• 제목/요약/키워드: keyboard

검색결과 468건 처리시간 0.029초

Car Parking Lot 모니터링 시스템 (Monitoring System with PLC I/O for Car Parking Lot)

  • 이성재;김재양
    • 한국전기전자재료학회:학술대회논문집
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    • 한국전기전자재료학회 2007년도 하계학술대회 논문집 Vol.8
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    • pp.511-512
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    • 2007
  • The monitoring system has won acceptance as a premium mark that identifies the highest standard of product quality in advanced industry. The TOP features with multi-I/O ports and VGA & RCA TV-out ports supporting mirroring & multiple dual-display modes by windows 0/5. With the choice of versatile stands, panel mount, or VESA wall-mount swing arm and connecting to modem. Wireless keyboard, Customer Display and Card Reader, is your idea Panel system for the application of TOP(Touch Operation Pannel), KIOSK, or Office / Factory Automation. TOP is the hardware and software product that transacts all kind of functions for advanced technology equipment to button, switch, voice and graph etc so that let consumer use easily Industrial HMI System Touch Panel. System characteristics: Easy of use and flexibility to the user, Present a high value solution and advanced function for many Application, Factory Automation, Office Automation, Building Automation System, Information Service System, etc. Analog Touch - 2MB Flash Memory for Saving Screen Data - RS-232C/422 Serial Port - Multi Language Support.

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비전을 이용한 FPC 필름용 자동펀칭 시스템 (Automatic Punching System using Machine Vision for FPC)

  • 이성철;이영춘;김성민;심기중
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 추계학술대회 논문집
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    • pp.976-979
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    • 2005
  • This paper is about the development of automatic FPC(flexible printed circuit) punching instrument for the improvement of working condition and cost saving. FPC is used to detect the contact position of keyboard and button like a cellular phone. Depending on the quality of the printed ink and position of reference punching point to the FPC, the resistance and current are varied to the malfunctioning values. The size of reference punching point is 2mm and the above. Because the punching operation Is done manually, the accuracy of the punching degree is varied with operator's condition. To improve this manual punch ing operation to the FPC, automatic FPC punching system is introduced. Test algorithms and programs showed good results to the designed automatic punching system and led to the increasement of productivity and huge cost down to law material like FPC by avoiding bad quality.

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립 모션 컨트롤러를 이용한 야구 게임 개발 (Development of Baseball Game Using Leap Motion Controllers)

  • 주향한;조민수;인승교;조규원;민준기
    • 정보과학회 컴퓨팅의 실제 논문지
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    • 제21권5호
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    • pp.343-350
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    • 2015
  • 마우스와 키보드와 같은 입력장치를 사용하여 할 수 있는 게임들은 많이 출시되었다. 그러나 최근에 키넥트와 Wii와 같이 인체를 움직여 인식을 받는 게임들이 증가하고 있는 추세이다. 본 논문에서는 사람의 손 모션을 정확하게 인식하는 센서들 중 하나인 립 모션 컨트롤러를 사용하여 즐길 수 있는 야구게임 개발에 대하여 다룬다. 개발된 게임의 주요 요소는 캐릭터, 야구장이 속하는 배경, 애니메이션으로 구성되어 있으며, 3인칭 시점의 야구게임 형식으로 진행된다. 이 게임의 가장 큰 특징은 게임 사용자가 립모션 컨트롤러를 활용하여 색다른 게임 플레이가 가능하다는 점이다.

게임 어플리케이션을 위한 컨볼루션 신경망 기반의 실시간 제스처 인식 연구 (Study on Real-time Gesture Recognition based on Convolutional Neural Network for Game Applications)

  • 채지훈;임종헌;김해성;이준재
    • 한국멀티미디어학회논문지
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    • 제20권5호
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    • pp.835-843
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    • 2017
  • Humans have often been used gesture to communicate with each other. The communication between computer and person was also not different. To interact with a computer, we command with gesture, keyboard, mouse and extra devices. Especially, the gesture is very useful in many environments such as gaming and VR(Virtual Reality), which requires high specification and rendering time. In this paper, we propose a gesture recognition method based on CNN model to apply to gaming and real-time applications. Deep learning for gesture recognition is processed in a separated server and the preprocessing for data acquisition is done a client PC. The experimental results show that the proposed method is in accuracy higher than the conventional method in game environment.

손동작 인식에 의한 Pacman 게임 (Pacman Game Using Hand Motion Recognition)

  • 신성윤;백정욱;이양원
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2010년도 추계학술대회
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    • pp.329-330
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    • 2010
  • 고전 게임 팩맨(Pacman)을 키보드나 마우스를 사용하지 않고 간단한 손동작만으로 게임을 플레이 할 수 있도록 한다. 즉, 손의 좌표 중심점을 이용하여 방향키를 대신할 수 있도록 한 모션을 이용한 조이스틱 게임이다. 또한 캠을 이용하여 MFC 다이얼로그에 영상을 받아 손에 대한 포인터를 추출하여 손의 움직임에 따라 몬스터의 움직임도 바뀌도록 한다. 본 논문에서 피부색 추출을 위해 스무딩, 팽창, 그리고 침식 연산을 수행하고, RGB 영상을 YCbCbr영상으로 변환한다.

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멀티미디어를 이용한 교육용 로봇 제작 원격 교육 콘텐츠 (Virtual Lecture Contents for Assembling Educational Robots Using Multimedia)

  • 임동균;윤은영;오원근
    • 한국정보통신학회논문지
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    • 제11권1호
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    • pp.20-27
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    • 2007
  • 본 논문에서는 전자공학 초보자가 교육용 로봇의 제작과정을 온라인상에서 효과적으로 학습할 수 있는 콘텐츠를 설계하고 구현하였다. 제작한 콘텐츠에서는 가상의 실습실을 플래쉬 애니메이션으로 현실감 있게 제작하여 학습자가 마우스를 이용하여 부품을 조립하는 과정을 가상적으로 체험할 수 있도록 하였다. 또한 로봇 제작 단계 이전에 전자 기초 이론, 부품, 공구등에 대한 학습 과정을 이해하기 쉬운 용어 및 재미있는 예를 들어 설명하여 초보자를 배려하였다. 이상에서와 같이 본 논문에서 제안한 교육용 로봇 개발 콘텐츠는 이론적인 내용뿐만 아니라, 멀티미디어를 이용한 가상의 실습실을 통해서 현실감 있는 실습이 가능하기 때문에 로봇을 제작하고자하는 초보 학습자에게 유용한 콘텐츠가 될 것으로 생각된다.

TG-SPSR: A Systematic Targeted Password Attacking Model

  • Zhang, Mengli;Zhang, Qihui;Liu, Wenfen;Hu, Xuexian;Wei, Jianghong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권5호
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    • pp.2674-2697
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    • 2019
  • Identity authentication is a crucial line of defense for network security, and passwords are still the mainstream of identity authentication. So far trawling password attacking has been extensively studied, but the research related with personal information is always sporadic. Probabilistic context-free grammar (PCFG) and Markov chain-based models perform greatly well in trawling guessing. In this paper we propose a systematic targeted attacking model based on structure partition and string reorganization by migrating the above two models to targeted attacking, denoted as TG-SPSR. In structure partition phase, besides dividing passwords to basic structure similar to PCFG, we additionally define a trajectory-based keyboard pattern in the basic grammar and introduce index bits to accurately characterize the position of special characters. Moreover, we also construct a BiLSTM recurrent neural network classifier to characterize the behavior of password reuse and modification after defining nine kinds of modification rules. Extensive experimental results indicate that in online attacking, TG-SPSR outperforms traditional trawling attacking algorithms by average about 275%, and respectively outperforms its foremost counterparts, Personal-PCFG, TarGuess-I, by about 70% and 19%; In offline attacking, TG-SPSR outperforms traditional trawling attacking algorithms by average about 90%, outperforms Personal-PCFG and TarGuess-I by 85% and 30%, respectively.

Research related to the development of an age-friendly convergence system using AI

  • LEE, Won ro;CHOI, Junwoo;CHOI, Jeong-Hyun;KANG, Minsoo
    • 한국인공지능학회지
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    • 제10권2호
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    • pp.1-6
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    • 2022
  • In this paper, the research and development aim to strengthen the digital accessibility of the elderly by developing a kiosk incorporating AI voice recognition technology that can replace the promotional signage currently being installed and spread in the elderly and social welfare centers most frequently used by the digital underprivileged. It was intended to develop a converged system for the use of bulletin board functions, educational functions, and welfare center facilities, and to seek ways to increase the user's digital device experience through direct experience and education. Through interviews and surveys of senior citizens and social welfare centers, it was intended to collect problems and pain Points that the elderly currently experience in the process of using kiosks and apply them to the development process, and improve problems through pilot services. Through this study, it was confirmed that voice recognition technology is 2 to 6 times faster than keyboard input, so it is helpful for the elderly who are not familiar with device operation. However, it is necessary to improve the problem that there is a difference in the accuracy of the recognition rate according to the surrounding environment with noise. Through small efforts such as this study, we hope that the elderly will be a little free from digital alienation.

초음파실 표면의 세균 오염평가 (Bacterial Contamination of Surfaces in an Ultrasound Room)

  • 김희정;최유진;이창래
    • 대한방사선기술학회지:방사선기술과학
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    • 제44권3호
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    • pp.231-237
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    • 2021
  • The ongoing coronavirus disease 2019 (COVID-19) pandemic has highlighted the importance of hospital hygiene and infection control in hospital settings. To raise hygiene awareness among ultrasound technicians, we evaluated the hygiene status of an ultrasound room, in comparison with that of objects used in daily life. Using the swab method, the following surfaces were examined: eight surfaces in the ultrasound room including the ultrasound probes (convex, linear, sector, 3D), ultrasound track ball, ultrasound keyboard, ultrasound gel (sealed and in use) and pillow as well as four surfaces of everyday objects including subway handles, common computer keyboards, common computer mouse, and cell phones. The streak plate technique was used for inoculation into media, which was observed for the formation of bacterial colonies following incubation for 24 h. Six bacterial strains were detected from objects used in the ultrasound room, including methicillin-resistant Staphylococcus aureus. Four strains of bacteria were detected on surfaces of everyday objects. The equipment and accessories used in an ultrasound room can act as vehicles for infecting patients. Establishment of standardized hygiene protocols and periodic training of the staff are recommended to avoid cross-infection.

사무직 근로자의 컴퓨터 작업 자세의 관찰 연구 (An Observational Study of Office Workers' Postural Behaviors During Computer Work)

  • 전덕훈;구미란
    • PNF and Movement
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    • 제19권2호
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    • pp.243-250
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    • 2021
  • Purpose: The purpose of this study was to observe office workers' postural behaviors during computer work to identify the risk factors for head and thorax postural behaviors. Methods: The participants included 57 office workers who worked longer than 20 hours on a computer. Postural behaviors during computer work were measured using 3-D wearable motion sensors on the forehead and sternum. A multivariate linear regression model evaluated the association between various risk factors (neck pain, demographics, and environmental factors) and non-head and thorax postural behaviors. Results: The participants maintained their head and thorax in neutral postures (defined as 10° extension~10° flexion and 5° extension~10° flexion, respectively) for 24.7% and 39.3% of the total recorded time. Those who reported neck pain at the measurement of postural behaviors showed less time spent in thorax postures. Current neck pain, high desk height, and the distance between the keyboard and the edge of the desk (cm) were found to be related to less time spent in a neutral thorax posture. Conclusion: Office environment factors and current neck pain might affect workers' thorax postures, which might also determine the orientation of head postures during computer work.