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A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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The Problem and Prospect of Developing a RFID-based Digital Board Game by Initial Developers (초기 개발자를 통해 본 RFID 디지털 보드게임 개발의 문제점 및 전망)

  • Lee, Kyoung-Mi;Lee, Kyung-Ok
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.132-140
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    • 2010
  • RFID-based games, which use a RFID reader and RFID chips, will expand existing computer games, which use a computer screen, a keyboard or a mouse. This paper presents 4 RFID digital board game contents which are conducted by initial developers; the three of them use the screen and control the games with RFID chips and, one is a different attempted game which can exclude the screen and be immersed to the board. While initial developers use object recognition of RFID, we need to develop game contents and game interface which can recognize positions of the objects. According to the initial developer"s developing process, the cooperative system between the game technical developers and the contents developers should be necessary. Also, the interface should be developed for young children to participate and operate.

Photo Retrieval System using Kinect Sensor in Smart TV Environment (스마트 TV 환경에서 키넥트 센서를 이용한 사진 검색 시스템)

  • Choi, Ju Choel
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.255-261
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    • 2014
  • Advances of digital device technology such as digital cameras, smart phones and tablets, provide convenience way for people to take pictures during his/her life. Photo data is being spread rapidly throughout the social network, causing the excessive amount of data available on the internet. Photo retrieval is categorized into three types, which are: keyword-based search, example-based search, visualize query-based search. The commonly used multimedia search methods which are implemented on Smart TV are adapting the previous methods that were optimized for PC environment. That causes some features of the method becoming irrelevant to be implemented on Smart TV. This paper proposes a novel Visual Query-based Photo Retrieval Method in Smart TV Environment using a motion sensing input device known as Kinect Sensor. We detected hand gestures using kinect sensor and used the information to mimic the control function of a mouse. The average precision and recall of the proposed system are 81% and 80%, respectively, with threshold value was set to 0.7.

Pressure Recovery in a supersonic ejector of a high altitude testing chamber (초음속 이젝터의 압력회복에 관한 연구)

  • Omollo, Owino George;Kong, Chang-Duk
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2010.11a
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    • pp.833-837
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    • 2010
  • This study aims at finding an optimal exhaust diffuser design of a high altitude testing chamber for a low bypass turbofan engine (F404-402) with thrust pound force of 17,700 and air mass flow rate of 66kg/s ejecting at a speed of Mach 1.66. The final proposed ejector size has better pressure recovery characteristics and targets to reduce operational cost at engine performance testing. Conventional high altitude test chamber layout was adopted and first drawn in two dimensions using Autocad software so as to determine the gas path, the ejector frontal size was then determined from gas dynamics equations considering traditional gas ejection method where both the engine exhaust and cell cooling air are exhausted via the ejector. Modification to a smaller ejector with an alternative secondary cell cooling exhaust port was then performed and modelled in 3D using Solid Works software.

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The Design and Implementation of ACE(Application sharing collaboration Engine) for Collaboration Work (공동작업을 위한 어플리케이션 공유 공동작업 엔진의 설계 및 구현)

  • Oh, Ju-Byoung;Kim, Jin-Suk;Kim, Hye-Kyu
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.3
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    • pp.606-619
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    • 1998
  • In this paper, we have tfesigned and ihlplemented ACE(Application sharing Collaboration Engine) which is pessible an application sharing to collaborate among peoples who are geographically dispersed. The application sharing is a technology whereby two or more users collaborate to share the output of single application running on one computer system to the other users, and to provide input to the applications. We defined ASO(Applicatio!1 Sharing Object) object and its behavior to share applications in real time and ACE processes a sharing using ASO object among the distributed systems. ASO is classified into activateASO, updateASO, inputASO, and controlASO. The each ASO's behavior involves both events which occur at specific moments such as keystrokes and mouse clicks and more persistent status which can be observed at any time such as the image on the screen. The implemented ACE can be applied to the data conferencing, distance education, and project collaboration for engineer in distributed environments.

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Remote practice of AVR system (AVR 시스템의 원격 실습방법)

  • Kim, Byun-Gon;Baek, Jong-Deuk;Kim, Myung-Soo;Jeong, Kyeong-Taek;kwon, Oh-Shin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.751-753
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    • 2017
  • In this paper, we implement remote training kit using camera, Arduino and AVR practice kit so that AVR practice kit can be practiced remotely. Implemented systems can be practiced by a large number of users one at a time from a remote location. The practitioner creates the AVR Studio program using the PC remote control method and downloads it to the AVR training kit. When a computer program is created and a mouse is clicked or dragged, the input signal is transmitted to the Arduino and the Arduino transmits the actual button input signal or the analog voltage to the AVR kit. When the AVR kit is activated by receiving the input signal, you can check the operation through the camera. Therefore, using the implemented system, a plurality of users can perform AVR training using one kit.

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Development of a Transcutaneous FES System and Its Application to Paraplegic Walking (표면 전극용 기능적 전기자극 시스템의 개발 및 하반신 마비환자의 보행)

  • Song Tongjin;Yi Jeong Han;Khang Gon
    • Journal of Biomedical Engineering Research
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    • v.24 no.6 s.81
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    • pp.523-531
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    • 2003
  • We developed a PC-based 8-channel electrical stimulation system for transcutaneous functional electrical stimulation (FES), and applied it to FES exercise and paraplegic walking. The PC program consists of four parts: a database, a stimulation pattern generator, a stimulus parameter converter, and an exercise program. The stimulation pattern can be arbitrarily generated and edited by using the mouse on the PC screen, and the resulting stimulus parameters arc extracted from the recruitment curves, and transmitted to the 8-channel stimulator through the serial port. The stimulator has nine microprocessors: one master and eight slaves, Each channel is controlled by the slave microprocessor, and is operated independently. Clinical application of the system to a paraplegic patient showed significant increase in the knee extensor torque, the fatigue resistance, and the leg circumference, The patient can now walk about 50 meters for more than 2 minutes.

Gaze Detection Based on Facial Features and Linear Interpolation on Mobile Devices (모바일 기기에서의 얼굴 특징점 및 선형 보간법 기반 시선 추적)

  • Ko, You-Jin;Park, Kang-Ryoung
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1089-1098
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    • 2009
  • Recently, many researches of making more comfortable input device based on gaze detection technology have been performed in human computer interface. Previous researches were performed on the computer environment with a large sized monitor. With recent increase of using mobile device, the necessities of interfacing by gaze detection on mobile environment were also increased. In this paper, we research about the gaze detection method by using UMPC (Ultra-Mobile PC) and an embedded camera of UMPC based on face and facial feature detection by AAM (Active Appearance Model). This paper has following three originalities. First, different from previous research, we propose a method for tracking user's gaze position in mobile device which has a small sized screen. Second, in order to detect facial feature points, we use AAM. Third, gaze detection accuracy is not degraded according to Z distance based on the normalization of input features by using the features which are obtained in an initial user calibration stage. Experimental results showed that gaze detection error was 1.77 degrees and it was reduced by mouse dragging based on the additional facial movement.

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Development of a Voice-activated Map Information Retrieval System based on MFC (MFC 기반 음성구동 수치지도정보 검색시스템의 구현)

  • Kim, Nag-Cheol;Kim, Tae-Soo;Jo, Myung-Hee;Chung, Hyun-Yeol
    • Journal of the Korean Association of Geographic Information Studies
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    • v.3 no.1
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    • pp.69-77
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    • 2000
  • In retrieving and analyzing digital map information using mouse or key strokes, it needs several times of repeated mouse operation for designating the range of study area. In this study, we proposed a voice activated map information retrieval system for eliminating such repetitions and we realized the system on the personal computer. The system was constructed in two ways - traditional OLE(object linking embedding) method and MFC(Microsoft fundamental class) method in controlling of window display for practical use. In the system performance evaluation, the retrieval data for digital map were consisted of 68 words uttered by 3 male persons which include attribute words and control words for Susung-gu area of Taegu city in a 1:5,000 map. As the results, we obtained the average 98.02% of recognition rate through on-line tests in the office environment and the operating speed of 5.39 seconds by OLE, 10.38 seconds by MFC. These results showed the possibility for practical use of information retrieval system using speech recognition in digital map.

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Strategies on Text Screen Design Of The Electronic Textbook For Focused Attention Using Automatic Text Scroll (자동 스크롤 가능을 이용한 주의력 집중을 위한 웹기반 전자교과서 텍스트 화면 설계전략)

  • Kwon, Hyunggyu
    • The Journal of Korean Association of Computer Education
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    • v.5 no.4
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    • pp.134-145
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    • 2002
  • The purpose of this study is to present the functional and technical solutions for text learning of web-based textbook in which each letter has its own focal point. The solutions help learners not to lose the main focus when eye moves to the next letter or line. The text screen of the electronic textbook automatically scrolls the text to up and down or left and right directions which are preassigned by learner. It doesn't need the operation of mouse or keyboard. And learner can change scroll speed and types anytime during scrolling. Automatic text scroll function is a solution for controlling data and screen to reflect the personal favor and ability. It contains the content structure of the text(characteristics, categorizations etc.), the appearance of the text(density, size, font etc.), scroll options(scroll, speed etc.), program control type(ram resident program etc.), and the application of the screen design principles(legibility etc.). To resolve these functional problems, technical 8 phases are provided, which are environment setting, scroll option setting, copy, data analysis, scroll coding, centered focus coding, left and right focus coding, implementation. The learner can focus on text without dispersion because the text focal points stay in the fixed area of screen. 1bey read the text following their preferences for fonts, sizes, line spacing and so on.

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