• Title/Summary/Keyword: Smart touch

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Comparison of Feasibility of Touch-Based Cognitive Training Games in Community Elderly and Elderly with Minor Dementia

  • Jung, Seung-Hwa;Oh, Seon-Jin;Park, Hyun-Ju;Park, Dae-Sung
    • Physical Therapy Rehabilitation Science
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    • v.11 no.2
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    • pp.154-164
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    • 2022
  • Objective: The purpose of this study is to select a cognitive training game that can evaluate five cognitive domains and to study their validity with existing cognitive evaluation tools. Design: Methods: Delphi survey was conducted through the 2nd questionnaire for 30 experts to select games suitable for training 5 cognitive domains. Five cognitive training games and Mini Mental State Examination - Korea(MMSE-K), and cognitive impairment screening test(CIST) were conducted for 82 elderly in the community. Pearson correlation analysis was performed to find out the correlation of the three tests. The ROC curve was used to calculate the selection criteria for the game results for the screening evaluation of the presence or absence of mild cognitive impairment. Results: The coefficient of variation to evaluate the stability of the Delphi survey was less than 0.50 in most game items. The 'correct answers' and 'level' of the five final selected game items showed a statistically significant positive correlation with the CIST and MMSE-K scores. CIST score and 'time' of all game items except 'number making_time' showed a statistically significant negative correlation. Conclusions: The validity of the cognitive training program using smart devices was evaluated, and the criteria for classifying the cognitive domain and distinguishing the presence or absence of cognitive impairment were confirmed.

A Study on Augmented Reality Interaction Using Leap Motion (Leap Motion을 활용한 증강현실 인터랙션 강화 연구)

  • Jung, Hyun-Il;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.133-138
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    • 2020
  • Interaction is an important component in the sense of immersion in augmented reality. However, the function of interaction in augmented reality contents is very weak. Bringing a lot of real environmental information is one of the ways to develop augmented reality, and interaction will naturally develop. In this paper, Leap Motion was used for natural interaction in augmented reality environment through the hand widely used as an interface tool, and extended more from the limited interaction of conventional display touch methods to create a natural interaction. This development of interaction will contribute to the development of various contents as well as augmented reality later.

Securing of Potential Users of Smartphone UI due to the Philosophy of its Design (스마트 폰 UI의 디자인 철학에 따른 잠재적 사용자 확보)

  • Kim, Su-Hee;Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.503-513
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    • 2016
  • Innovator and Early Adopter are main clients of smart phone until now, but the silver generation enjoying price stability and the Internet emerges, so a strategy of the importance, systematic classification, and focus of a neglected class is needed. It is necessary to analyze UI that can departmentalize not a neglected class limited to the silver generation but potential users who can be voluntarily users and can secure them. To secure them, the researcher analyzes how Windows, Icons, Mouse Pull-Down-Menus(WIMP) of UI has been applied in the process that skeuomorphism UI of iPhone, Metro UI of MS, and Material UI of Google change. As a result of an analysis, skeuomorphism is not entirely new and has secured potential users slowly with a method to compensate and improve a part that users disregard. As a concept of touch UI, Metro UI considered potential users from the beginning but did not secure them with new and epoch-making UI. However, Material UI of Google compensates the weaknesses of skeuomorphism UI and Metro UI and emphasizes cost-effectiveness, so has developed into UI that can secure final consumers of potential users. Therefore, to secure potential users, it should make users themselves understand why they should use smart phone, and it should approach with more organized studies on UI through feedback of observation and direct talks.

Design of Serendipity Service Based on Near Field Communication Technology (NFC 기반 세렌디피티 시스템 설계)

  • Lee, Kyoung-Jun;Hong, Sung-Woo
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.293-304
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    • 2011
  • The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.

Effects of Lettuce Cultivation Using Optical Fiber in Closed Plant Factory (폐쇄형 식물공장내 태양광 파이버를 이용한 상추 재배효과)

  • Lee, Sanggyu;Lee, Jaesu;Won, Jinho
    • Journal of Bio-Environment Control
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    • v.29 no.2
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    • pp.105-109
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    • 2020
  • This study was conducted to the improvement of solar light-based artificial light supply system and effect of lettuce cultivation. The artificial light supply system was consisted of units such as light source, power, system measurement and controller. The light source supply was composed of a solar transmitter and an LED lamp. The power supply consisted of an leakage breaker, SMPS, LED controller and relay. The solar transmitter was made of a quartz optical fiber with optimal light transmission. Artificial light used white lamp among LEDs. System measurement and control consisted of touch screen, Zigbee communication module and light quantity sensor. The results of test confirmed that the LED light is automatically activated when the intensity measured by the light intensity sensor is 200 μmolm-2s-1 or less. Moreover, the leaf length, root length, chlorophyll content and root fresh weight of optical fiber treatment was hight than LED lamp treatment. Therefore, it can be inferred that the energy-saving solar light collector device can be effective in the indoor lettuce production. However, the use of LED lamp is also recommended to assure the availability of sufficient sunlight in cloudy and rainy days.

A study on digital locking device design using detection distance 13.4mm of human body sensing type magnetic field coil (인체 감지형 자기장 코일의 감지거리 13.4mm를 이용한 디지털 잠금장치 설계에 관한 연구)

  • Lee, In-Sang;Song, Je-Ho;Bang, Jun-Ho;Lee, You-Yub
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.9-14
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    • 2016
  • This study evaluated a digital locking device design using detection distance of 13.4mm of a human body sensing type magnetic field coil. In contrast to digital locking devices that are used nowadays, the existing serial number entering buttons, lighting, number cover, corresponding pcb, exterior case, and data delivery cables have been deleted and are only composed of control ON/OFF power switches and emergency terminals. When the magnetic field coil substrates installed inside the inner case detects the electric resistance delivered from the opposite side of the 12mm interval exterior contacting the glass body part, the corresponding induced current flows. At this time, the magnetic field coil takes the role as a sensor when coil frequency of the circular coil is transformed. The magnetic coil as a sensor detects a change in the oscillation frequency output before and after the body is detected. This is then amplified to larger than 2,000%, transformed into digital signals, and delivered to exclusive software to compare and search for embedded data. The detection time followed by the touch area of the body standard to a $12.8{\emptyset}$ magnetic field coil was 30% contrast at 0.08sec and 80% contrast at 0.03sec, in which the detection distance was 13.4mm, showing the best level.

Performance of Conductive Gloves When Using Electronic Devices in a Cold Environment - Manual Dexterity, Usability and Thermoregulatory Responses - (겨울철 전자 기기 사용을 위한 전도성 보온장갑의 착용성 평가 - 손의 기민성과 사용성, 체온조절 반응을 중심으로 -)

  • Kwon, JuYoun;Jung, Dahee;Kim, Siyeon;Jeong, Wonyoung;Lee, Joo-Young
    • Fashion & Textile Research Journal
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    • v.22 no.5
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    • pp.686-695
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    • 2020
  • The present study evaluated the manual dexterity and usability of conductive gloves when operating touchscreen devices in the cold. Twelve male subjects (23.3±1.5 years in age) participated in three experimental conditions: no gloves, fabric conductive and lambskin conductive gloves. Manual dexterity was tested using both Purdue Pegboard (PP) and ASTM dexterity tests at an air temperature of 5℃ and air humidity of 30%RH. Glove usability was tested through the following touchscreen tests: tap, double tap, long tab, drag, flick, and multi-touch. The results showed that manual dexterity according to the PP (2.5 mm of a pin diameter) and ASTM tests (8 mm of a stick diameter) was worse for the two glove conditions than for the no glove condition (p<.005). PP dexterity was better for the fabric glove condition than for the lambskin glove condition (p<.05); however, there was no difference in ASTM dexterity between the two glove conditions. Hand and finger skin temperatures were higher for the glove conditions than the bare hand condition (p<.05), with no differences between the two glove conditions. The touchscreen usability was the best for the no glove condition, followed by fabric gloves (p<.05). Wearing either fabric or lambskin gloves diminishes hand dexterity while maintaining hand and finger temperatures at higher levels. For improved hand dexterity in dealing with small numbers, letters on a touchscreen in cold environments, we recommend wearing fabric conductive gloves rather than lambskin conductive gloves.

The Implementation of a User Location and Preference-based Appointed Place Recommendation Mobile Application (사용자의 위치와 선호도에 기반한 약속 장소 추천 모바일 애플리케이션 구현)

  • Bae, Hyeji;Song, Jina;Lee, Yujin;Lee, Jongwoo
    • KIISE Transactions on Computing Practices
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    • v.21 no.6
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    • pp.403-411
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    • 2015
  • Nowadays, in the so-called 'smart era', people are likely to feel more comfortable in on-line meetings than in off-line meetings. However, on-line meetings are often considered unimportant and it is difficult for participants to share their feelings. This paper suggests a mobile application that can revitalize off-line meetings to address these problems. Wecok Application, which suggests the best meeting place by applying users' preferences and their locations, provides a function-oriented user interface and simple touch flow. Wecok consists of a client/server software, and currently supports only three users simultaneously. It enables exchange of off-line and on-line communication by expanding meetings from on-line to off-line. By using Wecok, users can easily decide on an off-line meeting place.

Design and development of fabric-type fitness band (직물형 피트니스 밴드 디자인 및 개발)

  • Jeong, Dawun;Lee, Sojung;Kwon, Chae-Ryung;Park, Ihwa;Heo, Seowon;Kim, Dong-Eun
    • The Research Journal of the Costume Culture
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    • v.26 no.4
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    • pp.632-648
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    • 2018
  • This study aims to contribute to the development of sports wearables. It was conducted by a convergence team of professionals in the fashion industry, kinesiology and sports studies, and computer science and engineering. The purpose of the current study was to design and develop a fabric-type fitness band for a sensor to measure acceleration during jump rope exercises. Computer science and engineering professionals developed the Arduino board and sensor, kinesiology and sports studies provided the necessary exercise protocol, and the fashion industry professionals developed the band. First, a fitness band preference survey was completed by men and women between the ages of 20 and 50. Typical uses of the band included tracking exercise amount as measured by the number of steps taken and calories burned. Strap watch closure, a single color and achromatic color, and soft and smooth touch materials were preferred as band design. Second, two fabric-type fitness bands were designed and developed. Design 1 had a 3-dimensional pocket for the sensor, bright blue color, and stretch binding around the edges and for a loop. Design 2 had a flat pocket for the sensor, achromatic color, mesh binding around the edges and two metal loops. Both designs had Velcro as a closure. Third, wear testing of both bands with the sensor were conducted of 15 women in their 20s. They wore the bands during jump rope exercises. Both bands generally satisfied the participants. The Design 2 band was slightly more satisfying than the Design 1 band.

Development of active discharge tester for high capacity lithium-ion battery (대용량 리튬 이온 배터리용 Active 방전시험기의 개발)

  • Park, Joon-Hyung;Yunana, Gani Dogara;Park, Chan Won
    • Journal of Industrial Technology
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    • v.40 no.1
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    • pp.13-18
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    • 2020
  • Lithium-ion batteries have a small volume, light weight and high energy density, maximizing the utilization of mobile devices. It is widely used for various purposes such as electric bicycles and scooters (e-Mobility), mass energy storage (ESS), and electric and hybrid vehicles. To date, lithium-ion batteries have grown to focus on increasing energy density and reducing production costs in line with the required capacity. However, the research and development level of lithium-ion batteries seems to have reached the limit in terms of energy density. In addition, the charging time is an important factor for using lithium-ion batteries. Therefore, it was urgent to develop a high-speed charger to shorten the charging time. In this thesis, a discharger was fabricated to evaluate the capacity and characteristics of Li-ion battery pack which can be used for e-mobility. To achieve this, a smart discharger is designed with a combination of active load, current sensor, and temperature sensor. To carry out this thesis, an active load switching using sensor control circuit, signal processing circuit, and FET was designed and manufactured as hardware with the characteristics of active discharger. And as software for controlling the hardware of the active discharger, a Raspberry Pi control device and a touch screen program were designed. The developed discharger is designed to change the 600W capacity battery in the form of active load.