• Title/Summary/Keyword: Paper keyboard

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A Phonological Process Code in Unicode for the Standardization of Hangul(Korean Alphabet) Pronunciation

  • Min, Cheong-Sick
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.12
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    • pp.145-152
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    • 2015
  • In this paper, a standardized phonological rule should be embodied for all people who want to use Hangul beyond nationality. This researcher suggested a phonological process protocol in unicode for the purpose of developing a computer system-based program as one of methods to pronounce Hangul correctly. First of all, to solve a problem of standardizing Hangul pronunciation, it is necessary to develop a phonological process system. In other words, when a mobile phone or a keyboard is used, inputted strings should be changed exactly by an automatic device made according to the phonological rule. For this, a phonological process table is the most important and unicode which digitalizes Hangul is the most effective. Therefore, the purpose of this study is to complete a phonological process table, suggest an algorithm by the table, and develop a computer program pursuing correct Hangul pronunciation. For the methodology of this study, the features of unicode was used to solve a problem of coding each syllable by phonemes after strings were inputted from the phonological process program. This study suggested a protocol that sounds of inputted strings were automatically changed via recombination using a phonological process table. The ultimate purpose of the study was to help pronounce Hangul correctly according to the pronunciation rule.

A Problem Solving Method for Non-Admittable Characters of a Windows File Name in a Directory Index Anti-Forensic Technique (디렉토리 인덱스 안티포렌식 기법에서 Windows 파일명에 사용할 수 없는 문자 문제의 해결방법)

  • Cho, Gyusang
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.69-79
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    • 2015
  • This research proposes a modified data hiding method to hide data in a slack space of an NTFS index record. The existing data hiding method is for anti-forensics, which uses traces of file names of an index entry in an index record when files are deleted in a direcotry. The proposed method in this paper modifies the existing method to make non-admittable ASCII characters for a file name applicable. By improving the existing method, problems of a file creation error due to non-admittable characters are remedied; including the non-admittable 9 characters (i. e. slash /, colon :, greater than >, less than <, question mark ?, back slash ${\backslash}$, vertical bar |, semi-colon ;, esterisk * ), reserved file names(i. e. CON, PRN, AUX, NUL, COM1~COM9, LPT1~LPT9) and two non-admittable characters for an ending character of the file name(i. e. space and dot). Two results of the two message with non-admittable ASCII characters by keyboard inputs show the applicability of the proposed method.

The Design of User-Authentication technique using QR-Code recognition (스마트폰의 QR-Code의 인식 기법을 이용한 사용자 인증 기법 설계)

  • Lee, Yong Jae;Kim, Young Gon;Park, Tae Sung;Jun, Moon Seog
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.3
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    • pp.85-95
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    • 2011
  • Smart phones, greatly expanding in the recent mobile market, are equipped with various features compared to existing feature phones and provide the conveniences to in several ways. The camera, one of the features of a smartphone, creates the digital contents, such photos and videos, and plays a role for the media which transmits information, such as video calls and bar code reader. QR-Code recognition is also one of the camera features. It contains a variety of information in two-dimensional bar code type in matrix format, and makes it possible to obtain the information by using smart phones. This paper analyzes the method of QR-Code recognition, password method-the existing user-authentication technique, smart card, biometrics and voice recognition and so on and thenn designs a new user-authentication technique. The proposed user-authentication technique is the technique in which QR-Code, which can be simply granted is read by smart phones and transmitted to a server, for authentication. It has the advantages in view that it will simply the process of authentication and conteract the disadvantages, such as brute force attack, man-inthe-middle attack, and keyboard hacking, which may occur in other authentication techniques.

Secure Keypad with Encrypted Input Message (입력 메시지 암호화를 통한 보안 키패드의 설계와 구현)

  • Seo, Hwa-Jeong;Kim, Ho-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.2899-2910
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    • 2014
  • In this paper, we present method that verifies the validity of inputted message rather than showing last character on virtual keyboard. This encrypts password and valid input only can receive right feedback. This is implemented on Android phone and tested. This shows higher security than former method by 68.23% and accuracy shows 100%. This secure keypad is practical and secure so this can replace current input keypad without difficulty.

Development of a Bluetooth Access Point on Embedded System for One - Phone Service (임베디드 시스템에서 원-폰 서비스를 위한 블루투스 액세스 포인트 개발)

  • Min Byungjo;Hwang June;Park Jongkyu;Kim Hagbae
    • The KIPS Transactions:PartA
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    • v.11A no.6
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    • pp.433-438
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    • 2004
  • In this paper, we describes the development of Bluetooth network Access Point(AP) for the access network connection of Bluetooth devices at home. Unlike headset, mouse, and keyboard, the AP should have capability to support multiple connection and stabilized network throughput. Our AP allows various kinds of Bluetooth terminals to access the access network like xDSL and PSTN(Public Swithced Telephone Network) stably. Especially, users can access the PSTN at home instead of expensive CDMA network through the AP by using the one-phone which is the cellular phone with the Bluetooth module.

Design and Implementation of USB Module for Foot Switch (풋 스위치용 USB 모듈 설계 및 구현)

  • Lee, Jong-Hyeok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.8
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    • pp.1849-1854
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    • 2010
  • As for information system in hospital which digital hospital aims at, there are PACS(Picture Archiving and Communication System) and soon. PACS transfer and store various medical pictures which are occurring in hospital. The various medical pictures is captured by using keyboard or foot switch during a surgical operation. In this paper, foot switch USB module that can be mounted into a main foot switch case is designed and implemented, it is having a MCU circuit with a built-in micro-controller and a I/O interface having a maximum of five switch. we also developed foot switch control software program with various functions. The result of using the module in the hospital field confirms that the module operates safely.

Automatic Punching System using Machine Vision for FPC (비전을 이용한 FPC 필름용 자동펀칭 시스템)

  • Lee Seong-Cheol;Lee Young-Choon;Kim Seong-Min;Sim Ki-Jung
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.10a
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    • pp.976-979
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    • 2005
  • This paper is about the development of automatic FPC(flexible printed circuit) punching instrument for the improvement of working condition and cost saving. FPC is used to detect the contact position of keyboard and button like a cellular phone. Depending on the quality of the printed ink and position of reference punching point to the FPC, the resistance and current are varied to the malfunctioning values. The size of reference punching point is 2mm and the above. Because the punching operation Is done manually, the accuracy of the punching degree is varied with operator's condition. To improve this manual punch ing operation to the FPC, automatic FPC punching system is introduced. Test algorithms and programs showed good results to the designed automatic punching system and led to the increasement of productivity and huge cost down to law material like FPC by avoiding bad quality.

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Development of Baseball Game Using Leap Motion Controllers (립 모션 컨트롤러를 이용한 야구 게임 개발)

  • Joo, Hyanghan;Cho, Minsoo;In, SeungKyo;Cho, Kyuwon;Min, Jun-Ki
    • KIISE Transactions on Computing Practices
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    • v.21 no.5
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    • pp.343-350
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    • 2015
  • While many games have been published that are used with input-devices such as a mouse and keyboard, the number of games that can recognize the behavior of a human utilizing devices such as Kinect and Wii has increased. In this paper, we present the development of a baseball game that utilizes a Leap Motion Controller. A Leap Motion Controller recognizes accurately the movement of a user's fingers. Our implemented game consists of characters, a background and animation. It is a moving animated game in which the users play a game in point of view of a third person. The major feature of our game is that the game players can enjoy the game using a Leap Motion Controller.

Study on Real-time Gesture Recognition based on Convolutional Neural Network for Game Applications (게임 어플리케이션을 위한 컨볼루션 신경망 기반의 실시간 제스처 인식 연구)

  • Chae, Ji Hun;Lim, Jong Heon;Kim, Hae Sung;Lee, Joon Jae
    • Journal of Korea Multimedia Society
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    • v.20 no.5
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    • pp.835-843
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    • 2017
  • Humans have often been used gesture to communicate with each other. The communication between computer and person was also not different. To interact with a computer, we command with gesture, keyboard, mouse and extra devices. Especially, the gesture is very useful in many environments such as gaming and VR(Virtual Reality), which requires high specification and rendering time. In this paper, we propose a gesture recognition method based on CNN model to apply to gaming and real-time applications. Deep learning for gesture recognition is processed in a separated server and the preprocessing for data acquisition is done a client PC. The experimental results show that the proposed method is in accuracy higher than the conventional method in game environment.

Pacman Game Using Hand Motion Recognition (손동작 인식에 의한 Pacman 게임)

  • Shin, Seong-Yoon;Baek, Jeong-Uk;Rhee, Yang-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.329-330
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    • 2010
  • Classic game Pac-Man (Pacman) is playing a game using a somple hand gasture without using a keyboard or a mouse. In other words, it is a joystick game by motion to replace the arrow keys using the center coordinates of the hand. In addition, the pointer of hand is extracted by accepting images to MFC dialog using cam. Thus, movements of the monsters is to be replaced by hand movements. In this paper, smoothing, expansion, and erosion operation for the skin color extraction, and RGB images are converted to YCbCbr images.

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