chain. Possible evolution trends of the model are discussed. Finally, evolutionary stable strategies (ESSs) of knowledge transactions among individual agents in the knowledge network are identified by simulation data. Stable charicteristics of ESS in a continuous knowledge exchanging team help employee to communicate and grasp the dynamic regulation of shared knowledge.
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Supported by the National Natural Science Foundation of China under Grant Nos. 71231007, 71071119, and 60574071
文摘Traditional evolutionary games assume uniform interaction rate, which means that the rate at which individuals meet and interact is independent of their strategies. But in some systems, especially biological systems, the players interact with each other discriminately. Taylor and Nowak (2006) were the first to establish the corresponding non-uniform interaction rate model by allowing the interaction rates to depend on strategies. Their model is based on replicator dynamics which assumes an infinite size population. But in reality, the number of individuals in the population is always finite, and there will be some random interference in the individuals' strategy selection process. Therefore, it is more practical to establish the corresponding stochastic evolutionary model in finite populations. In fact, the analysis of evolutionary games in a finite size population is more difficult. Just as Taylor and Nowak said in the outlook section of their paper, 'The analysis of non-uniform interaction rates should be extended to stochastic game dynamics of finite populations.' In this paper, we are exactly doing this work. We extend Taylor and Nowak's model from infinite to finite case, especially focusing on the influence of non-uniform connection characteristics on the evolutionary stable state of the system. We model the strategy evolutionary process of the population by a continuous ergodic Markov process. Based on the limit distribution of the process, we can give the evolutionary stable state of the system. We make a complete classification of the symmetric 2×2 games. For each case game, the corresponding limit distribution of the Markov-based process is given when noise intensity is small enough. In contrast with most literatures in evolutionary games using the simulation method, all our results obtained are analytical. Especially, in the dominant-case game, coexistence of the two strategies may become evolutionary stable states in our model. This result can be used to explain the emergence of cooperation in the Prisoner is Dilemma Games to some extent. Some specific examples are given to illustrate our results.
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 under Grant Nos. 60904063 and 60673046Tianjin municipal Natural Science Foundation under Grant No. 11JCYBJC06600the Development Fund of Science and Technology for the Higher Education in Tianjin under Grant No. 20090813
文摘In this paper,we study the influence of the size of interaction neighbors(k) on the evolution of cooperation in the spatial snowdrift game.At first,we consider the effects of noise K and cost-to-benefit ratio r,the simulation results indicate that the evolution of cooperation depends on the combined action of noise and cost-to-benefit ratio.For a lower r,the cooperators are multitudinous and the cooperation frequency ultimately increases to 1 as the increase of noise.However,for a higher r,the defectors account for the majority of the game and dominate the game if the noise is large enough.Then we mainly investigate how k influences the evolution of cooperation by varying the noise in detail.We find that the frequency of cooperators is closely related to the size of neighborhood and cost-to-benefit ratio r.In the case of lower r,the augmentation of k plays no positive role in promoting the cooperation as compared with that of k = 4,while for higher r the cooperation is improved for a growing size of neighborhood.At last,based on the above discussions,we explore the cluster-forming mechanism among the cooperators.The current results are beneficial to further understand the evolution of cooperation in many natural,social and biological systems.
基金Supported by Natural Science Foundation of China under Grant No. 11147112
文摘When a population structure is modelled as a square lattice,the cooperation may be improved for an evolutionary prisoner dilemma game or be inhibited for an evolutionary snowdrift game.In this work,we investigate cooperation in a population on a square lattice where the interaction among players contains both prisoner dilemma game and snowdrift game.The heterogeneity in interaction is introduced to the population in two different ways:the heterogenous character of interaction assigned to every player(HCP) or the heterogenous character of interaction assigned to every link between any two players(HCL).The resonant enhancement of cooperation in the case of HCP is observed while the resonant inhibition of cooperation in the case of HCL is prominent.The explanations on the enhancement or inhibition of cooperation are presented for these two cases.
基金Supported by the‘Automotive Glazing Application in Intelligent Cockpit Human-Machine Interface’project(SKHX2021049)a collaboration between the Saint-Go Bain Research and the Beijing Normal University。
文摘Background With an increasing number of vehicles becoming autonomous,intelligent,and connected,paying attention to the future usage of car human-machine interface with these vehicles should become more relevant.Several studies have addressed car HMI but were less attentive to designing and implementing interactive glazing for every day(autonomous)driving contexts.Methods Reflecting on the literature,we describe an engineering psychology practice and the design of six novel future user scenarios,which envision the application of a specific set of augmented reality(AR)support user interactions.Additionally,we conduct evaluations on specific scenarios and experiential prototypes,which reveal that these AR scenarios aid the target user groups in experiencing a new type of interaction.The overall evaluation is positive with valuable assessment results and suggestions.Conclusions This study can interest applied psychology educators who aspire to teach how AR can be operationalized in a human-centered design process to students with minimal pre-existing expertise or minimal scientific knowledge in engineering psychology.