• Title/Summary/Keyword: 터치 센서

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제스처 인터랙션 디자인: 정지 및 운동 상황용 제스처 UI 어휘 개발과 직관성 평가

  • Lee, Sang-Mi;Chae, Jeong-Lee;Jo, Gwang-Su
    • Information and Communications Magazine
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    • v.29 no.7
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    • pp.25-30
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    • 2012
  • 멀티터치 스크린 상에서의 접촉식 제스처 UI(User Interface)는 사용자가 안정적으로 손을 사용할 수 있는 정적인 상황에서 편리하게 사용할 수 있다. 하지만, 조깅을 한다거나 운전을 하는 등의 동적인 상황에서는 접촉식의 제스처 인터페이스는 심각한 사용성 문제를 야기 시킬 수 있다. 이에 본 연구에서는 정지 및 운동 상황 모두에서 사용할 수 있는 비접촉성 제스처 기반 인터랙션을 개발하고자 하였다. 비접촉성 제스처 UI 인식 방식은 컴퓨터 센서 제스처, 멀티 터치 제스처, 자이로 센서 세 가지로 제한하였다. 그리고 본 연구를 통해 정지 상황과 운동 상황에서 MP3 플레이어를 시용할 수 있는 제스처의 어휘 목록을 개발하였다. 마지막으로 본 연구의 제한점과 시사점을 논의하였다.

RF Magnetron Sputter 장비를 이용한 FTO 박막의 특성 측정

  • Jo, Yong-Beom;Jeong, Won-Ho;U, Myeong-Ho;U, Si-Gwan
    • Proceedings of the Korean Vacuum Society Conference
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    • 2014.02a
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    • pp.334.1-334.1
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    • 2014
  • 태양전지, 터치센서와 같이 투명한 전극(TCO: Transparent conducting oxide)이 필요로 하는 곳에는 금속 산화물 형태의 ITO, ZnO, FTO와 같은 투명 전극이 사용된다. 그중에서 FTO는 저렴한 가격과 높은 투과율, 낮은 저항으로 주목을 받고 있다. 뿐만아니라 FTO 박막은 다른 산화물 전도체에 비해 구부림에 강한 저항성을 보여 주고 있다. FTO 박막의 캐리어 전하 생성 원리는 F 원자가 O 원자의 자리를 치환하게 되면서 잉여 전자의 발생으로 전기가 흐를 수 있다. 아직까지는 화학적 조성비에 유리한 CVD를 이용한 증착 방법이 많이 사용되고 있다. 스퍼터 장비 역시 공정 가스에 따라 화학적 조성비 변화가 가능하고 CVD와 비교하여 공정이 간단하며 연속 공정이 쉽고 대면적 적용이 가능하다. 본 실험은 본사에서 R&D용으로 제작한 Daon-1000 S 장비를 사용하였으며 DaON-1000 S는 3개의 2" sputter gun이 장착 되어 있어 co-sputtering이 가능한 장비이다.

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Development of English word learning contents using touch sensor based on S4A (S4A 기반의 터치센서를 이용한 영어단어 학습용 콘텐츠 개발)

  • Wi, Ji-Yeon;Lee, Jun-Hyeong;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.317-320
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    • 2017
  • S4A (Scratch For Arduino) is a program that controls to Arduino with scratch. In this paper, We developed a simple game form for learning contents and using touch sensor that composed of scratch language based on S4A. We used background music and scores to motivate and interest that beginning to learn English for students.

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A study on the wearable device input system using the membrane potentiometer (선형 위치 센서를 활용한 웨어러블 디바이스 입력 시스템에 대한 연구)

  • Kim, Jaeyoung;Bianchi, Andrea
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1813-1815
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    • 2015
  • 최근 몇 년간 스마트 디바이스 시장의 주요 트렌드였던 스마트폰의 성장세가 둔화됨에 따라 웨어러블 디바이스가 스마트 디바이스 시장의 새로운 트렌드로 주목 받고 있다. 그러나 기존 스마트 디바이스에 적용해오던 터치 기반의 입력방식을 웨어러블 디바이스에 적용하고자 한 시도는 디바이스의 구조적 차이로 인해 Fat finger problem과 Occlusion problem에 직면하게 되었다. 본 논문은 터치 기반의 입력방식을 웨어러블 디바이스에 적용하였을 때 발생하는 문제점들을 해결하기 위해 선형 위치 센서를 활용한 새로운 입력 시스템을 제안하고자 한다.

A Design of Multi-Channel Capacitive Touch Sensing ASIC for SoC Applications in 0.18 ${\mu}m$ CMOS Process (0.18 ${\mu}m$ CMOS 공정을 이용한 SoC용 정전 용량형 멀티 채널 터치 센싱 ASIC의 설계)

  • Nam, Chul;Pu, Young-Gun;Park, Joon-Sung;Hong, Seong-Hwa;Hur, Jeong;Lee, Kang-Yoon
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.47 no.4
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    • pp.26-33
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    • 2010
  • This paper presents a multi-channel capacitive touch sensing unit for SoC applications. This unit includes a simple common processing unit and switch array to detect the touch sensing input by capacitive-time(C-T) conversion method. This touch sensor ASIC is designed based on the Capacitive-Time(C-T) conversion method to have advantages of small current and chip area, and the minimum resolution of the unit is 41 fF per count with the built-in sensing oscillator, LDO regulator and $I^2C$ for no additional external components. This unit is implemented in 0.18 um CMOS process with dual supply voltage of 1.8 V and 3.3 V. The total power consumption of the unit is 60 uA and the area is 0.26 $mm^2$.

A Study on Smart Touch Projector System Technology Using Infrared (IR) Imaging Sensor (적외선 영상센서를 이용한 스마트 터치 프로젝터 시스템 기술 연구)

  • Lee, Kuk-Seon;Oh, Sang-Heon;Jeon, Kuk-Hui;Kang, Seong-Soo;Ryu, Dong-Hee;Kim, Byung-Gyu
    • Journal of Korea Multimedia Society
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    • v.15 no.7
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    • pp.870-878
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    • 2012
  • Recently, very rapid development of computer and sensor technologies induces various kinds of user interface (UI) technologies based on user experience (UX). In this study, we investigate and develop a smart touch projector system technology on the basis of IR sensor and image processing. In the proposed system, a user can control computer by understanding the control events based on gesture of IR pen as an input device. In the IR image, we extract the movement (or gesture) of the devised pen and track it for recognizing gesture pattern. Also, to correct the error between the coordinate of input image sensor and display device (projector), we propose a coordinate correction algorithm to improve the accuracy of operation. Through this system technology as the next generation human-computer interaction, we can control the events of the equipped computer on the projected image screen without manipulating the computer directly.

Voice-based messenger using NXT touch-sensor input unit and the Bluetooth wireless communication for the blind (터치 센서 입력기와 블루투스 무선 통신을 이용한 시각 장애인용 음성 기반 메신저)

  • Lee, Jung-Il;Kim, Soon-Cheol;Won, Hui-Chul
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.5
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    • pp.78-86
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    • 2008
  • Many people have conveniently used various messengers to talk with remote friends or to send urgent files to remote co-workers. Recently, it is also possible to use messenger with user's image. However, these messenger technologies are of no use for the blind. In order to cope with this problem, we propose voice-based messenger with a Braille system for the blind. The proposed messenger enables the blind to listen to the received sentences from remote user. It also enables them to listen to the written sentences before sending to remote user for the purpose of checking that the sentences are correctly written. The Braille system for writing sentences can be implemented by using the programmable NXT system, which contains a 32-bit ARM-7 micro-controller, with 4 touch-sensors. Finally, we apply the Bluetooth technology for wireless communication between the Braille system and the proposed messenger.

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A Study on the Development of Quality Inspection System for Connector Components Used in Automotive Wiring (자동차 배선용 커넥터 부품의 품질 검사 시스템 개발에 관한 연구)

  • Ryu, Jeong-Tak;Kim, Pil-Seok;Lee, Hyeong-Ju
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.6
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    • pp.11-16
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    • 2021
  • In this paper, a quality inspection system was developed to identify the defective assembly of connectors used in automobile wiring. For waterproof connectors, an internal seal must be inserted for waterproofing. However, there are cases where it is omitted or double-inserted during production. An automatic inspection jig was designed using photosensors and touch switches to classify good and bad connector components. In the case of the existing visual inspection, 6,400 connectors were inspected when 5 people inspected for 8 hours. However, when using the inspection jig developed under the same conditions, 20,000 pieces were inspected. In other words, the productivity is greatly improved compared to the conventional visual inspection.

Characteristics of Flexible Transparent Capacitive Pressure Sensor Using Silver Nanowire/PEDOT:PSS Hybrid Film (은나노와이어·전도성고분자 하이브리드 필름을 이용한 유연 투명 정전용량형 압력 센서의 특성)

  • Ahn, Young Seok;Kim, Wonhyo;Oh, Haekwan;Park, Kwangbum;Kim, Kunnyun;Choa, Sung-Hoon
    • Journal of the Microelectronics and Packaging Society
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    • v.23 no.3
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    • pp.21-29
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    • 2016
  • In this paper, we developed a flexible transparent capacitive pressure sensor which can recognize X and Y coordinates and the size of force simultaneously by sensing a change in electrical capacitance. The flexible transparent capacitive pressure sensor was composed of 3 layers which were top electrode, pressure sensing layer, and bottom electrode. Silver nanowire(Ag NW)/poly(3,4-ethylenedioxythiophene): poly(styrenesulfonate) (PEDOT:PSS) hybrid film was used for top and bottom flexible transparent electrode. The fabricated capacitive pressure sensor had a total size of 5 inch, and was composed of 11 driving line and 19 sensing line channels. The electrical, optical properties of the Ag NW/PEDOT:PSS and capacitive pressure sensor were investigated respectively. The mechanical flexibility was also investigated by bending tests. Ag NW/PEDOT:PSS exhibited the sheet resistance of $44.1{\Omega}/square$, transmittance of 91.1%, and haze of 1.35%. Notably, the Ag NW/PEDOT:PSS hybrid electrode had a constant resistance change within a bending radius of 3 mm. The bending fatigue tests showed that the Ag NW/PEDOT:PSS could withstand 200,000 bending cycles which indicated the superior flexibility and durability of the hybrid electrode. The flexible transparent capacitive pressure sensor showed the transmittance of 84.1%, and haze of 3.56%. When the capacitive pressure sensor was pressed with the multiple 2 mm-diameter tips, it can well detect the force depending on the applied pressure. This indicated that the capacitive pressure sensor is a promising scheme for next generation flexible transparent touch screens which can provide multi-tasking capabilities through simultaneous multi-touch and multi-force sensing.

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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