• Title/Summary/Keyword: Interface technique

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Non-Contact Line-of-sight Detection using Color Contact Lens for Man-Machine Interface

  • Nishiuchi, Nobuyuki;Kurihara, Kenzo;Takada, Hajime
    • 제어로봇시스템학회:학술대회논문집
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    • 1998.10a
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    • pp.391-394
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    • 1998
  • The man-machine interface Is an important factor in the computer system, and it is thought that line-of-sight (LOS) detection technology will allow significant advances in this field. Techniques for detecting LOS for use in human interfaces have been studied[1][2]. In earlier studies, however, LOS was detected with a head piece, goggles, or through fixing the position of the head. The limitations imposed by these fixed conditions render them unsuitable far use in interfaces, as they have adverse mental or physical effects on humans. Therefore. they have not been sufficiently developed for practical application. Research on non-contact LOS detection is expected to result in a usable LOS man-machine interface[3][4], and the current study is intended to be a step in that direction. The authors used color contact lenses for LOS detection, and applied this new method to a computer interface. The use of color contact lenses simplifies image processing. The algorithm used in this study is sufficiently accurate for practical applications. This technique can be used in input devices, in virtual reality applications, and in human engineering research.

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Analysis of SOHOS Flash Memory with 3-level Charge Pumping Method

  • Yang, Seung-Dong;Kim, Seong-Hyeon;Yun, Ho-Jin;Jeong, Kwang-Seok;Kim, Yu-Mi;Kim, Jin-Seop;Ko, Young-Uk;An, Jin-Un;Lee, Hi-Deok;Lee, Ga-Won
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.14 no.1
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    • pp.34-39
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    • 2014
  • This paper discusses the 3-level charge pumping (CP) method in planar-type Silicon-Oxide-High-k-Oxide-Silicon (SOHOS) and Silicon-Oxide-Nitride-Oxide-Silicon (SONOS) devices to find out the reason of the degradation of data retention properties. In the CP technique, pulses are applied to the gate of the MOSFET which alternately fill the traps with electrons and holes, thereby causing a recombination current Icp to flow in the substrate. The 3-level charge pumping method may be used to determine not only interface trap densities but also capture cross sections as a function of trap energy. By applying this method, SOHOS device found to have a higher interface trap density than SONOS device. Therefore, degradation of data retention characteristics is attributed to the many interface trap sites.

Real-Time Obstacle Avoidance of Autonomous Mobile Robot and Implementation of User Interface for Android Platform (자율주행 이동로봇의 실시간 장애물 회피 및 안드로이드 인터페이스 구현)

  • Kim, Jun-Young;Lee, Won-Chang
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.4
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    • pp.237-243
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    • 2014
  • In this paper we present an real-time obstacle avoidance technique of autonomous mobile robot with steering system and implementation of user interface for mobile devices with Android platform. The direction of autonomous robot is determined by virtual force field concept, which is based on the distance information acquired from 5 ultrasonic sensors. It is converted to virtual repulsive force around the autonomous robot which is inversely proportional to the distance. The steering system with PD(proportional and derivative) controller moves the mobile robot to the determined target direction. We also use PSD(position sensitive detector) sensors to supplement ultrasonic sensors around dead angle area. The mobile robot communicates with Android mobile device and PC via Ethernet. The video information from CMOS camera mounted on the mobile robot is transmitted to Android mobile device and PC. And the user can control the mobile robot manually by transmitting commands on the user interface to it via Ethernet.

A Two Layered Approach for Animation Sketching

  • Sohn, Ei-Sung;Jeon, Jae-Woong;Park, Tae-Jin;Sohn, Won-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.12 no.12
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    • pp.1736-1744
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    • 2009
  • In this paper, we present an animation sketching system using a two layered approach. Animation sketching is a popular technique to create informal animations but it is often suffered by the low-quality output due to a trade-off between convenience and complexity. Our aim is to support sketching practical animation scenes easily and fast while not complicating the simple sketching interface. The key idea is to combine two conceptual stop motion layers, a whiteboard and cutout animation layer, in a seamless interface. As a background, the whiteboard animation layer handles stroke-oriented objects, while the cutout animation layer takes charge of transform-oriented objects. We found that this approach enables users to express more complicated animation fast while still maintaining a concise sketching interface. We demonstrate the usability and flexibility through resulting animations from user experiments.

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A Study on the Interactive Preliminary Hull Form Design by Hull Form Transformation Technique (선형변환 기법에 의한 대화식 초기 선형 설계에 관한 연구)

  • Soon-Sub Lee;Kyu-Yeul Lee;Won-Soo Kang
    • Journal of the Society of Naval Architects of Korea
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    • v.31 no.2
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    • pp.7-14
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    • 1994
  • This paper describes the development of the interactive hullform transformation program. This program has many hull transformation functions such as main particular transformation, deadrise generation, section characteristic transformation, local transformation and CB, LCB variation, etc. MBASTRANS adopted the GUI(Graphical User Interface) using the OSF/Motif based on the X-Window system and used X-PLOT and GLBAX which are 2 and 3 dimensional graphic libraries, respectively. The interface module cans generate the information of the hullform for the SIKOB package and the hydrodynamic analysis.

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A Study on Parallel-mode CRT Interfacting Technique in Microcomputer System and Prototype Program development System (마이크로 컴퓨터의 병렬형 CRT 입출력 방식과 Prototype Program development System에 관한 연구)

  • 정창경
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.14 no.4
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    • pp.9-14
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    • 1977
  • A parallel mode CRT interfacing technique has been suggested for a microcomputer system. The number of components and the I/O speed were improved significantly by this technique. As an appliation of this technique, a prototype program develoment system was designed and tested experimentally for the use fulness in prototype program developmenting.

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A Study on selection of the Type and the Technique for the Hazard Analysis of the Train Control System(mock-up) (열차제어시스템(mock-up)의 위험원 분석을 위한 Type과 Technique의 선정에 대한 연구)

  • Han, Chan-Hee;Lee, Young-Soo;Ahn, Jin;Jo, Woo-Sic
    • Proceedings of the KSR Conference
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    • 2008.06a
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    • pp.614-622
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    • 2008
  • It has been studying actively that the process and the methodology for the safety security of the system suggested from international standards and domestic/abroad materials in Korea. However, these process & methodology can generate a lot of errors and deficiencies because the system is applied without considering the system characteristics and its scope (such as hardware, software, interface, etc.). Therefore, the type is defined as the safety process with the basis on general development process in this study, the potential hazards of the mock-up system which is developed are extracted thorough selecting a technique according to each type. In addition to it, the effect is compared and analyzed with various technique selection by each phase of the development process.

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The Measurement of Bubble Driven Flow Using PIV and Digital Mask Technique (PIV 기법과 Digital Mask 기법을 적용한 버블유동 측정)

  • Kim, Sang-Moon;Kim, Hyun-Dong;Kim, Kyung-Chun
    • Proceedings of the KSME Conference
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    • 2008.11b
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    • pp.2700-2703
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    • 2008
  • An experiment on bubble-driven flow was performed in order to understand fundamental knowledge of flow structure around a rising bubble in a stagnant fluid. The measurement technique consists of a combination of the three most often used PIV techniques in multiphase flows: PIV with fluorescent tracer particles, the digital phase separation with a masking technique and a shadowgraphy. The key point of the measurement is that the background intensity of a PIV recording can be shifted to a higher level than a bubble region using a shadowgraphy in order to distinguish from fluorescent particles and a bubble as well. Flow fields were measured without an inaccurate analysis around a fluid-bubble interface by using only one camera simply.

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Numerical Simulation of Nearshore Tsunami Using a Digital Wave Tank Simulation Technique (디지털 수치수조 기법에 의한 연안 Tsunami의 수치 시뮬레이션)

  • Park, Jong-Chun;Chun, Ho-Hwan
    • Proceedings of the Korea Committee for Ocean Resources and Engineering Conference
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    • 2003.05a
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    • pp.231-239
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    • 2003
  • A Digital Wave Tank simulation technique based on a finite-difference method and a modified marker-and-cell (MAC) algorithm is applied to investigate the characteristics of nonlinear Tsunami propagations and their interactions with a 2D sloping beach and Ohkushiri island, and to predict maximum wave run-up around the island. The Navier-Stokes (NS) and continuity equation are governed in the computational domain and the boundary values updated at each time step by a finite-difference time-marching scheme in the frame of rectangular coordinate system. The fully nonlinear kinematic free-surface condition is satisfied by the modified marker-density function technique. The Nearshore Tsunami is assumed to be a solitary wave and generated from the numerical wavemaker in the developed Digital Wave Tank. The simulation results are compared with the experiments and other numerical methods based on the shallow-water wave theory.

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A Study on Gamepad/Gaze based Input Processing for Mobile Platform Virtual Reality Contents (모바일 플랫폼 가상현실 콘텐츠에 적합한 게임패드/시선 기반 입력 처리 기술에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Jeon, Changyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.31-41
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    • 2016
  • This study proposes suitable input processing technique for producing the mobile platform based virtual reality contents. First of all, we produce the mobile platform based virtual reality interactive contents to be used in experiments for improve user's immersion who experience the virtual reality contents, get interests and design the input processing that easily controllable. Then design the input processing technique in two methods, with gamepad that accessibility to mobile and with directly through user's gaze to interface. Through virtual reality based input processing technique that we proposed, we analyse effect of improve user's immersion, cause of get interests and whether provide the convenience or not for controlling contents through experiments. Moreover we verify whether bring negative psychological elements like sickness, fatigue or not.