• Title/Summary/Keyword: computer interface

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A New Eye Tracking Method as a Smartphone Interface

  • Lee, Eui Chul;Park, Min Woo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.4
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    • pp.834-848
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    • 2013
  • To effectively use these functions many kinds of human-phone interface are used such as touch, voice, and gesture. However, the most important touch interface cannot be used in case of hand disabled person or busy both hands. Although eye tracking is a superb human-computer interface method, it has not been applied to smartphones because of the small screen size, the frequently changing geometric position between the user's face and phone screen, and the low resolution of the frontal cameras. In this paper, a new eye tracking method is proposed to act as a smartphone user interface. To maximize eye image resolution, a zoom lens and three infrared LEDs are adopted. Our proposed method has following novelties. Firstly, appropriate camera specification and image resolution are analyzed in order to smartphone based gaze tracking method. Secondly, facial movement is allowable in case of one eye region is included in image. Thirdly, the proposed method can be operated in case of both landscape and portrait screen modes. Fourthly, only two LED reflective positions are used in order to calculate gaze position on the basis of 2D geometric relation between reflective rectangle and screen. Fifthly, a prototype mock-up design module is made in order to confirm feasibility for applying to actual smart-phone. Experimental results showed that the gaze estimation error was about 31 pixels at a screen resolution of $480{\times}800$ and the average hit ratio of a $5{\times}4$ icon grid was 94.6%.

Trends on Human/Robot Interface Research (휴먼/로봇 인터페이스 연구동향 분석)

  • Im, Chang-Ju;Im, Chi-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.21 no.2
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    • pp.101-111
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    • 2002
  • An intelligent robot, which has been developed recently, is no more a conventional robot widely known as an industrial robot. It is a computer system embedded in a machine and utilizes the machine as a medium not only for the communication between the human and the computer but also for the physical interaction among the human, the computer and their environment. Recent advances in computer technology have made it possible to create several of new types of human-computer interaction which are realized by utilizing intelligent machines. There is a continuing need for better understanding of how to design human/robot interface(HRI) to make for a more natural and efficient flow of information and feedback between robot systems and their users in both directions. In this paper, we explain the concept and the scope of HRI and review the current research trends of domestic and foreign HRL. The recommended research directions in the near future are also discussed based upon a comparative study of domestic and foreign HRI technology.

Design of Communication Interface Module for Home-appliances based on Low-speed Power Line Communications (저속 전력선 통신 기반의 가전기기용 통신장치의 통신 인터페이스 모듈의 설계)

  • Lee, Kam-Rok;Lee, Jae-Min;Myoung, Kwan-Joo;Kim, Dong-Sung;Kwon, Wook-Hyun
    • Proceedings of the KIEE Conference
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    • 2002.07d
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    • pp.2556-2558
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    • 2002
  • In this paper, the design guideline of communication interrace module for home-appliances is proposed. The requirements of the interface between white-goods and communication module are analyzed. Finally, the proposed interface structure is implemented using PLC technology.

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The Research of the Human Computer Interface using by Music XML (Music XML 악보저작환경을 이용한 Human Computer Interface 연구)

  • Kim, Mi-Ra;Ok, Ji-Hye;Cho, Dong-Sub
    • Proceedings of the KIEE Conference
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    • 2001.07d
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    • pp.2804-2806
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    • 2001
  • 본 논문은 XML의 여러 응용분야 중에서 악보를 XML로 표현하는 기법에 대한 기존의 연구 현황에 대해 알아보고자 한다. 악보를 XML로 나타내는 방법에는 musicML, scoreML, musicXML, musiXML등이 있다. 이러한 악보를 XML로 나타내는 방법을 응용하여 music XML과 데이터베이스와 연동, musicXML을 이용하여 입력된 악보를 MIDI(Musical Instrument Digital Interface) 파일형식으로 Web상에서 연주하도록 하는 방법에 대해 알아보고자 한다. 이러한 music XML 현황연구를 통해 그 동안의 연구과정에 대해 알아보고, 더 나아갈 방향을 제시하도록 하겠다.

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Development of Interface device with EOG Signal (EOG(Electro-oculogram) 신호를 이용한 Interface 장치 개발)

  • Kim, Su-Jong;Ryu, Ho-Sun;Kim, Young-Chol
    • Proceedings of the KIEE Conference
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    • 2006.07d
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    • pp.1821-1823
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    • 2006
  • This paper presents a development of interface device for electro-oculogram(EOG) signal and it's application to the wireless mouse of wearable PC. The interface device is composed of five bio-electrodes for detecting oculomotor motion, several band-pass filters, instrumentation amplifier and a microprocessor. we have first analyzed impedance characteristics between skin and a bio-electrode. since the impedance highly depends on human face, it's magnitude differs from person. this interface device was applied to develop a wireless mouse for wearable PC, as a Bio Machine Interface(BMI). Where in the prompt on PC monitor is controlled by only EOG signals. this system was implemented in a Head Mount Display(HMD) unit. experimental results show the accuracy of above 90%.

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A Study on development of the framework and prototype for user interface using Avatar (Avatar를 이용한 사용자 인터페이스의 Framework에 관한 연구)

  • Mun, Jae-Seung;Choi, Jong-Kyu;Ji, Yong-Gu
    • IE interfaces
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    • v.20 no.4
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    • pp.560-567
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    • 2007
  • The opening of ubiquitous computing era prompted rapid increase in information transfer between human and computer. Such changes in computing environment requires new computing interface. In this paper, we develop a user interface prototype and framework using Avatar in Ubiquitous computing environment, which can support an active communication between human and computer based on context information. To develop the new interface, its conceptual framework with specific context information is designed in advance. In addition, this study suggests the future goal of user interface using Avatar by suggesting the requirements of constructed prototype.

Development of an EMG-based Wireless and Wearable Computer Interlace (근전도기반의 무선 착용형 컴퓨터 인터페이스 개발)

  • Han, Hyo-Nyoung;Choi, Chang-Mok;Lee, Yun-Joo;Ha, Sung-Do;Kim, Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.240-244
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    • 2008
  • This paper presents an EMG-based wireless and wearable computer interface. The wearable device contains 4 channel EMG sensors and is able to acquire EMG signals using signal processing. Obtained signals are transmitted to a host computer through wireless communication. EMG signals induced by the volitional movements are acquired from four sites in the lower limb to extract a user's intention and six classes of wrist movements are discriminated by employing an artificial neural network (ANN). This interface could provide an aid to the limb disabled to directly access to computers and network environments without conventional computer interface such as a keyboard and a mouse.

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A Two Layered Approach for Animation Sketching

  • Sohn, Ei-Sung;Jeon, Jae-Woong;Park, Tae-Jin;Sohn, Won-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.12 no.12
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    • pp.1736-1744
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    • 2009
  • In this paper, we present an animation sketching system using a two layered approach. Animation sketching is a popular technique to create informal animations but it is often suffered by the low-quality output due to a trade-off between convenience and complexity. Our aim is to support sketching practical animation scenes easily and fast while not complicating the simple sketching interface. The key idea is to combine two conceptual stop motion layers, a whiteboard and cutout animation layer, in a seamless interface. As a background, the whiteboard animation layer handles stroke-oriented objects, while the cutout animation layer takes charge of transform-oriented objects. We found that this approach enables users to express more complicated animation fast while still maintaining a concise sketching interface. We demonstrate the usability and flexibility through resulting animations from user experiments.

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A Multi Modal Interface for Mobile Environment (모바일 환경에서의 Multi Modal 인터페이스)

  • Seo, Yong-Won;Lee, Beom-Chan;Lee, Jun-Hun;Kim, Jong-Phil;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.666-671
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    • 2006
  • 'Multi modal 인터페이스'란 인간과 기계의 통신을 위해 음성, 키보드, 펜을 이용, 인터페이스를 하는 방법을 말한다. 최근 들어 많은 휴대용 단말기가 보급 되고, 단말기가 소형화, 지능화 되어가고, 단말기의 어플리케이션도 다양해짐에 따라 사용자가 보다 편리하고 쉽게 사용할 수 있는 입력 방법에 기대치가 높아가고 있다. 현재 휴대용 단말기에 가능한 입력장치는 단지 단말기의 버튼이나 터치 패드(PDA 경우)이다. 하지만 장애인의 경우 버튼이나 터치 패드를 사용하기 어렵고, 휴대용 단말기로 게임을 하는데 있어서도, 어려움이 많으며 새로운 게임이나 어플리케이션 개발에도 많은 장애요인이 되고 있다. 이런 문제점들은 극복하기 위하여, 본 논문에서는 휴대용 단말기의 새로운 Multi Modal 인터페이스를 제시 하였다. PDA(Personal Digital Assistants)를 이용하여 더 낳은 재미와 실감을 줄 수 있는 Multi Modal 인터페이스를 개발하였다. 센서를 이용하여 휴대용 단말기를 손목으로 제어를 가능하게 함으로서, 사용자에게 편리하고 색다른 입력 장치를 제공 하였다. 향후 음성 인식 기능이 추가 된다면, 인간과 인간 사이의 통신은 음성과 제스처를 이용하듯이 기계에서는 전통적으로 키보드 나 버튼을 사용하지 않고 인간처럼 음성과 제스처를 통해 통신할 수 있을 것이다. 또한 여기에 진동자를 이용하여 촉감을 부여함으로써, 그 동안 멀티 모달 인터페이스에 소외된 시각 장애인, 노약자들에게도 정보를 제공할 수 있다. 실제로 사람은 시각이나 청각보다 촉각에 훨씬 빠르게 반응한다. 이 시스템을 게임을 하는 사용자한테 적용한다면, 능동적으로 게임참여 함으로서 좀더 실감나는 재미를 제공할 수 있다. 특수한 상황에서는 은밀한 정보를 제공할 수 있으며, 앞으로 개발될 모바일 응용 서비스에 사용될 수 있다.

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Virtual Reality Interface for Realistic Communication Services

  • Cho, Y.J.;Park, H.J.;Yang, Hyun-S.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.89-94
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    • 1997
  • In this paper, we present a VR-based interface method which provides users more natural, realistic, and interactive communication and collaboration tool. Since most services in the communication systems matches with the services in the real world, the best understanding would be achieved when the communication services are represented in accordance with the services in the real world. However, conventional text-based interface and 2D GUI cannot provide such reality to the users. In this paper, we discuss VR-based interface to overcome such difficulty and introduce one instance of communication system using the VR-based realistic, what we call Virtual Village, which we are currently developing. This application might be applied to education in virtual space, desktop conferencing system, and entertainment such as MUD or the games in the distributed environment, etc.

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