• Title/Summary/Keyword: Keyboard

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The Effect of Cock-up Splinting on Upper Extremity Muscle Fatigue During Keyboard Typing (손목보조기가 키보드 타이핑작업 시 상지근육 피로도에 미치는 영향)

  • Kim, Min;Roh, Jung-Suk;Cynn, Heon-Seock;Kim, Jang-Hwan
    • Physical Therapy Korea
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    • v.15 no.2
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    • pp.73-80
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    • 2008
  • With the introduction of the video display terminal (VDT), the efficiency and productivity of work has improved. However, VDT syndrome is threatening the health of workers as a side effect of prolonged use of a VDT. Among various VDT syndromes, the musculoskeletal disorder, especially, the cumulative trauma disorder (CTD) is the common research topic related with upper extremities function. The aim of this study was to investigate the effect of the wrist-hand orthosis (WHO) on fatigue in middle deltoid, anterior deltoid, serratus anterior, and upper trapezius during one-hour computer keyboard typing. Twelve healthy subjects participated in this study. Surface electromyography was used to assess the localized muscle fatigue (LMF), and the LMF was calculated at 10 minutes, 20 minutes, 40 minutes, and 60 minutes in each muscle, with and without the WHO. Data were analyzed by paired t-test with a level of significance of .05. The results of this study are as follows: 1) At 10 minutes, the LMF decreased significantly with applied WHO in the middle deltoid, anterior deltoid, and upper trapezius (p=.001, p=.026, p=.019, respectively). 2) As the computer keyboard typing period increased, there were no significant LMF differences, except for the upper trapezius. Therefore, it can be concluded that the WHO can be applied to decrease the LMF for the initial 10 minute period in the middle deltoid, anterior deltoid, and upper trapezius' but that the long term effect of WHO in reducing the LMF was proven only in upper trapezius during continued computer keyboard typing.

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A Study on Development of Attack System on the 2.4 GHz AES Wireless Keyboard (2.4 GHz AES 무선 키보드 공격 시스템 구축에 관한 연구)

  • Lee, Ji-Woo;Sim, Bo-Yeon;Park, Aesun;Han, Dong-Guk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.1
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    • pp.233-240
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    • 2017
  • Due to a recent rise in use of a wireless keyboard and mouse, attacks which take user's input information or control user's computer remotely exploiting the physical vulnerability in the wireless communication have been reported. Especially, MouseJack, announced by Bastille Network, attacks 2.4 GHz wireless keyboards and mice through exploiting vulnerability of each manufacturer's receiver. Unlike other attacks that have been revealed, this allows to attack AES wireless keyboards. Nonetheless, there is only a brief overview of the attack but no detailed information on this attacking method. Therefore, in this paper we will analyze the Microsoft 2.4 GHz wireless mouse packet and propose a way to set the packet configuration for HID packet injection simulating a wireless mouse. We also develop a system with 2.4 GHz AES wireless keyboard HID packet injection using the proposed packet and demonstrate via experiment that HID packet injection is possible through the system we built.

A Usability Testing of the Word-Prediction Function of the AAC Keyboard for the People with Cerebral Palsy (보완대체의사소통(AAC) 글자판의 단어예측기능에 대한 뇌병변장애인 대상의 사용성 평가)

  • Lee, H.Y.;Hong, K-H.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.3
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    • pp.209-214
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    • 2015
  • The purpose of this study was to examine (1) the influence of the word-prediction function on the sentence generation speed and (2) the necessity, convenience, and satisfaction of the word-prediction function of the AAC keyboard. A total of 10 adults with cerebral palsy participated and the word-prediction function of the Korean high-tech AAC device called "MyTalkie Smart" keyboard was used for this study. Participants were required to generate sentence as voice outputs using a word-prediction function and letters direct-input function respectively, then they were required to evaluate the necessity, convenience, and satisfaction using a five-point Likert scale. Other user requirements were examined using a free feedback. The results of this study presented that the sentence generation speeds were faster when participants used a word-prediction function than using a letters direct-input function. However, there was no statistically significant difference between these two input methods, and it might be due to the lack of time to practice the new device. Participants showed positive responses for the necessity, convenience, and satisfaction of the word-prediction function.

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Automatic Generation Technique of Touch-Screen Interface for Mobile Game Contents (모바일 게임 콘텐츠의 터치스크린 인터페이스 자동 생성 기법)

  • Ko, Seok-Hoon;Son, Yun-Sik;Park, Ji-Woo;Oh, Se-Man
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.11
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    • pp.866-870
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    • 2009
  • As touch-screen mobile phones pour into the market, demands for reusing existing mobile game contents by adding a touch-screen interface are increasing. But, the contents which are developed in existing does not have touch-screen interface and in order not to be automatic is difficult with touch- screen contents to convert. From the present paper uses keyboard interface information about the mobile game contents which does not have touch-screen interface and creates touch-screen interface with automatic the method which proposes. This method analyzes the type of key events which are used from the contents the screen keyboard layout of optimum and construct. And, key event where is confronted with automatic occurs about touch screen event and creates the screen interface which executes the keyboard event handler. In the end, experiment leads and the screen interface which has become optimum anger to the contents creating, confirms.

A Design and Implementation of Natural User Interface System Using Kinect (키넥트를 사용한 NUI 설계 및 구현)

  • Lee, Sae-Bom;Jung, Il-Hong
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.473-480
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    • 2014
  • As the use of computer has been popularized these days, an active research is in progress to make much more convenient and natural interface compared to the existing user interfaces such as keyboard or mouse. For this reason, there is an increasing interest toward Microsoft's motion sensing module called Kinect, which can perform hand motions and speech recognition system in order to realize communication between people. Kinect uses its built-in sensor to recognize the main joint movements and depth of the body. It can also provide a simple speech recognition through the built-in microphone. In this paper, the goal is to use Kinect's depth value data, skeleton tracking and labeling algorithm to recognize information about the extraction and movement of hand, and replace the role of existing peripherals using a virtual mouse, a virtual keyboard, and a speech recognition.

Design of IR Camera based Wearable Keyboard for Smart UX (스마트 UX용 IR 카메라 기반의 웨어러블 키보드 설계)

  • Park, H.Y.;Lee, E.S.;Nam, G.S.;Kang, M.G.;Jung, S.M.;Yeo, H.G.
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.501-502
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    • 2015
  • In this paper, a infra red-camera based wearable keyboard for variable UX(User eXprience) in smart platform was proposed with finger-tracking for anywhere portable devices. This virtual wearable keyboard was designed with OpenCV and MFC for the applying of 'fingertip tracking' and 'k-cuvature' algorithm with 2 IR-cameras.

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ButtonKeyboard: A Button-shaped Keyboard Supporting Text entry for Wearable Devices (버튼 키보드: 웨어러블 기기에서 문자입력을 지원하는 단추형 키보드)

  • Kim, Hyun-Jung;Kim, Seok-Tae;Pak, Jin-Hee;Lee, Woo-Hun
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.298-303
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    • 2007
  • 웨어러블 컴퓨팅 환경에서 문자입력은 필수적인 태스크이나 적절한 유저 인터페이스를 지원하기란 쉽지 않다. 탁상용 QWERTY 키보드를 소형화하여 상용화한 제품도 있지만 일상에서 사용하기에는 상당히 부담스러운 크기이다. 본 연구는 단추와 유사한 크기로 부담 없이 의복에 부착할 수 있으며 적정 수준으로 문자입력 태스크를 지원할 수 있는 버튼 키보드를 제안한다. 버튼키보드는 기존 전화키패드의 $3{\times}3$ 키 배열을 단일 키 패드로 통합하였다. 이는 내구성 있고 간결한 폼팩터를 가능하게 하며 입력장치의 소형화와 문자입력효율의 향상을 가능하게 한다. 버튼키보드는 일반 키보드용 키에 터치센서와 LED 배열을 합성하여 구현하였다. 따라서 손가락의 위치에 따라 이격, 터치, 누름등의 상태를 구분할 수 있어 멀티탭핑방식에서 발생하는 입력분절문제를 해결하였으며 와이핑 모션에 의한 특수문자와 명령 입력을 가능하게 하였다. 프로토타입을 통해 문자입력수행도 테스트 결과 20세션 학습후 한손입력에 대해 평균 14.7WPM, 두손입력에 대해 평균 14.5WPM의 입력속도를 얻었다. 20세션 평균 에러율은 6%를 기록했으며 최고속도는 두손입력시 17WPM으로 나타났다. 실험결과를 통해 본 연구에서 제안한 버튼키보드가 기기를 극적으로 소형화하였음에도 불구하고 문자입력을 적정수준으로 수행할 수 있는 가능성을 가진 문자입력장치임을 확인할 수 있었다. 차후 프로토타입의 개선을 통하여 기기가 더욱 소형화될 수 있으며 문자입력수행도 또한 향상될 여지가 있다.

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Performance Analysis of Text Entry with Preferred One Hand using Smart Phone Touch-keyboard (한 손을 이용한 스마트폰 터치키 문자입력에서 선호손의 수행도 분석)

  • Ryu, Tae-Beum
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.1
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    • pp.259-264
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    • 2011
  • Does preferred hand show better performance than non-preferred hand in smart phone text entry using one hand. Is the performance of subjects who use left-preferred hand in smart phone text entry worse than that of others who use right preferred hand among the right handed. This study tried to address these two questions. Thirty young male undergraduate students typed a text using a smart phone which has a touch-based QWERTY keyboard two times with both hands, right and left hand, respectively. The completion time, errors were measured in the text entry tasks. All of participants were right handed, but half of them preferred right hand if they have to use one hand in smart phone text entry and other half preferred left hand. The percentage that preferred hand has better performance than non-preferred hand in smart phone text entry using one hand is less than 90% for right-preferred hand and less than 70% for left-preferred hand. The performance of left hand preferred students is not worse than that of the right hand preferred in one hand text entry of smart phone.

Design of a New-Concept VDT Workstation Chair for Improving Work Safety (작업안전성 향상을 위한 신개념 VDT 작업용 의자의 인간공학적 설계)

  • Shin, Jong-Hyun;Park, Min-Yong;Kim, Jung-Yong
    • Journal of Korean Institute of Industrial Engineers
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    • v.25 no.4
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    • pp.459-465
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    • 1999
  • A new-concept VDT workstation chair with adjustable keyboard/mouse support was proposed to minimize physical discomfort and the risk of cumulative trauma disorders (CTDs) at work sites in this study. First, a three-dimensional human modeling tool $(SAFEWORK^{(R)})$ was used to design the new chair satisfying the anthropometric specifications of Korean population. Second, based upon the result of 3-D graphical simulation, a mock-up chair was constructed with an adjustable keyboard/mouse support directly attached to the chair body. Third, muscle fatigue and subjective discomfort were measured to evaluate the newly developed chair. An experiment was conducted to compare the new workstation chair to the traditional computer chair without keyboard/mouse support. Six volunteer subjects participated in six one-hour word-processing sessions with two different chairs and three different postures. Statistical results indicate that the new-concept VDT chair generally improved subjective comfort level and reduced fatigue in finger flexor/extensor and low back muscle. In conclusion, this new VDT workstation chair is expected to reduce physical discomfort and prevent occupational CTD problems in the long run. Implications of the new design and suggestions for the further development are also addressed.

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