• Title/Summary/Keyword: keypad

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Design of Embedded Device for Measuring Device Control (계측장비 제어를 위한 임베디드 디바이스 설계)

  • 김성수;이성준;정경호;안광선
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10a
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    • pp.676-678
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    • 2004
  • 최근 계측장비 기술의 발전으로 계측장비의 정보를 공유하기 위한 제어기술은 매우 중요해지고 있다. 이와 관련하여 임베디드 시스템을 이용한 다양한 디바이스 설계 기술들이 연구되고 있다. 본 논문은 계측장비 제어를 위해 Text LCD 및 Keypad와 같은 임베디드 디바이스를 장착한 시스템을 설계하였고, 임베디드 시스템의 분석을 통하여 계측장비 설계에 최적화된 시스템을 연구한다. 또한 Ethernet상의 다른 시스템에서 클라이언트 프로그램을 통해 계측장비로부터 측정된 간을 확인할 수 있다.

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A study on mobile phone using behavior by age group (연령별 휴대폰 사용실태에 관한 연구)

  • Yun, Hun-Yong;Yun, U-Sun;Nam, Chang-Su
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.2
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    • pp.105-120
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    • 2004
  • With the new technology and the popularization of mobile phone. the functions and designs of mobile phone have been varied rapidly. However. based on the user's level of familiarity on mobile phone function and knowledge of information technology. the using behaviors of mobile phone. especially between the young users who are well acquainted with the latest function and technology and the over middle-aged users who are relatively not. would be quite different. A survey was conducted to investigate the various using behaviors of mobile phone in different age groups. The total number of six hundred and sixty-seven people from age seventeen to sixty participated in this study. The participants were divided into young group (age between 17 to 29) and the over middle-aged group (age between 40 to 60) to compare the difference group considered design. price. and function of the mobile phone as three important factors. on the other hand. the over middle-aged group considered quality of communication. price and ease of use as three important factors. All the respondents of the young group know how to use the text messaging function. however for the over middle-aged group. 40% of the respondents knows how to use the text messaging function. The over middle-aged group seemed mainly use the mobile phone for voice communication. however the young group had a tendency to communicate each other with short text message rather than through voice conversation. Twenty percentage of young group responded that they had an experience of pain or discomfort at the thumb. the thenar eminence area. or carpus area during pushing the mobile phone keypad. The excessive frequent use of keypad may cause the risk of repetitive strain injury (RSI). The results of this study could provide important information to understand the way of using mobile phone in different age groups. and also could be used to design and market the mobile phone.

An Analysis on the Vulnerability of Secure Keypads for Mobile Devices (모바일 기기를 위한 보안 키패드의 취약점 분석)

  • Lee, Yunho
    • Journal of Internet Computing and Services
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    • v.14 no.3
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    • pp.15-21
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    • 2013
  • Due to the widespread propagation of mobile platforms such as smartphones and tablets, financial and e-commercial transactions based on these mobile platforms are growing rapidly. Unlike PCs, almost all mobile platforms do not provide physical keyboards or mice but provide virtual keypads using touchscreens. For this reason, an attacker attempts to obtain the coordinates of touches on the virtual keypad in order to get actual key values. To tackle this vulnerability, financial applications for mobile platforms use secure keypads, which change position of each key displayed on the virtual keypad. However, these secure keypads cannot protect users' private information more securely than the virtual keypads because each key has only 2 or 3 positions and moreover its probability distribution is not uniform. In this paper, we analyze secure keypads used by the most financial mobile applications, point out the limitation of the previous research, and then propose a more general and accurate attack method on the secure keypads.

Functional Analysis and Design of Touch User Interface in Mobile Game (모바일게임 터치사용자인터페이스(TUI)의 기능적 분석 및 설계)

  • Kim, Mi-Jin;Yoon, Jin-Hong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.138-146
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    • 2010
  • Currently mobile phones possess the new features including the control interface provided with an ease, an intuition, and a variety and the display ensured for wide area. Mobile phones mounted with the touch screen release actively due to such strengths. This is the mega trend of the development of the latest mobile game. Mobile games set to the past keypad input system have changed for adaptation in the input environment and the progressive development. Consequently it is necessary to research for 'Touch User Interface(TUI)' of mobile games fixed into input environment by "Touch screen". This study have concreted the application method of touch game through the comparison analysis with the past game and implemented touch mobile game based on usability for ten touch mobile game titles released from the inside and outside of the country in oder to apply the touch interface fixed in the game to the hand-hold device with the function of touch interface. The result of this study have two implications. First it enhances the playability and diversity of game genre restricted by reason of the limitation of the past keypad input device. Second, it utilizes the basis for the standard of the interface of the touch mobile game by genre.

An Interactive Hangul Text Entry Method Using The Numeric Phone Keypad (전화기 숫자 자판을 이용한 대화형 한글 문자 입력 방법)

  • Park, Jae-Hwa
    • The KIPS Transactions:PartB
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    • v.14B no.5
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    • pp.391-400
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    • 2007
  • An interactive Hangul input method using the numeric phone keypad, which is applicable for mobile devices is introduced. In the proposed method, user only selects the corresponding keys by single tapping, for the alphabet of Korean letter which is desired to enter. The interface generates the subset of eligible letters for the key sequence, then the user selects the desired letter in the set. Such an interactive approach transforms the text entry interface into a multi-level interactive letter-oriented style, from the preexisting passive and single-level alphabet-oriented interface. The annoyance of key-operations, the major disadvantage of the previous methods, derived from multi-tap to clear the ambiguity of multi-assigned alphabets for the Hangul automata, can be eliminated permanently, while the additional letter selection procedure to finalize the desired letter is essential. Also the complexity of Hangul text entry is reduced since all letters can be compounded from basic alphabet selection of the writing sequence order. The advantage and disadvantage of the proposed method are analyzed through comparing with pre-existing method by experiments.

Virtual Keypads based on Tetris with Resistance for Attack using Location Information (위치정보로 비밀정보를 유추할 수 있는 공격에 내성이 있는 테트리스 형태 기반의 보안 키패드)

  • Mun, Hyung-Jin
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.37-44
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    • 2017
  • Mobile devices provide various services through payment and authentication by inputting important information such as passwords on the screen with the virtual keypads. In order to infer the password inputted by the user, the attacker captures the user's touch location information. The attacker is able to infer the password by using the location information or to obtain password information by peeping with Google Glass or Shoulder Surfing Attack. As existing secure keypads place the same letters in a set order except for few keys, considering handy input, they are vulnerable to attacks from Google Glass and Shoulder Surfing Attack. Secure keypads are able to improve security by rearranging various shapes and locations. In this paper, we propose secure keypads that generates 13 different shapes and sizes of Tetris and arranges keypads to be attached one another. Since the keypad arranges different shapes and sizes like the game, Tetris, for the virtual keypad to be different, it is difficult to infer the inputted password because of changes in size even though the attacker knows the touch location information.

An Input Method for Decimal Password Based on Eyeblink Patterns (눈깜빡임 패턴에 기반한 십진 패스워드 입력 방법)

  • Lee, Seung Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.5
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    • pp.656-661
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    • 2022
  • Password with a combination of 4-digit numbers has been widely adopted for various authentication systems (such as credit card authentication, digital door lock systems and so on). However, this system could not be safe because the 4-digit password can easily be stolen by predicting it from the fingermarks on the keypad or display screen. Furthermore, due to the prolonged COVID-19 pandemic, contactless method has been preferred over contact method in authentication. This paper suggests a new password input method based on eyeblink pattern analysis in video sequence. In the proposed method, when someone stands in front of a camera, the sequence of eyeblink motions is captured (according to counting signal from 0 to 9 or 9 to 0), analyzed and encoded, producing the desired 4-digit decimal numbers. One does not need to touch something like keypad or perform an exaggerated action, which can become a very important clue for intruders to predict the password.

Comparison of Deep Learning Algorithm in Bus Boarding Assistance System for the Visually Impaired using Deep Learning and Traffic Information Open API (딥러닝과 교통정보 Open API를 이용한 시각장애인 버스 탑승 보조 시스템에서 딥러닝 알고리즘 성능 비교)

  • Kim, Tae hong;Yeo, Gil Su;Jeong, Se Jun;Yu, Yun Seop
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.388-390
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    • 2021
  • This paper introduces a system that can help visually impaired people to board a bus using an embedded board with keypad, dot matrix, lidar sensor, NFC reader, a public data portal Open API system, and deep learning algorithm (YOLOv5). The user inputs the desired bus number through the NFC reader and keypad, and then obtains the location and expected arrival time information of the bus through the Open API real-time data through the voice output entered into the system. In addition, by displaying the bus number as the dot matrix, it can help the bus driver to wait for the visually impaired, and at the same time, a deep learning algorithm (YOLOv5) recognizes the bus number that stops in real time and detects the distance to the bus with a distance detection sensor such as lidar sensor.

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Development of a multimodal interface for mobile phones (휴대폰용 멀티모달 인터페이스 개발 - 키패드, 모션, 음성인식을 결합한 멀티모달 인터페이스)

  • Kim, Won-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.559-563
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    • 2008
  • The purpose of this paper is to introduce a multimodal interface for mobile phones and to verify its feasibility. The multimodal interface integrates multiple input devices together including speech, keypad and motion. It can enhance the late and time for speech recognition, and shorten the menu depth.

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Design of an One-Chip Controller for an Electronic Dispenser (전자 디스펜서용 단일칩 제어기 설계)

  • Won, Young-Uk;Kim, Jeong-Beom
    • Proceedings of the KIEE Conference
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    • 2005.05a
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    • pp.137-140
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    • 2005
  • The electronic dispenser is composed of electronic part and mechanical part. Electronic part is consisted of input keypad, micro-controller, display module, and pump module. In this paper we designed micro-controller for electronic part. The micro-controller controls display module and pump module. The display module is composed by LCD device, and the pump module is composed by motor device. The micro-controller for an electronic dispenser is designed by VHDL. We used WX12864APl for the LCD device and SPS20 for the stepping motor. Also, the micro-controller is designed by Altera Quartus tool and verified with Agent 2000 Design-kit using APEX20K Device. In this paper, we present possibility to adopt of biotechnology field through designing of one-chip controller for an electronic dispenser.

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