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Study for Operation Teaching Machine Using 3D Virtual Reality System (3D가상 현실방식을 사용한 수술교육시스템의 연구)

  • Kang, Byung-Hoon;Kim, Ji-Sook;Kim, Han-Woong
    • Journal of Digital Contents Society
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    • v.17 no.4
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    • pp.287-293
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    • 2016
  • Some studies require sufficient amount of time, spaces, and financial condition for practical exercises and training. In particular for the Medical education, time and space limitation is very high and difficulties occurs, since the practices are done with cadavers (deceased human body). Many alternate 3D Virtual surgery training system exist currently, however the burdensome of obtaining those costly equipments is problematic. Providing the surgical environment as similar to real as possible using 3D Virtual Reality can be a solution to current problems. The effectiveness of training could be maximized with minimized costs without the general interfaces such as keyboard and mouse, but with Oculus Rift and Leap Motion. This paper will develop and practice the 3D Virtual Operation System with two devices to investigate the possibility and expand to other Simulation fields.

Secure Configuration Scheme for Internet of Things using NFC as OOB Channel (NFC를 OOB 채널로 활용한 사물인터넷 보안 설정 기술)

  • Kim, Jeongin;Kang, Namhi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.13-19
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    • 2016
  • The PSK (Pre-shared Secret Key) based method is appropriate for the IoT environment consisting of lightweight devices since this method requires less computing time and energy than the method to configure the session key based on the public key algorithm. A fundamental prerequisite for the PSK based method is that PSK should have been configured between the communication entities safely in advance. However, in case of a small sensor or actuator, no input and output interface such as keyboard and monitor required for configuration exists, so it is more difficult to configure PSK for such lightweight devices safely in the IoT environment than the previous Internet devices. Especially, normal users lack expertise in security so they face difficulty in configuration. Therefore, the default value configured at the time of manufacturing at factories is used or the device installer configures PSK in most cases. In such case, it is a matter for consideration whether all installers and manufacturers can be trusted or not. In order to solve such problem, this paper proposes a secure bootstrapping scheme, which utilizes the NFC (Near Field Communication) as an OOB (Out-Of-Band) channel, for lightweight devices with limited resources.

Evaluation of the Head Mouse System using Gyro-and Opto-Sensors (각속도 및 광센서를 이용한 헤드 마우스의 평가)

  • Park, Min-Je;Kim, Soo-Chan
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.1-6
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    • 2010
  • In this research, we designed the head mouse system for disabled and gamers, a mouse controller which can be controlled by head movements and eye blinks only, and compared its performance with other regular mouse controller systems. The head mouse was moved by a gyro-sensor, which can measure an angular rotation of a head movement, and the eye blink was used as a clicking event of the mouse system. Accumulated errors caused by integral, which was a problem that previous head mouse system had, were removed periodically, and treated as dead zones in the non-linear relative point graph, and direct mouse point control was possible using its moving distance and acceleration calculation. We used the active light sources to minimize the influence of the ambient light changes, so that the head mouse was not affected by the change in external light source. In a comparison between the head mouse and the gazing tracking mouse (Quick Glance), the above method resulted about 21% higher score on the clicking event experiment called "20 clicks", about 25% higher on the dasher experiment, and about 37% higher on on-screen keyboard test respectively, which concludes that the proposed head mouse has better performance than the standard mouse system.

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A Study on Equation Recognition Using Tree Structure (트리 구조를 이용한 수식 인식 연구)

  • Park, Byung-Joon;Kim, Hyun-Sik;Kim, Wan-Tae
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2018
  • The Compared to general sentences, the Equation uses a complex structure and various characters and symbols, so that it is not possible to input all the character sets by simply inputting a keyboard. Therefore, the editor is implemented in a text editor such as Hangul or Word. In order to express the Equation properly, it is necessary to have the learner information which can be meaningful to interpret the syntax. Even if a character is input, it can be represented by another expression depending on the relationship between the size and the position. In other words, the form of the expression is expressed as a tree model considering the relationship between characters and symbols such as the position and size to be expressed. As a field of character recognition application, a technique of recognizing characters or symbols(code) has been widely known, but a method of inputting and interpreting a Equation requires a more complicated analysis process than a general text. In this paper, we have implemented a Equation recognizer that recognizes characters in expressions and quickly analyzes the position and size of expressions.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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The Problem and Prospect of Developing a RFID-based Digital Board Game by Initial Developers (초기 개발자를 통해 본 RFID 디지털 보드게임 개발의 문제점 및 전망)

  • Lee, Kyoung-Mi;Lee, Kyung-Ok
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.132-140
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    • 2010
  • RFID-based games, which use a RFID reader and RFID chips, will expand existing computer games, which use a computer screen, a keyboard or a mouse. This paper presents 4 RFID digital board game contents which are conducted by initial developers; the three of them use the screen and control the games with RFID chips and, one is a different attempted game which can exclude the screen and be immersed to the board. While initial developers use object recognition of RFID, we need to develop game contents and game interface which can recognize positions of the objects. According to the initial developer"s developing process, the cooperative system between the game technical developers and the contents developers should be necessary. Also, the interface should be developed for young children to participate and operate.

Adaptive Keystroke Authentication Method for Online Test (온라인 시험을 위한 적응적 키보드 인증방법)

  • Ko, Joo-Young;Shim, Jae-Chang;Kim, Hyen-Ki
    • Journal of Korea Multimedia Society
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    • v.11 no.8
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    • pp.1129-1137
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    • 2008
  • E-learning as a new education trend is being applied not only to cyber school but also various education fields such as employee training for companies or interactive learning for consumers. Users of the E-learning can take online tests individually anywhere, to evaluate their achievement level. Because users who are taking the online tests may show their own IDs or passwords to others, the possibility of cheating is very high. Therefore, it is very important to authenticate the users. In this paper, we propose an adaptive-keyboard authentication method which depends on user behavior patterns through the use of IDs and passwords. This method does not need any additional devices or special effort. An adaptive method to update patterns in which IDs and passwords are entered was previously suggested and this new method has proved to be better than previous methods through simulations and implementation.

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도서분류자동화를 위한 지식베이스의 설계에 관한 연구

  • 이경호
    • Journal of Korean Library and Information Science Society
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    • v.18
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    • pp.139-192
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    • 1991
  • Though the computer has become deeply entrenched as the major tool in information processing(library works), it may be obvious that automatic book classification techniques ate still under experimentation, and the techniques have not yet been tested against the criterion of usefulness. The purpose of this study is to design of knowledge base for automatic book classification which can be put to use in library operation, and to present a methodology of application of the automatic classification into the library. Since the enumerative classification schemes which are existing are manual systems, it cannot be applied to the automatic classification, the principle of faceted classification based on concept analysis is brought in and studied. The result of this study are summarized as follows : 1. The design of knowledge base confined the field of agriculture and medicine. 2. If title is entered by the computer keyboard it will be searched in knowledge base, and then be classified by the principle of automatic classification. 3. Program flowcharts are designed as a bases of classification procedures for automatic subject recognition and classification. 4. 283 books in agriculture, 196 books in medicine were drawn at random from Taegu University Library and Young-Nal Medical Center Library respectively. 5. The experiment of automatic classification is performed 143 books in agriculture 166 books in medicine except for other subject books. 6. It was proved that automatic book classification is possible by design of knowledge base. In addition the expected values from design of knowledge base for automatic book classification are as follows : 1. The prompt and accurate process of classification is possible. 2. Though some title is classified in any library, it can be classified the some classification number by a program. 3. The user can retrieve the classification codes of books for which he or she wants to search through the computer. 4. Since the concept coordination method is employed the representing of a multisubject concept is make simple. 5. By performing automatic book classification the automation of total system can be achieved. 6. The efficient international information transfer will be advanced since all the institution maintain unified classification number.

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Design of Hangeul Smartphone Keypad (한글 스마트폰 글자판 설계)

  • Lee, Junghwa
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.10
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    • pp.2359-2366
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    • 2015
  • In accordance with development of many smart phone applications, the importance of keypad that can be used in smart phone has been increasing. In this paper, we design the Hangul smart phone keypad to type a Hangeul characters more efficiently by considering the characteristics of the Hangul characters based on the existing research on smart phones keypad. The proposed keypad in this paper, when we placed the letters on the keyboard, minimizes the travel distance by using the frequency of characters and the associated frequency between vowel and consonant. In addition, we define an assessment model for evaluating the performance of the keypad and verify efficiency of the proposed keypad. According to the result of the experiment, the proposed keypad is more efficient than other keypads.

Web Accessibility Evaluation of Professional Sports Clubs in Korea (프로스포츠 웹 사이트의 접근성 평가)

  • Choi, Kyoung-Ho;You, Kang-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.3
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    • pp.399-406
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    • 2012
  • The government is supporting the law not to be uncomfortable in all departments of some sports and cultural activities for the handicapped, making the Welfare Law for People with Disability(Article 25) in Korea. Moreover web sites which are places of business more than 300 employees including other public organizations are making it mandatory to observe web accessibility for the handicapped. This study analyzed in statistical aspects to investigate systematically how professional sports clubs observe the accessibility of web site to some degree. As a result, it turned out that the compliance record on the items of the providing of text alternatives(44.92%) for non-text content and the keyboard accessible(46.79%) was low. However, by and large we are able to recognize that the compliance record of the web site is on an increasing trend with the course of time.