• Title/Summary/Keyword: Desktop method

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Privacy Preserving Top-k Location-Based Service with Fully Homomorphic Encryption (완전동형암호기반 프라이버시 보호 Top-k 위치정보서비스)

  • Hur, Miyoung;Lee, Younho
    • Journal of the Korea Society for Simulation
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    • v.24 no.4
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    • pp.153-161
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    • 2015
  • We propose a privacy-preserving location-based service (LBS) which supports top-k search service. The previous schemes hurt the privacy of either the user and the location of the objects because they are sent to the LBS server in a plaintext form. In the proposed method, by encrypting them with the fully-homomorphic encryption, we achieved the top-k search is possible while the information on them is not given to the LBS server. We performed a simulation on the proposed scheme with 16 locations where k is 3. The required time is 270 hours in a conventional desktop machine, which seems infeasible to be used in practice. However, as the progress of the hardware, the performance will be improved.

User Adaptive Variable Keyboard for Smart Devices (스마트 기기 사용자 적응형 가변 키보드)

  • Jeoung, You-Sun;Choi, Dong-Min
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.6
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    • pp.1167-1172
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    • 2017
  • Desktop computers, which were the main means of Internet use and information activity, were pushed out by smart devices that emphasized mobility and simplicity. The recent information production and consumption activities are performed through smart devices, but there is no input device for smart devices that can fully replace traditional input devices such as full-size PC compatible keyboards. Because of the small size of the virtual keyboard that uses the touch screen of the smart device, typographical error occurs at a high rate. In this paper, we propose a variable virtual keyboard that minimizes the typographical errors of the conventional virtual keyboards. The proposed method minimizes the user 's input error by adjusting the size of each key of the virtual keyboard based on accumulated dataset of position and pressure of the user' s input error even though there is no difference in the key position arrangement of the conventional virtual keyboards.

Design and Implementation of Accelerator Architecture for Binary Weight Network on FPGA with Limited Resources (한정된 자원을 갖는 FPGA에서의 이진가중치 신경망 가속처리 구조 설계 및 구현)

  • Kim, Jong-Hyun;Yun, SangKyun
    • Journal of IKEEE
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    • v.24 no.1
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    • pp.225-231
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    • 2020
  • In this paper, we propose a method to accelerate BWN based on FPGA with limited resources for embedded system. Because of the limited number of logic elements available, a single computing unit capable of handling Conv-layer, FC-layer of various sizes must be designed and reused. Also, if the input feature map can not be parallel processed at one time, the output must be calculated by reading the inputs several times. Since the number of available BRAM modules is limited, the number of data bits in the BWN accelerator must be minimized. The image classification processing time of the BWN accelerator is superior when compared with a embedded CPU and is faster than a desktop PC and 50% slower than a GPU system. Since the BWN accelerator uses a slow clock of 50MHz, it can be seen that the BWN accelerator is advantageous in performance versus power.

Development of Tracking Equipment for Real­Time Multiple Face Detection (실시간 복합 얼굴 검출을 위한 추적 장치 개발)

  • 나상동;송선희;나하선;김천석;배철수
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.8
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    • pp.1823-1830
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    • 2003
  • This paper presents a multiple face detector based on a robust pupil detection technique. The pupil detector uses active illumination that exploits the retro­reflectivity property of eyes to facilitate detection. The detection range of this method is appropriate for interactive desktop and kiosk applications. Once the location of the pupil candidates are computed, the candidates are filtered and grouped into pairs that correspond to faces using heuristic rules. To demonstrate the robustness of the face detection technique, a dual mode face tracker was developed, which is initialized with the most salient detected face. Recursive estimators are used to guarantee the stability of the process and combine the measurements from the multi­face detector and a feature correlation tracker. The estimated position of the face is used to control a pan­tilt servo mechanism in real­time, that moves the camera to keep the tracked face always centered in the image.

N-gram based Language Model for the QWERTY Keyboard Input Errors in a Touch Screen Environment (터치스크린 환경에서 쿼티 자판 오타 교정을 위한 n-gram 언어 모델)

  • Ong, Yoon Gee;Kang, Seung Shik
    • Smart Media Journal
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    • v.7 no.2
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    • pp.54-59
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    • 2018
  • With the increasing use of touch-enabled mobile devices such as smartphones and tablet PCs, the works are done on desktop computers and smartphones, and tablet PCs perform laptops. However, due to the nature of smart devices that require portability, QWERTY keyboard is densely arranged in a small screen. This is the cause of different typographical errors when using the mechanical QWERTY keyboard. Unlike the mechanical QWERTY keyboard, which has enough space for each button, QWERTY keyboard on the touch screen often has a small area assigned to each button, so that it is often the case that the surrounding buttons are input rather than the button the user intends to press. In this paper, we propose a method to automatically correct the input errors of the QWERTY keyboard in the touch screen environment by using the n-gram language model using the word unigram and the bigram probability.

Implementation of Real-time Vowel Recognition Mouse based on Smartphone (스마트폰 기반의 실시간 모음 인식 마우스 구현)

  • Jang, Taeung;Kim, Hyeonyong;Kim, Byeongman;Chung, Hae
    • KIISE Transactions on Computing Practices
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    • v.21 no.8
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    • pp.531-536
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    • 2015
  • The speech recognition is an active research area in the human computer interface (HCI). The objective of this study is to control digital devices with voices. In addition, the mouse is used as a computer peripheral tool which is widely used and provided in graphical user interface (GUI) computing environments. In this paper, we propose a method of controlling the mouse with the real-time speech recognition function of a smartphone. The processing steps include extracting the core voice signal after receiving a proper length voice input with real time, to perform the quantization by using the learned code book after feature extracting with mel frequency cepstral coefficient (MFCC), and to finally recognize the corresponding vowel using hidden markov model (HMM). In addition a virtual mouse is operated by mapping each vowel to the mouse command. Finally, we show the various mouse operations on the desktop PC display with the implemented smartphone application.

Indoor Autonomous Driving through Parallel Reinforcement Learning of Virtual and Real Environments (가상 환경과 실제 환경의 병행 강화학습을 통한 실내 자율주행)

  • Jeong, Yuseok;Lee, Chang Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.4
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    • pp.11-18
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    • 2021
  • We propose a method that combines learning in a virtual environment and a real environment for indoor autonomous driving through reinforcement learning. In case of learning only in the real environment, it takes about 80 hours, but in case of learning in both the real and virtual environments, it takes 40 hours. There is an advantage in that it is possible to obtain optimized parameters through various experiments through fast learning while learning in a virtual environment and a real environment in parallel. After configuring a virtual environment using indoor hallway images, prior learning was carried out on the desktop, and learning in the real environment was conducted by connecting various sensors based on Jetson Xavier. In addition, in order to solve the accuracy problem according to the repeated texture of the indoor corridor environment, it was possible to determine the corridor wall object and increase the accuracy by learning the feature point detection that emphasizes the lower line of the corridor wall. As the learning progresses, the experimental vehicle drives based on the center of the corridor in an indoor corridor environment and moves through an average of 70 steering commands.

Sensory Evaluation of Friction and Viscosity Rendering with a Wearable 4 Degrees of Freedom Force Feedback Device Composed of Pneumatic Artificial Muscles and Magnetorheological Fluid Clutches

  • Okui, Manabu;Tanaka, Toshinari;Onozuka, Yuki;Nakamura, Taro
    • Journal of Drive and Control
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    • v.18 no.4
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    • pp.77-83
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    • 2021
  • With the progress in virtual reality technology, various virtual objects can be displayed using head-mounted displays (HMD). However, force feedback sensations such as pushing against a virtual object are not possible with an HMD only. Focusing on force feedback, desktop-type devices are generally used, but the user cannot move in a virtual space because such devices are fixed on a desk. With a wearable force feedback device, users can move around while experiencing force feedback. Therefore, the authors have developed a wearable force feedback device using a magnetorheological fluid clutch and pneumatic rubber artificial muscle, aiming at presenting the elasticity, friction, and viscosity of an object. To date, we have developed a wearable four-degree-of-freedom (4-DOF) force feedback device and have quantitatively evaluated that it can present commanded elastic, frictional, and viscous forces to the end effector. However, sensory evaluation with a human has not been performed. In this paper, therefore, we conduct a sensory evaluation of the proposed method. In the experiment, frictional and viscous forces are rendered in a virtual space using a 4-DOF force feedback device. Subjects are asked to answer questions on a 1- to 7-point scale, from 1 (not at all) to 4 (neither) to 7 (strongly). The Wilcoxon signed rank test was used for all data, and answer 4 (neither) was used as compared standard data. The experimental results confirmed that the user could feel the presence or absence of viscous and frictional forces. However, the magnitude of those forces was not sensed correctly.

A Study on Manipulating Method of 3D Game in HMD Environment by using Eye Tracking (HMD(Head Mounted Display)에서 시선 추적을 통한 3차원 게임 조작 방법 연구)

  • Park, Kang-Ryoung;Lee, Eui-Chul
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.2
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    • pp.49-64
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    • 2008
  • Recently, many researches about making more comfortable input device based on gaze detection technology have been done in human computer interface. However, the system cost becomes high due to the complicated hardware and there is difficulty to use the gaze detection system due to the complicated user calibration procedure. In this paper, we propose a new gaze detection method based on the 2D analysis and a simple user calibration. Our method used a small USB (Universal Serial Bus) camera attached on a HMD (Head-Mounted Display), hot-mirror and IR (Infra-Red) light illuminator. Because the HMD is moved according to user's facial movement, we can implement the gaze detection system of which performance is not affected by facial movement. In addition, we apply our gaze detection system to 3D first person shooting game. From that, the gaze direction of game character is controlled by our gaze detection method and it can target the enemy character and shoot, which can increase the immersion and interest of game. Experimental results showed that the game and gaze detection system could be operated at real-time speed in one desktop computer and we could obtain the gaze detection accuracy of 0.88 degrees. In addition, we could know our gaze detection technology could replace the conventional mouse in the 3D first person shooting game.

One-key Keyboard: A Very Small QWERTY Keyboard Supporting Text Entry for Wearable Computing (원키 키보드: 웨어러블 컴퓨팅 환경에서 문자입력을 지원하는 초소형 QWERTY 키보드)

  • Lee, Woo-Hun;Sohn, Min-Jung
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.21-28
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    • 2006
  • Most of the commercialized wearable text input devices are wrist-worn keyboards that have adopted the minimization method of reducing keys. Generally, a drastic key reduction in order to achieve sufficient wearability increases KSPC(Keystrokes per Character), decreases text entry performance, and requires additional effort to learn a new typing method. We are faced with wearability-usability tradeoff problems in designing a good wearable keyboard. To address this problem, we introduced a new keyboard minimization method of reducing key pitch. From a series of empirical studies, we found the potential of a new method which has a keyboard with a 7mm key pitch, good wearability and social acceptance in terms of physical form factors, and allows users to type 15.0WPM in 3 session trials. However, participants point out that a lack of passive haptic feedback in keying action and visual feedback on users' input deteriorate the text entry performance. We have developed the One-key Keyboard that addresses this problem. The traditional desktop keyboard has one key per character, but the One-key Keyboard has only one key ($70mm{\times}35mm$) on which a 10*5 QWERTY key array is printed. The One-key Keyboard detects the position of the fingertip at the time of the keying event and figures out the character entered. We conducted a text entry performance test comprised of 5 sessions. The participants typed 18.9WPM with a 6.7% error rate over all sessions and achieved up to 24.5WPM. From the experiment's results, the One-key Keyboard was evaluated as a potential text input device for wearable computing, balancing wearability, social acceptance, input speed, and learnability.

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