• Title/Summary/Keyword: Keyboard

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A Computer Access System for the Physically Disabled Using Eye-Tracking and Speech Recognition (아이트래킹 및 음성인식 기술을 활용한 지체장애인 컴퓨터 접근 시스템)

  • Kwak, Seongeun;Kim, Isaac;Sim, Debora;Lee, Seung Hwan;Hwang, Sung Soo
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.5-15
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    • 2017
  • Alternative computer access devices are one of the ways for the physically disabled to meet their desire to participate in social activities. Most of these devices provide access to computers by using their feet or heads. However, it is not easy to control the mouse by using their feet, head, etc. with physical disabilities. In this paper, we propose a computer access system for the physically disabled. The proposed system can move the mouse only by the user's gaze using the eye-tracking technology. The mouse can be clicked through the external button which is relatively easy to press, and the character can be inputted easily and quickly through the voice recognition. It also provides detailed functions such as mouse right-click, double-click, drag function, on-screen keyboard function, internet function, scroll function, etc.

Leg Crossing-Induced Asymmetrical Trunk Muscle Activity During Seated Computer Work

  • Chung, Yean-Gil;Kim, Yong-Wook;Woen, Jong-Hyuck;Yi, Chung-Hwi;Jeon, Rye-Sean;Kwon, Oh-Yun
    • Physical Therapy Korea
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    • v.15 no.4
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    • pp.80-86
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    • 2008
  • Cross-legged sitting postures are commonly assumed during computer work. The purpose of this study was to determine the effects of leg crossing on trunk muscle activity while typing at a computer. Trunk muscle activity was measured in three 8 different sitting postures, in random order. These posture were: normal sitting with a straight trunk and both feet on the floor (NS), upper leg crossing (ULC), and ankle on knee (AOK). The right leg was crossed onto the left leg in both cross-legged postures. Twenty able-bodied male volunteers participated in this study. Subjects typed on a computer keyboard for one minute. Surface electromyography (EMG) was used to record bilateral muscle activity in the external oblique (EO). internal oblique (IO), and rectus abdominis (RA). The EMG activity of each muscle in the NS posture was used as a reference (100% EMG activity) in relation to the two cross-legged postures. Muscle activity in the right EO. right IO, and left IO was significantly lower in the ULC posture than in the NS posture. In contrast, muscle activity in the right RA was significantly higher in the ULC posture than in the NS posture. Muscle activity in the tight RA was significantly higher in the AOK posture, as compared to the NS posture, whereas activity in the left IO was significantly lower in the AOK posture, as compared to the NS posture. The right-left muscle activity ratios in the EO and IO showed significantly different patterns in the cross-legged postures, suggesting that asymmetrical right-left oblique muscle activity had occurred.

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The Study on the improvement plan for Military combat power by the future computer (미래형컴퓨터를 이용한 군전투력 발전방안 연구)

  • Heo, Yeong Dae
    • Convergence Security Journal
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    • v.13 no.5
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    • pp.57-66
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    • 2013
  • Predicting pattern of future combat ensures a successful war. It is possible to anticipate the shape of the future combat from the fighting method of US Army in the Iraq War. The fighting method: a series of combat progress by real time information to pinpoint strike using a guided weapon by GPS, an intelligence satellite and unmanned surveillance vehicle (USV), shows that real time unification combat power is key element for decide outcome of a war. The NCW is an organically connected network centric warfare paradigm by networking a factor of operation. In this paper, studied on the improvement plan for combat power by the future computer like a portable computer, an audio-recognized computer and non-keyboard computer. In addition, this paper attempts to establish a comprehensive intelligence network of Korea Marine Corps and to apply to combat or training.

The Improvement of Mouse-Keyboard Control UI for 3D VR Contents (3차원 VR 콘텐츠의 마우스-키보드 조작 UI 개선)

  • Roh Hwan-Bum;Seo Jong-Hwan
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.184-192
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    • 2005
  • The best way to express space effectively on internet is to use 3D VR(Virtual Reality) contents. But it is too difficult to control the 3D VR space with the 2D device. So the content makers cannot solve this problem easily. Besides they define the UI control in their own subjective way which makes the users confused. The purpose of this study is to present the grounds for the Control UI standardization by studying the deriving improvement direction. First of all, we categorize current control UI designs for space-VR on web service by controlling method features into three Types. Next we itemize the main improvement direction that is based on our analysis. First, the UI design that maintains for a typical 2D Input Device method to help the beginner users. Secondly, the concise UI that allows users to Immerse easily in VR. Thirdly, the control level construction that satisfies both users who are skillful at 3D games and users who have little experience with these devices. In this way, we propose the most suitable control UI model that satisfies these improvement directions. We expect the result of our study to serve as an important basis for the standardization of VR services.

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Untouched Camera Mouse System for The Disabled Person's Assistant Device (뇌병변 장애인 보조기기용 노터치 카메라 마우스 시스템)

  • Bae, Ki-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3465-3471
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    • 2010
  • In this paper, we propose assistant device system based on camera that can perform general mouse function for the physically disabled. Most disabled people use special hardware and rely largely on foreign-made assistance device and the using rate of assistance device was very low because of high price. To solve this problem, we propose effective system based on web camera that can perform general mouse function and can raise accessibility for the physically disabled. In the proposed method, we firstly attach color marker on arbitrary device or body parts and then input the information of color using camera and extract coordinate information of color marker and finally, match processing information(coordinate) to special event(keyboard, mouse) and control various applications. The proposed method shows good performance in price and performance compared with other techniques by real field test.

Technical Development of Interactive Game Interface Using Multi-Channel EMG Signal (다채널 근전도 신호를 이용한 체감형 게임 인터페이스 개발)

  • Kim, Kang-Soo;Han, Yong-Hee;Jung, Won-Beom;Lee, Young-Ho;Kang, Jung-Hoon;Choi, Heung-Ho;Mun, Chi-Woong
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.65-73
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    • 2010
  • In this paper, we developed the device for an interactive game interface using bio signals which were able to recognize user's motion intention using EMG signals and it was applied to the games which need the information of the muscle motion directions. The module for acquiring EMG signals consists of 4-Ch, wrist-motions were defined as up, right, down and left state. The user's intent was recognized through thresholding and comparing signals of each channel. The classification result of the motion directions could control the arrow keys on the keyboard of PC and it was applied on the various games. This proposed game device can be expected to induce an effective exercise with an interesting and enjoyment, and it can use both self-developed or commercial games.

Development of a computer mouse using gyro-sensors and LEDs (자이로 센서와 LED를 이용한 마우스 개발)

  • Park, Min-Je;Kang, Shin-Wook;Kim, Soo-Chan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.701-706
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    • 2009
  • We proposed the device to control a computer with only a head and eye blinks so that disabilities by car accidents can use a computer. Because they have paralysis of their upper extremities such as C4~C5 paraplegics and cerebral palsy, they cannot efficiently access a general keyboard/mouse not using hands and foots. The cursor position was estimated from a gyro-sensor which can measure head movements, and the mouse event such as click/double click from opto-sensors which can detect eye blinks. The sensor was put on the proper goggle in order not to disturb the visual field. The performance of the proposed device was compared to a general optical mouse, and was used both relative and absolute coordinate in cursor positioning control. The recognition rate of click and double-click was 86% of the optical mouse, the speed of cursor movement by the proposed device was not much different from the mouse. The overall accuracy was 80%. Especially, the relative coordinate is more convenience and accuracy than the absolute coordinate, and can reduce the frequency of reset to prevent the accumulative error.

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A Design of Korean Input Method using Direction of Vowel on the Touch Screen (터치스크린에서의 모음의 방향성을 이용한 한글 입력 방식의 설계)

  • Lim, Yang-Won;Lim, Han-Kyu
    • Journal of Korea Multimedia Society
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    • v.14 no.7
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    • pp.924-932
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    • 2011
  • Though the spread of the touch screen devices is now revitalized, the Korean input methods in the touch screen devices are mostly the button input methods using keypads. Even though the button input methods are used with a touch screen, they still adopts the existing qwerty keyboard. It means that the existing methods can not be improved. This research suggests that the Korean input method which can be used in the portable terminals and the touch screen devices, for example, a smart phone which has a limited sized screen. It assigns every vowel a process which corresponds with the Korean invention theory and the vowel input method is to drag it. Through the mock experiments, we confirmed that the simplification of the Korean alphabet is more efficient than the existing methods, in the point of the speed of the Korean input.

Context Based Real-time Korean Writing Correction for Foreigners (외국인 학습자를 위한 문맥 기반 실시간 국어 문장 교정)

  • Park, Young-Keun;Kim, Jae-Min;Lee, Seong-Dong;Lee, Hyun Ah
    • Journal of KIISE
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    • v.44 no.10
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    • pp.1087-1093
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    • 2017
  • Educating foreigners in Korean language is attracting increasing attention with the growing number of foreigners who want to learn Korean or want to reside in Korea. Existing spell checkers mostly focus on native Korean speakers, so they are inappropriate for foreigners. In this paper, we propose a correction method for the Korean language that reflects the contextual characteristics of Korean and writing characteristics of foreigners. Our method can extract frequently used expressions by Koreans by constructing syllable reverse-index for eojeol bi-gram extracted from corpus as correction candidates, and generate ranked Korean corrections for foreigners with upgraded edit distance calculation. Our system provides a user interface based on keyboard hooking, so a user can easily use the correction system along with other applications. Our system improves the detection rate for foreign language users by about 45% compared to other systems in foreign language writing environments. This will help foreign users to judge and correct their own writing errors.

Logic Analyzer of Composite Hangul Units for Implementation of Input Methods (한글 입력 방식의 구현을 위한 범용적인 복합 낱자 분석 시스템)

  • Kim, Yongmook;Kim, Kuk
    • Korean Journal of Cognitive Science
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    • v.28 no.4
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    • pp.223-243
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    • 2017
  • A Hangul input method consists of two core components: key layout for primitive units (Natja), and binding rules to form more complex, composite units from primitive ones. However, careless design and implementation of an input method may result in ambiguity and inability of contiguous typing, when it comes to handle composite Hangul units. This is due to the collective nature of Hangul, namely, existence of implicit boundaries between units and syllables. This issue gets more challenging for the context-dependent 2-beolsik method, mobile environment having significantly fewer keys, and yet addition of the support for Old Hangul. For the sake of the management of complexity, we devised a system in which the binding rule is divided into two layers rather than one. Based on this concept, we implemented a tool program that, given the primitive units and their binding rules, generates input details of every composite unit and detects any potential ambiguity and conflicts. We presented the actual analysis result for Samsung Cheonji-in and KT Naratgeul, two of the most popular mobile Hangul input methods used in Korea.