• Title/Summary/Keyword: Keyboard Typing Motion

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Wrist Motion in Computer Keyboard Typing

  • Han, Jung-Soo
    • Journal of Mechanical Science and Technology
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    • v.17 no.12
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    • pp.2004-2009
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    • 2003
  • The purpose of this study is to define how wrist motion is affected by different postures and supporting devices and to discover functional range of wrist motion for keyboard typing. The range of wrist motion (ROM) needed for fourteen experienced typists to type on a computer keyboard was measured by flexible and biaxial electrogoniometers. The most frequent wrist motion during typing was in extended and ulnarly deviated positions in both wrists. Range of wrist motion was similar in both wrists. The average ROM for keyboard typing with the typists' own posture was about 39 in flexion/extension (FEM) and 29 in radial/ulnar deviation (RUD) in both wrists. The range of wrist motion was significantly reduced to 30 in FEM and 27 in RUD with use of either wrist or forearm supporting devices, which suggests that these devices might help to relieve fatigue, discomfort, or pain during and/or after typing. Results of this study will be of interest to clinicians and helpful to those who are professionally or non-professionally involved in typing.

Realistic Keyboard Typing Motion Generation Based on Physics Simulation (물리 시뮬레이션에 기반한 사실적인 키보드 타이핑 모션 생성)

  • Jang, Yongho;Eom, Haegwang;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.29-36
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    • 2015
  • Human fingers are essential parts of the body that perform complex and detailed motion. Expression of natural finger motion is one of the most important issues in character animation research. Especially, keyboard typing animation is hard to create through the existing animation pipeline because the keyboard typing typically requires a high level of dexterous motion that involves the movement of various joints in a natural way. In this paper, we suggest a method for the generation of realistic keyboard typing motion based on physics simulation. To generate typing motion properly using physics-based simulation, the hand and the keyboard models should be positioned in an allowed range of simulation space, and the typing has to occur at a precise key location according to the input signal. Based on the observation, we incorporate natural tendency that accompanies actual keyboard typing. For example, we found out that the positions of the hands and fingers always assume the default pose, and the idle fingers tend to minimize their motion. We handle these various constraints in one solver to achieve the results of real-time natural keyboard typing simulation. These results can be employed in various animation and virtual reality applications.

Evaluation of manual workload in repetitive wrist and finger motion (반복적인 손목 및 손가락 작업에서의 수작업 부하 평가)

  • Gwon, O-Chae;Yun, Myeong-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.2
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    • pp.103-120
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    • 1999
  • The purpose of this study was to evaluate the manual workload in repetitive wrist and finger motion. To evaluate manual workload, angular displacement of the joint, EMG of the muscle and subjective rating were studied. Both wrist motion and finger motion were studied. A screw-driving task was used for the wrist motion experiment. A keyboard typing task was used for the finger motion experiment. All finger joint angles and wrist angles were measured by an angle-measuring glove($CyberGlove^{TM}$, Virtual Technologies, Inc.). Surface EMG was recorded from FCU muscle and FDS muscle simultaneously with the angle measurement. Subjective ratings of exertion were also recorded using the modified Borg's CR-10 scale. Repetition rates of 0.5, 1, 2 motions per second were used with each task. As a result, manual workload increased with increasing repetitiveness. Peak spectral magnitude and frequency components corresponded closely with joint angular displacement amplitudes and repetition rates. Results of the correlation analysis showed that there were significant correlation among EMG, frequency-weighted motion and subjective measurement. Both EMG and frequency-weighted filtering showed consistent workload estimation with increasing task frequency. Subjective ratings showed slight over-estimation of the workload as the task frequency is increased.

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TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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