• Title/Summary/Keyword: InTouch

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A Stress Analysis on One-touch Fitting of Pneumatic Systems (공기압용 순간 연결식 관연결구의 응력 해석)

  • Chang, Y.J.;Kim, Youn-J.;Kim, I.S.;Hwang, B.O.;Lee, W.R.;Lim, S.B.
    • Proceedings of the KSME Conference
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    • 2001.06a
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    • pp.871-876
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    • 2001
  • One-touch fittings are important components that can make a quick and tight connection between pneumatic pipe systems. In this study, the stress analyses with various working pressures on these one-touch fittings are carried out using finite element method. Material properties, to use the stress analyses, are measured by the universal tester and digital Vickers hardness tester. The stress analyses on the circular shell spring forced by various pressures(100, 150, 200, 250kpa) and on the main body due to the fluid-structural interaction are investigated. Results show that the stresses of one-touch fitting are concentrated to supported part of main body and the soundness of a circular shell spring with maximum pressure 250kpa was confirmed.

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Large-size LCD with touch-sensing capability

  • Zhu, X.L.;Sit, Cass K.M.;Ma, Mark W.;Feng, Y.J.;Ng, K.W.
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1519-1522
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    • 2009
  • We describe a 32" liquid-crystal display (LCD) with multi-touch sensing capability by integrating IR detector arrays onto the LED backlight plate. A transparent light guide is placed in front of the display screen, with IR LEDs disposed at its edges and emitting IR light into the light guide, the light is trapped by total internal reflection within the light guide to be as touch-sensing light. A physical contact with the acrylic plate surface will stimulate some trapped light to be escaped from the light guide and pass through LCD panel to be detected by the IR detectors. The touch-sensing LCD with this configuration can locate simultaneous multiple touche points on the touchable surface.

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Touch Voltage According to the Distance between Distribution Concrete Pole and Ground Rod (배전용 전주와 접지전극의 이격거리에 따른 접촉전압)

  • Lee, B.H.;Jung, H.U.;Lee, T.H.;Baek, Y.H.;Lee, D.M.;Jung, D.C.;Lee, K.S.;Ahn, C.H.
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2005.11a
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    • pp.391-394
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    • 2005
  • This paper describes the touch voltages and potential distributions according to the distance between distribution concrete pole and ground rod when the current is injected to a ground rod through overhead ground wire. Touch voltage is measured in four directions. The touch voltage and ground potential distribution per 1 A are analyzed. The touch voltage was the highest at the around surface just above the ground rod.

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Frequency Division Concurrent Sensing Method for High-Speed Detection of Large Touch Screens (대형 터치스크린의 고속감지를 위한 주파수분할 동시센싱 기법)

  • Jang, Un-Yong;Kim, HyungWon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.4
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    • pp.895-902
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    • 2015
  • This paper presents a high-speed sensing and noise cancellation technique for large touch screens, which is called FDCS (Frequency Division Concurrent Sensing). Most conventional touch screen detection methods apply excitation pulses sequentially and analyze the sensing signals sequentially, and so are often unacceptably slow for large touch screens. The proposed technique applies sinusoidal signals of orthogonal frequencies simultaneously to all drive lines, and analyzes the signals from each sense line in frequency domain. Its parallel driving allows high speed detection even for a very large touch screens. It enhances the sensing SNR (Signal to Noise Ratio) by introducing a frequency domain noise filtering scheme. We also propose a pre-distortion equalizer, which compensates the drive signals using the inverse transfer function of touch screen panel to further enhance the sensing SNR. Experimental results with a 23" large touch screen show that the proposed technique enhances the frame scan rate by 273% and an SNR by 43dB compared with a conventional scheme.

Developed a golf course scorecard App that improved UI/UX based on C/S (C/S 기반의 UI/UX를 개선한 골프장 스코어카드 App 개발)

  • Jung, Chul-Jong
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1433-1442
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    • 2018
  • This study develops and improves the EZ Touch App of the scorecard application (app) using the smartphone and the pad, and works with the customer management system (C/S). The research was conducted as follows. First, how do you handle the EZ Touch input method on a scorecard? Second, how to configure the platform of customer (member) management system (C/S) and data server system? Third, does EZ Touch App work organically with customer management system (C/S)? The developed EZ Touch is entered into the scorecard as an input method using the gesture as a result of this research, and it is linked with the C/S system to organize the review function, hall information function, field coaching function through score, It can be used for applications such as information management functions and statistics through differentiated statistics. However, there are some problems and improvements in user convenience in real time use. I think there is a need to study to solve this problem in the future. EZ Touch input method is input to the scorecard by inputting gesture of the finger as a result of this study, and it is linked with this, and it is possible to use differentiated statistics such as review function, hall information function, field coaching function, It is the purpose of the study to improve the technical competitiveness of the product by developing the application.

Comparing Elder Users' Interaction Behavior to the Younger: Focusing on Tap, Move and Flick Tasks on a Mobile Touch Screen Device

  • Lim, Ji-Hyoun;Ryu, Tae-Beum
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.2
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    • pp.413-419
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    • 2012
  • Objective: This study presents an observation and analysis on behavioral characteristics of old users in comparison to young users in the use of control on display interface. Background: Touch interface which allows users to control directly on display, is conceived as delight and easy way of human-computer interaction. Due to the advantage in stimulus-response ensemble, the old users, who typically experiencing difficulties in interacting with computer, would expected to have better experience in using computing machines. Method: Twenty nine participants who are over 50 years old and 14 participants who are in 20s years old were participated in this study. Three primary tasks in touch interface, which are tap, move, and flick, were delivered by the users. For the tap task, response time and point of touch response were collected and the response bias was calculated for each trial. For the move task, delivery time and the distance of finger movements were recorded for each trial. For the flick task, task completion time and flicking distance were recorded. Results: From the collected behavioral data, temporal and spatial differences between young and old users behavior were analyzed. The older users showed difficulty in completing move task requiring eye-hand coordination.

Subjective Wear Test and Fit of Women's Sports Underwear Made of Cool-Touch Fabric (냉감소재로 제작한 여성 스포츠 언더웨어의 피트성과 착용시 주관적 평가)

  • Kim, Soyoung;Lee, Heeran;Choi, Jiyoung;Hong, Kyunghi
    • The Korean Journal of Community Living Science
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    • v.28 no.4
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    • pp.505-514
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    • 2017
  • Although studies on the development of cool touch fabrics have been conducted widely, the effects of fitted pattern on enhancing the cooling sensation are insufficient. To investigate the effect of cool-touch fabric and fit of women's sports underwear, 3D and 2D patterns of sleeveless top and sports leggings were constructed. The performance of cool touch was tested by the Qmax value and wear test with nine subjects. Objective fit evaluation was observed by 3D virtual clothing using Clo software. Subjects rated wearing sensation such as 'cooling sensation, fit, wear comfort and preferences of purchase' using Likert's scale in the environmental chamber at $25^{\circ}C$, 45 %RH. The Qmax value of the cool touch fabric was higher than that of the PET fabric, which was well reflected in 'cooling sensation', especially in the case of a tight-fitted 3D pattern. The cooling sensation of the cool-touch fabric was not significantly elevated with 3D tight pattern as long as the size of the 2D pattern was similar to that of 3D pattern. However, the purchase preference was highly correlated with 3D fit and wear comfort.

An alternative method for smartphone input using AR markers

  • Kang, Yuna;Han, Soonhung
    • Journal of Computational Design and Engineering
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    • v.1 no.3
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    • pp.153-160
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    • 2014
  • As smartphones came into wide use recently, it has become increasingly popular not only among young people, but among middle-aged people as well. Most smartphones adopt capacitive full touch screen, so touch commands are made by fingers unlike the PDAs in the past that use touch pens. In this case, a significant portion of the smartphone's screen is blocked by the finger so it is impossible to see the screens around the finger touching the screen; this causes difficulties in making precise inputs. To solve this problem, this research proposes a method of using simple AR markers to improve the interface of smartphones. A marker is placed in front of the smartphone camera. Then, the camera image of the marker is analyzed to determine the position of the marker as the position of the mouse cursor. This method can enable click, double-click, drag-and-drop used in PCs as well as touch, slide, long-touch-input in smartphones. Through this research, smartphone inputs can be made more precise and simple, and show the possibility of the application of a new concept of smartphone interface.

Improvement of Smartphone Interface Using AR Marker (AR 마커를 이용한 스마트폰 인터페이스의 개선)

  • Kang, Yun-A;Han, Soon-Hung
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.5
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    • pp.361-369
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    • 2011
  • As smartphones came into wide use recently, it has become increasingly popular not only among young people, but middle-aged people as well. Most smartphones use capacitive full touch screen, so touch commands are made by fingers unlike the PDAs in the past that use touch pens. In this case, a significant portion of the smartphone's screen is blocked by the finger so it is impossible to see the screens around the finger touching the screen, and difficulty occurs in precise control used for small buttons such as qwerty keyboard. To solve this problem, this research proposes a method of using simple AR markers to improve the interface of smartphones. Sticker-form marker is attached to fingernails and placed in front of the smartphone camera Then, the camera image of the marker is analyzed to determine the orientation of the marker to perceive as onRelease() or onPress() of the mouse depending on the marker's angle of rotation, and use its position as the position of the mouse cursor. This method can enable click, double-click, drag-and-drop used in PCs as well as touch, slide, long-touch-input in smartphones. Through this research, smartphone inputs can be made more precise and simple, and show the possibility of the application of a new concept of smartphone interface.

A Low Power Consumption Management Scheme Based on Touch & Play for Smart Memory Tags (스마트 메모리 태그를 위한 Touch & Play 기반 저전력 소모 관리 기법)

  • Yun, Young-Sun;Ha, Sunju;Son, Kyung A;Eun, Seongbae
    • IEMEK Journal of Embedded Systems and Applications
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    • v.12 no.3
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    • pp.131-138
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    • 2017
  • QR/NFC tags have been utilized in various fields like exhibition, museum, and so on, but they have a drawback that they are read-only fundamentally. We devise a novel device called a smart memory tag (below mem-tag) which is supplemented with the write function through combining a flash memory into a NFC tag. A mem-tag is composed of an NFC tag, an MCU, a flash memory, a bluetooth module, and a battery, and is inter-operating with smartphones via bluetooth communication. It can be used in a bulletin board to support writing replies and in a check-in service to verify the presence of the site. What matters is that users' inter-operations are borne to be asynchronous, which leads to the energy consumption to wait for users' actions. Sleep mechanisms and asynchronous MAC protocols used in ubiquotous sensor networks cannot avoid the consumption of battery. In this paper, we propose a touch and play scheme for minimizing the consumption of battery that the MCU wakes up and PLAY when a user TOUCH the mem-tag. We implemented the system to show that our scheme lets the mem-tag work 50 times longer than the sleep and wake-up scheme.