• Title/Summary/Keyword: User Input

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A Graphical User Interface Design for Surveillance and Security Robot (감시경계 로봇의 그래픽 사용자 인터페이스 설계)

  • Choi, Duck-Kyu;Lee, Chun-Woo;Lee, Choonjoo
    • The Journal of Korea Robotics Society
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    • v.10 no.1
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    • pp.24-32
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    • 2015
  • This paper introduces a graphical user interface design that is aimed to apply to the surveillance and security robot, which is the pilot program for the army unmanned light combat vehicle. It is essential to consider the activities of robot users under the changing security environment in order to design the efficient graphical user interface between user and robot to accomplish the designated mission. The proposed design approach firstly identifies the user activities to accomplish the mission in the standardized scenarios of military surveillance and security operation and then develops the hierarchy of the interface elements that are required to execute the tasks in the surveillance and security scenarios. The developed graphical user interface includes input control component, navigation component, information display component, and accordion and verified by the potential users from the various skilled levels with the military background. The assessment said that the newly developed user interface includes all the critical elements to execute the mission and is simpler and more intuitive compared to the legacy interface design that was more focused on the technical and functional information and informative to the system developing engineers rather than field users.

Prospect of Non-Touch User Interface Technique (비접촉식 동작인식 기반 사용자 인터페이스 기술 전망)

  • Kim, Soo-Kyun;Sung, Kyung
    • Journal of Advanced Navigation Technology
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    • v.18 no.3
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    • pp.242-247
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    • 2014
  • The advancement of touch user interface technology is mostly due to the debut and success of the new user experience (UX), the iPhone. The introduction of Apple's iPhone especially made possible for the user experience to break away from the traditional input device of the mouse and keyboard. It is advancing from the current 3rd generation touch interface technology into the 4th generation non-touch user interface technology. This paper will present a non-touch interaction technology that allows interaction in a three dimensional setting through 3-D space touch. It will analyze current technologies and future emerging technologies.

Dynamic Feedback Selection Scheme for User Scheduling in Multi-user MIMO Systems (다중 사용자 MIMO 시스템의 사용자 스케쥴링을 위한 동적 피드백 선택 기법)

  • Kim, I-Cheon;Kang, Chung G.
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.4
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    • pp.646-652
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    • 2015
  • In this paper, the system-level performance is evaluated for the feedback scheme on the pre-coding matrix index (PMI) and channel quality indication (CQI), which are required for user selection in the multi-user MIMO system. Our analysis demonstrates that the number of users, the number of selected users, and codebook size are the key factors that govern the performance of the best companion grouping (BCG)-based user scheduling. Accordingly, we have confirmed that the probability of forming the co-scheduled user group is determined by these factors, which implies that the number of PMI's and codebook size can be dynamically determined so as to maximize the average system throughput as the number of users varies in the cell.

A Comparative Study for User Interface Design between TV and Mobile Phone (TV와 휴대폰의 사용자 인터페이스 디자인 비교 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.1
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    • pp.29-35
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    • 2008
  • An estimated 1 billion mobile phone were sold globally in the year 2006. In Korea, people watch television 3.17 hours in a day. Television isn't what it used to be. Digital TV provides both interactivity and high definition. Mobile phone also transferred from 2G to 3G or 3.5G. This means the complexity of TV and mobile phone is increased, design of user interface is more difficult. Unlike the personal computer industry, TV and mobile phone industries have no standard user interface. A comparative study for user interface between TV and mobile phone is studied. User, task, system are analyzed in requirement analysis. User interface model and interaction are also analyzed between TV and mobile phone. This study provides some insights for user interface design. First, the UI designer have to consider another products because one user using one product at the same time using another products. Experience for one product affects that for another product. Second, TV and mobile phone show very similar pattern, especially interaction task and input interaction. Third, there are not sometimes optimized experience between service operator and device manufacturer. Cooperative design between them is required.

Design and Implementation of an Intrusion Detection System based on Outflow Traffic Analysis (유출트래픽 분석기반의 침입탐지시스템 설계 및 구현)

  • Shin, Dong-Jin;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.131-141
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    • 2009
  • An increasing variety of malware, such as worms, spyware and adware, threatens both personal and business computing. Remotely controlled bot networks of compromised systems are growing quickly. This paper proposes an intrusion detection system based outflow traffic analysis. Many research efforts and commercial products have focused on preventing intrusion by filtering known exploits or unknown ones exploiting known vulnerabilities. Complementary to these solutions, the proposed IDS can detect intrusion of unknown new mal ware before their signatures are widely distributed. The proposed IDS is consists of a outflow detector, user monitor, process monitor and network monitor. To infer user intent, the proposed IDS correlates outbound connections with user-driven input at the process level under the assumption that user intent is implied by user-driven input. As a complement to existing prevention system, proposed IDS decreases the danger of information leak and protects computers and networks from more severe damage.

User Pairing and Resource Allocation for DFTS-OFDMA Uplink Systems Using Virtual MIMO (가상 여러입력 여러출력을 적용한 DFTS-OFDMA 상향 링크 시스템에서의 사용자 쌍 선택 및 자원 할당)

  • Shin, Dong Ryul;Wang, Jinsoo;Kim, Yun Hee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38A no.5
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    • pp.443-450
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    • 2013
  • We consider user pairing and resource allocation for the uplink of cellular systems employing virtual multiple input multiple output (MIMO). As a multiple access scheme, discrete Fourier transform spread orthogonal frequency division multiple access (DFTS-OFDMA) is adopted for more flexible resource allocation than single carrier (SC)-OFDMA adopted in the Long Term Evolution (LTE) system. We formulate the optimization problems of user pairing and resource allocation to maximize the throughput of the DFTS-OFDMA system under different constraints. The DFTS-OFDMA allowing non-contiguous subcarrier allocation and redundant user assignment provides a better throughput than the SC-FDMA at lower complexity in finding the optimal solution but at the cost of the increased control information indicating the allocated resources.

Interactive prostate shape reconstruction from 3D TRUS images

  • Furuhata, Tomotake;Song, Inho;Zhang, Hong;Rabin, Yoed;Shimada, Kenji
    • Journal of Computational Design and Engineering
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    • v.1 no.4
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    • pp.272-288
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    • 2014
  • This paper presents a two-step, semi-automated method for reconstructing a three-dimensional (3D) shape of the prostate from a 3D transrectal ultrasound (TRUS) image. While the method has been developed for prostate ultrasound imaging, it can potentially be applicable to any other organ of the body and other imaging modalities. The proposed method takes as input a 3D TRUS image and generates a watertight 3D surface model of the prostate. In the first step, the system lets the user visualize and navigate through the input volumetric image by displaying cross sectional views oriented in arbitrary directions. The user then draws partial/full contours on selected cross sectional views. In the second step, the method automatically generates a watertight 3D surface of the prostate by fitting a deformable spherical template to the set of user-specified contours. Since the method allows the user to select the best cross-sectional directions and draw only clearly recognizable partial or full contours, the user can avoid time-consuming and inaccurate guesswork on where prostate contours are located. By avoiding the usage of noisy, incomprehensible portions of the TRUS image, the proposed method yields more accurate prostate shapes than conventional methods that demand complete cross-sectional contours selected manually, or automatically using an image processing tool. Our experiments confirmed that a 3D watertight surface of the prostate can be generated within five minutes even from a volumetric image with a high level of speckles and shadow noises.

The research of posture training system in self-directed learning golf (자기주도 학습식 골프의 운동자세 트레이닝 시스템 연구)

  • Ko, Yun-Hwa
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.151-157
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    • 2013
  • This research is about set-up own posture standard and enables to compare the set-up and own posture; therefore, this posture training system leads the user's active learning through the method of self-directed learning. This system includes the camera part that shoots user's posture and save the movie clip for comparison about the user and target, the training server that provides a comparison screen playing clips simultaneously by user's input, and the terminal equipment that connects the training server and a network, transmits the user's input to the server, and displays them from the comparison screen. The Journal of Digital Policy & Management. This space is for the abstract of your study in English.

Human-Computer Interaction Based Only on Auditory and Visual Information

  • Sha, Hui;Agah, Arvin
    • Transactions on Control, Automation and Systems Engineering
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    • v.2 no.4
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    • pp.285-297
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    • 2000
  • One of the research objectives in the area of multimedia human-computer interaction is the application of artificial intelligence and robotics technologies to the development of computer interfaces. This involves utilizing many forms of media, integrating speed input, natural language, graphics, hand pointing gestures, and other methods for interactive dialogues. Although current human-computer communication methods include computer keyboards, mice, and other traditional devices, the two basic ways by which people communicate with each other are voice and gesture. This paper reports on research focusing on the development of an intelligent multimedia interface system modeled based on the manner in which people communicate. This work explores the interaction between humans and computers based only on the processing of speech(Work uttered by the person) and processing of images(hand pointing gestures). The purpose of the interface is to control a pan/tilt camera to point it to a location specified by the user through utterance of words and pointing of the hand, The systems utilizes another stationary camera to capture images of the users hand and a microphone to capture the users words. Upon processing of the images and sounds, the systems responds by pointing the camera. Initially, the interface uses hand pointing to locate the general position which user is referring to and then the interface uses voice command provided by user to fine-the location, and change the zooming of the camera, if requested. The image of the location is captured by the pan/tilt camera and sent to a color TV monitor to be displayed. This type of system has applications in tele-conferencing and other rmote operations, where the system must respond to users command, in a manner similar to how the user would communicate with another person. The advantage of this approach is the elimination of the traditional input devices that the user must utilize in order to control a pan/tillt camera, replacing them with more "natural" means of interaction. A number of experiments were performed to evaluate the interface system with respect to its accuracy, efficiency, reliability, and limitation.

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CIVE: Context-based Interactive System for Heterogeneous Distributed Virtual Environments (이기종 분산 가상 환경을 위한 컨텍스트 기반 상호작용 시스템)

  • Jang, Sei-Ie;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.5
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    • pp.209-218
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    • 2005
  • In this paper, we propose CIVE, context-based interactive system for heterogeneous distributed virtual environments that delivers contexts irom real world to virtual environment and vice versa. The proposed system ronsists of obi-UCAM for generating user's contexts, NAVER for managing virtual environment, and Interface for linking obi-UCAM with NAVER. The connection between real and virtual worid through context is brneficial in following ways. Firstly. CIVE Provides a personalized user interface for virtual environment according to a user profile such as identity, age and vernacular. Secondly, translating all input signals into context, it guarantees adaptive access that enables a user to exploit unencumbered input devices controlling a shared object in virtual environment even if he moves with his own device from a virtual system to another. Finally, it provides a mechanism for synchronizing distributed virtual systems that share context representing changes at remote nodes. The context reduces the inconsistency of representing the same data among heterogeneous systems. Therefore, CIVE plays an important role in implementing VR applications such as teleconference, game and entertainment.