• Title/Summary/Keyword: Mobile touch screen

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Preliminary Study on Soft Keyboard with Recommendation for Mobile Device (모바일 단말기를 위한 추천 소프트 키보드)

  • Hwang, Kitae;Lee, Jae-Moon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.6
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    • pp.137-145
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    • 2013
  • Recently most mobile devices have soft keyboards on their LCD touch screens. Because of the tiny size of the touch screen of the soft keyboard, adjacent keys are mistakenly typed. Also utilizing a key for multiple key inputs causes key type errors. In this paper, we proposed an algorithm to recommend proper words to the user while the user continues to type keys, which helps to easily correct key type errors. In addition, we presented a soft keyboard called MissLess which implemented the recommendation algorithm. We evaluated recommendation performance of MissLess keyboard through experiments by using 3 test sets. The test results showed that the success ratio of recommendation reached up to about 90% although there were some differences between results. However it is needed to be considered that we recommended 4 words for an input word in this experiments.

A Study for Sound and Tactile Feedback on Touch Screen Phone Under Mobility Conditions (터치스크린 휴대폰 사용 환경을 고려한 소리, 진동 피드백 연구)

  • Kim, Young-Il;Kim, Se-Mi;Min, Young-Sam
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.130-134
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    • 2008
  • Touch screen phone which is expected to play a big part of the mobile market for the next few years, has many merits but demerits of inaccurate feedback. It offers audio and tactile feedback to strengthen the weak point. This study aims to see if audio feedback and vibration feedback react upon each other under realistic conditions. We had a qualitative research in perception after using touch screen phone feedback. The result showed that with any feedback users were satisfied more than without any feedback and there was diversity in response. We ran the study again to see the performance level and the projective workload between the kind of feedback and interrupting feedback environment Performance rates were faster with audio feedback and according to the projective workload assessment users felt that task was easier and less annoying with audio-vibration feedback. The results suggest that audio feedback could be more effective than vibration feedback. A future study will figure out the relationship between the factors of qualitative-controlled feedback and learning time and the performance, and the main cause to make people prefer one feedback over another in a realistic world.

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N-gram based Language Model for the QWERTY Keyboard Input Errors in a Touch Screen Environment (터치스크린 환경에서 쿼티 자판 오타 교정을 위한 n-gram 언어 모델)

  • Ong, Yoon Gee;Kang, Seung Shik
    • Smart Media Journal
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    • v.7 no.2
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    • pp.54-59
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    • 2018
  • With the increasing use of touch-enabled mobile devices such as smartphones and tablet PCs, the works are done on desktop computers and smartphones, and tablet PCs perform laptops. However, due to the nature of smart devices that require portability, QWERTY keyboard is densely arranged in a small screen. This is the cause of different typographical errors when using the mechanical QWERTY keyboard. Unlike the mechanical QWERTY keyboard, which has enough space for each button, QWERTY keyboard on the touch screen often has a small area assigned to each button, so that it is often the case that the surrounding buttons are input rather than the button the user intends to press. In this paper, we propose a method to automatically correct the input errors of the QWERTY keyboard in the touch screen environment by using the n-gram language model using the word unigram and the bigram probability.

Two-Point Touch Enabled 3D Touch Pad (2개의 터치인식이 가능한 3D 터치패드)

  • Lee, Yong-Min;Han, Chang Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.578-583
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    • 2017
  • This paper presents a 3D touch pad technology that uses force touch sensors as a next-generation method for mobile applications. 3D touch technology requires detecting the location and pressure of touches simultaneously, as well as multi-touch function. We used metal foil strain gauges for the touch recognition sensor and detected the weak touch signals using Wheatstone bridge circuit at each strain gauge sensor. We also developed a touch recognition system that amplifies touch signals, converts them to digital data through a microprocessor, and displays the data on a screen. In software, we designed a touch recognition algorithm with C code, which is capable of recognizing two-point touch and differentiating touch pressures. We carried out a successful experiment to display two touch signals on a screen with different forces and locations.

A Study on the Guideline of Interaction Style for Touch-screen based Mobile Phone (터치스크린 인터랙션 스타일 가이드라인을 위한 연구)

  • Lee, Jong-Hoon;Lee, Yun-Suk;Lee, Ja-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.262-267
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    • 2008
  • 애플의 iPhone 및 LG 의 프라다 폰 등을 기정으로 국내, 국외 제조사들은 전연 터치 스크린을 적용한 다양한 모바일 폰을 출시 또는 출시를 앞두고 있다. 모바일 폰에 적용되는 전면 터치 스크린은 4-방향키 기반의 일반적인 네비게이션의 제한에서 벗어나 보다 다양하고 진보된 스타일익 인터랙션을 가능하게 한다. 반면 이런 장점은 오히려 사용자에게 많은 학습을 요구하게 되며, 다른 제조사에서 제작된 하드웨어로 바꿀 때마다 또 다른 인터랙션 스타일을 학습하고 적응해야 하는 불편을 야기하게 만드는 원인이 될 수 있을 것이다. 따라서, 본 연구는 전면 터치 스크린 기반의 모바일 폰에 적용할 공통적이고 기본적인 인터랙션 스타일 가이드라인을 도출하는 것을 목적으로 한다. 이를 위해 기존에 출시된 터치 스크린이 일부 적용된 단말을 검토하여 기본적인 인터랙션 요소를 추출하였다. 그리고, 해당 요소에 적합한 인터랙션 스타일을 선정하기 위한 사용자 조사를 수행하고, 이를 기반으로 기본 인터랙션 가이드라인을 도출하였다. 본 연구에서 제안된 인터랙션 스타일 가이드라인은 다양한 제조사악 전면 터치 스크린 기반의 모바일 폰을 사용함에 있어 기본적인 요소에 대해서는 일관되고 예측이 가능한 사용 경험을 제공하도록 도움을 줄 수 있을 것이다.

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A study on macro detection using information of touch events in Android mobile game environment (안드로이드 모바일 게임 환경에서의 터치 이벤트 정보를 이용한 매크로 탐지 기법 연구)

  • Kim, Jeong-hyeon;Lee, Sang-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1123-1129
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    • 2015
  • Macro(automatic hunting) of mobile game is a program that touch the screen by defined rules like a game bot in PC online games, and it is used by make various ways like android application or windows application program. This gives honest users deprivation and make to lose their interest. Finally they would leave the game and gradually game life would be shorten. Although many studies to prevent these problems in PC online game are conducted, applying mobile game to PC's way is difficult because mobile games are limited to use the network and device performance is different with PC. In this paper, we propose a framework for macro detection by using the touch event information. A touch event on the mobile game is a necessary control command to the game. Because macro touches the screen with the same pattern, there is a difference between normal user's behavior and macro's operation. In mobile games that casual games are mostly, Touch event is the best difference that identify normal user against macro for a short period of time. As a result of detecting macros used in real mobile game by using the proposed framework it showed 100% accuracy and 0% false positive rate.

The Design of Efficient User Environment on the FTIR Multi Touch (FTIR 멀티터치 테이블에서 효율적인 사용자 환경 개발)

  • Park, Sang-Bong;Ahn, Jung-Seo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.85-94
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    • 2012
  • In this paper, we develop the new gestures of screen control with fingers on the FTIR multi touch table. It also describes recognition of mobile devices on the table using infrared camera. The FTIR multi touch table was incovenient to the existiog Bluetooth connection, because it is not provided with an HID(Human Input Device) interface. The proposed data transmission method using mobile device is to relieve the inconvenience of the data transfer and proceed more effectively. The new gestures and data transmission method is verified by FTIR multi touch table that is implemented for testing.

WalkieTagging : Efficient Speech-Based Video Annotation Method for Smart Devices (워키태깅 : 스마트폰 환경에서 음성기반의 효과적인 영상 콘텐츠 어노테이션 방법에 관한 연구)

  • Park, Joon Young;Lee, Soobin;Kang, Dongyeop;Seok, YoungTae
    • Journal of Information Technology Services
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    • v.12 no.1
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    • pp.271-287
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    • 2013
  • The rapid growth and dissemination of touch-based mobile devices such as smart phones and tablet PCs, gives numerous benefits to people using a variety of multimedia contents. Due to its portability, it enables users to watch a soccer game, search video from YouTube, and sometimes tag on contents on the road. However, the limited screen size of mobile devices and touch-based character input methods based on this, are still major problems of searching and tagging multimedia contents. In this paper, we propose WalkieTagging, which provides a much more intuitive way than that of previous one. Just like any other previous video tagging services, WalkieTagging, as a voice-based annotation service, supports inserting detailed annotation data including start time, duration, tags, with little effort of users. To evaluate our methods, we developed the Android-based WalkieTagging application and performed user study via a two-week. Through our experiments by a total of 46 people, we observed that experiment participator think our system is more convenient and useful than that of touch-based one. Consequently, we found out that voice-based annotation methods can provide users with much convenience and satisfaction than that of touch-based methods in the mobile environments.

English Input Keypad Method Using Picker -Based Interface

  • Kwon, Soon-Kak;Kim, Heung-Jun
    • Journal of Korea Multimedia Society
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    • v.18 no.11
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    • pp.1383-1390
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    • 2015
  • By according to the development of the mobile devices, a touch screen provides the variety of inputting character and the flexibility of user interface. Currently, the physically simple touch method is widely used for English input but this simple touch is not increasing the variety of inputs and flexibility of the user interfaces. In this paper, we propose a new method to input English characters continuously by recognizing gestures instead of the simple touches. The proposed method places the rotational pickers on the screen for changing the alphabetical sequence instead of the keys and inputs English characters through the flick gestures and the touches. Simulation results show that the proposed keypad method has better performance than the keypad of the conventional methods.

An Authoring Tool for Hangul Soft Keyboard in Android (안드로이드 한글 소프트 키보드 저작 도구 구현)

  • Hwang, Kitae;Jung, In-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.225-234
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    • 2015
  • Most mobile devices such as smartphones and tablets have a soft keyboard implemented on the LCD touch screen to receive text inputs from the user. Because the size of the LCD screen is small, many efforts are going on to develop efficient soft keyboard with less key buttons. Especially, Hangul soft keyboard needs much time, effort, and deep software technology in developing an Hangul automata program module. This paper introduces design and implementation details of our authoring tool for Hangul soft keyboard running in Android. The tool supports the user to build an unique soft keyboard easily. The authoring tool downloads the soft keyboard app to the user's smartphone and makes it run immediately.