• Title/Summary/Keyword: Pointing input

Search Result 42, Processing Time 0.023 seconds

Multidirectional Pointing Input Using a Hardware Keyboard

  • Lee, Byungjoo;Park, Haesun;Bang, Hyunwoo
    • ETRI Journal
    • /
    • v.35 no.6
    • /
    • pp.1160-1163
    • /
    • 2013
  • Herein, we propose a novel method to create multidirectional and multilevel pointing input using only a hardware keyboard. The relative position vectors among pressed keys are calculated into an input vector. The pointing performance of this method is evaluated based on the ISO 9241-9 recommendations. We find that the performance of the method is sufficient to create moderate pointing input, as the measurement of the throughput is close to that of a touchpad, as measured in past studies also using the ISO 9241-9 recommendations.

Human performance evaluation of the three-dimensional input devices in virtual environment system (가상현실 시스템에서의 3차원 입력장치의 인간성능 평가)

  • Park, Jae-Hui;Park, Gyeong-Su
    • Journal of the Ergonomics Society of Korea
    • /
    • v.19 no.1
    • /
    • pp.49-61
    • /
    • 2000
  • An experiment was designed to evaluate Fitts' law for the three-dimensional virtual pointing task and to compare the three input devices; Spaceball, Spacemouse, and 3D-Mouse. The result showed that Fitts law fitted poorly for the three-dimensional pointing tasks with relatively low coefficients of determinant. Three reasons, high degree-of-freedom, dynamic egocentric viewpoint change, and clutching problem were discussed to explain the poor fitness of Fitts' law. In terms of device comparison, the 3D-Mouse was superior to the other input devices. Also, the stereoscopic display significantly increased the performance. The results of this study can be used for the design of virtual control tasks and the selection of suitable input devices.

  • PDF

Performance estimation model of the three-dimensional pointing tasks in virtual environment systems (가상환경에서의 3차원 포인팅작업 성능평가 모형)

  • 박재희;박경수
    • Proceedings of the ESK Conference
    • /
    • 1996.04a
    • /
    • pp.253-258
    • /
    • 1996
  • Virtual reality environment system is expected to be used as a new user interface tool oweing to its high immersiveness and high interactivity. To use VR interface effectively, we should identify the characteristics of the three-dimensional control tasks as if we did in two-dimensional graphic user interface environments. As a first step, we validated Fitts'law for the three-dimensional pointing tasks with the two input devices, Spaceball and Spacemouse. Different from the two-dimensional control tasks, VR pointing tasks needed inclusion of a new variable, size of the moving object, to Fitts'law. The modified

  • PDF

Evaluating Performance of Pointing Interface of Dynamic Gain Control in Wearable Computing Environment (웨어러블 컴퓨터 환경에서 포인팅 인터페이스의 동적 이득 방법의 효율성 평가)

  • Hong, Ji-Young;Chae, Haeng-Suk;Han, Kwang-Hee
    • Journal of the Ergonomics Society of Korea
    • /
    • v.26 no.4
    • /
    • pp.9-16
    • /
    • 2007
  • Input devices of wearable computer are difficult to use, so a lot of alternative pointing devices have been considered in recent years. In order to resolve this problem, this paper proposed a dynamic gain control method which is able to improve the performance of wearable pointing device and showed an experimental result comparing this method with conventional method. Also the effects of methods were compared in terms of device (wearable and desktop). The result of calculating throughputs(index of performance) by Fitts' law showed that the pointing performance in dynamic gain condition was improved 1.4 times more than normal gain.

Head Pointing System based Text Input Method for Person with physical disabilities (지체장애인을 위한 헤드 포인팅 시스템 기반 문자입력 방법)

  • Han, Sang-Heon;Yun, Tae-Soo;Lee, Dong-Hoon
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2006.11a
    • /
    • pp.281-284
    • /
    • 2006
  • 본 논문은 지체장애인들의 컴퓨터 접근성을 향상시키기 위해서 Head Pointing System을 기반으로한 키보드 대체 방법을 제안한다. 먼저 컴퓨터의 접근성을 돕기위해 현재 사용되고있는 Head Pointing System에는 어떤 기능을 대체하고 있는지 간략하게 살펴보고, 본 논문에서 제안하는 방법이 이전에 사용되었던 Head Pointing System, On-Screen Keyboard를 함께 사용하여 문자를 입력하는 방식에 비해 어떤 이점이 있는 확인한다. 또한, Quikwriting 방식을 사용하여 사용자에게 단순하고 직관적인 제스쳐를 요구하도록하여 입력에 대한 부담을 낮추고, 사용자 개인의 제스쳐 특성에 따라 문자를 입력할 수 있도록 하기위해 신경망 알고리즘을 사용하였고 이를통해 Head Pointing System기반 문자입력 방법이 유용함을 확인할 수 있었다.

  • PDF

Fuzzy Screen Detector for a Vision Based Pointing Device (비젼 기반의 포인팅 기기를 위한 퍼지 스크린 검출기)

  • Kho, Jae-Won
    • The Transactions of the Korean Institute of Electrical Engineers P
    • /
    • v.58 no.3
    • /
    • pp.297-302
    • /
    • 2009
  • In this paper, we propose advanced screen detector as a tool for selecting the object for tracking and estimating its distance from a screen using fuzzy logic in vision based pointing device. Our system classifies the line component of the input image into horizontal and vertical lines and applies the fuzzy rule to obtain the best line pair which constitute peripheral framework of the screen. The proposed system improves the detection ratio for detecting the screen in relative to the detector used in the previous works for hand-held type vision based pointing device. Also it allows to detect the screen even though a small part of it may be hidden behind other object.

Human-Computer Interaction Based Only on Auditory and Visual Information

  • Sha, Hui;Agah, Arvin
    • Transactions on Control, Automation and Systems Engineering
    • /
    • v.2 no.4
    • /
    • pp.285-297
    • /
    • 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.

  • PDF

Pointer Networks based on Skip Pointing Model (스킵 포인팅 모델 기반 포인터 네트워크)

  • Park, Cheoneum;Lee, Changki
    • KIISE Transactions on Computing Practices
    • /
    • v.22 no.12
    • /
    • pp.625-631
    • /
    • 2016
  • Pointer Networks is a model which generates an output sequence with elements that correspond to an input sequence, based on the attention mechanism. A time complexity of the pointer networks is $O(N^2)$ resulting in longer decoding time of the model. This is because the model calculates attention for each input, if size of the input sequence is N. In this paper, we propose the pointer networks based on skip pointing model, which confirms the necessary input vector at decoding for reducing the decoding time of the pointer networks. Furthermore, experiments were conducted for the pronouns coreference resolution, which uses the method proposed in this paper. Our results show that the processing time per sentence was approximately 1.15 times faster, and the MUC F1 was 83.60%; this was approximately 2.17% improvement and a better performance than the original pointer networks.

Spin-stabilized platform model with two input and two output (2-입력 2-출력을 갖는 자전 안정화 플랫트폼 모델)

  • 유인억;이상정
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 1996.10b
    • /
    • pp.804-807
    • /
    • 1996
  • In this paper, a new model of TDF(two degree of freedom) spin-stabilized platform has been suggested. The platform driving signal modulated in the spinning frequency is described in demodulated form keeping its precession angular velocity. When a strong spinning torque exists, the cross-axis spring constant cannot be neglected in modelling of the platform precession dynamics. A linearized dynamic model of spin-stabilized platform pointing loop is derived and validated through the comparison between simulation and experimental results.

  • PDF

User Performance Measures for iTV Remote Control of Pointing Devices (iTV 리모컨 포인팅 디바이스 수행도 측정)

  • Cheong, Kyeong-Kyun;Kim, In-Soo;Park, Sung-Kwon;Park, Yong-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.11 no.3
    • /
    • pp.145-150
    • /
    • 2011
  • In this study, we assessed the performance of the test remote pointing device that is applicable to interactive TV (iTV). An empirical test was carried out with the pointing devices in three different interface methods that are recently tried in the industry. For the measurement, a directional task was performed on the linear track described in the conventional ISO 9241-Part 9. The measured variables included the movement time, accuracy, throughput and the subjective satisfaction. The result showed that the motion time was better in the device in the GyroPoint method than the other devices, but the accuracy of the GyroPoint device was lower than that of the devices in the Hall Mouse and OFN methods. It was found that the throughput and the subjective satisfaction were dependent upon the individual input devices. Since this study was conducted on the major point devices that are currently tried and analyzed the problems and characteristics, it is assumed that this study will provide useful data for the design of the remote pointing device that is more suitable to the iTV environment.