• Title/Summary/Keyword: Keyboard design

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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.

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.

Design of A One-time Password Generator on A Mobile Phone Providing An Additional Authentication for A Particular Transaction (특정 트랜잭션용 추가 인증을 제공하는 휴대폰 상의 일회용 암호 생성기 설계)

  • Park, Jun-Cheol
    • Journal of KIISE:Information Networking
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    • v.36 no.6
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    • pp.552-557
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    • 2009
  • One-time passwords are used just once and discarded, which makes it more secure than the repeatedly used conventional passwords. This paper proposes a challenge-response based one-time password generator on a user's mobile phone always carried with the user. The generator can provide an additional authentication for a user to issue a money transfer request within his Internet banking session on a PC. A currently used device for Internet banking generates a password that changes every 30 seconds or so, which allows a man-in-the-middle to use it for stealing money within the 30 seconds. Unlike such a device, the proposed generator resists against the man-in-the-middle attack by a novel challenge-response scheme, provides better accessability and protection against stolen devices. As the currently used devices do, it prevents any unauthorized transfer even if the victim's all other credentials are revealed through his PC infected with spyware such as a keyboard logger.

Real-time VR Strategy Chess Game using Motion Recognition (VR기반 모션인식을 이용한 실시간 전략 체스 게임)

  • Kim, Young-Kwang;Yoon, Yeo-Song;Oh, Tea-Gyeoung;HwangBo, Yeung-Hwan;Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.1-7
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    • 2017
  • Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.

Computer Vision Based Efficient Control of Presentation Slides (컴퓨터비전에 기반한 효율적인 프리젠테이션 슬라이드 제어)

  • 박정우;석민수;이준호
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.4
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    • pp.232-239
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    • 2003
  • This paper discusses the design and implementation of a human-oriented interface based on computer vision that efficiently controls presentation slides. The user does not have to be confined to a keyboard or mouse any more, and can move around more freely because slides for presentation can be up and down using a general laser pointer that is used for presentation. Regions for virtual buttons are set on the slide so that the user can conveniently point the buttons using the laser pointer. We have proposed a simple and efficient method that computes the button areas in the image without complicated calibration. The proposed method has been implemented based on Microsoft PowerPoint ; moreover it can be applied to other PowerPoint-like presentation softwares. Our method for human-centered slide control enables the user to give audiences a more interactive presentation in a natural way.

Analysis of Users' Gestures by Application in Smartphone Touch Interfaces (스마트폰 터치 인터페이스에서 애플리케이션별 사용자 제스처의 분석)

  • Kim, Jisun;Bahn, Hyokyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.9-14
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    • 2015
  • Touch interface is widely used in a smartphone instead of a keyboard or a keypad interface that has been adopted in a PC or a featurephone, respectively. Touch interface can recognize a variety of gestures that clearly represent the distinct features of each application's input. This paper analyzes users' gesture of each application captured by the touch interface of a smartphone. Specifically, we extract touch input traces from various application categories such as game, web browser, youtube, image and e-book viewer, video player, camera, and map applications, and then analyzed them. Through this analysis, we observed a certain unique characteristics of each application's touch input, and this can be utilized in various useful areas such as identification of an application user, prevention of running an application by an illegal user, or design of a new interface convenient to a specific user.

Design of an Automatic Generation System of Device Drivers Using Templates (템플릿을 이용한 디바이스 드라이버 자동생성 시스템 설계)

  • Kim, Hyoun-Chul;Lee, Ser-Hoon;Hwang, Sun-Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.9C
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    • pp.652-660
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    • 2008
  • Applications running under embedded systems require various device drivers designed for different types and versions of the OS to manage resources effectively. In this paper, an automated device driver generator system which can generate the device drivers to be used in newer versions the target OS is proposed. In the proposed system, the structures of device drivers of specific OS are designed in the templates and stored in a library, and the target device drivers are generated by adding codes to the stored templates. Once device drivers are generated, they are registered into the kernel. The experimental results show that data transfer time has been slightly increased when compared against manually created drivers for TFT-LCD driver, USB interface keyboard/mouse driver, and AC'97 controller drivers. The code size for the generated drivers after compilation has also been increased slightly when compared with manually designed device drivers.

Development of A Haptic Interactive Virtual Exhibition Space (햅틱 상호작용을 제공하는 가상 전시공간 개발)

  • You, Yong-Hee;Cho, Yun-Hye;Choi, Geon-Suk;Sung, Mee-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.6
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    • pp.412-416
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    • 2007
  • In this paper, we present a haptic virtual exhibition space that allows users to interact with 3D graphic objects not only through the sense of sight but also through the sense of touch. The haptic virtual exhibition space offers users in different places some efficient ways to experience the exhibitions of a virtual musical museum using the basic human senses of perception, such as vision, audition, and touch. Depending on 3D graphic objects, we apply different properties to let those feel realistic. We also provide haptic device based navigation which prevents users from rushing between various interfaces: keyboard and mouse. The haptic virtual museum is based on Client-Server architecture and clients are represented in the 3D space in the form of avatars. In this paper, we mainly discuss the design of the haptic virtual exhibition space in detail and in the end, we provide performance analysis in comparison to other similar applications such as QTVR and VRML).

Development of a 12 Channel Interpretive Electrocardiograph (12채널 해석 심전계 시제품 개발)

  • Lee, Byung-Chae;Hahm, Geon;Jun, Young-Il;Choi, Kwang-Chol;Choi, Keun-Ho;Kim, Won-Ky;Kim, Jun-Soo;Jeong, Ki-Sam;Lee, Jeong-Whan;Lee, Myoung-Ho;Wright, George;Cochlan, David
    • Proceedings of the KOSOMBE Conference
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    • v.1997 no.11
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    • pp.411-414
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    • 1997
  • This paper describes the design guideline, methodology and general specification of the developed 12 channel interpretive electrocardiograph. The developed 12 channel electrocardiograph consists of main module, patient module, DSP module, interface module, power/battery module, TFT color LCD and thermal recorder. The control panel of the system has full keyboard, rotate/push button, function key and unctional indicators. The graphic user interface program conveniently allows user to record, setup, store, manage ECGs. A variety of system configurations give it ability to make user favorable environment. This system also has a resting adult's ECG analysis program. The developed system and program will be continusely evolved using a database of clinically correlated ECGs.

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Smart Touch Screen Output System Based on ICT (ICT 기반 스마트 멀티터치 영상 출력 시스템)

  • Park, Yu-Jin;Choi, Si-Woong;Hwang, Seung-Gook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.27 no.2
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    • pp.138-143
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    • 2017
  • The purpose of this paper is to implement a smart touch image output system based on ICT. The image output system here uses a pen-touch type screen coordinate recognition type to minimize the error because there is a difference in the resolution of the motion pattern between the image screen and the actual image using the image sensing reaction sensor. To do so, we built a smart image output system that can output image data by using ICT based technology and can be operated remotely without a PC, laptop, monitor, keyboard and mouse by using wireless method and smart touch function instead of the existing wired method. The result of this study is that the image can be output only if there is a wall, and the pen can be operated on the output image without the screen.