• 제목/요약/키워드: Computer Input Device

검색결과 312건 처리시간 0.036초

각가속도계 센서를 이용한 장애인용 컴퓨터 2차원 입력장치의 구현 (Implementation of Computer Device of 2dimension Input for the disabled Using a Angular Acceleration Sensor)

  • 정상봉;한성현
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 1998년도 추계종합학술대회 논문집
    • /
    • pp.837-840
    • /
    • 1998
  • In this paper, we designed the computer input device for rehabilitation of people with hand disabilities. This input device is made up of two Gyrostar sensors attached in the orthnormal directions of x, y axes. Gyrostar is a sensor for angular Acceleration. This device is attached by the user's head side. Head movement is detected by analysing and processing the output wave signals from the sensors therefore enabling the user to move the mouse pointer that helps to operate the computer. This method does not necessitate a complex hardware or a long installation process, which was formerly the case, and uses real time algorithms which enables simple emulation of a computer mouse. The interface of this device and the mouse are the same.

  • PDF

A Study of The Wearable Input Device Based on Human Hand-Motions Recognition

  • Daehui Won;Lee, Hogil;Kim, Jinyoung
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 2002년도 ICCAS
    • /
    • pp.51.5-51
    • /
    • 2002
  • In this paper, we propose and developed a keyglove using the touch-typing method as new solutions to the problem of text input into the mobile computing devices. This device recognizes that character is typed in though the hand's movements analysis and requires no additional space on a person's desktop or work surface, and can be easily used with computers of any size, even the smallest mobile computer, and is designed as an input device for wearable computers and virtual environment. The concept of the wearable input device based on human hand-molies recognition.

  • PDF

장갑형 입력장치의 개발 (Developments of Glove-based Input Device.)

  • 원대희;이호길;김진영;박종현
    • 한국정밀공학회:학술대회논문집
    • /
    • 한국정밀공학회 2001년도 춘계학술대회 논문집
    • /
    • pp.211-216
    • /
    • 2001
  • Recently, the research for the mobile computing such as PDA, Palm PC and wearable computing related technologies is widely under development, specially for the input device. Among the mobile input methods are speech recognition, handwriting recognition and cording type. However these systems have the problems of the data input appraratus like input speed and recognition rate. This paper presents the Glove-based input device which could solve the system's data input problem. By the experimental results suggest the method of proposional input method that utilize the hand's movement is appropriate for the effective mobile input devices.

  • PDF

대체입력기기를 이용한 목적 있는 컴퓨터 작업 활동이 뇌성마비 환자의 수행도 만족도에 미치는 영향 (The effect of purposeful computer activity using alternative input devices on the performance and satisfaction of patients with cerebral palsy)

  • 이동건
    • 대한물리치료과학회지
    • /
    • 제27권2호
    • /
    • pp.80-87
    • /
    • 2020
  • Background: The purpose of this study was to investigate the effect of the use of an alternative input device on the patient's work performance and satisfaction in patients with cerebral palsy who cannot use computers. Design: Case Series Description. Methods: The participant was one adult cerebral palsy. The three tasks were applied with an alternative input device (Quick-Glance), 1 session an hour, 3 times a week, a total of 12 times for 4 weeks. The assessment was using the Canadian Occupational Performance Measure (COPM). The evaluation was performed pre-test before the intervention, post-test after the last intervention, and follow-up after one month. Results: The COPM(Satisfaction and performance scores) showed 3 points for pre-test, 7 points for post-test, and 7 points for follow-up. Conclusion: Purposeful computer work activity, which is an alternative input device, has a positive effect on work performance and satisfaction of cerebral palsy patients who are difficult to use computer.

A Wireless Glove-Based Input Device for Wearable Computers

  • An, Sang-Sup;Park, Kwang-Hyun;Kim, Tae-Hee;Jeon, Jae-Wook;Lee, Sung-Il;Choi, Hyuck-Yeol;Choi, Hoo-Gon
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 2003년도 ICCAS
    • /
    • pp.1633-1637
    • /
    • 2003
  • Existing input devices for desktop computers are not suitable for wearable computers because they are neither easy to carry nor convenient to use in a mobile working environment. Different input devices for wearable computers must be developed. In this paper, a wireless glove-based input device for wearable computers is proposed. The proposed input device consists of a pair of chording gloves. Its keys are mounted on the fingers and their chording methods are similar to those of a Braille keyboard. RF (Radio Frequency) and IrDA (Infrared Data Association) modules are used to make the proposed input device wireless. Since the Braille representation for numbers and characters is efficient and has been well established for many languages in the world, the proposed input device may be one of good input devices to computers. Furthermore, since the Braille has been used for visually impaired people, the proposed one can be easily used as an input device to computers for them.

  • PDF

CamShift 알고리즘의 Hand Tracking 기법을 응용한 Hand Motion 입력 장치 시스템 (The input device system with hand motion using hand tracking technique of CamShift algorithm)

  • 전유나;김수지;이창훈;김형률;이성구
    • 디지털콘텐츠학회 논문지
    • /
    • 제16권1호
    • /
    • pp.157-164
    • /
    • 2015
  • 기존의 대표적인 입력장치는 키보드, 마우스 등으로 한정적이었으나 최근 들어 사용자들의 다양한 요구에 따라 새로운 형태의 입력장치들이 개발되는 추세이다. 이러한 추세에 맞춰 특수한 device 없이 영상의 hand motion을 분석해 명령을 부여하는 새로운 형태의 입력장치를 제안한다. Cam-Shift 기법으로 skin color 영역을 이진화 하여 tracking 한 후, labeling을 통해 분리한 손가락 영역과 손 중심점과의 각도를 동서남북으로 구분해 counting하여 손동작을 인식한다. 손동작에 대한 입력은 맨손에 배경처리를 하지 않은 경우 약 76.8%의 낮은 인식률을 보였으나, 붉은색 장갑을 착용하고 배경을 지정해 줄 경우 잡영 제거의 영향으로 인식률이 90.2%까지 향상된다.

3차원 운동 입력장치 구현 (Experiment of a 3D Motion Input Device)

  • 이우원;최명환
    • 산업기술연구
    • /
    • 제19권
    • /
    • pp.173-178
    • /
    • 1999
  • In many areas of technology there are machines and systems controllable in up to six degrees of freedom. Helicopters and underwater vehicles, industrial robots are among the first representatives of this category. They need six degrees of freedom in order to move and orient within their workspace. An even broader and more explosively growing area is 3D computer graphics and virtual environment. In this work, functions of 3D input device are described and two types of commercial 3D input device are presented. Then, a preliminary experiment of a low cost 6 axis force/moment sensor is presented that can also be sued as a 3D input device. A low cost force/moment sensor and its application in robot teaching experiment is described. It computes the direction of 3 components of the force and 3 components of the moment applied by human holding the sensor by hand. The concept is shown by an experiment where the tool position and orientation of a robot in 3 dimensional space is controlled by the proposed sensor.

  • PDF

다자유도 위치설정을 위한 입력장치의 개발 (Development of Input Device for Positioning of Multiple DOFs)

  • 김대성;김진오
    • 제어로봇시스템학회논문지
    • /
    • 제15권8호
    • /
    • pp.851-858
    • /
    • 2009
  • In this study, we propose a new input device using vision technology for positioning of multiple DOFs. The input device is composed of multiple Tags on a transparent table and a vision camera below the table. Vision camera detects LEDs at the bottom of each Tag to derive information of the ID, position and orientation. The information are used to determine position and orientation of remote target DOFs. Our developed approach is very reliable and effective, especially when the corresponding DOFs are from many independent individuals. We show an application example with a SCARA robot to prove the flexibility and extendability.

대화면 FPS 게임을 위한 새로운 레이저기반 입력장치 (New Input Device for Large Screen First Person Shooter Games)

  • 한녹손;김성환;박인규
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2007년도 추계학술발표대회
    • /
    • pp.183-186
    • /
    • 2007
  • In this paper, we present a new game interface design for First Person Shooters (FPS). Previously, FPSs on computer are commonly played using keyboard/mouse or joystick along with PC display. We improve the communication environment between player and game world by means of new control system including large screen, laser gun, and directional device, which create a real life-like space for players. Because traditional display for FPS uses CRT, it cannot support large screen display due to limitation of CRT technology. We designed and implemented a new input device using laser recognizable display. We implemented a new FPS based on Quake III that is in accordance with the new devices. Results suggest that the combined interface creates a method which helps beginners to enjoy playing a FPS immediately and gives experienced players a new gaming experience.

  • PDF

Development of a Non-contact Input System Based on User's Gaze-Tracking and Analysis of Input Factors

  • Jiyoung LIM;Seonjae LEE;Junbeom KIM;Yunseo KIM;Hae-Duck Joshua JEONG
    • 한국인공지능학회지
    • /
    • 제11권1호
    • /
    • pp.9-15
    • /
    • 2023
  • As mobile devices such as smartphones, tablets, and kiosks become increasingly prevalent, there is growing interest in developing alternative input systems in addition to traditional tools such as keyboards and mouses. Many people use their own bodies as a pointer to enter simple information on a mobile device. However, methods using the body have limitations due to psychological factors that make the contact method unstable, especially during a pandemic, and the risk of shoulder surfing attacks. To overcome these limitations, we propose a simple information input system that utilizes gaze-tracking technology to input passwords and control web surfing using only non-contact gaze. Our proposed system is designed to recognize information input when the user stares at a specific location on the screen in real-time, using intelligent gaze-tracking technology. We present an analysis of the relationship between the gaze input box, gaze time, and average input time, and report experimental results on the effects of varying the size of the gaze input box and gaze time required to achieve 100% accuracy in inputting information. Through this paper, we demonstrate the effectiveness of our system in mitigating the challenges of contact-based input methods, and providing a non-contact alternative that is both secure and convenient.