• Title/Summary/Keyword: Virtual Keyboard

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Impact of the Fidelity of Interactive Devices on the Sense of Presence During IVR-based Construction Safety Training

  • Luo, Yanfang;Seo, JoonOh;Abbas, Ali;Ahn, Seungjun
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.137-145
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    • 2020
  • Providing safety training to construction workers is essential to reduce safety accidents at the construction site. With the prosperity of visualization technologies, Immersive Virtual Reality (IVR) has been adopted for construction safety training by providing interactive learning experiences in a virtual environment. Previous research efforts on IVR-based training have found that the level of fidelity of interaction between real and virtual worlds is one of the important factors contributing to the sense of presence that would affect training performance. Various interactive devices that link activities between real and virtual worlds have been applied in IVR-based training, ranging from existing computer input devices (e.g., keyboard, mouse, joystick, etc.) to specially designed devices such as high-end VR simulators. However, the need for high-fidelity interactive devices may hinder the applicability of IVR-based training as they would be more expensive than IVR headsets. In this regard, this study aims to understand the impact of the level of fidelity of interactive devices in the sense of presence in a virtual environment and the training performance during IVR-based forklift safety training. We conducted a comparative study by recruiting sixty participants, splitting them into two groups, and then providing different interactive devices such as a keyboard for a low fidelity group and a steering wheel and pedals for a high-fidelity group. The results showed that there was no significant difference between the two groups in terms of the sense of presence and task performance. These results indicate that the use of low-fidelity interactive devices would be acceptable for IVR-based safety training as safety training focuses on delivering safety knowledge, and thus would be different from skill transferring training that may need more realistic interaction between real and virtual worlds.

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Secure Password-based Authentication Method for Mobile Banking Services

  • Choi, Dongmin;Tak, Dongkil;Chung, Ilyong
    • Journal of Korea Multimedia Society
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    • v.19 no.1
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    • pp.41-50
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    • 2016
  • Moblie device based financial services are vulnerable to social engineering attacks because of the display screen of mobile devices. In other words, in the case of shoulder surfing, attackers can easily look over a user's shoulder and expose his/her password. To resolve this problem, a colour-based secure keyboard solution has been proposed. However, it is inconvenient for genuine users to verify their password using this method. Furthermore, password colours can be exposed because of fixed keyboard colours. Therefore, we propose a secure mobile authentication method to provide advanced functionality and strong privacy. Our authentication method is robust to social engineering attacks, especially keylogger and shoulder surfing attacks. According to the evaluation results, our method offers increased security and improved usability compared with existing methods.

A Dynamic Power Management System for Multiple Client in Cloud Computing Environment (클라우드 환경에서 다중 클라이언트를 위한 동적 전원관리 시스템)

  • Cha, Seung-Min;Lee, Bong-Hwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.2
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    • pp.213-221
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    • 2012
  • In this paper, a dynamic power management system is proposed to reduce energy consumption for multiple clients in cloud computing environments. The proposed system monitors both keyboard and mouse input from the user, available memory, and CPU usage in the virtual machine. If the system detects no keyboard and mouse input for a certain amount of time and both available memory and CPU usage reach predefined threshold value, the manager in the virtual machine orders the client to shutdown the client machine, which results in significant power save. The developed system is applied to the real university computer lab and the performance of the system is evaluated.

Vulnerabilities and Countermeasures of Dynamic Virtual Keyboard in Android Banking Apps (안드로이드 은행앱의 동적 가상키보드에 대한 취약점 및 대응방안)

  • Cho, Taenam;Choi, SookHee
    • KIPS Transactions on Computer and Communication Systems
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    • v.8 no.1
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    • pp.9-16
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    • 2019
  • Smartphones are becoming a portable computer. As a result, even the most sensitive financial application services are now available anywhere on the smartphone. Compared to general PCs, smartphones communicate with external devices through various channels such as wireless internet, mobile communication network, Bluetooth, and NFC, and a wide variety of applications are provided. Therefore, if vulnerabilities exist, the possibility of attack damage increases. In this paper, we analyze the vulnerabilities of dynamic virtual keyboards used in login of banking apps of smartphones with various physical constraints and propose countermeasures.

Efficient Mobile Writing System with Korean Input Interface Based on Face Recognition

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.49-56
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    • 2020
  • The virtual Korean keyboard system is a method of inputting characters by touching a fixed position. This system is very inconvenient for people who have difficulty moving their fingers. To alleviate this problem, this paper proposes an efficient framework that enables keyboard input and handwriting through video and user motion obtained through the RGB camera of the mobile device. To develop this system, we use face recognition to calculate control coordinates from the input video, and develop an interface that can input and combine Hangul using this coordinate value. The control position calculated based on face recognition acts as a pointer to select and transfer the letters on the keyboard, and finally combines the transmitted letters to integrate them to perform the Hangul keyboard function. The result of this paper is an efficient writing system that utilizes face recognition technology, and using this system is expected to improve the communication and special education environment for people with physical disabilities as well as the general public.

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.

SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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Design of IR Camera based Wearable Keyboard for Smart UX (스마트 UX용 IR 카메라 기반의 웨어러블 키보드 설계)

  • Park, H.Y.;Lee, E.S.;Nam, G.S.;Kang, M.G.;Jung, S.M.;Yeo, H.G.
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.501-502
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    • 2015
  • In this paper, a infra red-camera based wearable keyboard for variable UX(User eXprience) in smart platform was proposed with finger-tracking for anywhere portable devices. This virtual wearable keyboard was designed with OpenCV and MFC for the applying of 'fingertip tracking' and 'k-cuvature' algorithm with 2 IR-cameras.

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Study about Windows System Control Using Gesture and Speech Recognition (제스처 및 음성 인식을 이용한 윈도우 시스템 제어에 관한 연구)

  • 김주홍;진성일이남호이용범
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.1289-1292
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    • 1998
  • HCI(human computer interface) technologies have been often implemented using mouse, keyboard and joystick. Because mouse and keyboard are used only in limited situation, More natural HCI methods such as speech based method and gesture based method recently attract wide attention. In this paper, we present multi-modal input system to control Windows system for practical use of multi-media computer. Our multi-modal input system consists of three parts. First one is virtual-hand mouse part. This part is to replace mouse control with a set of gestures. Second one is Windows control system using speech recognition. Third one is Windows control system using gesture recognition. We introduce neural network and HMM methods to recognize speeches and gestures. The results of three parts interface directly to CPU and through Windows.

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Developments of Glove-based Input Device. (장갑형 입력장치의 개발)

  • 원대희;이호길;김진영;박종현
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.211-216
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    • 2001
  • Recently, the research for the mobile computing such as PDA, Palm PC and wearable computing related technologies is widely under development, specially for the input device. Among the mobile input methods are speech recognition, handwriting recognition and cording type. However these systems have the problems of the data input appraratus like input speed and recognition rate. This paper presents the Glove-based input device which could solve the system's data input problem. By the experimental results suggest the method of proposional input method that utilize the hand's movement is appropriate for the effective mobile input devices.

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