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A Study on Vision Based Gesture Recognition Interface Design for Digital TV (동작인식기반 Digital TV인터페이스를 위한 지시동작에 관한 연구)

  • Kim, Hyun-Suk;Hwang, Sung-Won;Moon, Hyun-Jung
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.257-268
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    • 2007
  • The development of Human Computer Interface has been relied on the development of technology. Mice and keyboards are the most popular HCI devices for personal computing. However, device-based interfaces are quite different from human to human interaction and very artificial. To develop more intuitive interfaces which mimic human to human interface has been a major research topic among HCI researchers and engineers. Also, technology in the TV industry has rapidly developed and the market penetration rate for big size screen TVs has increased rapidly. The HDTV and digital TV broadcasting are being tested. These TV environment changes require changes of Human to TV interface. A gesture recognition-based interface with a computer vision system can replace the remote control-based interface because of its immediacy and intuitiveness. This research focuses on how people use their hands or arms for command gestures. A set of gestures are sampled to control TV set up by focus group interviews and surveys. The result of this paper can be used as a reference to design a computer vision based TV interface.

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A HMM-based Method of Reducing the Time for Processing Sound Commands in Computer Games (컴퓨터 게임에서 HMM 기반의 명령어 신호 처리 시간 단축을 위한 방법)

  • Park, Dosaeng;Kim, Sangchul
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.119-128
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    • 2016
  • In computer games, most of GUI methods are keyboards, mouses and touch screens. The total time of processing the sound commands for games is the sum of input time and recognition time. In this paper, we propose a method for taking only the prefixes of the input signals for sound commands, resulting in the reduced the total processing time, instead of taking the whole input signals. In our method, command sounds are recognized using HMM(Hidden Markov Model), where separate HMM's are built for the whole input signals and their prefix signals. We experiment our proposed method with representative commands of platform games. The experiment shows that the total processing time of input command signals reduces without decreasing recognition rate significantly. The study will contribute to enhance the versatility of GUI for computer games.

Development of Interactive Prototyping Methods applying Behavioral Prototyping Methods for Interactive Experience Design (인터랙티브 경험 디자인에 있어서 행위모형 기법을 응용한 인터랙티브 묘형 기법 개발)

  • 이태일
    • Archives of design research
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    • v.17 no.2
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    • pp.253-260
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    • 2004
  • As the need for more variety of interactive media grows, alternative interaction methods beyond conventional ones such as mice and keyboards are vigorously explored recently. In particular, these new approaches are getting attentions because they can enhance the user experiences in the interaction. Howerver, since they are case-dependent and specific, it still becomes crucial to consider and evaluate the effects and possibilities of interactions. The study aims to explore the ways to design the interactions by applying Behavioral Prototyping Methods in the initial stage of design development, which it calls 'Interactive Prototyping Method'. With the case project, 'Shadow Theater', which is an interactive installation for children, children can play and participate in interactive story-making by wearing hand puppets, casting shadows of hand puppets, and interacting with virtual objects on screen. To explore and design the interactions of Shadow Theater at the initial design process, the study builds an interactive prototype which borrows puppet theater settings and lets children play with hand puppets and other objects. The session of user try-outs with the prototype help to understand what and how they interact with virtual objects, and to improve the interactions.

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Finger-Touch based Hangul Input Interface for Usability Enhancement among Visually Impaired Individuals (시각 장애인의 입력 편의성 향상을 위한 손가락 터치 기반의 한글 입력 인터페이스)

  • Kang, Seung-Shik;Choi, Yoon-Seung
    • Journal of KIISE
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    • v.43 no.11
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    • pp.1307-1314
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    • 2016
  • Virtual Hangul keyboards like Chun-Ji-In, Narat-Gul, and QWERTY are based on eyesight recognition, in which input letter positions are fixed in the smartphone environment. The input method of a fixed-position style is not very convenient for visually impaired individuals. In order to resolve the issue of inconvenience of the Hangul input system, we propose a new paradigm of the finger-touch based Hangul input system that does not need eyesight recognition of input buttons. For the convenience of learning the touch-motion based keyboard, finger touches are designed by considering the shape and frequencies of Hangul vowels and consonants together with the preference of fingers. The base position is decided by the first touch of the screen, and the finger-touch keyboard is used in the same way for all the other touch-style devices, regardless of the differences in size and operation system. In this input method, unique finger-touch motions are assigned for Hangul letters that significantly reduce the input errors.

A Korean Text Input System for Elderly using Grip Type Game Controller (그립형 게임 컨트롤러를 이용한 노인용 한글 입력 시스템)

  • Lee, Ji-Won;An, Duk-Yong;Jang, Yu-Na;Jang, Hee-Dong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.208-214
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    • 2009
  • As an advance in medical technology development is being made, and people are increasingly aware of the importance of health, related investments and people's average life expectancy rise, which in turn leads to an increase in elderly people. Also, with a growing number of elderly people enjoying their leisure activities, the utilization of multimedia contents using computers is on the increase, leading to an activated research into the establishment of digital culture for the elderly people. This paper proposes a Korean text input system to enable the elderly to utilize digital contents. Text input interface has conventionally depended on keyboards. However, the keyboard wherein many keys are dispersed creates problems for the elderly, such as a protracted recognition of keys and a lowered concentration when they use the keyboard. To address these problems, in this paper, the grip type controller interface for console games was used and a corresponding alphabet location algorithm was developed. To verify these efforts, a simulator was developed to test 20 elderly people; as a result, their satisfaction over and convenience of using the grip type interface invreased.

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Software Component Retrieval System for Version Control (버전제어를 위한 소프트웨어 구성요소의 검색 시스템)

  • O, Sang-Yeop;Kim, Heung-Jin;Jang, Deok-Cheol
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.5
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    • pp.1093-1102
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    • 1996
  • For the reuse, configuration management, and version control of softwares, the composition of retrieval systems and library are most important matters, which makes it possible to retrieve the concerned software components. Retrieval systems, which is able to store many components, must make it possible to retrieve the concerned components with deadwoods in the fastest way. Based either on keyboards or the concept of inverted file on the part of content is usually used in the current retrieval systems. However, in this paper, new retrieval systems are suggested with using set and bag class with Smalltalk language, one of object- oriented programming language, based either on the keywords or on the part of content to find out the concerned components. This method is improved the function of user interface and its management, In this paper, library is also suggested along with the new retrieval systems, and user interface is designed and implemented for its management and control. The new retrial systems of this paper can be employed by interface in another language, and this system is to provide the concerned user with the appropriate retrieval systems and library for the version control.

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Human-Computer Interaction Based Only on Auditory and Visual Information

  • Sha, Hui;Agah, Arvin
    • Transactions on Control, Automation and Systems Engineering
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    • v.2 no.4
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    • pp.285-297
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    • 2000
  • One of the research objectives in the area of multimedia human-computer interaction is the application of artificial intelligence and robotics technologies to the development of computer interfaces. This involves utilizing many forms of media, integrating speed input, natural language, graphics, hand pointing gestures, and other methods for interactive dialogues. Although current human-computer communication methods include computer keyboards, mice, and other traditional devices, the two basic ways by which people communicate with each other are voice and gesture. This paper reports on research focusing on the development of an intelligent multimedia interface system modeled based on the manner in which people communicate. This work explores the interaction between humans and computers based only on the processing of speech(Work uttered by the person) and processing of images(hand pointing gestures). The purpose of the interface is to control a pan/tilt camera to point it to a location specified by the user through utterance of words and pointing of the hand, The systems utilizes another stationary camera to capture images of the users hand and a microphone to capture the users words. Upon processing of the images and sounds, the systems responds by pointing the camera. Initially, the interface uses hand pointing to locate the general position which user is referring to and then the interface uses voice command provided by user to fine-the location, and change the zooming of the camera, if requested. The image of the location is captured by the pan/tilt camera and sent to a color TV monitor to be displayed. This type of system has applications in tele-conferencing and other rmote operations, where the system must respond to users command, in a manner similar to how the user would communicate with another person. The advantage of this approach is the elimination of the traditional input devices that the user must utilize in order to control a pan/tillt camera, replacing them with more "natural" means of interaction. A number of experiments were performed to evaluate the interface system with respect to its accuracy, efficiency, reliability, and limitation.

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Some Characteristics of Hanmal and Hangul from the viewpoint of Processing Hangul Information on Computers

  • Kim, Kyong-Sok
    • Proceedings of the KSPS conference
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    • 1996.10a
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    • pp.456-463
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    • 1996
  • In this paper, we discussed three cases to see the effects of the characteristics of Hangul writing system. In applications such as computer Hangul shorthands for ordinary people and pushbuttons with Hangul characters engraved, we found that there is much advantage in using Hangul. In case of Hangul Transliteration, we discussed some problems which are related with the characteristics of Hangul writing system. Shorthands use 3-set keyboards in England, America, and Korea. We saw how ordinary people can do computer Hangul shorthands, whereas only experts can do computer shorthands in other countries. Specifically, the facts that 1) Hangul characters are grouped into syllables (syllabic blocks) and that 2) there is already a 3-set Hangul keyboard for ordinary people allow ordinary people to do computer Hangul shorthands without taking special training as with English shorthands. This study was done by the author under the codename of 'Sejong 89'. In contrast like QWERTY or DVORAK, a 2-set Hangul keyboard cannot be used for shorthands. In case of English pushbuttons, one digit is associated with only one character. However, by engraving only syllable-initial characters on the phone pushbuttons, we can associate one Hangul "syllable" with one digit. Therefore, for a given number of digits, we can associate longer words or more meaningful words in Hangul than in English. We discussed the problems of the Hangul Transliteration system proposed by South Korea and suggested their solutions, if available. 1) We are incorrectly using the framework of transcription for transliteration. To solve the problem, the author suggests that a) we include all complex characters in the transliteration table, and that b) we specify syllable-initial and -final characters separately in the table. 2) The proposed system cannot represent independent characters and incomplete syllables. 3) The proposed system cannot distinguish between syllable-initial and -final characters.

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Sitting Posture Associated With Carpal Tunnel Syndrome: A Literature Review (앉기 자세와 수근관 증후군의 상관관계에 관한 고찰)

  • Kwon, Hyuk-Cheol;Kong, Jin-Yong
    • Physical Therapy Korea
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    • v.9 no.3
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    • pp.113-124
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    • 2002
  • The objectives of this study was to investiage the effects of sitting posture on carpal tunnel syndrome. Carpal tunnel syndrome (CTS) continues to be one of the most widely publicized maladies of the cumulative trauma disorder. Many studies have reported a positive association between CTS and highly repetitive work, high force, and poor posture. High force and repetitive work have especially been associated with CTS, but the evidence for work being a primary cause of CTS is strongest when these factors are combined. In addition to carpal tunnel syndrome, hand, wrist, and other disorders are attributed to these work-related movements. Such disorders are referred to as repetitive stress injuries, cumulative trauma disorder, overuse syndromes, and chronic upper limb pain syndrome. Incorrect posture also may play a role in the development of CTS in people who work at a computer and other types of keyboards. The tendency to roll the shoulders forward, round the lower back, and thrust the chin forward can shorten the neck and shoulder muscles, compressing nerves in the neck. This, in turn, can affect the wrist, fingers, and hand. The treatment and prevention of carpal tunnel syndrome continue to be approached with a segmental view of the human body. For example, the most common ergonomic solution for carpal tunnel syndrome associated with keyboard use is to keep the wrists in a neutral position by using a wrist rest in front of the keyboard and good sitting posture.

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The Effect of Standard Keyboard and Fixed-Split Keyboard on Wrist Posture During Word Processing (문서입력 작업 시 컴퓨터 키보드 유형이 손목관절의 운동학적 특성에 미치는 영향)

  • Kwon, Hyuk-Cheol;Jeong, Dong-Hoon;Kong, Jin-Yong
    • Physical Therapy Korea
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    • v.11 no.1
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    • pp.35-43
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    • 2004
  • There were two purposes of this study. The first was to research the effects of standard and fixed-split keyboards on wrist posture and movements during word processing. The second was to select optimal computer input devices in order to prevent cummulative trauma disorder in the wrist region. The group of subjects consisted of thirteen healthy men and women who all agreed to participate in this study. Kinematic data was measured from both wrist flexion and extension, and wrist radial and ulnar deviation during a 20 minute period of word processing work. The measuring tool was an electrical goniometer, and was produced by Biometrics Cooperation. The results were as follows: 1. The wrist flexion and extension at resting starting position were not significantly different (p>.05), however the angle of radial and ulnar deviation were significantly different in standard and split keyboard use during word processing (p<.05). 2. In the initial 10 minutes, the dynamic angle of wrist flexion and extension were not significantly different (p>.05), however the dynamic angle of radial and ulnar deviation was significantly different in standard and split keyboard use during word processing (p<.05). These results suggest that the split keyboard is more optimal than the standard keyboard, because it prevented excessive ulnar deviation during word processing.

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