• Title/Summary/Keyword: Hand Interface

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Hand Gesture Sequence Recognition using Morphological Chain Code Edge Vector (형태론적 체인코드 에지벡터를 이용한 핸드 제스처 시퀀스 인식)

  • Lee Kang-Ho;Choi Jong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.4 s.32
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    • pp.85-91
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    • 2004
  • The use of gestures provides an attractive alternate to cumbersome interface devices for human-computer interaction. This has motivated a very active research area concerned with computer vision-based analysis and interpretation of hand gestures The most important issues in gesture recognition are the simplification of algorithm and the reduction of processing time. The mathematical morphology based on geometrical set theory is best used to perform the processing. The key idea of proposed algorithm is to track a trajectory of center points in primitive elements extracted by morphological shape decomposition. The trajectory of morphological center points includes the information on shape orientation. Based on this characteristic we proposed the morphological gesture sequence recognition algorithm using feature vectors calculated to the trajectory of morphological center points. Through the experiment, we demonstrated the efficiency of proposed algorithm.

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Menu Layout for Touch-screen Phones Based on Various Grip Postures (다양한 파지 방법에 따른 터치스크린 폰 메뉴 레이아웃에 관한 연구)

  • Cho, Sung-Il;Park, Sung-Joon;Jung, Eui-S.;Im, Young-Jae;Choe, Jea-Ho
    • Journal of Korean Institute of Industrial Engineers
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    • v.36 no.1
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    • pp.52-58
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    • 2010
  • The level of competition has reached the limits in cellular phone market and the cellular phone manufacture companies started to focus their solution in user interface. Design issues with controllability led the development and renovation of such products to the use of the touch-screen phone. Depending upon the readability, technical advances, portability and controllability, user satisfaction of touch-screen phones could vary significantly. In this research, the controllability was dealt in regard to various grip postures, in order to improve menu layout which fits for using the thumbs of both hands and a thumbs of single hand. Regression models are found to the suggest the location of buttons on the screen by redesigning the menu layout, it is expected to improve both controllability and satisfaction of the user. This result can be applicable not only to mobile phone design, but also to the design of various hand-held devices using a touch screen.

Basic Pattern Development of Haptic Gloves from 3D Data (3차원 데이터를 활용한 장갑형 햅틱(Haptic)용 기본 패턴 개발)

  • Kim, So-Young;Lee, Ye-Jin;Park, Hye-Jun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.8
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    • pp.1226-1232
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    • 2008
  • Tight fitting glove pattern is necessary to convey oscillation to the skin from the sensors attached on the hands as found in the haptic device. However, it has been difficult to provide customized glove pattern for haptic device so far. The objective of the paper is to develop a 2D pattern that fit tightly to hands by adopting the recent 3D technology to the clothing science. In this study, the user graphic interface application software(2C-AN) for the semi-automatic garment pattern generation has been utilized to develop the methodology of construct tight-fitting glove pattern for the hand in natural position. A basic pattern was developed directly from the 3D images of hand and the verification of the proposed pattern was also provided.

A Study on UI of Space Culture Hand Carry Guide Contents (휴대용 공간문화 안내 콘텐츠 UI에 관한 연구)

  • Lee, Seongryeong;Choi, Seung-soo;Kim, Jinwook;Goh, Ildu
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.796-799
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    • 2008
  • The hand carry digital media appliances is going to use widely, because the machines became to be small size and light weight for easy carry. Also the demand of various contents was increased for small personal media player:PMP. Now a day PMP was used as a private leisure instruments and will be used as active digital tools like a space culture guiding tools. In this research we will study on the development of user interface for space culture guide contents. Especially we proposed checking tools to be used in test and development phase of UI design for small display appliances.

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A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.

Designing Effective Virtual Training: A Case Study in Maritime Safety

  • Jung, Jinki;Kim, Hongtae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.385-394
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    • 2017
  • Objective: The aim of this study is to investigate how to design effective virtual reality-based training (i.e., virtual training) in maritime safety and to present methods for enhancing interface fidelity by employing immersive interaction and 3D user interface (UI) design. Background: Emerging virtual reality technologies and hardware enable to provide immersive experiences to individuals. There is also a theory that the improvement of fidelity can improve the training efficiency. Such a sense of immersion can be utilized as an element for realizing effective training in the virtual space. Method: As an immersive interaction, we implemented gesture-based interaction using leap motion and Myo armband type sensors. Hand gestures captured from both sensors are used to interact with the virtual appliance in the scenario. The proposed 3D UI design is employed to visualize appropriate information for tasks in training. Results: A usability study to evaluate the effectiveness of the proposed method has been carried out. As a result, the usability test of satisfaction, intuitiveness of UI, ease of procedure learning, and equipment understanding showed that virtual training-based exercise was superior to existing training. These improvements were also independent of the type of input devices for virtual training. Conclusion: We have shown through experiments that the proposed interaction design results are more efficient interactions than the existing training method. The improvement of interface fidelity through intuitive and immediate feedback on the input device and the training information improve user satisfaction with the system, as well as training efficiency. Application: Design methods for an effective virtual training system can be applied to other areas by which trainees are required to do sophisticated job with their hands.

Investigation of the Green Emission Profile in PHOLED by Gasket Doping

  • Park, Won-Hyeok
    • Proceedings of the Korean Vacuum Society Conference
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    • 2016.02a
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    • pp.226-226
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    • 2016
  • PHOLED devices which have the structure of ITO/HAT-CN(5nm)/NPB(50nm)/EML(30nm)/TPBi(10nm)/Alq3(20nm)/LiF(0.8nm)/Al(100nm) are fabricated to investigate the green emission profile in EML by using a gasket doping method. CBP and Ir(ppy)3 (2% wt) are co-deposited homogeneously as a background material of EML for green PHOLED, then a 5nm thickness of additionally doped layer by Ir(btp)2 (8% wt) is formed as a profiler of the green emission. The total thickness of the EML is maintained at 30nm while the distance of the profiler from the HTL/EML interface side (x) is changed in 5nm steps from 0nm to 25nm. As shown in Fig. 1, the green (513nm) peak from Ir(ppy)3 is not observed when Ir(btp)2 is also doped homogeneously because Ir(ppy)3 works as an gasket dopant of the Ir(btp)2 :CBP system. Therefore, in this experment, Ir(btp)2 can be used as a profiler of the green emission in CBP:Ir(ppy)3 system. The emission spectra from the PHOLED devices with different x are shown in Fig. 2. In this gasket doping system, stronger red peak means more energy transfer from green to red dopant or higher exciton density by green dopant. To find the green emission profile, the external quantum efficiency (EQE) at 3mA/cm2 for red peaks are calculated. More green light emission at near EML/HBL interface than that of HTL/EML is observed (insert of Fig. 2). This means that the higher exciton density at near EML/HBL interface in homogeneously doped CBP with Ir(ppy)3. As shown in Fig. 3, excitons can be quenched easily to HTL(NPB) because the T1 level of HTL(2.5eV) is relatively lower than that of EML(2.6eV). On the other hand, the T1 level of HBL(2.7eV) is higher than that of EML.

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A User Study on Information Searching Behaviors for Designing User-centered Query Interface of Content-Based Music Information Retrieval System (내용기반 음악정보 검색시스템을 위한 이용자 중심의 질의 인터페이스 설계에 관한 연구)

  • Lee, Yoon-Joo;Moon, Sung-Been
    • Journal of the Korean Society for information Management
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    • v.23 no.2
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    • pp.5-19
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    • 2006
  • The purpose of this study is to observe and analyze information searching behaviors of various user groups in different access modes for designing user-centered query interface of content-based Music Information Retrieval System(MIRS). Two expert groups and two non-expert groups were recruited for this research. The data gathering techniques employed in this study were in-depth interviewing, participant observation, searching task experiments, think-aloud protocols, and post-search surveys. Expert users, especially majoring in music theory, preferred to input exact notes one by one using the devices such as keyboard and musical score. On the other hand, non-expert users preferred to input melodic contours by humming.

Pt/Al Reaction Mechanism in the FeRAM Device Integration (FeRAM 소자 제작 중에 발생하는 Pt/Al 반응 기구)

  • Cho Kyoung-Won;Hong Tae-Whan;Kweon Soon-Yong;Choi Si-Kyong
    • Korean Journal of Materials Research
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    • v.14 no.10
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    • pp.688-695
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    • 2004
  • The capacitor contact barrier(CCB) layers have been introduced in the FeRAM integration to prevent the Pt/Al reaction during the back-end processes. Therefore, the interdiffusion and intermetallic formation in $Pt(1500{\AA})/Al(3000{\AA})$ film stacks were investigated over the annealing temperature range of $100\sim500^{\circ}C$. The interdiffusion in Pt/Al interface started at $300^{\circ}C$ and the stack was completlely intermixed after annealing over $400^{\circ}C$ in nitrogen ambient for 1 hour. Both XRD and SBM analyses revealed that the Pt/Al interdiffusion formed a single phase of $RtAl_2$ intermetallic compound. On the other hand, in the presence of TiN($1000{\AA}$) barrier layer at the Pt/Al interface, the intermetallic formation was completely suppressed even after the annealing at $500^{\circ}C$. These were in good agreement with the predicted effect of the TiN diffusion barrier layer. But the conventional TiN CCB layer could not perfectly block the Pt/Al reaction during the back-end processes of the FeRAM integration with the maximum annealing temperature of $420^{\circ}C$. The difference in the TiN barrier properties could be explained by the voids generated on the Pt electrode surface during the integration. The voids were acted as the starting point of the Pt/Al reaction in real FeRAM structure.

Ferroelectric Properties and Comparison between $PZT/IrO_2$ and PZT/Ir

  • Jeon, Min-Seok;Lee, Hee-Soo;Kim, Il-Doo;Park, Duck-Kyun
    • The Korean Journal of Ceramics
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    • v.6 no.1
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    • pp.64-67
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    • 2000
  • Reactively sputtered $Pb(Zr,Ti)O_3$(PZT) films on $IrO_2$and Ir were evaluated with particular consideration on interface properties. The $IrO_2$and Ir were previously annealed at $650^{\circ}C$ in $O_2$or $N_2$atmosphere, respectively. There was no appreciable roughening in the interface of the $PZT/IrO_2$respective to that of the PZT/Ir; the rms roughness of $IrO_2$and Ir was about 3nm and 10nm, respectively. The ferroelectric properties of the $PZT/IrO_2$were found to be better than that of the PZT/Ir; however, the leakage current of the $PZT/IrO_2$was slightly larger than that of the PZT/Ir. The $PZT/IrO_2$thin films did not exhibit any fatigue up to $10^{11}$ cycles; the $P^*\;_r-P^r$ value decreased only from 16.6 to 14$\mu$C/$\textrm{cm}^2$ until $10^{12}$ polarization reversals. On the other hand, although thin $IrO_2$layer was formed between PZT and Ir, the PZT/Ir thin films began to undergo fatigue after $10^9$ polarization reversals.

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