• Title/Summary/Keyword: Touch device

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An Efficient Calibration Procedure of Arc Welding Robots for Offline Programming Application (아아크 용접용 로보트의 오프라인 프로그램 응용을 위한 효과적 캘리브레이션 방법 연구)

  • Borm, Jin-Hwan
    • Journal of the Korean Society for Precision Engineering
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    • v.13 no.1
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    • pp.131-142
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    • 1996
  • Most industrial robots cannot be off-line programmed to carry out a task accurately, unless their kinematic model is suitably corrected through a calibration procedure. However, normal calibration is an expensive and time-consumming precedure due to the highly accurate measurement equipment required and due to the significant amount of data that must be collected. This paper presents a simple and economic procedure to improve the efficiency of robot calibration especially for arc welding application. To simplify the measurement process, an automotic data measurement algorithm as well as a simple measurement device are developed. Also, a calibration algorithm which can automatically identify the independent model parameters to be estimated is presented. To demonstrated the simplicity and the effectiveness of the procedure, experimental studies and computer simulations are performed and their results are discussed.

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A Study on Structuring and Classification of Input Interaction

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.493-498
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    • 2012
  • Objective: The purpose of this study is to suggest the hierarchical structure with three layers of input task, input interaction, and input device. Background: Understanding the input interaction is very helpful to design an interface design. Method: We made a model of three layered input structure based on empirical approach and applied to a gesture interaction in TV. Result: We categorized the input tasks into six elementary tasks which are select, position, orient, text, and quantify. The five interactions described in this paper could accomplish the full range of input interaction, although the criteria for classification were not consistent. We analyzed the Microsoft kinect with this structure. Conclusion: The input interactions of command, 4 way, cursor, touch, and intelligence are basic interaction structure to understanding input system. Application: It is expected the model can be used to design a new input interaction and user interface.

EVALUATION AND DEVELOPMENT OF DIGITAL DEVICE FOR MEASURING PROXIMAL TOOTH CONTACT TIGHTNESS (디지털 방식의 인접면 접촉강도 측정장치의 개발 및 평가)

  • Choi, Woo-Jin;Kim, Kyung-Hwa;Kim, Jin-A;Kang, Dong-Wan;Oh, Sang-Ho
    • The Journal of Korean Academy of Prosthodontics
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    • v.45 no.5
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    • pp.687-695
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    • 2007
  • Statement of problem: The proper contact relation between adjacent teeth in each arch plays an important role in the stability and maintenance of the integrity of the dental arches. Proximal contact has been defined as the area of a tooth that is in close association, connection, or touch with an adjacent tooth in the same arch. Purpose: The aim of this study was to develop a digital device for measuring the proximal tooth contact tightness by pulling a thin stainless steel strip (2mm wide, 0.03mm thick) inserted between proximal tooth contact. Material and method: This device consists of measuring part, sensor part, motor part and body part. The stainless steel strip was connected to a stain gauge. The strain gauge was designed to convert the frictional force into a compressive force. This compressive force was detected as a electrical signal and the electrical signal was digitalized by a A/D converter. The digital signals were displayed by a micro-processor. The pulling speed was 8mm/s. Results: For testing reliability of the device in vivo, two healthy young adults (A, B) participated in this experiment. The tightness of proximal tooth contact between the second premolar and the first molar of mandible (subject A) and maxilla (subject B) was measured fifteen times for three days at rest. We double-checked the accuracy of the device with a Universal Testing Machine. Output signals from the Universal Testing Machine and the measuring device were compared. Regression analysis showed high linearity between these two signals. In vivo test, no significant differences were found between measurements. Conclusion: This device has shown to he capable of producing reliable and reproducible results in measuring proximal tooth contact. Therefore, it was considered that this device was appropriate to apply clinically.

Design of Internal Coupling Structure for Touch Panel Devices Using Optical Coupling of a Pen-Shaped Light Source with Optical Waveguides (광원을 내장한 펜의 출력광과 광 도파로의 광 결합을 이용하는 터치 패널 장치의 내부 광 결합 구조 설계)

  • Park, Dae-Seo;Kim, Dae-Jong;O, Beom-Hoan;Park, Se-Geun;Lee, El-Hang;Lee, Seung-Gol
    • Korean Journal of Optics and Photonics
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    • v.20 no.2
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    • pp.128-133
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    • 2009
  • In this paper, an optical touch panel device is newly proposed, with operating principle based on the optical coupling between a pointing pen having a built-in light source and perpendicularly crossed optical waveguide arrays. In order to enable an external light to couple into a waveguide core, the auxiliary pyramidal structures are introduced into all intersecting points located periodically along optical waveguides. The shape is optimized for minimizing the unwanted propagation loss due to the same structure by a ray tracing method. For the optical waveguide with the size of $50{\times}50{\mu}m^2$, the bottom width, height, and slope angle of the optimized pyramidal structure are $50{\mu}m$, $22.5{\mu}m$, and $42^{\circ}$, respectively. The optical coupling efficiency of about 97.8% and the average propagation loss of 0.3 dB/mm were achieved for the optimized touch panel. Finally, it is found from the tolerance analysis that tilting of the pen up to ${\pm}12^{\circ}$ can be allowed.

Android mobile server using a file-sharing system between other models (안드로이드 모바일서버를 이용한 이 기종간 파일 공유시스템)

  • Huh, Tae-Sang;Park, Sung-Hyun;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.5
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    • pp.1231-1236
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    • 2014
  • Recently, diffusion and proliferation of mobile devices increases, per person n opens for the mobile device era. Mobile devices and OS types of continuously growing trend. More than 80% of market share with Google's Android and Apple's iOS as well as Samsung and Intel is developing TIZEN, Linux and Mobile was the UBUNTU which UBUNTU for Phone, UBUNTU touch, Mozilla 's Firefox OS, Microsoft 's windows mobile and many more OS are ahead of the launch. But different OS can share files between systems or technology is not. Bluetooth or WIFI Direct such technologies are present but can be transferred between compatible devices low, resulting in constraints file types also exist. In this paper, is equipped with a WiFi card in an environment where the Android mobile OS party this model and method for sharing files between different research and can share the file system based on research on.

Design and Implementation of Digital Photo Kiosk System with Auto Color Correction Module (자동 컬러 보정 모듈을 가진 디지털 포토 키오스크 시스템의 설계 및 구현)

  • Park Tae-Yong;Lee Myong-Young;Park Kee-Hyon;Ha Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.2 s.308
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    • pp.48-56
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    • 2006
  • This paper introduces design and implementation of digital photo kiosk system, digital photo printing system, with auto color correction module that considers gamut between touch screen and output device, digital photo printer, to provide user-preferred media. This module performs media correction function to service high quality contents for image captured by digital camera and mobile phone camera. Since it is implemented as LUT for real-time processing, the system offers one-touch interface to user. As a result of implementation, this kiosk system provides user-favorite photo because of black and white mode, sepia mode, and brightness and contrast adjustment. Also it can gives smooth tone transition and photos of similar color to captured image due to auto color correction module.

Designing a Mobile User Interface with Grip-Pattern Recognition (파지 형태 감지를 통한 휴대 단말용 사용자 인터페이스 개발)

  • Chang Wook;Kim Kee Eung;Lee Hyunjeong;Cho Joon Kee;Soh Byung Seok;Shim Jung Hyun;Yang Gyunghye;Cho Sung Jung;Park Joonah
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2005.11a
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    • pp.245-248
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    • 2005
  • This paper presents a novel user interface system which aims at easy controlling of mobile devices. The fundamental concept of the proposed interface is to launch an appropriate function of the device by sensing and recognizing the grip-pattern when the user tries to use the mobile device. To this end, we develop a prototype system which employs capacitive touch sensors covering the housing of the system and a recognition algorithm for offering the appropriate function which suitable for the sensed grip-pattern. The effectiveness and feasibility of the proposed method is evaluated through the test of recognition rate with the collected grip-pattern database.

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Analysis of the Impact of Motion Recognition Sensor on Mobile Game by Compare Valuation Experiment (비교평가 실험으로 동작인식센서가 모바일게임에 미치는 영향분석)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.63-72
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    • 2009
  • I-phone presented a new mobile control type by the introducing motion recognition sensor and that influenced on game application development so that led a lot of games using kinds of sensors. In this paper, we divided the game enjoyment into 5 factors for the embodiment of the sensor's influence direction on the enjoyment. We experimented two game, which have same content, different devices in using motion recognition sensor or not for clarifying the distinction between devices. As a experiment source game, we used Cooking Mama, as a experimental device, we used I-pod touch and NDS. This experiment shows a motion recognition sensor control's enjoyment is far superior to touch sensor. This sensor got high marks on every fun factors, stimulus, absorption, empathy, accomplishment and variation. Especially, stimulus and empathy showed great differences. In this case, we found the fact that extended communication between the gamer and the device can be fun.

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Interaction Technique in Smoke Simulations using Mouth-Wind on Mobile Devices (모바일 디바이스에서 사용자의 입 바람을 이용한 연기 시뮬레이션의 상호작용 방법)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.4
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    • pp.21-27
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    • 2018
  • In this paper, we propose a real-time interaction method using user's mouth wind in mobile device. In mobile and virtual reality, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. In this study, we propose an interface technology that can interact with real time using user's mouth wind. The direction of the wind is determined by using the angle and the position between the user and the mobile device, and the size of the wind is calculated by using the magnitude of user's mouth wind. To show the superiority of the proposed technique, we show the result of visualizing the flow of the vector field in real time by integrating the mouth-wind interface into the Navier-Stokes equations. We show the results of the paper on mobile devices, but can be applied in the Agumented reality(AR) and Virtual reality(VR) fields requiring interface technology.

Learning System for Scientific Experiments with Multi-touch Screen and Tangible User Interface (멀티 터치스크린과 실감형 인터페이스를 적용한 과학 실험 학습 시스템)

  • Kim, Jun-Woo;Maeng, Jun-Hee;Joo, Jee-Young;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.461-471
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    • 2010
  • Recently, Augmented Reality(AR) technologies have been emerged, which shows the types of digital contents integrating real and virtual worlds. To maximize the effect of AR technology, tangible user interface, which enables users to interact with the contents in the same way in which they manipulate objects in real world, is applied. In particular, we expect that the technologies are able to enhance learners' interests and degree of immersion, and produce new learning contents in order to maximize the effect of learning. In this paper, we propose a learning system for scientific experiments with multi-touch screen and tangible user interface. The system consists of an experiment table equipped with a large multi-touch screen and a realistic learning device that can detect the user's simple gestures. In real world, some scientific experiments involve high cost, long time or dangerous objects, but this system will overcome such hindrance and provide learners with a variety of experiment experience in realistic ways.