• Title/Summary/Keyword: keyboard

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The Study on the improvement plan for Military combat power by the future computer (미래형컴퓨터를 이용한 군전투력 발전방안 연구)

  • Heo, Yeong Dae
    • Convergence Security Journal
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    • v.13 no.5
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    • pp.57-66
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    • 2013
  • Predicting pattern of future combat ensures a successful war. It is possible to anticipate the shape of the future combat from the fighting method of US Army in the Iraq War. The fighting method: a series of combat progress by real time information to pinpoint strike using a guided weapon by GPS, an intelligence satellite and unmanned surveillance vehicle (USV), shows that real time unification combat power is key element for decide outcome of a war. The NCW is an organically connected network centric warfare paradigm by networking a factor of operation. In this paper, studied on the improvement plan for combat power by the future computer like a portable computer, an audio-recognized computer and non-keyboard computer. In addition, this paper attempts to establish a comprehensive intelligence network of Korea Marine Corps and to apply to combat or training.

The Improvement of Mouse-Keyboard Control UI for 3D VR Contents (3차원 VR 콘텐츠의 마우스-키보드 조작 UI 개선)

  • Roh Hwan-Bum;Seo Jong-Hwan
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.184-192
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    • 2005
  • The best way to express space effectively on internet is to use 3D VR(Virtual Reality) contents. But it is too difficult to control the 3D VR space with the 2D device. So the content makers cannot solve this problem easily. Besides they define the UI control in their own subjective way which makes the users confused. The purpose of this study is to present the grounds for the Control UI standardization by studying the deriving improvement direction. First of all, we categorize current control UI designs for space-VR on web service by controlling method features into three Types. Next we itemize the main improvement direction that is based on our analysis. First, the UI design that maintains for a typical 2D Input Device method to help the beginner users. Secondly, the concise UI that allows users to Immerse easily in VR. Thirdly, the control level construction that satisfies both users who are skillful at 3D games and users who have little experience with these devices. In this way, we propose the most suitable control UI model that satisfies these improvement directions. We expect the result of our study to serve as an important basis for the standardization of VR services.

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Untouched Camera Mouse System for The Disabled Person's Assistant Device (뇌병변 장애인 보조기기용 노터치 카메라 마우스 시스템)

  • Bae, Ki-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3465-3471
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    • 2010
  • In this paper, we propose assistant device system based on camera that can perform general mouse function for the physically disabled. Most disabled people use special hardware and rely largely on foreign-made assistance device and the using rate of assistance device was very low because of high price. To solve this problem, we propose effective system based on web camera that can perform general mouse function and can raise accessibility for the physically disabled. In the proposed method, we firstly attach color marker on arbitrary device or body parts and then input the information of color using camera and extract coordinate information of color marker and finally, match processing information(coordinate) to special event(keyboard, mouse) and control various applications. The proposed method shows good performance in price and performance compared with other techniques by real field test.

Technical Development of Interactive Game Interface Using Multi-Channel EMG Signal (다채널 근전도 신호를 이용한 체감형 게임 인터페이스 개발)

  • Kim, Kang-Soo;Han, Yong-Hee;Jung, Won-Beom;Lee, Young-Ho;Kang, Jung-Hoon;Choi, Heung-Ho;Mun, Chi-Woong
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.65-73
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    • 2010
  • In this paper, we developed the device for an interactive game interface using bio signals which were able to recognize user's motion intention using EMG signals and it was applied to the games which need the information of the muscle motion directions. The module for acquiring EMG signals consists of 4-Ch, wrist-motions were defined as up, right, down and left state. The user's intent was recognized through thresholding and comparing signals of each channel. The classification result of the motion directions could control the arrow keys on the keyboard of PC and it was applied on the various games. This proposed game device can be expected to induce an effective exercise with an interesting and enjoyment, and it can use both self-developed or commercial games.

Development of a computer mouse using gyro-sensors and LEDs (자이로 센서와 LED를 이용한 마우스 개발)

  • Park, Min-Je;Kang, Shin-Wook;Kim, Soo-Chan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.701-706
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    • 2009
  • We proposed the device to control a computer with only a head and eye blinks so that disabilities by car accidents can use a computer. Because they have paralysis of their upper extremities such as C4~C5 paraplegics and cerebral palsy, they cannot efficiently access a general keyboard/mouse not using hands and foots. The cursor position was estimated from a gyro-sensor which can measure head movements, and the mouse event such as click/double click from opto-sensors which can detect eye blinks. The sensor was put on the proper goggle in order not to disturb the visual field. The performance of the proposed device was compared to a general optical mouse, and was used both relative and absolute coordinate in cursor positioning control. The recognition rate of click and double-click was 86% of the optical mouse, the speed of cursor movement by the proposed device was not much different from the mouse. The overall accuracy was 80%. Especially, the relative coordinate is more convenience and accuracy than the absolute coordinate, and can reduce the frequency of reset to prevent the accumulative error.

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A Design of Korean Input Method using Direction of Vowel on the Touch Screen (터치스크린에서의 모음의 방향성을 이용한 한글 입력 방식의 설계)

  • Lim, Yang-Won;Lim, Han-Kyu
    • Journal of Korea Multimedia Society
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    • v.14 no.7
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    • pp.924-932
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    • 2011
  • Though the spread of the touch screen devices is now revitalized, the Korean input methods in the touch screen devices are mostly the button input methods using keypads. Even though the button input methods are used with a touch screen, they still adopts the existing qwerty keyboard. It means that the existing methods can not be improved. This research suggests that the Korean input method which can be used in the portable terminals and the touch screen devices, for example, a smart phone which has a limited sized screen. It assigns every vowel a process which corresponds with the Korean invention theory and the vowel input method is to drag it. Through the mock experiments, we confirmed that the simplification of the Korean alphabet is more efficient than the existing methods, in the point of the speed of the Korean input.

Context Based Real-time Korean Writing Correction for Foreigners (외국인 학습자를 위한 문맥 기반 실시간 국어 문장 교정)

  • Park, Young-Keun;Kim, Jae-Min;Lee, Seong-Dong;Lee, Hyun Ah
    • Journal of KIISE
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    • v.44 no.10
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    • pp.1087-1093
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    • 2017
  • Educating foreigners in Korean language is attracting increasing attention with the growing number of foreigners who want to learn Korean or want to reside in Korea. Existing spell checkers mostly focus on native Korean speakers, so they are inappropriate for foreigners. In this paper, we propose a correction method for the Korean language that reflects the contextual characteristics of Korean and writing characteristics of foreigners. Our method can extract frequently used expressions by Koreans by constructing syllable reverse-index for eojeol bi-gram extracted from corpus as correction candidates, and generate ranked Korean corrections for foreigners with upgraded edit distance calculation. Our system provides a user interface based on keyboard hooking, so a user can easily use the correction system along with other applications. Our system improves the detection rate for foreign language users by about 45% compared to other systems in foreign language writing environments. This will help foreign users to judge and correct their own writing errors.

Logic Analyzer of Composite Hangul Units for Implementation of Input Methods (한글 입력 방식의 구현을 위한 범용적인 복합 낱자 분석 시스템)

  • Kim, Yongmook;Kim, Kuk
    • Korean Journal of Cognitive Science
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    • v.28 no.4
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    • pp.223-243
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    • 2017
  • A Hangul input method consists of two core components: key layout for primitive units (Natja), and binding rules to form more complex, composite units from primitive ones. However, careless design and implementation of an input method may result in ambiguity and inability of contiguous typing, when it comes to handle composite Hangul units. This is due to the collective nature of Hangul, namely, existence of implicit boundaries between units and syllables. This issue gets more challenging for the context-dependent 2-beolsik method, mobile environment having significantly fewer keys, and yet addition of the support for Old Hangul. For the sake of the management of complexity, we devised a system in which the binding rule is divided into two layers rather than one. Based on this concept, we implemented a tool program that, given the primitive units and their binding rules, generates input details of every composite unit and detects any potential ambiguity and conflicts. We presented the actual analysis result for Samsung Cheonji-in and KT Naratgeul, two of the most popular mobile Hangul input methods used in Korea.

Implementation of Iconic Language for the Language Support System of the Language Disorders (언어 장애인의 언어보조 시스템을 위한 아이콘 언어의 구현)

  • Choo Kyo-Nam;Woo Yo-Seob;Min Hong-Ki
    • The KIPS Transactions:PartB
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    • v.13B no.4 s.107
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    • pp.479-488
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    • 2006
  • The iconic language interlace is designed to provide more convenient environments for communication to the target system than the keyboard-based interface. For this work, tendencies and features of vocabulary are analyzed in conversation corpora constructed from the corresponding domains with high degree of utilization, and the meaning and vocabulary system of iconic language are constructed through application of natural language processing methodologies such as morphological, syntactic and semantic analyses. The part of speech and grammatical rules of iconic language are defined in order to make the situation corresponding the icon to the vocabulary and meaning of the Korean language and to communicate through icon sequence. For linguistic ambiguity resolution which may occur in the iconic language and for effective semantic processing, semantic data focused on situation of the iconic language are constructed from the general purpose Korean semantic dictionary and subcategorization dictionary. Based on them, the Korean language generation from the iconic interface in semantic domain is suggested.

An improved information input algorithm and information input device using Tactile devices based on wearable PC (착용형 컴퓨터기반의 촉각 장치를 활용한 효율적인 정보 입력장치 및 개선된 입력 알고리즘)

  • Shin, Jeong-Hoon;Hong, Kwang-Seok
    • Journal of Internet Computing and Services
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    • v.6 no.5
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    • pp.73-83
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    • 2005
  • This paper proposes both a novel tactile human-computer interface method and an improved algorithm for the wearable PC. Under the condition of Ubiquitous computing, the next generation PC aims at effective representation and integration of colors, brightness of light. sound, odor, taste and feelings. Also, it aims at human being centered man-machine interface. In spite of various functions of the wearable PC, for the convenience of possessing, hardware platform for the wearable PC should be small-sized and light weighted one. The main problems of making small sized PC are user interfaces, like keyboard, monitor and so on. The traditional user interfaces have critical limitations for reducing their size. In this paper, we propose a novel user input method and improved algorithm to constructing small sized, light weighted and wearable PC. And, we verify the effectiveness of suggested method and algorithm compared to the traditional algorithm.

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