• Title/Summary/Keyword: text input

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A Study on the Eye-Hand Coordination for Korean Text Entry Interface Development (한글 문자 입력 인터페이스 개발을 위한 눈-손 Coordination에 대한 연구)

  • Kim, Jung-Hwan;Hong, Seung-Kweon;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.2
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    • pp.149-155
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    • 2007
  • Recently, various devices requiring text input such as mobile phone IPTV, PDA and UMPC are emerging. The frequency of text entry for them is also increasing. This study was focused on the evaluation of Korean text entry interface. Various models to evaluate text entry interfaces have been proposed. Most of models were based on human cognitive process for text input. The cognitive process was divided into two components; visual scanning process and finger movement process. The time spent for visual scanning process was modeled as Hick-Hyman law, while the time for finger movement was determined as Fitts' law. There are three questions on the model-based evaluation of text entry interface. Firstly, are human cognitive processes (visual scanning and finger movement) during the entry of text sequentially occurring as the models. Secondly, is it possible to predict real text input time by previous models. Thirdly, does the human cognitive process for text input vary according to users' text entry speed. There was time gap between the real measured text input time and predicted time. The time gap was larger in the case of participants with high speed to enter text. The reason was found out investigating Eye-Hand Coordination during text input process. Differently from an assumption that visual scan on the keyboard is followed by a finger movement, the experienced group performed both visual scanning and finger movement simultaneously. Arrival Lead Time was investigated to measure the extent of time overlapping between two processes. 'Arrival Lead Time' is the interval between the eye fixation on the target button and the button click. In addition to the arrival lead time, it was revealed that the experienced group uses the less number of fixations during text entry than the novice group. This result will contribute to the improvement of evaluation model for text entry interface.

Two - Handed Hangul Input Performance Prediction Model for Mobile Phone (모바일 폰에서의 양 손을 이용한 한글 입력 수행도 예측 모델에 대한 연구)

  • Lee, Joo-Woo;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.4
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    • pp.73-83
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    • 2008
  • With a rapid extension of functions in mobile phones, text input method has become very important for mobile phone users. Previous studies for text input methods were focused on Fitts' law, emphasizing expert's behaviors with one-handed text input method. However, it was observed that 97% of Korean mobile phone users input texts with two-hands. Therefore, this study was designed to develop a prediction model of two-handed Hangul text entry method including novice users as well as experts for mobile phone. For this study, Fitts' law was hypothesized to predict experts' movement time(MT) whereas Hick-Hyman law for visual search time was hypothesized to be added to MT for novices. The results showed that the prediction model was well fitted with the empirical data for both experts and novices with less than 3% error rates. In conclusion, this prediction model of two-handed Hangul text entry including novice users was proven to be a very effective model for modeling two-handed Hangul text input behavior for both experts.

gABC: A Text Entry Framework using Gamepad (gABC: 게임패드를 이용한 문자 입력 방법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.67-76
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    • 2007
  • As the performance of game consoles is so highly progressed that services such as internet browsing become available on the consoles, the need for text input schemes on game consoles is rapidly raised. In this paper, we present a text input method of alphabet characters and several symbols using a gamepad, which is a widely used input device for most game consoles. Just like other text input methods using gamepad, our method allows users to enter texts by manipulating the gamepad with a user interface displayed on the screen of the console. A key idea of this paper is to present the user interface that is similar to the $4{\times}3$ keypad on mobile phones. The motivation of this idea is a principle that the experience of using a text input tool can be transferred to another tool that has similar interface. Another motivation is that the keyboard-based interface is too complex to be easily manipulated by simple input from a keypad, which is four orthogonal directions and several fire signals. Since most of keys on keypad of $4{\times}3$ keys are represented by a combination of two orthogonal directions, users feel easier in entering texts using keypad-based interface. We prove this argument in this paper by a user test of ten subjects. After about two experiment sessions, subjects reach 13 WPM in average, which proves that the proposed text input method enables much faster text input than the existing keyboard-based text input methods.

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Automatic Drawing Input by Segmentation of Text Region and Recognltion of Geometric Drawing Element (문자영역의 분리와 기하학적 도면요소의 인식에 의한 도면 자동입력)

  • 배창석;민병우
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.31B no.6
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    • pp.91-103
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    • 1994
  • As CAD systems are introduced in the filed of engineering design, the necessities for automatic drawing input are increased . In this paper, we propose a method for realizing automatic drawing input by separation of text regions and graphic regions, extraction of line vectors from graphic regions, and recognition of circular arcs and circles from line vectors. Sizes of isolated regions, on a drawing are used for separating text regions and graphic regions. Thinning and maximum allowable error method are used to extract line vectors. And geometric structures of line vectors are analyzed to recognize circular arcs and circles. By processing text regions and graphic regions separately, 30~40% of vector information can be reduced. Recognition of circular arcs and circles can increase the utilization of automatic drawing input function.

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Universal Design of Hangul Input Method for Mobile Phones (모바일 폰 한글입력방식의 유니버셜 디자인에 관한 연구)

  • Hong, Seung-Kweon
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.3
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    • pp.117-124
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    • 2007
  • A few people are frequently using Korean text entry function in the mobile phone. To make matters worse, too many kinds of Korean text entry methods exist in the market, compelling mobile phone users to learn how to input texts all over again, whenever they purchase a new mobile phone. The purpose of this study is to propose a universal design of Korean text entry method for mobile phones. Several experiments and several questionnaire surveys were conducted in order to induce design factors for the universal design. Participants were mobile phone users with the diverse levels of text entry expertise and with the diverse ages. The results of this investigation were identical, irrespective of participants' age and expertise. The efficiency of the text entry method was not more important factor than memorability. The layout of vowels to keypad was preferred to map just 3 strokes to the 3 buttons so that users can make for themselves vowels that they want to input. The preference on the consonants layout was different according to investigation methods. According to the survey, it was preferred that consonants were arranged by alphabet order. However, the result of text entry speed measurement was that the arrangement by alphabet order was not superior to the typical arrangement. Such results may be used to design mobile phones for diverse users.

Tangible Interaction : Application for A New Interface Method for Mobile Device -Focused on development of virtual keyboard using camera input - (체감형 인터랙션 : 모바일 기기의 새로운 인터페이스 방법으로서의 활용 -카메라 인식에 의한 가상 키보드입력 방식의 개발을 중심으로 -)

  • 변재형;김명석
    • Archives of design research
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    • v.17 no.3
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    • pp.441-448
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    • 2004
  • Mobile devices such as mobile phones or PDAs are considered as main interlace tools in ubiquitous computing environment. For searching information in mobile device, it should be possible for user to input some text as well as to control cursor for navigation. So, we should find efficient interlace method for text input in limited dimension of mobile devices. This study intends to suggest a new approach to mobile interaction using camera based virtual keyboard for text input in mobile devices. We developed a camera based virtual keyboard prototype using a PC camera and a small size LCD display. User can move the prototype in the air to control the cursor over keyboard layout in screen and input text by pressing a button. The new interaction method in this study is evaluated as competitive compared to mobile phone keypad in left input efficiency. And the new method can be operated by one hand and make it possible to design smaller device by eliminating keyboard part. The new interaction method can be applied to text input method for mobile devices requiring especially small dimension. And this method can be modified to selection and navigation method for wireless internet contents on small screen devices.

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Text Detection based on Edge Enhanced Contrast Extremal Region and Tensor Voting in Natural Scene Images

  • Pham, Van Khien;Kim, Soo-Hyung;Yang, Hyung-Jeong;Lee, Guee-Sang
    • Smart Media Journal
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    • v.6 no.4
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    • pp.32-40
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    • 2017
  • In this paper, a robust text detection method based on edge enhanced contrasting extremal region (CER) is proposed using stroke width transform (SWT) and tensor voting. First, the edge enhanced CER extracts a number of covariant regions, which is a stable connected component from input images. Next, SWT is created by the distance map, which is used to eliminate non-text regions. Then, these candidate text regions are verified based on tensor voting, which uses the input center point in the previous step to compute curve salience values. Finally, the connected component grouping is applied to a cluster closed to characters. The proposed method is evaluated with the ICDAR2003 and ICDAR2013 text detection competition datasets and the experiment results show high accuracy compared to previous methods.

A Real-Time Concept-Based Text Categorization System using the Thesauraus Tool (시소러스 도구를 이용한 실시간 개념 기반 문서 분류 시스템)

  • 강원석;강현규
    • Journal of KIISE:Software and Applications
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    • v.26 no.1
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    • pp.167-167
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    • 1999
  • The majority of text categorization systems use the term-based classification method. However, because of too many terms, this method is not effective to classify the documents in areal-time environment. This paper presents a real-time concept-based text categorization system,which classifies texts using thesaurus. The system consists of a Korean morphological analyzer, athesaurus tool, and a probability-vector similarity measurer. The thesaurus tool acquires the meaningsof input terms and represents the text with not the term-vector but the concept-vector. Because theconcept-vector consists of semantic units with the small size, it makes the system enable to analyzethe text with real-time. As representing the meanings of the text, the vector supports theconcept-based classification. The probability-vector similarity measurer decides the subject of the textby calculating the vector similarity between the input text and each subject. In the experimentalresults, we show that the proposed system can effectively analyze texts with real-time and do aconcept-based classification. Moreover, the experiment informs that we must expand the thesaurustool for the better system.

Skewed Angle Detection in Text Images Using Orthogonal Angle View

  • Chin, Seong-Ah;Choo, Moon-Won
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.62-65
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    • 2000
  • In this paper we propose skewed angle detection methods for images that contain text that is not aligned horizontally. In most images text areas are aligned along the horizontal axis, however there are many occasions when the text may be at a skewed angle (denoted by 0 < ${\theta}\;{\leq}\;{\pi}$). In the work described, we adapt the Hough transform, Shadow and Threshold Projection methods to detect the skewed angle of text in an input image using the orthogonal angle view property. The results of this method are a primary text skewed angle, which allows us to rotate the original input image into an image with horizontally aligned text. This utilizes document image processing prior to the recognition stage.

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