• Title/Summary/Keyword: Touch Screen

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Interaction Technique in Smoke Simulations using Mouth-Wind on Mobile Devices (모바일 디바이스에서 사용자의 입 바람을 이용한 연기 시뮬레이션의 상호작용 방법)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.4
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    • pp.21-27
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    • 2018
  • In this paper, we propose a real-time interaction method using user's mouth wind in mobile device. In mobile and virtual reality, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. In this study, we propose an interface technology that can interact with real time using user's mouth wind. The direction of the wind is determined by using the angle and the position between the user and the mobile device, and the size of the wind is calculated by using the magnitude of user's mouth wind. To show the superiority of the proposed technique, we show the result of visualizing the flow of the vector field in real time by integrating the mouth-wind interface into the Navier-Stokes equations. We show the results of the paper on mobile devices, but can be applied in the Agumented reality(AR) and Virtual reality(VR) fields requiring interface technology.

A Study on Adhesion and Electro-optical Properties of ITO Films Deposited on Flexible PET Substrates with Deposition of SiO2 Buffer Layers (PET 기판 위에 SiO2 버퍼층 증착에 따른 ITO 박막의 부착 및 전기적 광학적 특성 연구)

  • Kang, Ja-Youn;Kim, Dong-Won;Cho, Kyu-Il;Woo, Byung-Il;Yun, Hwan-Jun
    • Journal of the Korean institute of surface engineering
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    • v.42 no.1
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    • pp.21-25
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    • 2009
  • Using an evaporation system, $SiO_2$ was deposited as a buffer layer between a PET substrate and a ITO layer and then ITO/$SiO_2$/PET layers were annealed for 1.5 hours at the temperature of $180^{\circ}C$. Adhesion and electro-optical properties of ITO films were studied with thickness variance of a $SiO_2$ buffer layer. As a result of introduction of the $SiO_2$ buffer layer, sheet resistance and resistivity increased and a ITO film with optimum sheet resistance ($529.3{\Omega}/square$) for an upper ITO film of resistive type touch panel could be obtained when $SiO_2$ of $50{\AA}$ was deposited. And it was found that ITO films with $SiO_2$ buffer layer have higher transmittance of $88{\sim}90%$ at 550 nm wavelength than ITO films with no buffer layers and the transmittance was enhanced as $SiO_2$ thickness increased from $50{\AA}$ to $100{\AA}$. Adhesion property of ITO films with $SiO_2$ buffer layers became better than ITO films with no buffer layers and this property was independent of $SiO_2$ thickness variance ($50{\sim}100{\AA}$). By depositing a $SiO_2$ buffer layer of $50{\AA}$ on the PET substrate and sputtering a ITO thin film on the layer, a ITO film with enhanced adhesion, electro-optical properties could be obtained.

Development of a Tiled Display GOCI Observation Satellite Imagery Visualization System (타일드 디스플레이 천리안 해양관측 위성 영상 가시화 시스템 개발)

  • Park, Chan-sol;Lee, Kwan-ju;Kim, Nak-hoon;Lee, Sang-ho;Seo, Ki-young;Park, Kyoung Shin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.641-642
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    • 2013
  • This research implemented Geostationary Ocean Color Imager (GOCI) observation satellite imagery visualization system on a large high-resolution tiled display. This system is designed to help users observe or analyze satellite imagery more effectively on the tiled display using multi-touch and Kinect motion gesture recognition interaction. We developed the multi-scale image loading and rendering technique for the massive amount of memory management and smooth rendering for GOCI satellite imagery on the tiled display. In this system, the unit of time corresponding to the selected date of the satellite images are sequentially displayed on the screen. Users can zoom-in, zoom-out, move the imagery and select some buttons to trigger functions using both multi-touch or Kinect gesture interaction.

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Virtual Keypads based on Tetris with Resistance for Attack using Location Information (위치정보로 비밀정보를 유추할 수 있는 공격에 내성이 있는 테트리스 형태 기반의 보안 키패드)

  • Mun, Hyung-Jin
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.37-44
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    • 2017
  • Mobile devices provide various services through payment and authentication by inputting important information such as passwords on the screen with the virtual keypads. In order to infer the password inputted by the user, the attacker captures the user's touch location information. The attacker is able to infer the password by using the location information or to obtain password information by peeping with Google Glass or Shoulder Surfing Attack. As existing secure keypads place the same letters in a set order except for few keys, considering handy input, they are vulnerable to attacks from Google Glass and Shoulder Surfing Attack. Secure keypads are able to improve security by rearranging various shapes and locations. In this paper, we propose secure keypads that generates 13 different shapes and sizes of Tetris and arranges keypads to be attached one another. Since the keypad arranges different shapes and sizes like the game, Tetris, for the virtual keypad to be different, it is difficult to infer the inputted password because of changes in size even though the attacker knows the touch location information.

Electrical Characteristics of the Ag Past with addition of Low-melting Alloy of Bi58Sn42 for Metal Mesh Touch Sensors (저융점 합금(Bi58Sn42)을 이용한 Metal Mesh Touch Sensor용 Ag 페이스트의 전기적 특성)

  • Kim, Tae-Hyung;Heo, Young-Woo;Kim, Jeong-Joo;Lee, Joon-Hyung
    • Journal of the Korean institute of surface engineering
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    • v.50 no.6
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    • pp.510-515
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    • 2017
  • In this study, a transient liquid phase sintering (TLPS) process of Ag pastes mixed with a fusible metal alloy of Bi58Sn42 with the melting temperature of $138^{\circ}C$, was examined. After screen printing of the Ag pastes with and without Bi58Sn42 powders on polyimide (PI) substrates, the electrodes were heat-treated at different temperatures in the range between 150 and $300^{\circ}C$ for 60 min in air. Comparing the electrical conductivity of the Ag pastes with and without Bi58Sn42 alloy powder after the heat treatment, it was manifested that the low melting temperature alloy definitely played a major role in an increased conductivity when it is added into the Ag pastes by providing more electrical conduction paths between Ag particles. This can be explained by the fact that capillary force of the melts of Bi58Sn42 can contribute to the rearrangement of the Ag particles during the heat-treatment inducing better connectivity between the Ag particles.

Novel Anomaly Detection Method for Proactive Prevention from a Mobile E-finance Accident with User"s Input Pattern Analysis (모바일 디바이스에서의 전자금융사고 예방을 위한 사용자입력패턴분석 기반 이상증후 탐지 방법)

  • Seo, Ho-Jin;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.4
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    • pp.47-60
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    • 2011
  • With the increase in the use of mobile banking service, mobile banking has become an attractive target to attackers. Even though many security measures are applied to the current mobile banking service, some threats such as physical theft or penetration to a mobile device from remote side are still remained as unsolved. With aiming to fill this void, we propose a novel approach to prevent e-financial incidents by analyzing mobile device user's input patterns. This approach helps us to distinguish between original user's usage and attacker's usage through analyzing personal input patterns such as input time-interval, finger pressure level on the touch screen. Our proposed method shows high accuracy, and is effective to prevent the e-finance incidents proactively.

Development of high-power haptic vibration actuator module and interface based on bidirectional electrostatic force driving structure (양방향 정전기력 구동 구조에 기반한 고출력 햅틱 진동 액추에이터 모듈 및 인터페이스 개발)

  • Kim, Jae-Ik;Lee, Jae-Kyung;Park, Young-Hwan;Seo, Jeong-Tae;Yang, Tae-Heon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.662-667
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    • 2021
  • Vibrotactile feedback is a major function of the latest touch displays, which greatly improves the user's operability and immersion when interacting with the interface on the screen. In this study, we propose a vibrotactile actuator suitable for mounting on the back side of a mid- to large-sized display because it can generate a strong vibration output by applying an electrostatic force-based mechanism and can be manufactured in a thin flat panel type. The proposed actuator was developed in a structure capable of amplifying the vibration force by alternating up and down with electrostatic force by the upper and lower electrodes that are spaced apart from the electrically grounded mass suspended from a radial leaf spring. As a result of the performance evaluation, the developed bar-type module with two built-in actuators showed excellent vibration output of up to 3.3 g at 170 Hz, confirming the possibility of providing haptic feedback in medium and large touch displays.

Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.45-52
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    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.3
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    • pp.1-15
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    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.

New Effective Korean Character Keypads using Dragging on Smart Phones (스마트폰에서 끌기 기능을 이용한 효과적인 한글 문자 자판)

  • Choi, Jaeyoung;Lim, Sanggul;Yang, Woocheol
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.6
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    • pp.423-432
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    • 2013
  • Smart phones have been technologically advanced in many ways from basic cellular phones. However, most of all smart phone users in Korea still have been using the traditional Korean character keypads used in the basic cellular phones. It would be required to develop new keypads on smart phones with touch screen. In this paper, we extended the three standard Korean character keypads - Cheonjiin, Naragul, and SKY-Hangul - by adding dragging function on touch screen, then we compared writing speeds of the keypads based on the number of touching buttons and moving distance of the finger while writing a sentence. In addition, we proposed two new Korean keypads - 's-Gana' and 's-Bada', which are more suitable on smart phones. s-Gana assigned 7 representative consonants and 5 representative vowels in order on the 4x3 keypad, and s-Bada assigned consonants and vowels by considering their frequency of use. s-Gana and s-Bada keypads showed 3~19% and 9~24% of performance improvement, respectively, compared with the standard Korean keypads. Finally, we set up 5 requisites of SELF-T in order to evaluate the usability of Korean character keypads in smart phones, then we compared the keypads using the requisites.