• Title/Summary/Keyword: Buttons

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A Study on Technique of Navigation with Power-Reflected of the Walker in the Indoor Environment

  • Kim, Min-Sik;Kwon, Hyouk-Gil;Ryu, Je-Goon;Shim, Hyeon-Min;Lee, Eung-Hyuk;Shim, Jea-Hong;Lee, Sang-Moo
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.957-962
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    • 2005
  • Today, the elderly is increasing gradually in the Republic of Korea society and this problem will be more serious in the near future. Therefore, engineering support for aged people is required. We are establishing a new field of healthcare engineering for elderly people and aiming to support for aged people and disabled people using adaptive control and instrument technology. In this paper, the goal is to implement the shared control of a robot mobility aid for the elderly. As using this type of assistive technology to be useful by its intended user community, it supports elderly people and handicapped people to live independently in their private homes. The interface transforms the force applied by the user into the robot's motion. Devices like buttons, joysticks, and levers already exist for relaying user input; however, they require hand displacement that would loosen or otherwise release the user's hold. Such interfaces make operation very difficult and potentially unsafe. Therefore, we propose a shared control system. It's safe more than joysticks and buttons. The shared control is a means of registering the user's intention through physical interaction. It's an important component in the development of robotic elderly assistant. The concept of shared control describes a system which is two or more independent control systems. We are using that the three component blocks consist of pressure sensor (flexible force sensor), circuit of measurement and transfer function. Experimental trials of this paper have been tested at the indoor environment. The robot is able to know the user intended direction through haptic device were logged along with the robot's force sensor.

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New Interface for Mobile UCC Services : Applying Tag and Multi-Display Button to Mobile Device (모바일 UCC 서비스를 위한 새로 인터페이스의 개발 : 태그와 멀티 디스플레이 버튼이 적용된 모바일 폰을 중심으로)

  • Kim, Seong-Woon;Lee, In-Seong;Lee, Ki-Ho;Jung, Seung-Ki;Kim, Jin-Woo;Park, Joon-Ah;Bang, Won-Chul;Choi, Chang-Kyu;Kim, Yeun-Bae;Kim, Sang-Ryong;Lee, Kwon-Ju
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.16-24
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    • 2007
  • 모바일 폰은 최근 관심의 대상이 되고 있는 사용자 제작 컨텐츠 (User-Created Content: UCC)의 생산과 공유를 위한 중요한 수단이다. 또한 HSDPA나 4G와 같은 차세대 이동통신 기술은Flickr나 YouTube 등의 웹 사이트에서 제공되고 있는 UCC 서비스가 모바일 폰을 통해서도 더욱 활발히 이용될 수 있는 가능성을 제시하고 있다. 그러나 모바일 폰이 가지고 있는 작은 화면 크기와 불편한 입력 장치라는 기본적인 한계는 모바일 UCC 서비스의 성공에 큰 장애 요인으로 작용할 수 있다. 따라서 본 연구는 정보 구조 (Information Structure) 및 정보 시각화 (Information Visualization)와 관련된 기존 이론 및 연구들을 기반으로 4가지 다른 모바일 폰 인터페이스들을 개발하고, 사용자들의 모바일 폰을 통한 탐색적 UCC 서비스 사용을 지원하는데 어떠한 인터페이스가 더 적합한지 실험 방법론을 통해 검증하는 것을 기본 목적으로 한다. 본 연구를 위하여 개발된 인터페이스들은 컨텐츠 구조의 관점에서 폴더 기반 계층 구조 (Folder-Based Hierarchical Structure)이나 태그 기반 네트워크 구조 (Tag-Based Network Structure)를 가지고 있으며, 컨텐츠 시각화의 관점에서는 고정 버튼 (Fixed Buttons)이나 멀티 디스플레이 버튼 (Multi-Display Buttons)를 가지고 있다. 66명의 실험 참가자들을 대상으로 한 실험 결과, 사용자들은 탐험 지향적 탐색 과업 (Exploratory Browsing)에서 태그 기반 네트워크 구조 또는 멀티 디스플레이 버튼이 제공된 모바일 인터페이스에 대하여 상대적으로 더 높은 유용성, 즐거움, 만족도, 향후 사용의도 등을 나타내었다.

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Computer Vision Based Efficient Control of Presentation Slides (컴퓨터비전에 기반한 효율적인 프리젠테이션 슬라이드 제어)

  • 박정우;석민수;이준호
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.4
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    • pp.232-239
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    • 2003
  • This paper discusses the design and implementation of a human-oriented interface based on computer vision that efficiently controls presentation slides. The user does not have to be confined to a keyboard or mouse any more, and can move around more freely because slides for presentation can be up and down using a general laser pointer that is used for presentation. Regions for virtual buttons are set on the slide so that the user can conveniently point the buttons using the laser pointer. We have proposed a simple and efficient method that computes the button areas in the image without complicated calibration. The proposed method has been implemented based on Microsoft PowerPoint ; moreover it can be applied to other PowerPoint-like presentation softwares. Our method for human-centered slide control enables the user to give audiences a more interactive presentation in a natural way.

The study of trend of advertisement and design element of men's formal jacket - Using content analysis men's magazines from 1970's to 1990's - (우리나라 남성복 광고의 변화와 남성복 정장 자켓의 디자인요소 변화에 관한연구 - 1970~1990년대 잡지의 내용분석 -)

  • 변유선
    • Journal of the Korean Society of Costume
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    • v.32
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    • pp.117-130
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    • 1997
  • The purpose of this study were to identify the design elements and the changing flow of advertisement from 1970's to 1990's by using content analysis of men's magazines. Finding were as followed; First through the analysis of men's wear advertisement in magazine it was found that the closer to 1990's the more various men's wear styles and backgrounds were advertized. These were more image oriented than product oriented. Since 1980 the advertisement about the licenced and the imported brands have been increased and the serial advertisement has shown more fre-quently than the 1-page advertisement since 1990's ; Second two piece suit was dominated in men's wear during 1970's and 1980's From 1990's this style was decresed in stead combi suit was increased. In 1970's the X silhouette was infashion and the y and the X silhouette was in fashion and the y and X sillhouette were increased during 1980's . The H silhouette was dominated in 1990's The brighter and the more various colors appeared in 1990's than in 1970's. The brighter and the more various colors appeared in 1990's than in 1970's The solid pattern was the main flow in men's wear however the stripes and the the check patterns were added in 1990's Third single breasted jacket style with two buttons and tailored collar was in fashion during 1970's . The length of the v-zone was shorter than half at this time however it was lengthened in 1980's . Also the the length of the jacket was lengthened. In 1990's the double breasted jacket style and two buttons were increased. The length of the v-zone and jacket were also lengthened.

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Comparison of Jumper and Jacket Preference of Senior Females according to their Ages (노인여성의 연령별 점퍼와 재킷선호도 비교)

  • Kim, Jeam-Hae;Lee, Young-Ju
    • Fashion & Textile Research Journal
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    • v.14 no.1
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    • pp.90-99
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    • 2012
  • The purpose of this study is to compare female members's jumper and jacket preferences for five different styles of Fall/Winter jumpers and jackets, divided into three age groups(65-69 yr, 70-74 yr, over 75 yr). Total 324 senior females, ages over 65 in Kimhae and Busan area were chosen for the study. The major findings of this study were as follow; For the age group, 65 to 69, in the jumper category, it was important for them to look slender and sophisticated. Jumpers with quilted thin fabrics, jumpers with hooded jumpers zippers, and short chinese collar in the short blouson style were preferred in the age group. Jacket needed to be designed in A-line styles, short or long with one or two buttons and of various length. For those in the 70 to 74 age group, the jumper designs need to be tidy and clean with box-shaped pockets. In addition, various formal style jumpers with increasing length up to hip lines. For jackets, it is necessary to increase the number of designs with convertible collars with three button in front, elegantly covered pocket, long enough to cover the hip line. For those in the age group of 75 or over, it was essential for jumpers and jackets to be of increasing length in box style, loose-fit with, front-closure or snap buttons and out pockets that allows one to put their hands in the jumper. They preferred jacket length down to the hip-line, wing collar for jumpers, tailored collar for jackets more than the other age groups.

Hangul Vowel Input System for Electronic Networking Devices (정보통신 단말기를 위한 한글 모음 입력 시스템)

  • Kang Seung-Shik;Hahn Kwang-Soo
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.507-512
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    • 2005
  • There is a limitation of using a small number of input buttons for writing Hangul words on hand-held devices. As a quick and convenient way of implementing Hangul vowels by small number of buttons, we propose a vowel input system in which vowels are fabricated from eight vowels. Our input system supports a fast input speed by making all the diphthong from one or two strokes. It also adopts a multiple input method for diphthong that users can make a diphthong in a user-friendly way of vowel writing formation or pronunciation similarity. Furthermore, we added an error correction functionality for the similar vowels that are caused by vowel harmony rules. When the proposed method is compared to the previous ones, our method outperformed in the input speed and error correction.

Development and Research of SMT(Smart Monitor Target) Game Interface for Airsoft Gun Users (AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구)

  • Chung, Ju Youn;Kang, Yun Geuk
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.83-93
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    • 2021
  • The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.

Young Children's Oral Counting and Numerical Abilities (유아의 수세기능력과 수리능력과의 관계에 관한 연구)

  • Hong, Hae Kyung
    • Korean Journal of Child Studies
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    • v.12 no.1
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    • pp.78-90
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    • 1991
  • This study investigated the relation between oral counting and numerical abilities of young children. The subjects were 33 four-year-old children and 47 five-year-old children from 2 preschools and 2 kindergartens in Kwangju. The test was individually administered in an empty classroom or a hallway by using counting buttons and number cards. The data were analyzed by t-test, Pearsons correlation and multiple regression analysis. The results indicated that (1) older children did better than younger children in oral counting. (2) but the older children did not do better than the younger children in the numerical abilities, (3) the numerical abilities of young children differed according to the degree of oral counting, and (4) the oral counting of young children was one significant predictor of numerical abilities. Findings support the inclusion of activities for oral counting in kindergartens.

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Knowledge Based Intelligent Photoshot-to-Translation System

  • Wa, Tam-Heng
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.284-287
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    • 2003
  • In recent years, most of the researches on pattern recognition are for medical diagnosis or for characters recognition. In fact its applications are very wide. In this paper, the pattern recognition is employed by linguistic translation, i.e. the output of Pattern Recognition is translated into another language. In this paper, it focuses on several fields: (1) System overview-explicate the functions of each part individually; (2) Criteria on the system-discuss the difficulties in each part; (3) System implementation-discuss how to design the approaches for constructing the system. Furthermore, intelligent approaches are considered be use on the system in different parts. They are discussed in the late paper, and also we concentrate on user interface, which can make a serious of processes in order, and easy control-just only pressing a few buttons. It is a new and creative attempt in digital system.

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A Study on the spiritual Shaman(Gangsin-mu)'s Po -in Seoul-gut Shaman's Costume- (降神巫服의 袍에 관한 연구 - 서울굿 무복을 중심으로 -)

  • Kim, Eun-Jung
    • Journal of the Korean Home Economics Association
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    • v.41 no.9
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    • pp.43-54
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    • 2003
  • The purpose of study is to survey the system of the Korean Gangsin-mu shaman costume and its formative character and to fine out the traditional follow patterns of government officials' attires and Po's meaning of it. The overall shape of variety 'Po's in modern times are similar to the traditional ones, but they differ greatly in size, detail color, and ornamental design. The sleeves have slits in the armholes, which can allow the hands to be drawn out easily. In addition, the knot buttons are used in the modern costumes. They are based on different formation skills from those of the traditional The original color of the shaman's costume is not their taste in color but symbolic, modern costumes color show the shaman's taste in color. This change mean a more accentuated visual effect than incantatory meaning. Another reason for color change is also the costume's material. A kind of constituent element uses synthetic fiber in modern times.