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Digital Human Modeling: First International Conference on Digital Human Modeling, ICDHM 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007. Proceedings

Vincent G. Duffy (eds.)

En conferencia: 1º International Conference on Digital Human Modeling (ICDHM) . Beijing, China . July 22, 2007 - July 27, 2007

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

User Interfaces and Human Computer Interaction; Simulation and Modeling; Image Processing and Computer Vision; Pattern Recognition; Artificial Intelligence; Information Systems Applications (incl. Internet)

Disponibilidad
Institución detectada Año de publicación Navegá Descargá Solicitá
No detectada 2007 SpringerLink

Información

Tipo de recurso:

libros

ISBN impreso

978-3-540-73318-8

ISBN electrónico

978-3-540-73321-8

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© Springer-Verlag Berlin Heidelberg 2007

Tabla de contenidos

Applications of the Visible Korean Human

Min Suk Chung; Jin Seo Park

Visible Korean Human (VKH) consisting of magnetic resonance, computer tomography, anatomic, and segmented images was created. In the VKH, several techniques were developed and numerous data were acquired. The VKH techniques majorly contributed to the generation of advanced segmented images, Visible Living Human, and Visible Mouse. Also, a software for sectional anatomy, three dimensional images for virtual dissection and virtual endoscopy, was developed based on the VKH data distributed worldwide. The VKH technique and data are expected to promote development of other serially sectioned images and software, which are helpful in medical education and clinical practice.

- Part II: Building and Applying Virtual Humans | Pp. 353-362

Role of Humans in Complexity of a System-of-Systems

Daniel DeLaurentis

This paper pursues three primary objectives. First, a brief introduction to system-of-systems is presented in order to establish a foundation for exploration of the role of human system modeling in this context. Second, the sources of complexity related to human participation in a system-of-systems are described and categorized. Finally, special attention is placed upon how this complexity might be better managed by greater involvement of modeling of human behavior and decision-making. The ultimate objective of the research thrust is to better enable success in the various system-of-systems that exist in society.

- Part II: Building and Applying Virtual Humans | Pp. 363-371

Digital Human Modeling for Product Lifecycle Management

H. Onan Demirel; Vincent G. Duffy

This paper presents the current and probable future applications of Digital Human Modeling (DHM) in Product Lifecycle Management (PLM) implementations. A Formula 1 race car and a marine vessel were developed by the integration of PLM and DHM software packages. Dassault Systemes’ CATIA V5 PLM solution package was used for CAD/CAE design/analysis and UGS Tecnomatix JACK software was utilized for visual/mathematical ergonomics and human analysis. Literature review for future work, [1] and [2], was discussed to investigate the potentials of DHM in PLM for simulation of a blast motion in Navy vessels. The results and observations indicated that integration of DHM and PLM packages have potentials to improve the product development efforts and offer an enhanced approach for simulation of complex systems where there is human-machine integration.

- Part II: Building and Applying Virtual Humans | Pp. 372-381

Bridging the Gap: Exploring Interactions Between Digital Human Models and Cognitive Models

Robert G. Feyen

For years now, most researchers modeling physical and cognitive behavior have focused on one area or the other, dividing human performance into “neck up” and “neck down.” But the current state of the art in both areas has advanced to the point that researchers should begin considering how the two areas interact to produce behaviors. In light of this, some common terms are defined so researchers working in different disciplines and application areas can understand each other better. Second, a crude “roadmap” is presented to suggest areas of interaction where researchers developing digital human form and other physical performance models might be able to collaborate with researchers developing cognitive models of human performance in order to advance the “state-of-the-art” in replicating and predicting human performance.

- Part II: Building and Applying Virtual Humans | Pp. 382-391

Translating User Experience to Requirements

Ji Gao; Glen Anderson; Brian W. Bramlett; Ryan Palmer; Delbert Marsh

In this paper we introduce the Usage-to-Platform Requirements (U2PR) process in the context of a platform product lifecycle at Intel that involves challenges beyond the development of an individual product. We describe the types of research necessary to inform the process, the methods we have evolved in developing use cases and usage requirements, and the practice used to communicate the requirements to the right audiences. The U2PR process provides a practical approach to fill the gap between descriptions of marketing opportunities and actionable, technology capability definitions and experience-quality requirements. It demonstrates how one can apply a general user-centered design process to strategic planning and design.

- Part II: Building and Applying Virtual Humans | Pp. 392-398

Involving Engineers in User Research and User Experience Design of ICT for China

Chaoyu Huang; Huogao He

Chinese culture and consumer patterns are dramatically different from those in the US and Europe. That greatly impacts the types of products that are relevant to the Chinese market, the product development life cycle and methods by which these products are defined and developed for information and communication technologies (ICT). To address those unique differences, the User Centered Design (UCD) research team at Intel China has developed and refined techniques for involving engineering staff in the early stages of product design, namely user research and experience design. This early involvement has many advantages and improves the overall effectiveness of the product development team. This article describes the role of the engineers in the early phases of the user centered process, and the learnings and challenges that come from this approach. Real-world case studies are used to illustrate the methodologies.

- Part II: Building and Applying Virtual Humans | Pp. 399-408

Shape Analysis of Human Brain with Cognitive Disorders

Tianzi Jiang; Feng Shi; Wanlin Zhu; Shuyu Li; Xiaobo Li

In this paper, we present some of our current studies on how human brain structures are influenced by cognitive disorders occurred from various neurological and psychiatric diseases based on magnetic resonance imaging (MRI). We first give a brief introduction about computational neuroanatomy, which is the basis of these studies. In Section 2, several novel methods on segmentations of brain tissue and anatomical substructures were presented. Section 3 presented some studies on brain image registration, which plays a core role in computational neuroanatomy. Shape analysis of substructures, cerebral cortical thickness and complexity was presented in Section 4. Finally, some prospects and future research directions in this field are also given.

- Part II: Building and Applying Virtual Humans | Pp. 409-414

Finding Origin Points for New Coordinate System Suitable for Sign Animation

Tomohiro Kuroda; Kazuya Okamoto; Ryo Kitauchi; Tadamasa Takemura; Naoki Ohboshi; Hiroyuki Yoshihara

This paper proposes new coordinate system suitable for denoting sign language motion. As the proposed coordinate system consists of polar coordinate systems whose origins are certain points of human body, postures shown on the system can be proportional for avatars with any possible shape and fit with existing subjective sign notation systems. This paper extracted coordinate origins from Japanese-Japanese Sign Language Dictionary via morphological analysis. Selected 85 points are successfully mapped on H-ANIM standard humanoid avatar.

- Part II: Building and Applying Virtual Humans | Pp. 415-422

User Experience Modeling and Enhancement for Virtual Environments That Employ Wide-Field Displays

James J. W. Lin; Donald E. Parker

User experience in virtual environments including presence, enjoyment, and Simulator Sickness (SS) was modeled based on the effects of field-of-view (FOV), stereopsis, visual motion frequency, interactivity, and predictability of motion orientation. We developed an instrument to assess the user experience using multivariate statistics and Item Response Theory. Results indicated that (1) presence was increased with a large FOV, stereo display, visual motion in low frequency ranges (.03 Hz), and high levels of interactivity; (2) more SS was reported with increasing FOV, stereo display, .05-.08 Hz visual motion frequency, lack of interactivity and predictability to visual motion; (3) enjoyment was increased with visual motion in low frequency ranges (.03 Hz) and high levels of interactivity. The resulting response surface model visualizes the complex relationships between presence, enjoyment, and SS. Overall, increasing interactivity was found to be the most profound way to enhance user experience in virtual environments.

- Part II: Building and Applying Virtual Humans | Pp. 423-433

AIPlayer: A Platform of Intelligent Simulation of Virtual Human in Virtual Environment

JianGuo Liu; YanSheng Lu; JiuYun Chen

The research of intelligent simulation of virtual human in virtual environment is an interesting direction in the domain of AI after the research of virtual human’s behavior simulation. This paper presents a new research platform named AIPlayer in order to promote this work. Virtual environment is come close to the real world. Some characteristic in virtual environment can realistically represent the real world, at the same time it can provide some advantages to science research . This virtual environment may be MMORPG or virtual reality. The motive of the research is to simulate a virtual human who can autonomous live in the virtual environment. We named this research as intelligent simulation of virtual human in virtual environment. First, this paper argues the significance of this research in theory and application, then analyses the demand of the AIPlayer, the characteristic of its living environment, the aim of AIPlayer and some correlative research domain may be involved, then it describes the architecture of AIPlayer and the core of AIPlayer: BSOAA( based smart object agent architecture), at last a prototype of AIPlayer in virtual environment is introduced.

- Part II: Building and Applying Virtual Humans | Pp. 434-442