• Title/Summary/Keyword: Touch Interface

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A Study on Incompletion of TIR within Acrylate of FTIR Touch Screen (FTIR 터치스크린 아크릴 계면의 전반사 현상 연구)

  • Han, Ji Heum;Han, Won Heum;Yoon, So Young
    • Journal of Adhesion and Interface
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    • v.14 no.2
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    • pp.57-67
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    • 2013
  • The incompletion of TIR (Total Internal Reflection) in FTIR (Frustrated Total Internal Reflection) touch screen has been investigated as follows. Assuming a 3 layer thin film of medium1 ($n_1$)-medium2 ($n_2$)-medium3 ($n_3$) with refraction indices of $n_1=n_3{\neq}n_2$, it was theoretically proven that FTIR or OT (ordinary transmission) phenomena might happen through medium2 from medium1 to medium3 relying on relative difference in $n_1(=n_3)$ and $n_2$, and that the formulae for FTIR and OT could be transformed into each other depending on the number state (imaginary or real) of the light wave phase. In parallel to the theoretical analysis, the incompletion of TIR in acrylate due to external contacts was also elucidated from the experimental and phenomenological viewpoints. On the basis of this considerate work, we explained how to improve the touching performance for better FTIR touch screen.

Study of iPhone Interface for Remote Robot Control Based on WiFi Communication (WiFi 통신 기반의 로봇제어를 위한 아이폰 인터페이스 연구)

  • Jung, Hah-Min;Kim, Dong-Hun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.5
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    • pp.669-674
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    • 2012
  • This study presents the remote control of a mobile robot using iPhone based on Wi-Fi communication. The paper proposes the following set of user interfaces : acceleration mode, arrow touch mode, and jog-shuttle mode. To evaluate the proposed three interfaces, a virtual robot is controlled in a monitor to follow a referenced trajectory using iPhone. In simulation, the standard deviation and summed errors are analysed for showing good and weak points of the proposed three interfaces. The proposed interface replace an additional remote controller requiring cost with a cellular phone. Results of an experiment show that the proposed interfaces can be effectively used for remote robot control.

Investigating Cursor Control Types for Text Entry on Smartphones (스마트폰에서의 텍스트 입력을 위한 커서 조작 방식 연구)

  • Ahn, Junyoung;Kim, Kyungdoh
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.5
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    • pp.352-359
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    • 2016
  • The soft keyboard with touch interaction is universally available on mobile phone, a variety of previous studies with respect to the soft keyboard on smart devices had been conducted. However, previous studies of cursor control for text entry on smart devices such as smartphone did not performed. In this study, we compared three types of cursor controls (Default, 3D touch, Slide) in smartphone using Fitts' law and C-D ratio. Then we performed a laboratory experiment with three cursor control types and evaluated using cursor movement time as a quantitative evaluation and 8 subjective metrics for usability as a qualitative evaluation. Then, we discussed what types of cursor control showed better performance and subjective satisfaction through their results. From these results, this study recommended the design guidelines for cursor control on smartphones and developed its study methods as our contributions.

The Design and fabrication of food waste system

  • Yeo, Seok-ki;Kim, Gye-Kuk;Seo, Chang Ok
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.101-105
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    • 2016
  • After a weight-rate disposal system for food waste has been implemented we have to install the food waste system at all apartment. In this paper, we supplied electric energy to the food waste system using solar heat panels. The weight of the food waste is displayed on the LCD panel, and its price is calculated based on its weight. Since there would be some cases that touch-typed card can't be well recognized if it is contaminated by foreign material, we designed a recognition device by no-touch sensitive card reader to embody the food waste system. The food waste system was designed using a GUI(graphical user interface) so that users can easily understand it.

Speech-Oriented Multimodal Usage Pattern Analysis for TV Guide Application Scenarios (TV 가이드 영역에서의 음성기반 멀티모달 사용 유형 분석)

  • Kim Ji-Young;Lee Kyong-Nim;Hong Ki-Hyung
    • MALSORI
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    • no.58
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    • pp.101-117
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    • 2006
  • The development of efficient multimodal interfaces and fusion algorithms requires knowledge of usage patterns that show how people use multiple modalities. We analyzed multimodal usage patterns for TV-guide application scenarios (or tasks). In order to collect usage patterns, we implemented a multimodal usage pattern collection system having two input modalities: speech and touch-gesture. Fifty-four subjects participated in our study. Analysis of the collected usage patterns shows a positive correlation between the task type and multimodal usage patterns. In addition, we analyzed the timing between speech-utterances and their corresponding touch-gestures that shows the touch-gesture occurring time interval relative to the duration of speech utterance. We believe that, for developing efficient multimodal fusion algorithms on an application, the multimodal usage pattern analysis for the given application, similar to our work for TV guide application, have to be done in advance.

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Automation of Bio-Industrial Process Via Tele-Task Command(I) -identification and 3D coordinate extraction of object- (원격작업 지시를 이용한 생물산업공정의 생력화 (I) -대상체 인식 및 3차원 좌표 추출-)

  • Kim, S. C.;Choi, D. Y.;Hwang, H.
    • Journal of Biosystems Engineering
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    • v.26 no.1
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    • pp.21-28
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    • 2001
  • Major deficiencies of current automation scheme including various robots for bioproduction include the lack of task adaptability and real time processing, low job performance for diverse tasks, and the lack of robustness of take results, high system cost, failure of the credit from the operator, and so on. This paper proposed a scheme that could solve the current limitation of task abilities of conventional computer controlled automatic system. The proposed scheme is the man-machine hybrid automation via tele-operation which can handle various bioproduction processes. And it was classified into two categories. One category was the efficient task sharing between operator and CCM(computer controlled machine). The other was the efficient interface between operator and CCM. To realize the proposed concept, task of the object identification and extraction of 3D coordinate of an object was selected. 3D coordinate information was obtained from camera calibration using camera as a measurement device. Two stereo images were obtained by moving a camera certain distance in horizontal direction normal to focal axis and by acquiring two images at different locations. Transformation matrix for camera calibration was obtained via least square error approach using specified 6 known pairs of data points in 2D image and 3D world space. 3D world coordinate was obtained from two sets of image pixel coordinates of both camera images with calibrated transformation matrix. As an interface system between operator and CCM, a touch pad screen mounted on the monitor and remotely captured imaging system were used. Object indication was done by the operator’s finger touch to the captured image using the touch pad screen. A certain size of local image processing area was specified after the touch was made. And image processing was performed with the specified local area to extract desired features of the object. An MS Windows based interface software was developed using Visual C++6.0. The software was developed with four modules such as remote image acquisiton module, task command module, local image processing module and 3D coordinate extraction module. Proposed scheme shoed the feasibility of real time processing, robust and precise object identification, and adaptability of various job and environments though selected sample tasks.

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Image Processing Algorithms for DI-method Multi Touch Screen Controllers (DI 방식의 대형 멀티터치스크린을 위한 영상처리 알고리즘 설계)

  • Kang, Min-Gu;Jeong, Yong-Jin
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.3
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    • pp.1-12
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    • 2011
  • Large-sized multi-touch screen is usually made using infrared rays. That is because it has technical constraints or cost problems to make the screen with the other ways using such as existing resistive overlays, capacitive overlay, or acoustic wave. Using infrared rays to make multi-touch screen is easy, but is likely to have technical limits to be implemented. To make up for these technical problems, two other methods were suggested through Surface project, which is a next generation user-interface concept of Microsoft. One is Frustrated Total Internal Reflection (FTIR) which uses infrared cameras, the other is Diffuse Illumination (DI). FTIR and DI are easy to be implemented in large screens and are not influenced by the number of touch points. Although FTIR method has an advantage in detecting touch-points, it also has lots of disadvantages such as screen size limit, quality of the materials, the module for infrared LED arrays, and high consuming power. On the other hand, DI method has difficulty in detecting touch-points because of it's structural problems but makes it possible to solve the problem of FTIR. In this thesis, we study the algorithms for effectively correcting the distort phenomenon of optical lens, and image processing algorithms in order to solve the touch detecting problem of the original DI method. Moreover, we suggest calibration algorithms for improving the accuracy of multi-touch, and a new tracking technique for accurate movement and gesture of the touch device. To verify our approaches, we implemented a table-based multi touch screen.

Interface Design Guideline for Personalization of Interactive TV Service - Focusing on SkyLife's SkyTouch Service - (쌍방향TV 서비스의 개인화를 위한 인터페이스 디자인 가이드라인 -스카이라이프의 스카이터치 서비스를 중심으로 -)

  • Goo, Min-Jung;Lee, Tae-Il
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.129-140
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    • 2007
  • This study attempts to investigate the personalized schemes of interface for the interactive TV sonics enhancing the satisfaction of users from the standpoints of the user and to suggest designing guidelines. In the preface, firstly, the purpose as well as structure of the study were described, the characteristics of the interactive TV and the personalization were defined. Also, it was attempted to understand the development directions of the basic media for services. In addition, the data and elements that became the ground for this study were arranged, including the elements for designing interface, the appraisal method of usability to evaluate the requirements of users, etc. Then, the interfaces of "SkyTouch", an interactive TV sonics by Skylife having the number of users reaching one million at the moment, that is the representative runner in the interactive TV, were analyzed. Then the needs central to the navigation structure and layout for the convenience of users through the evaluation of usability were examined and arranged. In addition, the designing directions of personalized interfaces were studied in the interactive TV by analyzing the web portal sites which were being carried out prior to the personalized services. Based on the data investigated and analyzed previously, the guidelines for the interface design for the personalization of the interactive TV were suggested by classifying the navigation structure and layout, and the personalized interface design was proposed according to the suggested guidelines by applying them directly to "SkyTouch" that is currently carrying out the interactive sonics although it provides limited services in an independent style.

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A Haptic Interface Using a Force-Feedback Joystick (힘 반향 조이스틱을 이용한 햅틱 인터페이스)

  • Ko, Ae-Kyoung;Kim, Hong-Chul;Lee, Jang-Myung;Choi, Joon-Young
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.12
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    • pp.1207-1212
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    • 2007
  • We propose a haptic interface algorithm for joystick operators working in remote control systems of unmanned vehicles. The haptic interface algorithm is implemented using a force-feedback joystick, which is equipped with low price DC motors without encoders. Generating specific amounts of forces on the joystick pole according to the distance between a remote controlled vehicle and obstacles, the haptic interface enables the operator to perceive the distance information by the sense of touch. For the case of no joystick operation or no obstacles in the working area, we propose an origin control algorithm, which positions the joystick pole at the origin. The origin control algorithm prevents the false movement of the remote vehicles and provides the operator with a realistic force resisting the joystick pole's movement. The experiment results obtained under various scenarios exemplify the validity of the proposed haptic interface algorithm and the origin control algorithm.

FPGA-based Hardware Prediction Rendering for Low-Latency Touch Platform

  • Song, Seok Bin;Kim, Jin Heon
    • Journal of Multimedia Information System
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    • v.5 no.1
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    • pp.59-62
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    • 2018
  • The delay between input action and visual interface feedback ("Latency") in a touchscreen inking task reduces the user's performance. When the latency is less than 2.38ms, the user cannot perceive the latency in dragging task. This value is difficult to achieve on recent touchscreens and general purpose computers. So, methods of predicting touch points to reduce perceptible latency has been proposed. In general, touch points prediction is not perfect. When using point prediction, feedback of the predicted points is displayed on the screen, after a while, erased when the actual points are displayed. When this task is implemented by software, it causes additional latency to work to erase predicted points feedback. It therefore propose a platform for rendering point prediction feedback without additional latency by the FPGA. This platform transmits input points and HDMI signals rendering feedback of input points to the FPGA. The FPGA draws the feedback of points predicted based on the input points on the HDMI and displays the screen. Since hardware rendering changes the HDMI signal every frame, it does not require erasing work and rendering can be done within an early time regardless of the amount of rendering, so we will reduce the latency.