• Title/Summary/Keyword: Keyboard

Search Result 468, Processing Time 0.025 seconds

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

  • Han, Ngoc-Son;Kim, Seong-Whan;Park, In-Kyu
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2007.11a
    • /
    • 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.

A study on the search and selection processes of targets presented on the CRT display (컴퓨터 모니터에 제시된 표적의 탐색과 선택과정에 관한 연구)

  • 이재식;신현정;도경수
    • Korean Journal of Cognitive Science
    • /
    • v.11 no.2
    • /
    • pp.37-51
    • /
    • 2000
  • The present study compared computer users target-selection response patterns when the targets were varied in terms of their relative location and distance from the current position of the cursor. In Experiment 1, where the mouse was used as an input device, the effects of different directions and distances of simple target(small rectangle) on target-selection response were investigated. The results of Experiment 1 can be summarized as follows: (1) Overshooting was more frequent than either undershooting or correct movement and (2) this tendency was more prominent when the targets were presented in the oblique direction or in farther location from the current cursor position. (3) Although the overshooting and undershooting were more frequent in the oblique direction, the degree of deviation was larger in horizontal and vertical direction. (4) Time spent in moving the mouse rather than that spent in planning, calibrating or clicking was found to be the most critical factor in determining total response time. In Experiment 2, effects of the font size and line-height of the target on target-selection response were compared with regard to two types of input devices(keyboard vs. mouse). The results are as follows: (1) Mouse generally yielded shorter target-selection time than keyboard. but this tendency was reversed when the targets were presented in horizontal and vertical directions. (2) In general, target-selection time was the longest in the condition of font size of 10 and line-height of 100%, and the shortest in the condition of font size of 12 and line-height of 150%. (3) When keyboard was used as the input device, target-selection time was shortest in the 150% line-height condition, whereas in the mouse condition, target-selection time tended to be increased as the line-height increased. which resulted in the significant interaction effect between input device and line-height. Finally, several issues relating to human-computer interaction were discussed based on the results of the present study.

  • PDF

Development of Mobile Cloud Computing Client UI/UX based on Open Source SPICE (오픈소스 SPICE 기반의 모바일 클라우드 컴퓨팅 클라이언트 UI/UX 개발)

  • Jo, Seungwan;Oh, Hoon;Shim, Kyusung;Shim, Kyuhyun;Lee, Jongmyung;An, Beongku
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.53 no.8
    • /
    • pp.85-92
    • /
    • 2016
  • Mobile cloud computing (MCC) is not just extensions of cloud concepts into mobile environments, but the service technologies that all mobile devices including smartphone can use the desired services by using cloud technology without the constraints of time and space. Currently, a lot of works on mobile cloud computing have been actively researching, whereas user interfaces are not so much researched. The main features and contributions of this paper are as follows. First, develop UI considering UX that is different from conventional interfaces supported by SPICE. Second, combine two button interface into one button interface when keyboard is used in mobile cloud computing clients. Third, develop a mouse interface suitable for mobile cloud computing clients. Fourth, in mobile cloud computing client, solve a problem that the selection of button/files/folder has at the corner. Finally, in mobile cloud computing clients we change mouse scroll mapping functions from volume button to scroll interface in touch-screen. The results of performance evaluation shows that users can input easily with the increased and fixed mouse interface. Since shortcut keys instead of the complex button keys of keyboard are provided, the input with 3-6 steps is reduced into 1 step, which can simply support complex keys and mouse input for users.

An Application of Fuzzy Decision Trees for Hierarchical Recognition of Handwriting Symbols (퍼지 결정 트리를 이용한 온라인 필기 문자의 계층적 인식)

  • 전병환;김성훈;김재희
    • Journal of the Korean Institute of Telematics and Electronics B
    • /
    • v.31B no.3
    • /
    • pp.132-140
    • /
    • 1994
  • SCRIPT (Symbol/Character Recognition In Pen-based Technology) is an algorithm for on-line recognition of handwriting Hangeul. English upperacase letters, decimal digits, and some keyboard symbols. The shape of handwriting symbols has a large variation even when written by the same person. Though the feature analysis approach using a conventional decision tree is efficient, it is not robust under shape variations and prone to misclassification. Thus, a new method to overcome this shortcoming is necessary. In this paper, a feature analysis algorithm using two fuzzy decision trees which utilize the hierarchical property of the pattern is proposed. The first tree is used to represent the stroke shape, and the other tree is used to represent the relation between the strokes. since this method stores various possibilities. it is robust to shape variations and can readily modify false selections. In addition, there is a large increase in the recognition rate of high-level patterns due to low-level candidated. Experimental results show 91% recognition rate for Hangeul at the recognition speed of 0.33 second per character, and the recognition rate of alphanumerics and some keyboard symbols is 95% at 0.08 second per symbol. This is 8~18% increase in the recognition rate over th method not applying fuzzy decision trees.

  • PDF

The Control System of a Medical Robot Bed for Prevention and Healing of Pressure Ulcer (욕창 예방 및 치유를 위한 의료용 로봇 침대 제어 시스템)

  • Lee, Youngdae;Kim, Changyoung;Chang, Changjun;Kim, Jung Ae;Lim, Jae-Young
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.3
    • /
    • pp.353-359
    • /
    • 2020
  • In this study, the controller structure and control algorithm of medical robot bed developed for pressure ulcer prevention and healing are described. The existing pressure ulcer prevention mattress is operated manually and the remaining maximum body pressure exceeds the pressure of ulcer generation, so there is always room for pressure ulcers. However, the system developed in this study does not generate the pressure ulcers because the body pressure drops to zero when the keyboard of the bed descends using the active electric driving keyboard. In addition, even if the bed is raised and the pressure above the critical body ulcer pressure is abnormal, the device and the control algorithm are designed so that the lasting time is within the pressure ulcer generation critical time and the pressure ulcer itself is not generated. The bed key board motor is a motor designed with the BLDC servos suitable for medical use and these can communicate each other easily through CAN(Car Area Network). The system is new medical robot bed that is effective in preventing pressure ulcers and will be distributed to many patients suffering from pressure ulcers.

gABC: A Text Entry Framework using Gamepad (gABC: 게임패드를 이용한 문자 입력 방법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
    • /
    • v.7 no.3
    • /
    • pp.67-76
    • /
    • 2007
  • As the performance of game consoles is so highly progressed that services such as internet browsing become available on the consoles, the need for text input schemes on game consoles is rapidly raised. In this paper, we present a text input method of alphabet characters and several symbols using a gamepad, which is a widely used input device for most game consoles. Just like other text input methods using gamepad, our method allows users to enter texts by manipulating the gamepad with a user interface displayed on the screen of the console. A key idea of this paper is to present the user interface that is similar to the $4{\times}3$ keypad on mobile phones. The motivation of this idea is a principle that the experience of using a text input tool can be transferred to another tool that has similar interface. Another motivation is that the keyboard-based interface is too complex to be easily manipulated by simple input from a keypad, which is four orthogonal directions and several fire signals. Since most of keys on keypad of $4{\times}3$ keys are represented by a combination of two orthogonal directions, users feel easier in entering texts using keypad-based interface. We prove this argument in this paper by a user test of ten subjects. After about two experiment sessions, subjects reach 13 WPM in average, which proves that the proposed text input method enables much faster text input than the existing keyboard-based text input methods.

  • PDF

A Credit Card Sensing System based on Shared Key for Promoting Electronic Commerce (전자상거래 촉진을 위한 공유키 기반 신용카드 조회 시스템)

  • Jang, Si-Woong;Shin, Byoung-Chul;Kim, Yang-Kok
    • The KIPS Transactions:PartD
    • /
    • v.10D no.6
    • /
    • pp.1059-1066
    • /
    • 2003
  • In this paper, the magnetic sensing system is designed and implemented for the safe security in internet commerce system. When the payment is required inthe internet commerce system, the magnetic sensing system will get the information from a credit card without keyboard input and then encrypt and transmit the information to server. The credit card sensing system, which is proposed in this paper, is safe from keyboard hacking because it encrypts card information immediately in its internal chip and sends the information to host system. For the protection of information, the magnetic sensing system is basically based on a synchronous stream cipher cryptosystem which is related to a group of matrices. The size of matrices and the bits of keys for the best performances are determined for various cases. It is shown that for credit card payments. matrices of size 2 have good performance even at most 128bits keys with the consideration of inverse matrices. For authentication of general-purpose data, the magnetic sensing system needs more than 1.5KB data and in this case, the optimum size of matrices is 2 or 3 at more 256bits keys with consideration of inverse matrices.

A Grip Type Korean Text Entry Interface for the Elderly (노인용 그립형 한글입력 인터페이스)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
    • /
    • v.9 no.3
    • /
    • pp.15-22
    • /
    • 2009
  • Our society is the information-oriented knowledge society which demands the ability how to use computers to all members of the society and is the aging society which the old people 60 or older exist plentifully. But in our society, there are rarely the computers for the old people which are considered their body limit. In this research, we proposed a grip type Hangul(Korean alphabet)interface which are designed under the consideration for the body limit of the old people. The comparison analysis of the proposed Hangul interface is accomplished with the keyboard(ME TOO SV01) for old persons and the key buttons of the old person cellular phone(LG KV-3900) as existing products. The comparison analysis consists of quantitative evaluation as measurements and qualitative evaluation as a survey of the satisfaction levels of 10 older persons. The results of the quantitative evaluation show that the proposed Hangul interface is the best one in the human-technology-design, the number of input buttons which requires moving of user's fingers, the maximum range of moving of user's fingers, and the number of the fingers to use text inputs. The survey results of the satisfaction levels show that interface shape, and input button's positions have best levels and they show that input button's gaps and ease of use have the second levels but their points are almost same with the best points of the keyboard.

  • PDF

A Study of Musculotendinous Problems of Students Majoring in Musical Instruments in Korea (기악과 학생들의 근육과 건 증상에 대한 조사연구)

  • Lee, Eun-Nam;Lee, Eun-Ok;Lee, In-Sook;Park, In-Hyae;Park, Jeong-Sook;Bae, Sung-Cheol;So, Hee-Young
    • Journal of muscle and joint health
    • /
    • v.4 no.1
    • /
    • pp.48-60
    • /
    • 1997
  • This study was undertaken to identify the musculotendinous problems and contributing factors to those problems In students majoring in musical instruments in Korea. The data were collected from March 2, 1996 to March 31, 1996 from 261 music students in various geographical areas. The data were analyzed for descriptive statistics, t-test, chi-square using SPSS $PC^+$ program. The results of this study were as follows : 1. In a questionnaire survey of 261 music students, one hundred twenty five(47.9%) reported having had various musculotendinous symptoms. Twenty seven students among the those who had previous symptoms(21.9%) reported the present symptoms. 2. The experience rates of musculotendinous problems in keyboard players, string players and woodwind players were 50.3%, 48.2%, 33.3% respectively. 3. Most of the students practiced most intensively during their high school years and the musculotendinous symptoms began at the same period. 4. Pain, tenderness and stiffness were the most common symptoms, while paresthesia and motor dysfunction were rare. This indicates that most players had muscle tendinous overuse, while small number had nerve entrapment and motor dysfunction. 5. In past and present symptoms, string players experienced musculotendinous symptoms mainly in both sides of shoulders, lumbar area, left finger, and left wrist, while keyboard players experienced more symptoms in the right wrist, shoulder, fingers than left side. 6. The major contributing factors to the symptoms were weight of instrument, types of instruments, types of daily activities, duration of practice, and playing technique. 7 The most frequent treatment modalities for the symptoms were acupuncture or moxibustion, other alternative therapy such as heat compress and massage. Through this study it was found that the musculotendinous problems might be increased along with their career, due to lack of knowledge about preventive measures and patterns of health behavior seeking alternative modalities rather than professional consultation. Therefore, preventive measures that focus on playing habits such as duration of practice, frequency of rest and position while playing should be developed and taught to the students, their parents, and music educators. Doctors who are interested in this area should attempt to correct the position and posture while playing of the posture. And measures for reduction of loading of instrument weight should also be developed.

  • PDF

A study on user authentication method using speaker authentication mechanism in login process (로그인 과정에서의 화자인증 메커니즘을 이용한 사용자인증 방안 연구)

  • Kim, Nam-Ho;Choi, Ji-Young
    • Smart Media Journal
    • /
    • v.8 no.3
    • /
    • pp.23-30
    • /
    • 2019
  • With the popularization of the Internet and smartphone uses, people in the modern era are living in a multi-channel environment in which they access the information system freely through various methods and media. In the process of utilizing such services, users must authenticate themselves, the typical of which is ID & password authentication. It is considered the most convenient method as it can be authenticated only through the keyboard after remembering its own credentials. On the other hand, modern web services only allow passwords to be set with high complexity by different combinations. Passwords consisting of these complex strings also increase proportionally, since the more services users want to use, the more user authentication information they need to remember is recommended periodically to prevent personal information leakage. It is difficult for the blind, the disabled, or the elderly to remember the authentication information of users with such high entropy values and to use it through keyboard input. Therefore, this paper proposes a user authentication method using Google Assistant, MFCC and DTW algorithms and speaker authentication to provide the handicapped users with an easy user authentication method in the login process.