• Title/Summary/Keyword: Mouse Interface

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Voice Command Web Browser Using Variable Vocabulary Word Recognizer (가변어휘 단어 인식기를 사용한 음성 명령 웹 브라우저)

  • 이항섭
    • The Journal of the Acoustical Society of Korea
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    • v.18 no.2
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    • pp.48-52
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    • 1999
  • In this paper, we describe a Voice Command Web Browser using a variable vocabulary word recognizer that can do Internet surfing with Korean speech recognition on the Web. The feature of this browser is that it can handle the links and menus of the web browser by speech. Therefore, we can use speech interface together with mouse for web browsing. To recognize the recognition candidates dynamically changing according to Web pages, we use the variable vocabulary word recognizer. The recognizer was trained using POW (Phonetically Optimized Words) 3,848 words. So that it can recognize new words which did not exist in training data. The preliminary test results showed that the performance of speaker-independent and vocabulary-independent recognition is 93.8% for 32 Korean words. The Voice Command Web Browser was developed on windows 95/NT using Netscape Navigator and reflected usability test results in order to offer easy interface to users unfamiliar with speech interface. In on-line experiment of speaker-independent and environment-independent situation, Voice Command Web Browser showed recognition accuracy of 90%.

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Implementation of DID interface using gesture recognition (제스쳐 인식을 이용한 DID 인터페이스 구현)

  • Lee, Sang-Hun;Kim, Dae-Jin;Choi, Hong-Sub
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.343-352
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    • 2012
  • In this paper, we implemented a touchless interface for DID(Digital Information Display) system using gesture recognition technique which includes both hand motion and hand shape recognition. Especially this touchless interface without extra attachments gives user both easier usage and spatial convenience. For hand motion recognition, two hand-motion's parameters such as a slope and a velocity were measured as a direction-based recognition way. And extraction of hand area image utilizing YCbCr color model and several image processing methods were adopted to recognize a hand shape recognition. These recognition methods are combined to generate various commands, such as, next-page, previous-page, screen-up, screen-down and mouse -click in oder to control DID system. Finally, experimental results showed the performance of 93% command recognition rate which is enough to confirm the possible application to commercial products.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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Electrochemical Characteristics of Osteoblast Cultured Ti-Ta Alloy for Dental Implant (골아세포가 배양된 치과 임플란트용 Ti-Ta합금의 전기화학적 특성)

  • Kim, W.G.;Choe, H.C.;Ko, Y.M.
    • Journal of the Korean institute of surface engineering
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    • v.41 no.2
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    • pp.69-75
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    • 2008
  • Electrochemical behaviors of surface modified and MC3T3-E1 cell cultured Ti-30Ta alloys have been investigated using various electrochemical methods. The Ti alloys containing Ta were melted by using a vacuum furnace and then homogenized for 6 hrs at $1000^{\circ}C$. MC3T3-E1 cell culture was performed with MC3T3-E1 mouse osteoblasts for 2 days. The microstructures and corrosion resistance were measured using FE-SEM, XRD, EIS and potentiodynamic test in artificial saliva solution at $36.5{\pm}1^{\circ}C$. Ti-Ta alloy showed the martensite structure of ${\alpha}+{\beta}$ phase and micro-structure was changed from lamellar structure to needle-like structure as Ta content increased. Corrosion resistance increased as Ta content increased. Corrosion resistance of cell cultured Ti-Ta alloy increased predominantly in compared with non cell cultured Ti- Ta alloy due to inhibition of the dissolution of metal ion by covered cell. $R_p$ value of MC3T3-E1 cell cultured Ti-40 Ta alloy showed $1.60{\times}10^6{\Omega}cm^2$ which was higher than those of other Ti alloy. Polarization resistance of cell-cultured Ti-Ta alloy increased in compared with non-cell cultured Ti alloy.

A study on user satisfaction in TUI environment (TUI 환경의 유저 사용 만족도 연구)

  • Choi, heungyeorl;Yang, seungyong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.113-127
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    • 2015
  • An interface in smart device environment is changing to TUI(touch user interface) environment where a system is being controlled by physical touch, differently from a system controlled through conventional mouse and keyboard. What is more important than anything else in this TUI environment is to implement interface in consideration of learn ability and cognitive constructivism according to user's experience. Therefore, now is the time when it is necessary to carry out various studies on smart content design process going a step farther together with discussing the details of user's experience factor. Hence, this study was intended to look into what effect a user's experiential traits had on the production of contents for the purpose of measures for improving TUI user satisfaction in order to effectively realize contents in smart environment. Results were yielded by using a statistical empirical analysis such as cross-tabulation analysis according to important variable and user, paired t-test, multiple response analysis, and preference frequency analysis of user preference on the basis of a survey. As a result, a system was presented for implementing DFSS(Design For Six Sigma) process. TUI experience factor can be divided into direct habitual experience, direct learning experience, indirect habitual experience, and indirect learning experience. And in the results of study, it was possible to find that the important variables of this study had a positive effect on the improvement of use satisfaction with contents on the whole according to the user convenience of smart contents. This study is expected to have a positive effect on efficient smart device-based contents production by providing objective information according to empirical analysis to smart media-based developer and designer and presenting a model for improving the changed TUI usability.

A study on the GUI evolution for the OS of personal computer (개인용 컴퓨터 OS를 중심으로 한 GUI변천 연구)

  • 오병근
    • Archives of design research
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    • v.15 no.3
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    • pp.213-222
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    • 2002
  • Graphic User Interface has been playing a great role in giving people easy access of computer. The research of implementing graphic image on the computer display and inventing mouse were the threshold of GUI's birth in 1960s, and those were succeeded to developing the first GUI based-computer at the Xerox research center in 1970s. An education theory for the children and the visual metaphor of real life environment were adapted to implement GUI. They were continuously studied and tested in the beginning of creating the GUI concept and design method. In 1980s, the GUI concept and design method were generally applied to all personal computer development. Apple and Microsoft have led the commercialization of their GUI based-05, and also got their own positions in the market as GUI standards in 1990s. The first research for the GUI based-computer implementation in Xerox has established very clear concept and design methods. This GUI standards are evolving Into more convenient and natural ways in various computing environment and developing technologies these days.

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Research of Historic Knowledge Based Traditional Korean Medicine(TKM) Database System (한의학지식정보자원 DB구축에 있어서 지식고고학적 가중치부여의 의의와 실제적용방안 연구)

  • Oh, Jun-Ho;Ahn, Sang-Woo;Kim, Nam-Il;Cha, Wung-Seok
    • Korean Journal of Oriental Medicine
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    • v.16 no.1
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    • pp.69-84
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    • 2010
  • It is the well-known truth that processing of raw information is needed to a certain extent during information search. Especially for Oriental Medical information, it becomes much clearer that even more complex processing is necessary. As a means of reducing such complexity, this study suggests a way to understand effectively the organic relationships among information found on the interface. In this process, 'knowledge-based archaeological' method has been used. A new concept of interface observed by this research is the study of a system which contains realistically considered knowledge-based archaeological and historical specificity. These models are organized so that search results could be materialized in different tree-structured interface models, which can help one understand the relationships among wanted search results at one glance and confirm the details of those results via mouse click. Strength of the vertical tree structure resides in its capability of suggesting its users clear historical relationship between separate Oriental medical information. The horizontal tree structure enables deeper understanding of sectional interrelationship of searched information. The strength of the prescription tree structure is that it helps one understand the lineage of prescriptions, as Oriental medicinal treatment is often summarized into changes in prescriptions.

Tactile Sensing for Virtual Interaction as a Part of Ubiquitous Game Development (유비쿼터스게임의 상호작용 구성요소 개발을 위한 촉각응용)

  • Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.6
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    • pp.1062-1068
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    • 2007
  • In order to design and develop a ubiquitous game, it is necessary to develop a natural and flexible interface between the real world and the virtual world, based on social and physical context awareness. We design user interface model and the tactile sensing system that performs virtual interaction and collection of the sensor data. It is sensitive so the collected data should be filtered, rearranged and analyzed. This information is quite different from stylus input, keyboard, button or mouse for interaction. We detect kicked 3D force position of a ball, moment of area, moment of inertia and modified ball shape using tactile sensing system and analyzed data. The results demonstrate that the proposed approach is desirable and robust as well as the results can be used realistic actions and reactions considering attack force and to make interesting environments for ubiquitous game.

A Development of Decision Support System for Nurse Scheduling (일 대학병원 간호직원 근무 스케쥴링 전산화 개발 사례)

  • 최용선;이은숙;박정호
    • Journal of Korean Academy of Nursing
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    • v.25 no.1
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    • pp.80-87
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    • 1995
  • The critical problem of nurse scheduling in the hospital is determining the day-to -day shift assignments for each nurse for the specified period in a way that satisfies the given requirements of the hospital. As nurse scheduling involves many factors and requirements, manual scheduling requires much time and effort to produce an adequate schedule. A PC - based decision support system, developed in Turbo - C/sup ++/, for nurse scheduling was introduced. The system is composed of 4 sub-systems : 1) Entering basic information for each nursing unit : 2) Generation of an appropriate initial schedule and revised schedule for a given period, maximally satisfying each nurse's duty requests : 3) Provision of variety of statistical information, and 4) Help messages for each modular function. Icons and a mouse are used for easier graphic user interface and reducing the need for typing efforts. This system can help nurses develop quick and easy schedule generation and allow more time for the patient care.

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생산통제용 일정계획 편집기(Gantt Chart Editor)의 객체지향적 설계

  • 김승권;김선옥;홍윤호;이준열
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1993.10a
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    • pp.165-173
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    • 1993
  • 생산일정계획 수립 시스템을 통하여 수립된 생산계획을 현장에서 실천하고자 할 때, 일반적으로 계획수립 후 얼마 지나지 않아 계획수립시 고려할 수 없었던 기계고장 또는 자재조달 지연, 작업 지체, 주문 취소 등과 같은 요인으로 생산일정을 계획대로 실천할 수 없는 경우가 발생한다. 이런 상황에서는 기존의 생산계획을 계속 실행할 수 없으므로 손쉽게 대처할 수 있는 방안이 필요하다. 본 연구에서는 일정계획편집기를 이러한 문제점을 해결할 수 있는 대안으로 제시한다. 일정계획편집기를 GUI, 객체지향적 설계를 통해 구현하므로서 이상상황과 일정변동에 효과적으로 대처할 수 있다. GUI환경을 통해, 수립된 생산일정과 이상상황, 작업진척, 수행도 등을 화면에 Gantt 도표로 표시해 주어 현장 파악을 용이하게 하고 작업추가, 삭제, 작업시간 변경, 대체공정으로의 이동 등의 편집을 mouse와 icon을 이용, 편리하게 수행할 수 있다. 편집작업시 자동으로 생산일정의 타당성을 만족시켜 줄 수 있는 지능화를 위한 기초 단계로서 객체지향설계를 이용한 규칙기반 일정계획 편집기를 설계한다.

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