• Title/Summary/Keyword: Human Touch

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Experimental Investigation on Skilled Human′s Typing Pattern for Development of New Input Device (새로운 입력장치 개발을 위한 숙련자의 타이핑 동작에 관한 실험적 연구)

  • 김진영;최혁렬;이호길
    • Journal of Institute of Control, Robotics and Systems
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    • v.9 no.9
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    • pp.720-726
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    • 2003
  • A virtual keyboard may be efficient as a new mobile input device supporting QWERTY keyboard layout. As a preliminary study for developing a virtual keyboard, the typing pattern of a skilled human is investigated. In the study the touch-positions of the fingers are measured with a touchscreen while five skilled typists perform typing of long sentences. From these measurements it can be observed that the groups of touch-positions are classified into alphabetic characters. Though there are some mismatches, we can find constant distances capable of being discriminated among the groups. Based on the analysis the prediction algorithm of the constant distance is proposed and evaluated, which is useful for realization of a portable virtual keyboard.

Effect of Fabric Sound and Touch on Human Subjective Sensation

  • Cho, Gilsoo;Casali, John G.;Yi, Eunjou
    • Fibers and Polymers
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    • v.2 no.4
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    • pp.196-202
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    • 2001
  • In order to investigate the relationship between subjective sensation for fabric sound and touch and the objective measurements, eight different apparel fabrics were selected as specimens. Sound parameters of fabrics including level pressure of total sound (LPT), level range (ΔL), and frequency differences (Δf) and mechanical properties by Kawabata Evaluation System (KES) were obtained. For subjective evaluation, seven aspects of the sound (softness, loudness, pleasantness, sharpness, clearness, roughness, and highness) and eight of the tough (hardness, smoothness, fineness, coolness, pliability, crispness, heaviness, and thickness) were rated using semantic differential scale. Polyester ultrasuede was evaluated to sound softer and more pleasant while polyester taffeta to sound louder and rougher than any other fabrics. Wool fabric such as worsted and woolen showed similar sensation for sound but differed in some touch sensation in that woolen was coarseast, heaviest, and thickest in touch. In the prediction model for sound sensation, LPT affected positively subjective roughness and highness as well as loudness, while ΔL was found as a parameter related positively with softness and pleasantness. Touch sensation was explained by some of mechanical properties such as surface, compressional, shear, and bending properties implying that a touch sensation could be expressed by a variety of properties.

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Smart table interface design based on multi-touch (멀티터치 기반 스마트 테이블 인터페이스 설계)

  • Han, Jeong-Ah;Seo, Laiwon
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.381-386
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    • 2014
  • Multi-touch technology with the development of IT technology, various forms of recognition technology is positioned as the technology is one. A computer and a human action virtualization technology needed to design a natural interface while haneundedo influence. Human-computer interaction possible through intuitive to many users being able to reach without having to learn the sensory capabilities, will be useful if you could use. This paper presents the design of interfaces to the smart table environment to a conventional multi-touch touch-based, real so that you can use your finger to all the purposes. Growing day by day through the ubiquitous electronic blackboard, desk, furniture and electronics industry is actively being made by IT to incorporate multi-touch based interface because the design is expected to be important. Not far in the future, new ways of learning environment by combining modernization and smart table for meeting various IoT not only affect the environment looks anticipating.

An Assessment of Electric Shock Hazard by Safety Criteria Using Graphical Method (그래프법을 이용한 안전기준에 의한 감전위험성 평가)

  • 김두현;강동규
    • Journal of the Korean Society of Safety
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    • v.16 no.3
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    • pp.53-60
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    • 2001
  • This paper presents a graphical method for hazard assessment of electric shock by safety criteria. For the human body to be safety actual body current should not exceed safety criteria, i.e. allowable body current. The assessment method presented in this paper is based m the safety criteria of the IEEE Standard 80 as well as the IEC 479-1. The hazard can be assessed in terms of alterable touch voltages instead of alterable body current. Thus, the hazard assessment of given electric shock condition is referred to a procedure by which the actual touch voltages are compared with the allowable (safe) touch voltages. Since the IEC 479-1 safety criteria are nonlinear, the graphical method is presented for the hazard assessment. Body current and body voltage are calculated with the allowable touch voltage. A comparison of the safety criteria of two widely accepted standards, i.e. the IEEE Std 80 End the IEC 479-1 is proposed. Also Thevenin equivalent resistance is obtained from electric shock model expressed by two-port earth-grid-foot system. On the basis of calculated results, the allowable touch voltage, the body current and the body voltage we can conduct the hazard or safety assessment and estimate the severity of electric shock.

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Ergonomic approach of the Mini-componnt for a mew gereration (신세대를 위한 미니컴포넌트의 인공학적 접근)

  • 권영국;김재형;김동욱
    • Proceedings of the ESK Conference
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    • 1995.10a
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    • pp.240-248
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    • 1995
  • In Korea, it is not satisfactory in the product design since Kansei engineering or Ergnomics is not very active and well considered. When designing a mini-component, the user's emotion was not considered well. It is typical to have a rectangular shape, dark- colored outside in a mini-component design. Therefore, the users have to select with available choice from the manufacture's traditional designs. In this study, a new smin- component was designed to be suitable for a new generation's (10 to mid-20) sensation. First of all, an ergonomic problems were investigated. And then, the survey was per- formed to consider the emotion of the new generation. After that, the new design was made to reflect the new generation's trend and preference. In addition, the high-touch (human-centered design) and human touch (the product to give a sensible satisfaction for human) concepts were added.

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A Long-Range Touch Interface for Interaction with Smart TVs

  • Lee, Jaeyeon;Kim, DoHyung;Kim, Jaehong;Cho, Jae-Il;Sohn, Joochan
    • ETRI Journal
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    • v.34 no.6
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    • pp.932-941
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    • 2012
  • A powerful interaction mechanism is one of the key elements for the success of smart TVs, which demand far more complex interactions than traditional TVs. This paper proposes a novel interface based on the famous touch interaction model but utilizes long-range bare hand tracking to emulate touch actions. To satisfy the essential requirements of high accuracy and immediate response, the proposed hand tracking algorithm adopts a fast color-based tracker but with modifications to avoid the problems inherent to those algorithms. By using online modeling and motion information, the sensitivity to the environment can be greatly decreased. Furthermore, several ideas to solve the problems often encountered by users interacting with smart TVs are proposed, resulting in a very robust hand tracking algorithm that works superbly, even for users with sleeveless clothing. In addition, the proposed algorithm runs at a very high speed of 82.73 Hz. The proposed interface is confirmed to comfortably support most touch operations, such as clicks, swipes, and drags, at a distance of three meters, which makes the proposed interface a good candidate for interaction with smart TVs.

An alternative method for smartphone input using AR markers

  • Kang, Yuna;Han, Soonhung
    • Journal of Computational Design and Engineering
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    • v.1 no.3
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    • pp.153-160
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    • 2014
  • As smartphones came into wide use recently, it has become increasingly popular not only among young people, but among middle-aged people as well. Most smartphones adopt capacitive full touch screen, so touch commands are made by fingers unlike the PDAs in the past that use touch pens. In this case, a significant portion of the smartphone's screen is blocked by the finger so it is impossible to see the screens around the finger touching the screen; this causes difficulties in making precise inputs. To solve this problem, this research proposes a method of using simple AR markers to improve the interface of smartphones. A marker is placed in front of the smartphone camera. Then, the camera image of the marker is analyzed to determine the position of the marker as the position of the mouse cursor. This method can enable click, double-click, drag-and-drop used in PCs as well as touch, slide, long-touch-input in smartphones. Through this research, smartphone inputs can be made more precise and simple, and show the possibility of the application of a new concept of smartphone interface.

Comparing Elder Users' Interaction Behavior to the Younger: Focusing on Tap, Move and Flick Tasks on a Mobile Touch Screen Device

  • Lim, Ji-Hyoun;Ryu, Tae-Beum
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.2
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    • pp.413-419
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    • 2012
  • Objective: This study presents an observation and analysis on behavioral characteristics of old users in comparison to young users in the use of control on display interface. Background: Touch interface which allows users to control directly on display, is conceived as delight and easy way of human-computer interaction. Due to the advantage in stimulus-response ensemble, the old users, who typically experiencing difficulties in interacting with computer, would expected to have better experience in using computing machines. Method: Twenty nine participants who are over 50 years old and 14 participants who are in 20s years old were participated in this study. Three primary tasks in touch interface, which are tap, move, and flick, were delivered by the users. For the tap task, response time and point of touch response were collected and the response bias was calculated for each trial. For the move task, delivery time and the distance of finger movements were recorded for each trial. For the flick task, task completion time and flicking distance were recorded. Results: From the collected behavioral data, temporal and spatial differences between young and old users behavior were analyzed. The older users showed difficulty in completing move task requiring eye-hand coordination.

The Design of Efficient User Environment on the FTIR Multi Touch (FTIR 멀티터치 테이블에서 효율적인 사용자 환경 개발)

  • Park, Sang-Bong;Ahn, Jung-Seo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.85-94
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    • 2012
  • In this paper, we develop the new gestures of screen control with fingers on the FTIR multi touch table. It also describes recognition of mobile devices on the table using infrared camera. The FTIR multi touch table was incovenient to the existiog Bluetooth connection, because it is not provided with an HID(Human Input Device) interface. The proposed data transmission method using mobile device is to relieve the inconvenience of the data transfer and proceed more effectively. The new gestures and data transmission method is verified by FTIR multi touch table that is implemented for testing.

Implementation of Multi-touch Tabletop Display for Human Computer Interaction (HCI 를 위한 멀티터치 테이블-탑 디스플레이 시스템 구현)

  • Kim, Song-Gook;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.553-560
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    • 2007
  • 본 논문에서는 양손의 터치를 인식하여 실시간 상호작용이 가능한 테이블 탑 디스플레이 시스템 및 구현 알고리즘에 대해 기술한다. 제안하는 시스템은 FTIR(Frustrated Total Internal Reflection) 메커니즘을 기반으로 제작되었으며 multi-touch, multi-user 방식의 손 제스처 입력이 가능하다. 시스템은 크게 영상 투영을 위한 빔-프로젝터, 적외선 LED를 부착한 아크릴 스크린, Diffuser 그리고 영상을 획득하기 위한 적외선 카메라로 구성되어 있다. 시스템 제어에 필요한 제스처 명령어 종류는 상호작용 테이블에서의 입력과 출력의 자유도를 분석하고 편리함, 의사소통, 항상성, 완벽함의 정도를 고려하여 규정하였다. 규정된 제스처는 사용자가 상호작용을 위해 스크린에 접촉한 손가락의 개수, 위치, 그리고 움직임 변화를 기준으로 세분화된다. 적외선 카메라를 통해 입력받은 영상은 잡음제거 및 손가락 영역 탐색을 위해 간단한 모폴로지 기법이 적용된 후 인식과정에 들어간다. 인식 과정에서는 입력 받은 제스처 명령어들을 미리 정의해놓은 손 제스처 모델과 비교하여 인식을 행한다. 세부적으로는 먼저 스크린에 접촉된 손가락의 개수를 파악하고 그 영역을 결정하며 그 후 그 영역들의 중심점을 추출하여 그들의 각도 및 유클리디언 거리를 계산한다. 그리고 나서 멀티터치 포인트의 위치 변화값을 미리 정의해둔 모델의 정보와 비교를 한다. 본 논문에서 제안하는 시스템의 효율성은 Google-earth를 제어하는 것을 통해 입증될 수 있다.

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