• Title/Summary/Keyword: Writing on Screen

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Children's Writing on the Screen : Focused on the PAIR Strategies for the Audiences and the Feature of Communication Reflected in Comments ('스크린 위의 글쓰기' 과정에 나타난 아동의 예상독자 고려 전략 및 댓글에 반영된 의사소통 특성)

  • Hyun, Eunja;Kim, Hyeonkyeong;You, Jinkyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.1100-1116
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    • 2014
  • The purpose of this study is to investigate how children use the PAIR strategy for their audiences in the writing on the screen and how the comments play a role to communicate between an author and audiences. In order to perform this research, 7 elementary school students(4th-6th grade) participated in the literary education program designed to promote to write on the screen. As a result, 42 body texts(635 sentences) and 424 comments of children's writing on the screen were collected and analyzed according to the PAIR strategies and performance behaviour. The findings are as follows: first, 'attracting' is used the most among PAIR strategies and second, the most frequent performance behavior of comment is 'expression'. These findings indicate that children's writing strategy considering audiences tends to be emotionally appealing and performance behavior of comment is likely to focus on affective expression.

Voice Activity Detection Algorithm using Wavelet Band Entropy Ensemble Analysis in Car Noisy Environments (문서 편집 접근성 향상을 위한 음성 명령 기반 모바일 어플리케이션 개발)

  • Park, Joo Hyun;Park, Seah;Lee, Muneui;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.21 no.11
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    • pp.1342-1352
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    • 2018
  • Voice Command systems are important means of ensuring accessibility to digital devices for use in situations where both hands are not free or for people with disabilities. Interests in services using speech recognition technology have been increasing. In this study, we developed a mobile writing application using voice recognition and voice command technology which helps people create and edit documents easily. This application is characterized by the minimization of the touch on the screen and the writing of memo by voice. We have systematically designed a mode to distinguish voice writing and voice command so that the writing and execution system can be used simultaneously in one voice interface. It provides a shortcut function that can control the cursor by voice, which makes document editing as convenient as possible. This allows people to conveniently access writing applications by voice under both physical and environmental constraints.

Digital Storytelling and Interaction based on Book - Application Scenario for Digilog Book (책을 기반으로 한 디지털 스토리텔링 및 상호작용 체험 - 디지로그 북 응용 시나리오를 중심으로)

  • Kim, Hae-Sun;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.552-557
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    • 2008
  • 'Digilog Book' dealing with the combination of each advantage of analog sensibility on texts and digital sensation on virtual reality is one of the noble applications of U-book. Based on contents from books, enhancing 3D immersive display enable readers to enjoy various experiences with multisensory feedback provided. Also, 'Digilog Book' provides digitally created stories that would project different experiences and environments interacting users' choices on the interface of the book. This study focuses on developing users friendly implementation tools providing more interaction between digitally generated stories and digitally generated interface so that interaction between virtual reality and actual realty is expanded through simulating contexts and extents. From the application scenario 'Digilog Book' would perform as a storytelling tool with developing subordinated elements such as context structure, screen structure, definition of writing function, writing interface, writing system structure, etc. Therefore, this study would become a significance to direct and indicate the development of writing techniques on virtual reality back to life through digitally augmented reality.

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Designing of Assessment System using Multiple Devices based on NCS Professional Basic

  • Chang, Young-Hyun;Ko, Chang-Bae
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.48-53
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    • 2016
  • In this paper, all elements used in integrated infrastructure for job competency assessments of NCS (National Competency Standards) will be merged into assessment system using multiple devices(ASMD). NCS is a systematic approach on required abilities (knowledge, technical expertise, attitude) to process the tasks in the fields by industry. Competiveness of ASMD design is that no limitation of time and space using personal devices like PC, laptop, smartphone, and tablet, while seeing screen, hearing, touching, speaking, and writing. Question type can be limitless to express the situation. To lead technologies and market for domestic and oversea assessment system, supporting on multiple devices with connectivity that will eliminate limitation of time and space is the key feature for design competitiveness. Design of integrated assessment system proposed in this paper can be applied to NCS, fundamental competency evaluation, online test, job aptitude test, and foreign language test which involve listening, reading, writing, and speaking. Compared with existing evaluation method, reduction of investment and operating cost will be greater. Along with development of ICT technologies, the next generation of integrated assessment system will be quickly changed to ASMD, which already involves connected service between internet and smart devices.

A Study on the Material of Furniture in Goryeo (고려시대 가구재료 연구)

  • Cho, Sook-Kyung
    • Journal of the Korea Furniture Society
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    • v.25 no.1
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    • pp.19-27
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    • 2014
  • This paper studied the materials of the furniture which the noble men used in Goryeo, based on the furniture material category of solid wood furniture, lacquerware inlaid with mother-of-pearl and hardware. As for the solid wood furniture, the wood and furniture types are inferred based on the documents. The trees used for the wood furniture were zelkova, korean willow, pine, royal paulownia, maidenhair tree, korean pine, chinese juniper and elm. The furniture types were table, chair, wooden bench, small portable table, writing table, and folding screen. As to the types of lacquerware inlaid with mother-of-pearl, most of them were hams with top, which were made of abalone shells. The features of the lacquerware inlaid with mother-of-pearl were in detail and elaborate like the pattern of the full bloomed chrysanthemum. Writing tables were also made of lacquerware as pieces of furniture. Distinctively, the mother-of-pearl furniture material was popular enough to be used even in a horse saddle. Regarding the metal feldspar used as both a practical use and decoration, there are drop handle, hinge, the front basis, and lock seen in the artifacts, which were made of cast iron, bronze, and brass. Their manufacture techniques were eojamoon, bratticing and sheet metal. Through this study of the furniture materials used in Goryeo, it seems that Goryeo furniture focused on the functions rather than on the decorations, and in turn the forms were simple and basic. The technique of mother-of-pearl, a bit elaborate one, was used in the props furniture like kitchen wares, hams, or writing talbes. Probably, the solid wood is inferred to be used in a low wooden bench, a chair, and a table based on the documents.

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Online Digit Recognition using Start and End Point

  • Shim, Jae-chang;Ansari, Md Israfil
    • Journal of Multimedia Information System
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    • v.4 no.1
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    • pp.39-42
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    • 2017
  • Communication between human and machine is having been researched from last few decades and still it's a challenging task because human behavior is unpredictable. When it comes on handwritten digits almost each human has their own writing style. Handwritten digit recognition plays an important role, especially in the courtesy amounts on bank checks, postal code on mail address etc. In our study, we proposed an efficient feature extraction system for recognizing single digit number drawn by mouse or by a finger on a screen. Our proposed method combines basic image processing and reading the strokes of a line drawn. It is very simple and easy to implement in various platform as compare to the system which required high system configuration. This system has been designed, implemented, and tested successfully.

New Effective Korean Character Keypads using Dragging on Smart Phones (스마트폰에서 끌기 기능을 이용한 효과적인 한글 문자 자판)

  • Choi, Jaeyoung;Lim, Sanggul;Yang, Woocheol
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.6
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    • pp.423-432
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    • 2013
  • Smart phones have been technologically advanced in many ways from basic cellular phones. However, most of all smart phone users in Korea still have been using the traditional Korean character keypads used in the basic cellular phones. It would be required to develop new keypads on smart phones with touch screen. In this paper, we extended the three standard Korean character keypads - Cheonjiin, Naragul, and SKY-Hangul - by adding dragging function on touch screen, then we compared writing speeds of the keypads based on the number of touching buttons and moving distance of the finger while writing a sentence. In addition, we proposed two new Korean keypads - 's-Gana' and 's-Bada', which are more suitable on smart phones. s-Gana assigned 7 representative consonants and 5 representative vowels in order on the 4x3 keypad, and s-Bada assigned consonants and vowels by considering their frequency of use. s-Gana and s-Bada keypads showed 3~19% and 9~24% of performance improvement, respectively, compared with the standard Korean keypads. Finally, we set up 5 requisites of SELF-T in order to evaluate the usability of Korean character keypads in smart phones, then we compared the keypads using the requisites.

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • v.10 no.2
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

A GUI-based the Recognition System for Measured Values of Digital Instrument in the Industrial Site (GUI기반 산업용 디지털 기기의 측정값 인식 시스템)

  • Jeon, Min-sik;Ko, Bong-jin
    • Journal of Advanced Navigation Technology
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    • v.20 no.5
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    • pp.496-502
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    • 2016
  • In this paper, we proposed and implemented a GUI-based system to recognize and record measured values of digital instruments in the industrial site through image processing. Unlike the existing vehicle license plate recognition system, the measured values of the measuring instrument are displayed on the LCD screen as digital numbers. So, the proposed system considers the decimal point, a negative sign, light reflected by LCD protective glass, and various disturbance factors. We used blob-labeling technique to recognize the numbers displayed on the LCD screen, the recognized number images were determined as certain numbers through the template matching, and recognized values were recorded in the storage device with measurement time. Therefore, the proposed system in this paper would reduce the burden of writing when recording the measured values of the inside/outside diameter or height of the product in the industrial site, so effective and errorless process management in production process is possible by preventing errors in recording measurements when written by hand.

Analysis of Historical Documents from a Viewpoint of Paper Science

  • Han, Yoon-Hee;Enomae, Toshiharu;Isogal, Akira;Yamamoto, Hirofumi;Hotate, Michihisa
    • Proceedings of the Korea Technical Association of the Pulp and Paper Industry Conference
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    • 2006.06a
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    • pp.147-152
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    • 2006
  • Restoration of historical documents and arts has become important to inherit cultural properties. Most of historical documents were recorded on paper. Therefore, restoration of ancient papers is demanded and techniques for this purpose must be developed and sophisticated. In our study, several nondestructive methods for analyzing ancient paper have been developed. Image analysis using fast Fourier transform with suitable modifications was applied to optical micrographs of traditionally-handmade Korean and Japanese papers. This analysis determines the angle and anisotropy of fiber orientation of paper surfaces. Fiber orientation of traditionally-handmade Korean and Japanese papers was found to show their own characteristics in accordance with the motion of a papermaking screen made of bamboo splints. Consequently, the information on fiber orientation was found to be possible to distinguish the flow-sheet forming typical of Japanese paper and still-sheet forming typical of Korean paper. Moreover, the anisotropy was always higher for the screen side than for the top side, thus meaning that surface fiber orientation is possible to distinguish the two sides of paper of which papermaking history is unknown. An application of this technique to actual historical documents evidenced that wrapping papers were used as envelops with a lateral side up, namely, after rotating 90 degrees. A variety of cultural habits in writing letters was revealed by discrimination of the two sides.

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