• Title/Summary/Keyword: Touch interface

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Development of a Smartphone Interface using Infrared Approach (적외선 방식의 스마트 폰 인터페이스 개발)

  • Jang, Jae-Hyeok;Kim, Byung-Ki;Song, Chang-Geun;Ko, Young-Woong
    • The KIPS Transactions:PartA
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    • v.18A no.2
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    • pp.53-60
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    • 2011
  • Touch screen technologies are widely used as the basic input for mobile devices. However, for smartphones, touch screens have been utilized as a simple device that merely process text data. It has been considered an inappropriate multimedia input device for one to use design applications, such as painting, due to its narrow touch screen space, which makes it inconvenient to draw pictures. In this study, we propose to enhance this weakness by using infrared approach on a smartphone's input interface. The usage of infrared approach will allow for quick and accurate operations without facing any space constraints. In this paper, we provide a detailed description of the design and implementation of a smartphone user interface using infrared pointing device. Additionally, using experimental results, we prove that our proposed approach is more convenient and efficient than traditional touch screen approaches used in smartphones.

Design of Ball-based Mobile Haptic Interface (볼 기반의 모바일 햅틱 인터페이스 디자인)

  • Choi, Min-Woo;Kim, Joung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.122-128
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    • 2009
  • In this paper, we present a design and an evaluation of a hand-held ball based haptic interface, named "TouchBall." Using a trackball mechanism, the device provides flexibility in terms of directional degrees of freedom. It also has an advantage of a direct transfer of force feedback through frictional touch (with high sensitivity), thus requiring only relatively small amount of inertia. This leads to a compact hand-held design appropriate for mobile and 3D interactive applications. The device is evaluated for the detection thresholds for directions of the force feedback and the perceived amount of directional force. The refined directionality information should combine with other modalities with less sensory conflict, enriching the user experience for a given application.

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Input Performance of the Old Adults in Touch Interface (고령자용 터치입력장치 설계를 위한 인적 수행도 평가)

  • Hong, Seung-Kweon;Park, Jung-Chul;Kim, Sun-Su
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.605-610
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    • 2010
  • In order to design a touch interface for the elderly, human performance of input tasks on the touch screen was investigated by the laboratory experiment. Input times and input errors were measured in the experimental conditions that were changed according to age, key size, interkey space and input tool(finger or stylus pen). In the most of all experimental conditions, the task performance of the elderly was lower than that of the young. However, there were significantly different performance patterns between both groups. As the difficulty of task was getting higher, the task performance of the elderly was sharply decreased; pressing small key button by finger sharply increased input time and error rate, compared to that of the young. Therefore, the square key size suitable to the elderly may be over $8.0{\times}8.0mm$. While the interkey space did not influence to the input task performance of the young, the task performance of the elderly was influenced. The elderly showed big difference of task performance according to input tool. However, the young were less influenced by input tool.

Development of Multi Card Touch based Interactive Arcade Game System (멀티 카드 터치기반 인터랙티브 아케이드 게임 시스템 구현)

  • Lee, Dong-Hoon;Jo, Jae-Ik;Yun, Tae-Soo
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.87-95
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    • 2011
  • Recently, the issue has been tangible game environment due to the various interactive interface developments. In this paper, we propose the multi card touch based interactive arcade system by using marker recognition interface and multi-touch interaction interface. For our system, the card's location and orientation information is recognized through DI-based recognition algorithm. In addition, the user's hand gesture tracking informations are provided by the various interaction metaphors. The system provides the user with a higher engagement offers a new experience. Therefore, our system will be used in the tangible arcade game machine.

Design and Implementation of Tangible Interface Using Smart Puck System

  • Bak, Seon Hui;Lee, Jeong Bae;Kim, Jeong Ho;Lee, Hee-Man
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.47-53
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    • 2015
  • In this paper, we propose a novel tangible interface system whose system does not use the expensive hardware is introduced. This proposed tangible interface is used on the table top capacitive multi touch-screen. The tangible interface apparatus which is called smart puck has sanguine arduino compatible board. The board has a Cds photo-sensing sensor and the EPP8266 WiFi module. The Cds sensor decodes the photometric PWM signals from the system and sends corresponding information to the system via TCP/IP. The system has a server called MT-Server to communicate with the smart pucks. The tangible interface shows reliable operation with fast response that is compatible to the expensive traditional devices in the market.

Touch Effect of Mental Simulation in Online Fashion Shopping -The Role of Instrumental and Autotelic Needs for Touch-

  • Lee, Ha Kyung;Choi, Dooyoung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.2
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    • pp.376-389
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    • 2021
  • This study investigates the effects of the interplay of device types and the need for touch (NFT) on product attitudes and determines how the mental simulation of touch mediates such relationships. Specifically, we test the roles of instrumental and autotelic NFT in the moderated mediation effect of mental simulation of touch. We instructed the potential participants to shop for a leather jacket on a webpage. With a total of 152 data points from the responses of participants who used a laptop and a touch device that uses a direct-touch interface (e.g., tablets), we conducted descriptive statistics, analysis of variance, and PROCESS procedures using SPSS 20.0. The results show a greater mental simulation for touch when using a touch device than a laptop. When individuals' instrumental NFT is low, using a touch device while shopping online heightens mental simulation of touch, which impacts product attitudes. In particular, such a moderated mediation effect strengthens as the value of individuals' autotelic NFT increases. However, when individuals' instrumental NFT is high, a touch device cannot drive mental simulation for touch, increasing favorable attitudes toward the product.

Implementation of a Samsulnori Ensemble System using a Touch Interface (터치 인터페이스를 이용한 사물놀이 협주 시스템 구현)

  • Lee, Yong-Woong;Cho, Jong-Sik;Ju, Jong-Gil;Lee, Ho-Chul;Hwang, Jeong-Hwan;Shin, Chang-Sun
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.213-221
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    • 2010
  • Recently, as the scale of the cultural content business market is being growed, it required that we should introduce the Korean music culture which is unique and competitive cultural contents to the worldwide. This paper proposes a Samulnori Ensemble System (SES), using a touch interface which plays the Korean traditional musical instruments. A SES consists of the Control Device which supports touch functions, the Performance Manager that detects signals from the Control Device and plays a melody, and the Communication Manager making a ensemble among the possible devices. Also, using the Network Time Protocol which is part of Synchronization Manager can be paly different speed communication environments. We utilized multi-touch functions to operate the system. We also implemented multi-touch interface and multi-play with other player for fun and interesting who are not interested Samulnori.

Finger-Touch based Hangul Input Interface for Usability Enhancement among Visually Impaired Individuals (시각 장애인의 입력 편의성 향상을 위한 손가락 터치 기반의 한글 입력 인터페이스)

  • Kang, Seung-Shik;Choi, Yoon-Seung
    • Journal of KIISE
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    • v.43 no.11
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    • pp.1307-1314
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    • 2016
  • Virtual Hangul keyboards like Chun-Ji-In, Narat-Gul, and QWERTY are based on eyesight recognition, in which input letter positions are fixed in the smartphone environment. The input method of a fixed-position style is not very convenient for visually impaired individuals. In order to resolve the issue of inconvenience of the Hangul input system, we propose a new paradigm of the finger-touch based Hangul input system that does not need eyesight recognition of input buttons. For the convenience of learning the touch-motion based keyboard, finger touches are designed by considering the shape and frequencies of Hangul vowels and consonants together with the preference of fingers. The base position is decided by the first touch of the screen, and the finger-touch keyboard is used in the same way for all the other touch-style devices, regardless of the differences in size and operation system. In this input method, unique finger-touch motions are assigned for Hangul letters that significantly reduce the input errors.

A Study on Air Interface System (AIS) Using Infrared Ray (IR) Camera (적외선 카메라를 이용한 에어 인터페이스 시스템(AIS) 연구)

  • Kim, Hyo-Sung;Jung, Hyun-Ki;Kim, Byung-Gyu
    • The KIPS Transactions:PartB
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    • v.18B no.3
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    • pp.109-116
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    • 2011
  • In this paper, we introduce non-touch style interface system technology without any touch style controlling mechanism, which is called as "Air-interface". To develop this system, we used the full reflection principle of infrared (IR) light and then user's hand is separated from the background with the obtained image at every frame. The segmented hand region at every frame is used as input data for an hand-motion recognition module, and the hand-motion recognition module performs a suitable control event that has been mapped into the specified hand-motion through verifying the hand-motion. In this paper, we introduce some developed and suggested methods for image processing and hand-motion recognition. The developed air-touch technology will be very useful for advertizement panel, entertainment presentation system, kiosk system and so many applications.

Touch Play Pool: A Mobile User Interface Using Capacitive Touch Sensors (Touch Play Pool: 정전용량형 터치 센서를 이용한 휴대 단말용 사용자 인터페이스)

  • Chang, Wook;Cho, Seong-Il;Soh, Byeong-Seok;Lee, Hyeon-Jeong;Park, Joon-Ah
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.573-577
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    • 2007
  • 터치 센서를 이용한 휴대단말용 인터페이스가 다양하게 개발되면서 차세대 인터랙션 수단으로서 많은 주목을 받고 있지만, 버튼 인터페이스에 비해 오동작에 취약하고 터치 인터페이스만의 차별성을 확보하지 못하고 있는 실정이다. 본 논문에서는 터치 드래그 동작을 주요 인터랙션 수단으로 활용한 모바일 기기용 사용자 인터페이스를 개발하여 오동작을 최소화하고 사용자가 조작할 때 즐거움을 줄 수 있는 UI 요소로 활용할 수 있도록 하였다. 본 논문에서 개발한 터치 인터페이스는 기기의 내부/외부 방향의 스크롤 동작을 각각 drag-in/drag-out 동작으로 칭하고 이러한 드래그 동작을 응용 프로그램의 실행과 종료에 할당하였으며 터치 센서를 따라 움직이는 스크를 동작은 기존과 동일하게 일반적인 스크롤 행위를 지시하는데 적용하였다. 제안한 인터랙션 방법은 터치 센서의 형태에 따라 크게 두 가지 방식으로 구현하였다. 첫 번째 방법은 기기 스크린 외곽에 터치 센서를 이열(二列) 배치하여, 터치스크린을 사용하지 않고도 스크린 주변의 터치 센서를 활용한 drag-in/out 동작의 감지가 가능하도록 하였다. 두 번째 구현 방법은 정전용량형 터치 센서 IC를 활용해 터치 스크린 기능과 함께 스크린 주변의 기기 케이스의 일부까지도 사용자의 접촉을 감지할 수 있도록 하였다. 기존 저항 방식 터치 스크린과 달리 본 논문에서 활용한 방식은 스크린과 케이스에서 동시에 터치를 감지할 수 있으며, 다접점 감지 알고리즘의 개발로 두 개의 손가락을 이용한 다양한 터치 인터랙션으로 활용할 수 있다.

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