• Title/Summary/Keyword: Keyboard typing

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Phonetic Evaluation in Speech Sciences and Issues in Phonetic Transcription (음성 평가의 다학문적 현황과 표기의 과제)

  • Kim, Jong-Mi
    • Speech Sciences
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    • v.10 no.2
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    • pp.259-280
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    • 2003
  • The paper discusses the way in which speech sounds are being evaluated and transcribed in various fields of speech sciences, and suggests ways for a more accurate transcription. The academic fields explored are of phonetics, speech processing, speech pathology, and foreign language education. The discussion centers on the International Phonetic Alphabet (IPA), most commonly used in these fields, and other less widely-accepted transcription conventions such as the TOnes and Break Indices (ToBI), the Speech Assessment Methods Phonetic Alphabet (SAMPA), an extension of the official Korean Romanization (KORBET), and the American-English transcription system in the TIMIT database (TIMITBET). These transcription conventions are dealt with Korean, English, and Korean-accented English. The paper demonstrates that each transcription can exclusively be recommended for a specific need from different academic fields. Due to its publicity, the IPA is best suited for phonetic evaluation in the fields of phonetics, speech pathology, and foreign language education. The rest of the transcriptions are useful for keyboard-inputting the phonetically evaluated data from all these fields as well as for sound transcription in speech engineering, because they use convenient letter symbols for typing, searching, and programming. Several practical suggestions are made to maintain the transcriptional efficiency and consistency to accommodate the intra-and inter-transcriber variability.

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Ensemble-By-Session Method on Keystroke Dynamics based User Authentication

  • Ho, Jiacang;Kang, Dae-Ki
    • International Journal of Internet, Broadcasting and Communication
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    • v.8 no.4
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    • pp.19-25
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    • 2016
  • There are many free applications that need users to sign up before they can use the applications nowadays. It is difficult to choose a suitable password for your account. If the password is too complicated, then it is hard to remember it. However, it is easy to be intruded by other users if we use a very simple password. Therefore, biometric-based approach is one of the solutions to solve the issue. The biometric-based approach includes keystroke dynamics on keyboard, mice, or mobile devices, gait analysis and many more. The approach can integrate with any appropriate machine learning algorithm to learn a user typing behavior for authentication system. Preprocessing phase is one the important role to increase the performance of the algorithm. In this paper, we have proposed ensemble-by-session (EBS) method which to operate the preprocessing phase before the training phase. EBS distributes the dataset into multiple sub-datasets based on the session. In other words, we split the dataset into session by session instead of assemble them all into one dataset. If a session is considered as one day, then the sub-dataset has all the information on the particular day. Each sub-dataset will have different information for different day. The sub-datasets are then trained by a machine learning algorithm. From the experimental result, we have shown the improvement of the performance for each base algorithm after the preprocessing phase.

A Phoneme-based Approximate String Searching System for Restricted Korean Character Input Environments (제한된 한글 입력환경을 위한 음소기반 근사 문자열 검색 시스템)

  • Yoon, Tai-Jin;Cho, Hwan-Gue;Chung, Woo-Keun
    • Journal of KIISE:Software and Applications
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    • v.37 no.10
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    • pp.788-801
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    • 2010
  • Advancing of mobile device is remarkable, so the research on mobile input device is getting more important issue. There are lots of input devices such as keypad, QWERTY keypad, touch and speech recognizer, but they are not as convenient as typical keyboard-based desktop input devices so input strings usually contain many typing errors. These input errors are not trouble with communication among person, but it has very critical problem with searching in database, such as dictionary and address book, we can not obtain correct results. Especially, Hangeul has more than 10,000 different characters because one Hangeul character is made by combination of consonants and vowels, frequency of error is higher than English. Generally, suffix tree is the most widely used data structure to deal with errors of query, but it is not enough for variety errors. In this paper, we propose fast approximate Korean word searching system, which allows variety typing errors. This system includes several algorithms for applying general approximate string searching to Hangeul. And we present profanity filters by using proposed system. This system filters over than 90% of coined profanities.

Dial Menu User Interface Using Touch Screen (터치스크린을 이용한 다이얼 메뉴 유저 인터페이스)

  • Choi, Jung-Hwan;Kim, Youn-Woo;Jang, Hyun-Su;Eom, Young-Ik
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.584-589
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    • 2008
  • The in put system using the touch screen directly makes the input signals by the contact on the screen without the assistance of peripherals such as a pen or hands. These kinds of input systems using the flexible hands is maximizing suppleness and intuition of the input rather than those systems using a keyboard or a mouse which are moving a cursor or typing a word. However, using hands for an input may give rise to a mistake in control. And there are few interfaces utilizing the touch screen. Incorrectness and insufficiency of the interface are the weak point of the touch screen systems. In this paper, we propose the dial menu user interface for the mobile devices using touch screen for an efficient input. In this method, it consists of 2 states(Inactive states, Active states) and 4 actions(Rotation, Zoom in, and Zoom out, and Click). The intuitive control utilizing the suggested method overcomes the incorrect pointing, weak point of the touch screen system, and boosts the searching menu by utilizing the drag function of the touch screen.

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Leg Crossing-Induced Asymmetrical Trunk Muscle Activity During Seated Computer Work

  • Chung, Yean-Gil;Kim, Yong-Wook;Woen, Jong-Hyuck;Yi, Chung-Hwi;Jeon, Rye-Sean;Kwon, Oh-Yun
    • Physical Therapy Korea
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    • v.15 no.4
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    • pp.80-86
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    • 2008
  • Cross-legged sitting postures are commonly assumed during computer work. The purpose of this study was to determine the effects of leg crossing on trunk muscle activity while typing at a computer. Trunk muscle activity was measured in three 8 different sitting postures, in random order. These posture were: normal sitting with a straight trunk and both feet on the floor (NS), upper leg crossing (ULC), and ankle on knee (AOK). The right leg was crossed onto the left leg in both cross-legged postures. Twenty able-bodied male volunteers participated in this study. Subjects typed on a computer keyboard for one minute. Surface electromyography (EMG) was used to record bilateral muscle activity in the external oblique (EO). internal oblique (IO), and rectus abdominis (RA). The EMG activity of each muscle in the NS posture was used as a reference (100% EMG activity) in relation to the two cross-legged postures. Muscle activity in the right EO. right IO, and left IO was significantly lower in the ULC posture than in the NS posture. In contrast, muscle activity in the right RA was significantly higher in the ULC posture than in the NS posture. Muscle activity in the tight RA was significantly higher in the AOK posture, as compared to the NS posture, whereas activity in the left IO was significantly lower in the AOK posture, as compared to the NS posture. The right-left muscle activity ratios in the EO and IO showed significantly different patterns in the cross-legged postures, suggesting that asymmetrical right-left oblique muscle activity had occurred.

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Logic Analyzer of Composite Hangul Units for Implementation of Input Methods (한글 입력 방식의 구현을 위한 범용적인 복합 낱자 분석 시스템)

  • Kim, Yongmook;Kim, Kuk
    • Korean Journal of Cognitive Science
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    • v.28 no.4
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    • pp.223-243
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    • 2017
  • A Hangul input method consists of two core components: key layout for primitive units (Natja), and binding rules to form more complex, composite units from primitive ones. However, careless design and implementation of an input method may result in ambiguity and inability of contiguous typing, when it comes to handle composite Hangul units. This is due to the collective nature of Hangul, namely, existence of implicit boundaries between units and syllables. This issue gets more challenging for the context-dependent 2-beolsik method, mobile environment having significantly fewer keys, and yet addition of the support for Old Hangul. For the sake of the management of complexity, we devised a system in which the binding rule is divided into two layers rather than one. Based on this concept, we implemented a tool program that, given the primitive units and their binding rules, generates input details of every composite unit and detects any potential ambiguity and conflicts. We presented the actual analysis result for Samsung Cheonji-in and KT Naratgeul, two of the most popular mobile Hangul input methods used in Korea.

Detecting Spelling Errors by Comparison of Words within a Document (문서내 단어간 비교를 통한 철자오류 검출)

  • Kim, Dong-Joo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.83-92
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    • 2011
  • Typographical errors by the author's mistyping occur frequently in a document being prepared with word processors contrary to usual publications. Preparing this online document, the most common orthographical errors are spelling errors resulting from incorrectly typing intent keys to near keys on keyboard. Typical spelling checkers detect and correct these errors by using morphological analyzer. In other words, the morphological analysis module of a speller tries to check well-formedness of input words, and then all words rejected by the analyzer are regarded as misspelled words. However, if morphological analyzer accepts even mistyped words, it treats them as correctly spelled words. In this paper, I propose a simple method capable of detecting and correcting errors that the previous methods can not detect. Proposed method is based on the characteristics that typographical errors are generally not repeated and so tend to have very low frequency. If words generated by operations of deletion, exchange, and transposition for each phoneme of a low frequency word are in the list of high frequency words, some of them are considered as correctly spelled words. Some heuristic rules are also presented to reduce the number of candidates. Proposed method is able to detect not syntactic errors but some semantic errors, and useful to scoring candidates.

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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