• Title/Summary/Keyword: InTouch

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Development of K-$Touch^{TM}$ API for kinesthetic/tactile haptic interaction (역/촉감 햅틱 상호작용을 위한 "K-$Touch^{TM}$" API 개발 - 햅틱(Haptic) 개발자 및 응용분야를 위한 소프트웨어 인터페이스 -)

  • Lee, Beom-Chan;Kim, Jong-Phil;Ryu, Je-Ha
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.1-8
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    • 2006
  • This paper presents a development of new haptic API (Application Programming Interface) that is called K-$Touch^{TM}$ haptic API. It is designed in order to allow users to interact with objects by kinesthetic and tactile modalities through haptic interfaces. The K-$Touch^{TM}$ API would serve two different types of users: high level programmers who need an easy to use haptic API for creating haptic applications and researchers in the haptic filed who need to experiment or develop with new devices and new algorithms while not wanting to re-write all the required code from scratch. Since the graphic hardware based kinesthetic rendering algorithm implemented in the K-$Touch^{TM}$ API is different from any other conventional kinesthetic algorithms, this API can provide users with haptic interaction for various data representations such as 2D, 2.5D depth(height field), 3D polygon, and volume data. In addition, this API supports kinesthetic and tactile interaction simultaneously in order to allow users with realistic haptic interaction. With a wide range of applicative characteristics, therefore, it is expected that the proposed K-$Touch^{TM}$ haptic API will assists to have deeper recognition of the environments, and enhance a sense of immersion in environments. Moreover, it will be useful development toolkit to investigate new devices and algorithms in the haptic research field.

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Study on Measurement Error Reduction Technique when Measuring Touch and Step Voltage of Grounding System (접지시스템의 접촉전압 및 보폭전압 측정오차 감소 기법에 관한 연구)

  • Kim, Dong-Woo;Lim, Young-Bea;Lee, Sang-Ick;Choi, Myeong-Il;Moon, Hyun-Wook
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.64 no.1
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    • pp.188-195
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    • 2015
  • This paper presents measurement error reduction technique of touch and step voltage of grounding system based on numerical analysis. When measuring touch and step voltage of grounding system, auxiliary current probes should be located at suitable places. However, the auxiliary probes can not be located at suitable places in such cases as there are buildings and pavements. Therefore, in this paper, we provided measurement error reduction technique of touch and step voltage of grounding system according to the positions of auxiliary probes and angle between auxiliary probes. Also, measurement error analyses of touch and step voltage of grounding system have been conducted using more than one current probe. Based on these analyses, recommended positions of auxiliary probes within allowable measurement errors were presented.

Touch User Interface of Relative Coordinate Style based on Drag and Diversion Operations (드래그 및 방향전환 동작 기반의 상대좌표형 터치 유저 인터페이스)

  • Paik, Jung-Hoon;Choi, Kyung-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.1
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    • pp.89-98
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    • 2011
  • In this paper, a new touch user interface which is based on the hand operations of dragging and diversion is presented. With it, convenience and quickness for inputting of texts as well as searching and selecting of multi-layered menus are improved. The new interface also applies relative coordinate systems which display texts on the touch positions corresponding to the moving of touch location. It accommodates more text codes than those in conventional fixed coordinate systems which allocates texts to fixed location on touch screen. The suggested interface is implemented to IPTV remote control and set-top box to prove its practicality and effectiveness.

Avoiding Automatic Android App Analysis by Detecting Random Touch Generation (무작위 터치 발생 탐지를 이용한 안드로이드 앱 자동 분석 회피에 관한 연구)

  • Yun, Han Jae;Lee, Man Hee
    • Convergence Security Journal
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    • v.15 no.7
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    • pp.21-29
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    • 2015
  • As the number of malicious Android applications increases rapidly, many automatic analysis systems are proposed. Hoping to trigger as many malicious behaviors as possible, the automatic analysis systems are adopting random touch generation modules. In this paper, we propose how to differentiate real human touches and randomly generated touches. Through experiments, we figured out that the distance between two consecutive human touches is shorter than that of random generation module. Also we found that the touch speed of human is also limited. In addition, humans rarely touch the outer area of smartphone screen. By using statistics of human smartphone touch, we developed an algorithm to differentiate between human touches and randomly generated touches. We hope this research will help enhance automatic Android app analysis systems.

An Assessment of Electric Shock Hazard by Safety Criteria Using Graphical Method (그래프법을 이용한 안전기준에 의한 감전위험성 평가)

  • 김두현;강동규
    • Journal of the Korean Society of Safety
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    • v.16 no.3
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    • pp.53-60
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    • 2001
  • This paper presents a graphical method for hazard assessment of electric shock by safety criteria. For the human body to be safety actual body current should not exceed safety criteria, i.e. allowable body current. The assessment method presented in this paper is based m the safety criteria of the IEEE Standard 80 as well as the IEC 479-1. The hazard can be assessed in terms of alterable touch voltages instead of alterable body current. Thus, the hazard assessment of given electric shock condition is referred to a procedure by which the actual touch voltages are compared with the allowable (safe) touch voltages. Since the IEC 479-1 safety criteria are nonlinear, the graphical method is presented for the hazard assessment. Body current and body voltage are calculated with the allowable touch voltage. A comparison of the safety criteria of two widely accepted standards, i.e. the IEEE Std 80 End the IEC 479-1 is proposed. Also Thevenin equivalent resistance is obtained from electric shock model expressed by two-port earth-grid-foot system. On the basis of calculated results, the allowable touch voltage, the body current and the body voltage we can conduct the hazard or safety assessment and estimate the severity of electric shock.

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Edutainment contents using Touch-Face (Touch-Face 기반 에듀테인먼트 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Woan;Lee, Chil-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.363-366
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    • 2008
  • In this paper, I describe about edutainment contents to infant. We can call following PANSORI that user can experience national classical music that is our country tradition music using imagination musical instrument instead of actuality musical instrument, and is one at national classical music. Also manufacturing operationalized Touch-Face that is intelligence style interface platform that can play that tradition pattern and basis use style hand that is a tool the immediate perception enemy use and touch display directly as unaccustomed infant and children are easy and convenient to base. Because of these reason, educational contents can become help to study efficiently because there is in preschool education more on Touch-Face base.

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Towards Establishing a Touchless Gesture Dictionary based on User Participatory Design

  • Song, Hae-Won;Kim, Huhn
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.515-523
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    • 2012
  • Objective: The aim of this study is to investigate users' intuitive stereotypes on non-touch gestures and establish the gesture dictionary that can be applied to gesture-based interaction designs. Background: Recently, the interaction based on non-touch gestures is emerging as an alternative for natural interactions between human and systems. However, in order for non-touch gestures to become a universe interaction method, the studies on what kinds of gestures are intuitive and effective should be prerequisite. Method: In this study, as applicable domains of non-touch gestures, four devices(i.e. TV, Audio, Computer, Car Navigation) and sixteen basic operations(i.e. power on/off, previous/next page, volume up/down, list up/down, zoom in/out, play, cancel, delete, search, mute, save) were drawn from both focus group interview and survey. Then, a user participatory design was performed. The participants were requested to design three gestures suitable to each operation in the devices, and they evaluated intuitiveness, memorability, convenience, and satisfaction of their derived gestures. Through the participatory design, agreement scores, frequencies and planning times of each distinguished gesture were measured. Results: The derived gestures were not different in terms of four devices. However, diverse but common gestures were derived in terms of kinds of operations. In special, manipulative gestures were suitable for all kinds of operations. On the contrary, semantic or descriptive gestures were proper to one-shot operations like power on/off, play, cancel or search. Conclusion: The touchless gesture dictionary was established by mapping intuitive and valuable gestures onto each operation. Application: The dictionary can be applied to interaction designs based on non-touch gestures. Moreover, it will be used as a basic reference for standardizing non-touch gestures.

The Application of a Quantitative Performance Assessment Model in Accordance with Button Menu Form Changes in Touch Screen Input Methods (터치스크린 입력방식에서 버튼메뉴의 형상변화에 따른 정량적 수행평가 모델 적용)

  • Han, Sang-Bok;Pyo, Jung-Sun
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.337-348
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    • 2015
  • Touch input method is unintended difficulties regarding touch and input have increased with touch input methods when compared to using a mouse for input in previously existing menus. This study attempted to analyze usability evaluations according to form and size changes of minimal button forms in button menus. This attempted to verify possibilities through more effective applications of the quantitative performance prediction evaluation model through comparative analysis of Fitts' Law, the representative model of the regression model formula and the interface human performance evaluation method, so that applications can be made in interface designs of touch input methods. Therefore it was significant in that it made reflections on design with consideration given to use user times according to button forms and size changes that can be applied to touch screens.

A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.125-130
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    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.

The Measurement of Skilled Typist's Typing Position for Developments of New Text Entry Input Device (새로운 문자입력장치 개발을 위한 숙련타이피스트의 타이핑 위치 측정)

  • 김진영;이호길;황성호;최혁렬
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.125-130
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    • 2001
  • Skilled typists can type characters or words without looking at keyboard, relying on the finger's relative position. If the relative positions of the fingers can be identified, a virtual keyboard may be accomplished by applying the concept of "DataGlove" or "FingerRing". The virtual keyboard may be efficient as a new mobile input device supporting QWERTY keyboard layout. For the purpose of investigating skilled typing pattern, in this paper the touch-positions of the fingers are measured with a touchscreen while five skilled typists type a long sentence. From these measurements it can be observed that the groups of touch-positions are classified into alphabet characters. Though there are some overlapped groups we can find constant distances capable of being discriminated among the groups from investigation of the change of touch-position for touch-time. Based on the analysis, the prediction algorithm of the constant distance is proposed and evaluated, which is useful for realization of a portable virtual keyboard.le virtual keyboard.

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