• Title/Summary/Keyword: 멀티-터치

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Development of an Edutainment Contents using Wiimote Controller for Children with Visual Perception Disabilities (위모트를 활용한 시지각 장애아동 교육 콘텐츠개발)

  • Yoo, Sang-Jo;Han, Kyeong-Im;Kim, Bong-Seok;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1547-1556
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    • 2010
  • Until now, many Computer Aided Education(CAE) contents are developed for kids and children with disabilities The contents cover various types of training, including visual perception training, intelligence development training, and literature education areas. Major problems on those contents are those contents requires long training time on desktop machine, which deteriorates human activities. These problems also cause inaction syndrome for young kids and children with disabilities. Solving this problem, we require a human motion sensing contents on touch screen or touch board, which interacts with a trainees and enhancing activity, collaboration and immersiveness. We implement and develope an education contents interacts with a trainee using beam projector or screen and IR(Infra-Red) pens using wiimote controller sensing technology.

Development of the FishBowl Game Employing a Tabletop Tiled Display Coupling With Mobile Interfaces (모바일 인터페이스와 테이블탑 타일드 디스플레이를 연동한 FishBowl 게임 개발)

  • Kong, Young-Sik;Park, Kyoung-Shin
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.57-66
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    • 2010
  • In the prior works on tabletop systems, a projection-based tabletop surface is mostly used to display computer images, and the participants interact with the display surface by hand multi-touching or using some tangible objects. In this research, however, we developed the FishBowl game that employs a scalable tabletop tiled display with infrared camera tracking coupled with PDA mobile interfaces. The focus of this game is to enhance user interactivity and realistic experience by coupling the high-resolution tabletop virtual environment and PDA mobile interface. This paper describes the game design followed by the system design and its detailed implementations. It also discusses the system usability and recommendation for its improvements after interviewing game players and then concludes with future research directions.

Virtual Fitting Solutions for Digital Fashion in the Ubiquitous Environment (유비쿼터스 환경에서 디지털 패션을 위한 가상 피팅 서비스 솔루션)

  • Choi, Ja-Ryoung;Lim, Soon-Bum
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.299-306
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    • 2010
  • According to development of Internet and computer graphics technology, Digital fashion technology makes virtual fitting service capable by reappearing of clothes in 3D. In this paper, We suggest that combined solution which you could use virtual fitting service with various device. For example, imaginary mirror(such as digital information display), pc, mobile in different situations such as store, internet shopping market, commercial. Users can experience imaginary mirror that is located in store or 3D virtual fitting service for digital fashion in internet shopping market, mobile application. In addition, We proposed the solution that user can send experienced virtual fitting service results to other person by image file form of MMS.

Construction of the Time Capsule Contents Guidance Systems based on e-Book (e-Book 기반 타임캡슐 콘텐츠 안내 시스템의 구축)

  • Kim, Jae-Saeng;Choi, Sang-Kun
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.113-121
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    • 2010
  • Since e-Book has various advantages of hyper-link, multimedia function, dual-direction, etc, users can access to the system easily by touch method. XML has been established as the document standard of e-Book. For XML has hyperlink, style function, and structure it is suitable for knowledge delivery and expression. In this paper, we developed the Seoul's 1000 years time-capsule cultural contents into e-Book forms that can guide tourists. We also implemented the time capsule guidance system based on the e-Book of the user center through the modification process of the generated XML code using the e-Book solution.

Design of Gesture based Interfaces for Controlling GUI Applications (GUI 어플리케이션 제어를 위한 제스처 인터페이스 모델 설계)

  • Park, Ki-Chang;Seo, Seong-Chae;Jeong, Seung-Moon;Kang, Im-Cheol;Kim, Byung-Gi
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.55-63
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    • 2013
  • NUI(Natural User Interfaces) has been developed through CLI(Command Line Interfaces) and GUI(Graphical User Interfaces). NUI uses many different input modalities, including multi-touch, motion tracking, voice and stylus. In order to adopt NUI to legacy GUI applications, he/she must add device libraries, modify relevant source code and debug it. In this paper, we propose a gesture-based interface model that can be applied without modification of the existing event-based GUI applications and also present the XML schema for the specification of the model proposed. This paper shows a method of using the proposed model through a prototype.

OBD2 Vehicle Operation Information Black Box System for Accident Preparedness (사고 발생에 대비한 OBD2 차량 운행 정보 블랙박스)

  • Jun-Young Kim;Jun-Hee Kim;Hyung-Seong Oh;Jae-Hyung Choi;Kyung-Ho Ko;Myung-Chun Ryoo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.279-280
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    • 2024
  • 본 논문에서는 주행 중 차량의 상태를 실시간으로 모니터링함과 동시에, 페달 조작 여부를 확인할 수 있는 영상 촬영 및 저장 시스템을 제안한다. 개발된 차량 운행 정보 블랙박스는 블루투스 OBD2 커넥터를 통해 차량의 PID 값을 식별하고 수집한다. 이 데이터는 비동기 방식으로 처리되며, 라즈베리파이와 7인치 터치 디스플레이를 이용해 운전자에게 한눈에 보일 수 있는 형태로 정보를 제공한다. 특히, 멀티스레드를 활용하여 ECU 정보를 페달 조작 여부 영상에 표시하는 동시에 녹화하고, CSV 파일로 SD 카드에 실시간으로 저장한다. 수집된 차량 데이터와 영상 데이터는 예기치 못한 사고 발생 시 운전자의 과실 비율 측정과 대처행동을 입증하는 데 중요한 역할을 할 것으로 기대되며, 차량 정비 시 참고 자료로 활용될 수 있다.

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The Effect of Online Multiple Channel Marketing by Device Type (디바이스 유형을 고려한 온라인 멀티 채널 마케팅 효과)

  • Hajung Shin;Kihwan Nam
    • Information Systems Review
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    • v.20 no.4
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    • pp.59-78
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    • 2018
  • With the advent of the various device types and marketing communication, customer's search and purchase behavior have become more complex and segmented. However, extant research on multichannel marketing effects of the purchase funnel has not reflected the specific features of device User Interface (UI) and User Experience (UX). In this study, we analyzed the marketing channel effects of multi-device shoppers using a unique click stream dataset from global online retailers. We examined device types that activate online shopping and compared the differences between marketing channels that promote visits. In addition, we estimated the direct and indirect effects on visits and purchase revenue through customer's accumulated experience and channel conversions. The findings indicate that the same customer selects a different marketing channel according to the device selection. These results can help retailers gain a better understanding of customers' decision-making process in multi-marketing channel environment and devise the optimal strategy taking into account various device types. Our empirical analyses yield business implications based on the significant results from global big data analytics and contribute academically meaningful theoretical framework using an economic model. We also provide strategic insights attributed to the practical value of an online marketing manager.

형태변환형 투명 전극에 적용 가능한 그래핀-ITO 적층 필름 형성 및 특성 평가에 관한 연구

  • Kim, Jang-A;Kulkarni, Atul;Hwang, Tae-Hyeon;Kim, Tae-Seong
    • Proceedings of the Korean Vacuum Society Conference
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    • 2012.02a
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    • pp.199-199
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    • 2012
  • 최근 그래핀의 대면적 합성 및 롤투롤 전사 공정의 개발로 그래핀의 상용화가 가시화 되고 있다. 하지만, 그래핀의 독특한 특성인 선형적이고 밴드갭이 없는 에너지 띠 분포 때문에 반도체 소자로서의 직접적인 적용에는 한계가 있다. 이러한 문제를 해결하기 위한 돌파구로써, 그래핀 복합체의 연구와 개발이 활발히 진행되고 있으며 본 연구에서는 그래핀 복합 적층 구조를 다룬다. 이는 디스플레이, 초고속 반도체 소자, 고성능 광전자소자 및 초고감도 센서 등 다양한 분야에 대한 그래핀의 실용화 가능성이 높아진 것을 의미한다. 특히, 높은 가시광 투과도와 낮은 면저항으로 기존 투명 전극에 대표적으로 사용되고 있는 ITO (Indium Tin Oxide)를 그래핀으로 대체하는 것에 관한 연구가 활발히 진행되고 있다. 하지만 그래핀이 높은 전자이동도를 가지는 것에 비하여 비저항과 투과도 측면에 있어서는 ITO의 성능을 뛰어넘지 못하는 실정이다. 따라서 본 연구에서는 ITO가 가지는 취약점인 기판과의 약한 접착력, 높은 취성, 기판과의 열팽창률 차이 등의 공정상 문제점을 극복하고자 하였다. 그래핀 복합 적층 필름은 플라스틱 기판 (PET) 위에 열 화학기상증착법(Chemical Vapor Deposition, CVD)을 이용하여 합성한 그래핀을 전사하고, ITO 용액을 도포한 다음 다시 그래핀을 씌워 제작하여 샌드위치 구조(sandwich structure)를 형성하였다. 완성된 필름은 광학적, 전기적 특성 분석을 수행하였다. 광학적 분석으로는 라만 분광을 이용한 그래핀 품질평가와 파장대에 따른 광 투과도, 그리고 반사도 측정을 하였으며, 전기적 특성은 면저항을 측정함으로써 분석한다. 결함이 적고, 대면적에 걸쳐 한 층을 이루어야 하는 고품질 그래핀의 요구사항에 따라 라만 분광의 G, 2D, D 띠를 분석하였다. G와 2D 띠의 비율을 통해 그래핀의 층 수를, D 띠의 강도를 통해 결함의 유무를 판단하였다. 또한, 가시광 영역에서 90% 이상의 광 투과도를 보여야 하는 투명 소자의 요구사항 달성 정도를 UV-VIS를 이용하여 확인하였다. 마지막으로, 제작한 필름의 면저항 또한 4-프로브 멀티미터를 이용하여 측정하고, 일반적인 터치스크린의 면저항인 $500{\Omega}/sq$를 만족하는지 평가하였다.

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The Design and Implementation of Embedded Linux-Based Industrial Wireless HMI Software Module (임베디드 리눅스 기반 산업용 무선 HMI 소프트웨어 모듈 설계 및 구현)

  • Choi, Suk-Young;Moon, Seung-Jin
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.3
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    • pp.336-342
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    • 2007
  • Industrial HMI(Human Machine Interface) system is the main element among the factory automation processes and have been used to monitor and control operation and status of machine in factory with PLC. This HMI often brings heavy loads to the system development and difficult decreasing the system because it tends to use a specific system per each manufacturer. Therefore, in this thesis, we have developed an embedded linux-based embedded industrial HMI software modules which can be used for touch panel embedded system to solve these problem. In this module, we have used the Qt/Embedded software component because it can be used by all systems which support C++ compiler without modifying the existing codes. We can design more flexible system and network configuration because we have used the wireless communication module. In this thesis, we implement linux-based HMI software modules which are capable of wireless communication as well as bringing the mobility to the overall system and finally decreasing the system development loads by using the general purpose OS with competitive price.

Development of Computerized Neuropsychological Tests for Functional Localization of Brain (뇌의 기능적 국소화를 위한 전산화 신경심리 검사의 개발)

  • Lee, Sung-Hoon;Ahn, Chang-Bum;Park, Hae-Jung
    • Sleep Medicine and Psychophysiology
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    • v.6 no.2
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    • pp.149-157
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    • 1999
  • A Computerzed Neuropsychological Test(CNT) system using multimedia and object oriented technologies are developed for clinical application in psychiatry. The developed system is composed of 14 neuropsychologial tests which are capable of evaluation of various cognitive functions and functional localization of brain. The system employs Microsoft Window based graphic user interface for easy operation and it has a touch screen and a mouse as input devices from the patient. Speech perception test, color word test, verbal memory test, contingent continuos performance test, and trail making test were translated into korean language, so that usefulness of tests was maximized. Through the results of utilization of this system in the cases of patients with head trauma and psychiatric desorder, this system can be proved to be useful in the evaluation of cognitive function and functional localization of brain.

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