• 제목/요약/키워드: Input Device

검색결과 1,448건 처리시간 0.028초

소자열화로 인한 Static 형 입력버퍼의 성능저하 (The Performance Degradation of Static Type Input Buffers due to Device Degradation)

  • 김한기;윤병오
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 1998년도 추계종합학술대회 논문집
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    • pp.561-564
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    • 1998
  • This paper describes a performance degradation of static type input buffer due to the device degradation in menory devices using $0.8\mu\textrm{m}$ CMOS process. experimental results shows that the degradation of MOS device affects the Trip Point shift in static type input buffer. We have performed the spice simulation and calculated the Trip Point with model parameter and measurement data so that how much the Trip Point(VLT) variate.

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관성센서를 이용한 PC 입력장치 개발 (PC Input Device Using Inertial Sensor)

  • 진용;이준호;박찬국
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2000년도 제15차 학술회의논문집
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    • pp.79-79
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    • 2000
  • In this Paper, the PC input device using MEMS gyros and accelerometer is newly developed, so that it can measure rotation rate and linear acceleration of the human body in space. In General, the human motion has 6 degree of freedom but 2 degree of freedom is enough PC monitor with 2D display. Therefore the simple method is proposed to achieve minimum degree of freedom. It is also applied to the PC mouse. This method can be expanded to the input device for internet set-top box or internet TV.

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A Study on Structuring and Classification of Input Interaction

  • Pan, Young-Hwan
    • 대한인간공학회지
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    • 제31권4호
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    • pp.493-498
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    • 2012
  • Objective: The purpose of this study is to suggest the hierarchical structure with three layers of input task, input interaction, and input device. Background: Understanding the input interaction is very helpful to design an interface design. Method: We made a model of three layered input structure based on empirical approach and applied to a gesture interaction in TV. Result: We categorized the input tasks into six elementary tasks which are select, position, orient, text, and quantify. The five interactions described in this paper could accomplish the full range of input interaction, although the criteria for classification were not consistent. We analyzed the Microsoft kinect with this structure. Conclusion: The input interactions of command, 4 way, cursor, touch, and intelligence are basic interaction structure to understanding input system. Application: It is expected the model can be used to design a new input interaction and user interface.

비전을 이용한 비접촉 스크린 입력장치 (Input Device of Non-Touch Screen Using Vision)

  • 서효동;주영훈
    • 전기학회논문지
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    • 제60권10호
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    • pp.1946-1950
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    • 2011
  • This paper deals with an input device without the touch. The existing touch screens have some problems such as the week durability by frequent contact and the high cost by complex hardware configuration. In this paper, a non-touch input device is proposed to overcome these problems. The proposed method uses a skin color generated by the HCbCr color model and a hand region obtained by the labeling technique. In Addition, the skeleton model is employed to improve the recognition performance of the hand motion. Finally, the experiment results show the applicability of the proposed method.

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

  • 김대성;김진오
    • 제어로봇시스템학회논문지
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    • 제15권8호
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    • pp.851-858
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    • 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.

"Least Gain or Wrist Pain": A comparative study about performance and usability of mouse, trackball, and touchpad

  • Yunsun Alice Hong;Kwanghee Han
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.298-309
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    • 2023
  • The mouse as an input device has undoubtedly brought convenience to users due to its intuitiveness and simplicity, but it also brought unprecedented issues such as carpal tunnel syndrome (CTS). As a result, the necessity of alternative input devices that put less strain on the wrist, while still providing the convenience of a conventional mouse, has emerged. Unfortunately, there have been several research about alternative devices to replace a mouse, however, they showed inconsistent results. This study suggests that those inconsistent results may stem from the type and the difficulty of tasks used in previous studies. Therefore, we designed this study to compare the performance and perceived workload of three input devices (Mouse/Trackball/Touchpad) in each condition in terms of task type (Targeting/Tracking) and difficulty level (Easy/Hard). The results indicated that there were significant performance differences and no significant workload differences among the three devices, and the interactions were observed in some conditions. These results can provide users with practical guidelines to choose the optimal input device according to their needs or purpose.

Structure Optimization of ESD Diodes for Input Protection of CMOS RF ICs

  • Choi, Jin-Young
    • JSTS:Journal of Semiconductor Technology and Science
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    • 제17권3호
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    • pp.401-410
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    • 2017
  • In this work, we show that the excessive lattice heating problem due to parasitic pnp transistor action in the diode electrostatic discharge (ESD) protection device in the diode input protection circuit, which is favorably used in CMOS RF ICs, can be solved by adopting a symmetrical cathode structure. To explain how the recipe works, we construct an equivalent circuit for input human-body model (HBM) test environment of a CMOS chip equipped with the diode protection circuit, and execute mixed-mode transient simulations utilizing a 2-dimensional device simulator. We attempt an in-depth comparison study by varying device structures to suggest valuable design guidelines in designing the protection diodes connected to the $V_{DD}$ and $V_{SS}$ buses. Even though this work is based on mixed-mode simulations utilizing device and circuit simulators, the analysis given in this work clearly explain the mechanism involved, which cannot be done by measurements.

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
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    • 대한전자공학회 1998년도 추계종합학술대회 논문집
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    • pp.837-840
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    • 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.

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관성 센서를 이용한 착용형 공간 입력장치의 클릭 인식에 관한 연구 (A Study on Finger-click Recognition of a Wearable Input Device using Inertial Sensors)

  • 소병석;김윤상;이상국
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2004년도 심포지엄 논문집 정보 및 제어부문
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    • pp.120-122
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    • 2004
  • Wearable input device that can make free-space typewriting possible is introduced. We named this device as $SCURRY^{TM}$. To measure the angular velocity of hand and the acceleration rates at the ends of fingers, we buried MEMS inertial sensors in this keyboard. We processed sensor signals to get the information on hand movement and finger-click motion. With this signal processing, apparent finger movements were depicted over the virtual keyboard shown on output device of a target computing system. In this paper, a finger-click recognition method is proposed to improve the recognition performance for finger clicking of $SCURRY^{TM}$. The proposed method is composed of three parts including feature extraction part, valid click part, and cross-talk avoidance part. The experiments were conducted to verify the effectiveness and efficiency of the proposed algorithms.

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Comparison of Vertical and Horizontal Eye Movement Times in the Selection of Visual Targets by an Eye Input Device

  • Hong, Seung Kweon
    • 대한인간공학회지
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    • 제34권1호
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    • pp.19-27
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    • 2015
  • Objective: The aim of this study is to investigate how well eye movement times in visual target selection tasks by an eye input device follows the typical Fitts' Law and to compare vertical and horizontal eye movement times. Background: Typically manual pointing provides excellent fit to the Fitts' Law model. However, when an eye input device is used for the visual target selection tasks, there were some debates on whether the eye movement times in can be described by the Fitts' Law. More empirical studies should be added to resolve these debates. This study is an empirical study for resolving this debate. On the other hand, many researchers reported the direction of movement in typical manual pointing has some effects on the movement times. The other question in this study is whether the direction of eye movement also affects the eye movement times. Method: A cursor movement times in visual target selection tasks by both input devices were collected. The layout of visual targets was set up by two types. Cursor starting position for vertical movement times were in the top of the monitor and visual targets were located in the bottom, while cursor starting positions for horizontal movement times were in the right of the monitor and visual targets were located in the left. Results: Although eye movement time was described by the Fitts' Law, the error rate was high and correlation was relatively low ($R^2=0.80$ for horizontal movements and $R^2=0.66$ for vertical movements), compared to those of manual movement. According to the movement direction, manual movement times were not significantly different, but eye movement times were significantly different. Conclusion: Eye movement times in the selection of visual targets by an eye-gaze input device could be described and predicted by the Fitts' Law. Eye movement times were significantly different according to the direction of eye movement. Application: The results of this study might help to understand eye movement times in visual target selection tasks by the eye input devices.