• Title/Summary/Keyword: keyboard

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A Text Processing Method for Devanagari Scripts in Andriod (안드로이드에서 힌디어 텍스트 처리 방법)

  • Kim, Jae-Hyeok;Maeng, Seung-Ryol
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.560-569
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    • 2011
  • In this paper, we propose a text processing method for Hindi characters, Devanagari scripts, in the Android. The key points of the text processing are to device automata, which define the combining rules of alphabets into a set of syllables, and to implement a font rendering engine, which retrieves and displays the glyph images corresponding to specific characters. In general, an automaton depends on the type and the number of characters. For the soft-keyboard, we designed the automata with 14 consonants and 34 vowels based on Unicode. Finally, a combined syllable is converted into a glyph index using the mapping table, used as a handle to load its glyph image. According to the multi-lingual framework of Freetype font engine, Dvanagari scripts can be supported in the system level by appending the implementation of our method to the font engine as the Hindi module. The proposed method is verified through a simple message system.

The Effect of Using Therapeutic Instrumental Music Performance (TIMP) in Uninvolved Hand Function for Children with Spastic Cerebral Palsy (치료적 악기 연주 적용이 경직형 뇌성마비 아동의 우세손기능에 미치는 효과)

  • Han, Song Yi
    • Journal of Music and Human Behavior
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    • v.8 no.1
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    • pp.1-16
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    • 2011
  • This study was to investigate the influence of using Therapeutic Instrumental Music Performance (TIMP) in uninvolved hand function for children with spastic cerebral palsy. Participants were recruited from a welfare center for people with cerebral palsy(CP). Ages ranged from 11 to 12, and a total of 15 TIMP sessions were provided for 3 weeks. Hand function tests were used including Jebsen Hand Function Test for hand function, Box and Block Test for dexterity of uninvolved hand, and MIDI (Musical Instrument Digital Interface) evaluation for velocity of fingers. The TIMP program consisted of hand percussion playing and keyboard playing with changes of timbre and tempo. While the scores of Jebsen test and Box and Block test were improved for all participants, outcomes of MIDI analysis showed differences among participants. Overall, hand function improvements were observed after the completion of using the TIMP program, and the results implies that the TIMP program can be applied in upper extremity rehabilitation for children with CP.

Website Design for Improving Web Accessibility of Disabled People (장애인의 웹 접근성 향상을 위한 웹사이트 설계)

  • Lee, Won-Kyung;Seo, Eun-Gyoung
    • Journal of the Korean Society for information Management
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    • v.30 no.1
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    • pp.193-219
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    • 2013
  • Public institutions or libraries urgently prepare comprehensive measures to improve web accessibility of their websites as booting web dependability and web utilization of disabled people. The purpose of this study is to propose the design guidelines for improving web accessibility of disabled people. The study, first, analyzed various web accessibility requirements based on web standards, web accessibility guidelines, and the related researches and proposed a web accessibility checklist with 42 requirement. Next, the study evaluated 15 websites of public institutions such as government departments, association of disabled people, and public libraries using the checklist. Finally, the study revealed non-adherence requirements and suggested website design guidelines in terms of contents configuration, sound, colour, keyboard handling, mouse handling, access, image processing, text processing, and code processing.

A User Study on Information Searching Behaviors for Designing User-centered Query Interface of Content-Based Music Information Retrieval System (내용기반 음악정보 검색시스템을 위한 이용자 중심의 질의 인터페이스 설계에 관한 연구)

  • Lee, Yoon-Joo;Moon, Sung-Been
    • Journal of the Korean Society for information Management
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    • v.23 no.2
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    • pp.5-19
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    • 2006
  • The purpose of this study is to observe and analyze information searching behaviors of various user groups in different access modes for designing user-centered query interface of content-based Music Information Retrieval System(MIRS). Two expert groups and two non-expert groups were recruited for this research. The data gathering techniques employed in this study were in-depth interviewing, participant observation, searching task experiments, think-aloud protocols, and post-search surveys. Expert users, especially majoring in music theory, preferred to input exact notes one by one using the devices such as keyboard and musical score. On the other hand, non-expert users preferred to input melodic contours by humming.

Design of A One-time Password Generator on A Mobile Phone Providing An Additional Authentication for A Particular Transaction (특정 트랜잭션용 추가 인증을 제공하는 휴대폰 상의 일회용 암호 생성기 설계)

  • Park, Jun-Cheol
    • Journal of KIISE:Information Networking
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    • v.36 no.6
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    • pp.552-557
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    • 2009
  • One-time passwords are used just once and discarded, which makes it more secure than the repeatedly used conventional passwords. This paper proposes a challenge-response based one-time password generator on a user's mobile phone always carried with the user. The generator can provide an additional authentication for a user to issue a money transfer request within his Internet banking session on a PC. A currently used device for Internet banking generates a password that changes every 30 seconds or so, which allows a man-in-the-middle to use it for stealing money within the 30 seconds. Unlike such a device, the proposed generator resists against the man-in-the-middle attack by a novel challenge-response scheme, provides better accessability and protection against stolen devices. As the currently used devices do, it prevents any unauthorized transfer even if the victim's all other credentials are revealed through his PC infected with spyware such as a keyboard logger.

Fingertip Extraction and Hand Motion Recognition Method for Augmented Reality Applications (증강현실 응용을 위한 손 끝점 추출과 손 동작 인식 기법)

  • Lee, Jeong-Jin;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.316-323
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    • 2010
  • In this paper, we propose fingertip extraction and hand motion recognition method for augmented reality applications. First, an input image is transformed into HSV color space from RGB color space. A hand area is segmented using double thresholding of H, S value, region growing, and connected component analysis. Next, the end points of the index finger and thumb are extracted using morphology operation and subtraction for a virtual keyboard and mouse interface. Finally, the angle between the end points of the index finger and thumb with respect to the center of mass point of the palm is calculated to detect the touch between the index finger and thumb for implementing the click of a mouse button. Experimental results on various input images showed that our method segments the hand, fingertips, and recognizes the movements of the hand fast and accurately. Proposed methods can be used the input interface for augmented reality applications.

Analyzing the Efficient Elements on Multi-Touch Based Device for Web Application (웹 어플리케이션을 위한 멀티터치 기반 시스템의 효율적 요소 분석)

  • Cho, Jae-Joon;Jang, Hyun-Su;Cho, Ok-Hue;Lee, Won-Hyung
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.915-920
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    • 2009
  • In terms of development of intelligent information devices, the most important element is the function which is able to deliver the information user wants to input on the device without complexities. By using the mean such as our voice, expression, gesture and physical contact we use in our daily routine, we are able to interact with device easily and simply. In this paper, we are initiated to present interactive surface system, in which allows users to use their hand gesture as a function of mouse and keyboard free, to be interacted within the platform of web application.

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Accessibility and Improvements for Flash E-learning Contents (플래시 이러닝 콘텐츠의 접근성 문제점 및 개선방안)

  • Hwang, Yun-Ja;Ahn, Mi-Lee
    • The KIPS Transactions:PartA
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    • v.18A no.4
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    • pp.129-134
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    • 2011
  • E-learning in Korea supports different educational needs of diverse learners. E-learning became one of the major source of educational services for schools, higher education, lifelong learning, and for special education. Many e-learning contents offered by cyber universities use HTML, CSS, and Flash, and these are known to have limitations on accessibilities. People with disabilities or aged have problems accessing such contents. The purpose of this study is to evaluate accessibility of Flash e-learning contents offered by 9 cyber universities. AccChecker is used to assess accessibility of the contents. The result shows many errors and warning with Text Equivalents, Keyboard Navigation, Properties, Depth of Tree, and Structures that restrict access. In order to improve the quality and expansion of quality e-learning contents, we need aggressive measures to obtain accessibility of contents, and these should be designed at the planning phase rather than adjusted during the development stage. Furthermore, it is vital to train instructional designers, developers and the CEOs to realize the importance of accessibility and learn appropriate skills to increase accessibilities of e-learning contents.

A Study on the VDT Workstations Usage for Office Workers

  • Kim, Daysung;Lee, Dong-Kyung;Cho, Hae Kyeong
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.2
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    • pp.179-190
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    • 2015
  • Objective and Background: Due to increase in Musculoskeletal Disorders (MSDs) relating to computer use, a number of ergonomics recommendations have been proposed in order to tackle this problem. However, some of these recommendations have been conflicting. Method: This study was to survey the VDT (Visual Display Terminal) use of office workers. The subjects were 452 workers at 13 places of business and the data were collected by self-administered questionnaire. Results: As a result, prevalence of self-reported MSDs of all VDT workers was 90.2% and shoulder took up 57.0% and neck 38.3% by symptom part of body. The population of computer use of more than 6h/day was 84.5%, and 33.8% also reported using the VDT 2~3h/day without the rest time. Desktop computer users were 95.6%, and a 17-inch monitor accounted for 42.0% among the desktop users. As a result of satisfaction survey on overall computer work, 21.1% of the total respondents said satisfied, desk complaint was about 24.6%, and chair complaint was 33.4%. Despite the importance of computer environment, satisfaction was from fair to uncomfortable. Conclusion and Application: In conclusion, office workers are prone to the MSDs due to their work environment. Additionally, this study found that task was a significant effect for the majority of dependent variables, and therefore, the improvement of computer workstations work environment is urgent, and the improvement of desk height adjustment, chair seat size (length, width), backrest condition, location of keyboard (mouse) and arm rest is required.

Real-time VR Strategy Chess Game using Motion Recognition (VR기반 모션인식을 이용한 실시간 전략 체스 게임)

  • Kim, Young-Kwang;Yoon, Yeo-Song;Oh, Tea-Gyeoung;HwangBo, Yeung-Hwan;Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.1-7
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    • 2017
  • Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.