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Bacterial Contamination of Surfaces in an Ultrasound Room (초음파실 표면의 세균 오염평가)

  • Kim, Hee-jeong;Choi, Yujin;Lee, Chang-Lae
    • Journal of radiological science and technology
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    • v.44 no.3
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    • pp.231-237
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    • 2021
  • The ongoing coronavirus disease 2019 (COVID-19) pandemic has highlighted the importance of hospital hygiene and infection control in hospital settings. To raise hygiene awareness among ultrasound technicians, we evaluated the hygiene status of an ultrasound room, in comparison with that of objects used in daily life. Using the swab method, the following surfaces were examined: eight surfaces in the ultrasound room including the ultrasound probes (convex, linear, sector, 3D), ultrasound track ball, ultrasound keyboard, ultrasound gel (sealed and in use) and pillow as well as four surfaces of everyday objects including subway handles, common computer keyboards, common computer mouse, and cell phones. The streak plate technique was used for inoculation into media, which was observed for the formation of bacterial colonies following incubation for 24 h. Six bacterial strains were detected from objects used in the ultrasound room, including methicillin-resistant Staphylococcus aureus. Four strains of bacteria were detected on surfaces of everyday objects. The equipment and accessories used in an ultrasound room can act as vehicles for infecting patients. Establishment of standardized hygiene protocols and periodic training of the staff are recommended to avoid cross-infection.

An Observational Study of Office Workers' Postural Behaviors During Computer Work (사무직 근로자의 컴퓨터 작업 자세의 관찰 연구)

  • Jun, Deok-Hoon;Goo, Mi-Ran
    • PNF and Movement
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    • v.19 no.2
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    • pp.243-250
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    • 2021
  • Purpose: The purpose of this study was to observe office workers' postural behaviors during computer work to identify the risk factors for head and thorax postural behaviors. Methods: The participants included 57 office workers who worked longer than 20 hours on a computer. Postural behaviors during computer work were measured using 3-D wearable motion sensors on the forehead and sternum. A multivariate linear regression model evaluated the association between various risk factors (neck pain, demographics, and environmental factors) and non-head and thorax postural behaviors. Results: The participants maintained their head and thorax in neutral postures (defined as 10° extension~10° flexion and 5° extension~10° flexion, respectively) for 24.7% and 39.3% of the total recorded time. Those who reported neck pain at the measurement of postural behaviors showed less time spent in thorax postures. Current neck pain, high desk height, and the distance between the keyboard and the edge of the desk (cm) were found to be related to less time spent in a neutral thorax posture. Conclusion: Office environment factors and current neck pain might affect workers' thorax postures, which might also determine the orientation of head postures during computer work.

Trends and Implications of Digital Transformation in Vehicle Experience and Audio User Interface (차내 경험의 디지털 트랜스포메이션과 오디오 기반 인터페이스의 동향 및 시사점)

  • Kim, Kihyun;Kwon, Seong-Geun
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.166-175
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    • 2022
  • Digital transformation is driving so many changes in daily life and industry. The automobile industry is in a similar situation. In some cases, element techniques in areas called metabuses are also being adopted, such as 3D animated digital cockpit, around view, and voice AI, etc. Through the growth of the mobile market, the norm of human-computer interaction (HCI) has been evolving from keyboard-mouse interaction to touch screen. The core area was the graphical user interface (GUI), and recently, the audio user interface (AUI) has partially replaced the GUI. Since it is easy to access and intuitive to the user, it is quickly becoming a common area of the in-vehicle experience (IVE), especially. The benefits of a AUI are freeing the driver's eyes and hands, using fewer screens, lower interaction costs, more emotional and personal, effective for people with low vision. Nevertheless, when and where to apply a GUI or AUI are actually different approaches because some information is easier to process as we see it. In other cases, there is potential that AUI is more suitable. This is a study on a proposal to actively apply a AUI in the near future based on the context of various scenes occurring to improve IVE.

Countermeasure against MITM attack Integrity Violation in a BLE Network (BLE 네트워크에서 무결성 침해 중간자 공격에 대한 대응기법)

  • Han, Hyegyeon;Lee, Byung Mun
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.221-236
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    • 2022
  • BLE protocol prevents MITM attacks with user interaction through some input/output devices such as keyboard or display. Therefore, If it use a device which has no input/output facility, it can be vulnerable to MITM attack. If messages to be sent to a control device is forged by MITM attack, the device can be abnormally operated by malicious attack from attacker. Therefore, we describes a scenario which has the vulnerabilities of the BLE network in this paper and propose countermeasure method against MITM attacks integrity violations. Its mechanism provides data confidentiality and integrity with MD5 and security key distribution of Diffie Helman's method. In order to verify the effectiveness of the countermeasure method proposed in this paper, we have conducted the experiments. ​As experiments, the message was sent 200 times and all of them successfully detected whether there was MITM attack or not. In addition, it took at most about 4.2ms delay time with proposed countermeasure method between devices even attacking was going on. It is expected that more secure data transmission can be achieved between IoT devices on a BLE network through the method proposed.

Deep Reinforcement Learning-Based Cooperative Robot Using Facial Feedback (표정 피드백을 이용한 딥강화학습 기반 협력로봇 개발)

  • Jeon, Haein;Kang, Jeonghun;Kang, Bo-Yeong
    • The Journal of Korea Robotics Society
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    • v.17 no.3
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    • pp.264-272
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    • 2022
  • Human-robot cooperative tasks are increasingly required in our daily life with the development of robotics and artificial intelligence technology. Interactive reinforcement learning strategies suggest that robots learn task by receiving feedback from an experienced human trainer during a training process. However, most of the previous studies on Interactive reinforcement learning have required an extra feedback input device such as a mouse or keyboard in addition to robot itself, and the scenario where a robot can interactively learn a task with human have been also limited to virtual environment. To solve these limitations, this paper studies training strategies of robot that learn table balancing tasks interactively using deep reinforcement learning with human's facial expression feedback. In the proposed system, the robot learns a cooperative table balancing task using Deep Q-Network (DQN), which is a deep reinforcement learning technique, with human facial emotion expression feedback. As a result of the experiment, the proposed system achieved a high optimal policy convergence rate of up to 83.3% in training and successful assumption rate of up to 91.6% in testing, showing improved performance compared to the model without human facial expression feedback.

A Mobile Platform System based on SBC (SBC 기반 차세대 이동형 단말기 개발)

  • Lee, Seung-Ik
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.4
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    • pp.30-36
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    • 2009
  • In this paper, we develop the next generation mobile system based on SBC(Server Based Computing). SBC is one of the popular topic and only one server system is used as multiple personal systems with a terminal, a monitor and a keyboard. The advantages of this system are easy-upgrade, low costs and convenience for each user. But it is difficult to design and manufacture the multimedia streaming system and devices control system for external devices. In this paper, we represent and develops the Mobile system based on SBC and the test performances shows that our system has good performances of multimedia system and security for internet.

Arduino-based Educational Electronic Piano (아두이노 기반 교육용 전자 피아노)

  • Kim, Hye-jun;Park, Jun-yeong;Shin, Yeong-jae;Heo, Gyeong-yong;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.413-415
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    • 2021
  • Piano is one of the most beloved instruments in the world and is used a lot for children to learn music because it is simple to play. As a result, various products for children, such as toy pianos, were released. However, there is a lack of piano skills for music education, such as how to play the piano or read the score. To solve this problem, in this paper, we propose a game-style educational piano using Arduino. It is expected to capture fun and education at a low price by scoring points by displaying the score on the LCD screen and pressing the keyboard according to the timing of playing the note.

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A Study on the Interface Design of Children's Library (어린이 도서관의 검색 인터페이스 디자인에 관한 연구)

  • Kim, Hye-Joo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.18 no.1
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    • pp.169-187
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    • 2007
  • This study investigated search interface of Korea children's library and suggested how to improve problems. This study researched 4 types search interface of 27 children's reading room, public/private children's Korea home page designs and International Children's Digital Library. To sum up, when interface designers design children's search interface, they should consider following factors. The size of letters are avaliable changed which little readers want to the size of letters. Avaliable to imput the keyboard or the mouse. The size of icons should design easy to click children in size. Children's interface should design user oriented.

Automatic Generation of Voice Web Pages Based on SALT (SALT 기반 음성 웹 페이지의 자동 생성)

  • Ko, You-Jung;Kim, Yoon-Joong
    • Journal of KIISE:Software and Applications
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    • v.37 no.3
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    • pp.177-184
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    • 2010
  • As a voice browser is introduced, voice dialog application becomes available on the Web environment. The voice dialog application consists of voice Web pages that need to translate the dialog scripts into SALT(Speech Application Language Tags). The current Web pages have been designed for visual. They, however, are potentially capable of using voice dialog. This paper, therefore, proposes an automated voice Web generation method that finds the elements for voice dialog from Web pages based HTML and converts them into SALT. The automatic generation system of a voice Web page consists of a lexical analyzer and a syntactic analyzer that converts a Web page which is described in HTML to voice Web page which is described in HTML+SALT. The converted voice Web page is designed to be able to handle not only the current mouse and keyboard input but also voice dialog.

Design and Implementation of a Language Identification System for Handwriting Input Data (필기 입력데이터에 대한 언어식별 시스템의 설계 및 구현)

  • Lim, Chae-Gyun;Kim, Kyu-Ho;Lee, Ki-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.63-68
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    • 2010
  • Recently, to accelerate the Ubiquitous generation, the input interface of the mobile machinery and tools are actively being researched. In addition with the existing interfaces such as the keyboard and curser (mouse), other subdivisions including the handwriting, voice, vision, and touch are under research for new interfaces. Especially in the case of small-sized mobile machinery and tools, there is a increasing need for an efficient input interface despite the small screens. This is because, additional installment of other devices are strictly limited due to its size. Previous studies on handwriting recognition have generally been based on either two-dimensional images or algorithms which identify handwritten data inserted through vectors. Futhermore, previous studies have only focused on how to enhance the accuracy of the handwriting recognition algorithms. However, a problem arisen is that when an actual handwriting is inserted, the user must select the classification of their characters (e.g Upper or lower case English, Hangul - Korean alphabet, numbers). To solve the given problem, the current study presents a system which distinguishes different languages by analyzing the form/shape of inserted handwritten characters. The proposed technique has treated the handwritten data as sets of vector units. By analyzing the correlation and directivity of each vector units, a more efficient language distinguishing system has been made possible.