• Title/Summary/Keyword: Buttons

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The Relations Between Writing Ability of a Preschool Child and Functional Achievement Ability (취학 전 아동의 글씨쓰기와 기능적 과제수행과의 상관관계)

  • Hwang, Hye-Jung;Park, Gyu-Ri;Jin, Hwa-Jeong;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.12 no.2
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    • pp.13-24
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    • 2014
  • Objective : The purpose of this research is to choose scissoring, handling chopsticks, wearing a jacket with buttons as a significant subject in order to understand relations between writing ability of a preschool child and functional achievement ability. Methods : The subjects are 66 preschool children under the age of 5. The research has conducted for 1 week by using writing test, scissoring, handling chopsticks, wearing a jacket with buttons as an indicator of valuation. We collected statistics by using program called SPSS WIN 14.0 for the process of analysis. Results : The score of writing ability which is one of the common characteristic of subject has a significant difference in terms of statistics according to the gender. the score of girls are higher($13.33{\pm}2.55$) than boys($11.92{\pm}2.52$). Writing ability has a significant relativity with the achievement ability of scissoring(r=0.244, p=0.048),handling chopsticks(r=0.403, p=0.001), achievement ability in terms of statistics. Conclusion : A significant difference between writing ability according common characteristics of children is showed based on the gender. writing ability has a significant relativity with the achievement ability of scissoring, handling chopsticks, achievement ability.

Analysis of Automotive HMI Characteristics through On-road Driving Research (실차 주행 연구를 통한 차량별 HMI 특성 분석)

  • Oh, Kwangmyung
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.49-60
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    • 2019
  • With the appearance of self-driving cars and electric cars, the automobile industry is rapidly changing. In the midst of these changes, HMI studies are becoming more important as to how the driver obtains safety and convenience with controlling the vehicle. This study sought to understand how automobile manufacturers understand the driving situation, and how they define and limit driver interaction. For this, prior studies about HMI were reviewed and 15 participants performed an on-road study to drive vehicles from five manufacturers with using their interfaces. The results of the study confirmed that buttons and switches that are easily controlled by the user while driving were different from manufacturer to manufacturer. And there are some buttons that are more intensively controlled and others that are difficult to control while driving. It was able to derive 'selection and concentration' from Audi's vehicle, 'optimization of the driving ' from BMW's, 'simple and minimize' from Benz's vehicle, 'remove the manual distraction' from the vehicle of Lexus, and 'visual stability' from KIA's vehicle as the distinctive keywords for the HMI. This shows that each manufacturer has a different definition and interpretation of the driver's driving control area. This study has a distinct value in that it has identified the characteristics of vehicle-specific HMI in actual driving conditions, which is not apparent in appearance. It is expected that this research approach can be useful to see differences in interaction through actual driving despite changes in driving environment such as vehicle platooning and self-driving technology.

A Study on Movement Interface in Mobile Virtual Reality (모바일 가상현실에서의 이동 인터페이스에 관한 연구)

  • Hong, Seunghyun;Na, Giri;Cho, Yunsik;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.3
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    • pp.55-63
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    • 2021
  • This study proposes an interface for providing mobile interaction suitable for mobile virtual reality (VR) and analyzes it through comparative experiments. The proposed interface is premised on not using additional equipment except for the mobile head-mounted display(HMD) in consideration of accessibility and usability. And the interface that controls the movement interaction using the user's gaze is designed in two phases. The key is to minimize the occurrence of negative factors such as VR sickness that can be caused by straight line movement in virtual reality. To this end, two phases are designed: an interface composed of forward/backward buttons to move the gaze toward the ground, and an interface composed of left and right buttons on the front in consideration of the gaze change in real walking motion. An application that can compare and analyze movement interactions through the proposed interface is produced, and a survey experiment is conducted to analyze the user's satisfaction with the interface experience and the negative impact on the movement process. It was confirmed that the proposed movement interaction reduced negative effects such as VR sickness along with a satisfactory interface experience for users.

Development of Multi-functional Laser Pointer Mouse Through Image Processing (영상처리를 통한 다기능 레이저 포인터 마우스 개발)

  • Kim, Yeong-Woo;Kim, Sung-Min;Shin, Jin;Yi, Soo-Yeong
    • Journal of Institute of Control, Robotics and Systems
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    • v.17 no.11
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    • pp.1168-1172
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    • 2011
  • Beam projector is popularly used for presentation. In order to pay attention to local area of the beam projector display, a laser pointer is used together with a pointing device(Mouse). Simple wireless presenter has limited functions of a pointing device such as "go to next slide" or "back to previous slide" in a specific application(Microsoft PowerPoint) through wireless channel; thus, there is inconvenience to do other tasks e.g., program execution, maximize/minimize window etc. provided by clicking mouse buttons. The main objective of this paper is to implement a multi-functional laser-pointer mouse that has the same functions of a computer mouse. In order to get position of laser spot in the projector display, an image processing to extract the laser spot in the camera image is required. In addition, we propose a transformation of the spot position into computer display coordinates to execute mouse functions on computer display.

Usability Evalulation of Button Selection Aids for PDAs (PDA 화면 내 버튼 선택을 위한 입력지원방식의 사용성 평가)

  • Park, Yong-S.;Han, Sung-H.;Moon, Jung-Tae;Jeon, Suk-Hee
    • Journal of the Ergonomics Society of Korea
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    • v.24 no.3
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    • pp.1-10
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    • 2005
  • The primary objective of this study is to design input methods for assisting button selection tasks on a PDA screen. Familiar methods in the existing computing environments were investigated to develop aiding methods. Factors manipulated in the experiment included aiding method, button size, and users' prior experience with PDAs. A total of sixteen participants examined the usability of button selection tasks. Two types of button selection tasks were used as experimental tasks; one was selecting a target button, and the other was selecting multiple target buttons consecutively. The results showed that the aiding method and the button size had significant effects on the subjective satisfaction as well as the performance. In addition, users' prior experience with PDAs affected the performance significantly. The interaction between the aiding method and the button size was found to have significant effects on the performance. However, the interaction effect between the button size and the PDA experience was significant on the task performance time only for the multiple button selection tasks. Design considerations were proposed based on the experimental results. These can be applied to the PDA interaction design to make the PDAs more usable.

Development of a Mobile Robot System for Visual Inspection under Hot Environment

  • Park, Sang-Deok;Lee, Ho-Gil;Kim, Hong-Seok;Son, Woong-Hee
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1506-1510
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    • 2004
  • A mobile robot system is developed to inspect the condition of industrial facilities under hot environment. The mobile robot is equipped with internal and external heat insulating material, an internal cooling mechanism, two CCD cameras, wireless communication devices for both the control and image signals, and an embedded controller. The portable controller is equipped with two joysticks for both the mobile robot and the inspection CCD camera, an LCD monitor, and several buttons. The developed mobile robot travels on the internal floor in hot furnaces by operators' joystick operation, captures the images of facilities in the furnaces using a zoom CCD camera, and sends the images to the portable controller through wireless communication. The mobile robot can be operated without any problem under hot environment less than 400$^{\circ}C$ in 30 minutes. This kind of automatic inspection mobile robot can be helpful to prevent significant troubles of industrial facilities without danger of human beings under harmful environment.

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A Study on Tactile and Gestural Controls of Driver Interfaces for In-Vehicle Systems (차량내 시스템에 대한 접촉 및 제스처 방식의 운전자 인터페이스에 관한 연구)

  • Shim, Ji-Sung;Lee, Sang Hun
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.1
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    • pp.42-50
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    • 2016
  • Traditional tactile controls that include push buttons and rotary switches may cause significant visual and biomechanical distractions if they are located away from the driver's line of sight and hand position, for example, on the central console. Gestural controls, as an alternative to traditional controls, are natural and can reduce visual distractions; however, their types and numbers are limited and have no feedback. To overcome the problems, a driver interface combining gestures and visual feedback with a head-up display has been proposed recently. In this paper, we investigated the effect of this type of interface in terms of driving performance measures. Human-in-the-loop experiments were conducted using a driving simulator with the traditional tactile and the new gesture-based interfaces. The experimental results showed that the new interface caused less visual distractions, better gap control between ego and target vehicles, and better recognition of road conditions comparing to the traditional one.

AR-based Tangible Interaction Using a Finger Fixture for Digital Handheld Products (손가락 고정구를 이용한 휴대용 전자제품의 증강현실기반 감각형 상호작용)

  • Park, Hyung-Jun;Moon, Hee-Cheol
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.1
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    • pp.1-10
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    • 2011
  • In this paper, we propose an AR-based tangible interaction using a finger fixture for virtual evaluation of digital handheld products. To realize tangible interaction between a user and a product in a computer-vision based AR environment, we uses two types of tangible objects: a product-type object and a finger fixture. The product-type object is used to acquire the position and orientation of the product, and the finger fixture is used to recognize the position of a finger tip. The two objects are fabricated by RP technology and AR markers are attached to them. The finger fixture is designed to satisfy various requirements with an ultimate goal that the user holding the finger fixture in his or her index finger can create HMI events by touching specified regions (buttons or sliders) of the product-type object with the finger tip. By assessing the accuracy of the proposed interaction, we have found that it can be applied to a wide variety of digital handheld products whose button size is not less than 6 mm. After performing the design evaluation of several handheld products using the proposed AR-based tangible interaction, we received highly encouraging feedback from users since the proposed interaction is intuitive and tangible enough to provide a feeling like manipulating products with human hands.

A Case Study of Dan-Ryung Construction in Early 16th Century -Based on the Shrouds from Excavated Tomb of Kim, Heum Jo- (16세기 전기 단령의 구성법 일례 -김흠보(1461-1528) 분묘 출토의 단령을 중심으로-)

  • 이은주
    • The Research Journal of the Costume Culture
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    • v.6 no.2
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    • pp.127-140
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    • 1998
  • A study on the construction of Dan-Ryung in the early 16th century based on the shrouds from excavated tomb of Kim, Heum-Jo(1461-1528) is reported in this paper. This study is aimed at establishing database for a traditional Korean costume construction and emphasizing the necessity for development of methodology in writing report from excavated costume including measuring, construction methods and materials. This paper includes examples of measured length for each part of 'Dan-Ryung', reconstructured drawings, pictures, and construction methods. The followings on the construction of Dan-Ryung in the early 16th century are found in this study: 1) Dan-Ryung robes were made of less expensive hemp, cotton, silk & cotton, and ramie & silk. 2) As a whole, Dan-Ryung was lengthy and spacious and it had straighter and narrower sleeves when compared to the ones from the late Chosun. 3) There existed Moo which was large rectangular guest with double pleats at Dan-Ryung's side seam. Its round collar was constructed with a 3 cm width bias. Ball buttons on the outer collar and loops on the right shoulder are attached. 4) There existed a pair of indirectly attached slim and short strings. Inside string is directly attached. 5) Inside of the shoulder, a U-shaped shoulder pad made of the same cloth as the inner cloth was attached. hand sewing methods used include delicate flat-felled seam stitch, back-stitch and sew-up stitch.

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Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.635-643
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    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.