• 제목/요약/키워드: text input

검색결과 354건 처리시간 0.026초

새로운 문자입력장치 개발을 위한 숙련타이피스트의 타이핑 위치 측정 (The Measurement of Skilled Typist's Typing Position for Developments of New Text Entry Input Device)

  • 김진영;이호길;황성호;최혁렬
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2001년도 춘계학술대회 논문집
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    • pp.125-130
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    • 2001
  • Skilled typists can type characters or words without looking at keyboard, relying on the finger's relative position. If the relative positions of the fingers can be identified, a virtual keyboard may be accomplished by applying the concept of "DataGlove" or "FingerRing". The virtual keyboard may be efficient as a new mobile input device supporting QWERTY keyboard layout. For the purpose of investigating skilled typing pattern, in this paper the touch-positions of the fingers are measured with a touchscreen while five skilled typists type a long sentence. From these measurements it can be observed that the groups of touch-positions are classified into alphabet characters. Though there are some overlapped groups we can find constant distances capable of being discriminated among the groups from investigation of the change of touch-position for touch-time. Based on the analysis, the prediction algorithm of the constant distance is proposed and evaluated, which is useful for realization of a portable virtual keyboard.le virtual keyboard.

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A Study on Structuring and Classification of Input Interaction

  • Pan, Young-Hwan
    • 대한인간공학회지
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    • 제31권4호
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    • pp.493-498
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    • 2012
  • Objective: The purpose of this study is to suggest the hierarchical structure with three layers of input task, input interaction, and input device. Background: Understanding the input interaction is very helpful to design an interface design. Method: We made a model of three layered input structure based on empirical approach and applied to a gesture interaction in TV. Result: We categorized the input tasks into six elementary tasks which are select, position, orient, text, and quantify. The five interactions described in this paper could accomplish the full range of input interaction, although the criteria for classification were not consistent. We analyzed the Microsoft kinect with this structure. Conclusion: The input interactions of command, 4 way, cursor, touch, and intelligence are basic interaction structure to understanding input system. Application: It is expected the model can be used to design a new input interaction and user interface.

Color Recommendation for Text Based on Colors Associated with Words

  • Liba, Saki;Nakamura, Tetsuaki;Sakamoto, Maki
    • 한국산업정보학회논문지
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    • 제17권1호
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    • pp.21-29
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    • 2012
  • In this paper, we propose a new method to select colors representing the meaning of text contents based on the cognitive relation between words and colors, Our method is designed on the previous study revealing the existence of crucial words to estimate the colors associated with the meaning of text contents, Using the associative probability of each color with a given word and the strength of color association of the word, we estimate the probability of colors associated with a given text. The goal of this study is to propose a system to recommend the cognitively plausible colors for the meaning of the input text. To build a versatile and efficient database used by our system, two psychological experiments were conducted by using news site articles. In experiment 1, we collected 498 words which were chosen by the participants as having the strong association with color. Subsequently, we investigated which color was associated with each word in experiment 2. In addition to those data, we employed the estimated values of the strength of color association and the colors associated with the words included in a very large corpus of newspapers (approximately 130,000 words) based on the similarity between the words obtained by Latent Semantic Analysis (LSA). Therefore our method allows us to select colors for a large variety of words or sentences. Finally, we verified that our system cognitively succeeded in proposing the colors associated with the meaning of the input text, comparing the correct colors answered by participants with the estimated colors by our method. Our system is expected to be of use in various types of situations such as the data visualization, the information retrieval, the art or web pages design, and so on.

A Comparison of Usability between the Height Adjustable Keyboard and the Adaptive Touch Keyboard on Smartphones

  • Choi, Jinhae
    • 대한인간공학회지
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    • 제36권2호
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    • pp.145-156
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    • 2017
  • Objective: This study aims to compare the usability of the adaptive touch design method with that of the height adjustable design method that are applied to the Korean QWERTY keyboard and Naratgul keyboard on smartphones, examine the results, and present practical implications. Background: Smartphone manufacturers have failed to satisfy every user with their uniform touch keyboard designs that do not consider the high use rates of keypad use. In reality, touch keyboard designing customized for every individual is impossible, but there need to be researches on was to improve usability by having touch areas changed automatically depending on user behaviors or having users adjust the keyboard height depending on their hand size. Method: As for the design methods, an object group was given smartphones with the adaptive touch design method and the other group those with the height adjustable design method. As they entered the same characters in the smartphones, typing error rates and text input speed were measured and the average values were compared. 35 individuals who would frequently use smartphones in daily life participated in the experiment. The group variable was the type of touch keyboards, and the test variables were typing error rates and text input speed, for which a T-test was implemented. Results: As for the QWERTY keyboard, the significant improvement effect was verified as the typing error rate of the adaptive touch design method was 4.21% but that of the height adjustable design method was 3.28% although there was no significant difference in terms of text input speed. As for the Naratgul keyboard, in contrast, the typing error rate of the adaptive touch design method was 2.5% while that of the height adjustable design method was 1.48%, which indicates a measure of improvement, but the effect was not significant. On the other hand, the text input speed per minute was improved as much as 22.2%, which is significant. Conclusion: First, the Korean touch keyboard usability of the adaptive touch design method and that of the height adjustable design method, when applied to Model A of Company L, showed significant difference from each other. Second, the height adjustable design method was applied to the QWERTY keyboard, the typing error rate was improved significantly. This indicates that as the keyboard height was raised, the number of buttons within the range of fingering decreased, decreasing the touch bias was reduced. Third, the height adjustable design method was applied to the Naratgul keyboard, the text input speed was improved. Application: When the QWERTY keyboard was applied to a smartphone as small as 5.5inch or less, it is highly probably that the height adjustable design method decreases the typing error rate. It may be considered to develop additional UX functions to make the keyboard font larger or give users the option to adjust button intervals in utilization of the SW advantages of the height adjustable design method.

A Study of The Wearable Input Device Based on Human Hand-Motions Recognition

  • Daehui Won;Lee, Hogil;Kim, Jinyoung
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2002년도 ICCAS
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    • pp.51.5-51
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    • 2002
  • In this paper, we propose and developed a keyglove using the touch-typing method as new solutions to the problem of text input into the mobile computing devices. This device recognizes that character is typed in though the hand's movements analysis and requires no additional space on a person's desktop or work surface, and can be easily used with computers of any size, even the smallest mobile computer, and is designed as an input device for wearable computers and virtual environment. The concept of the wearable input device based on human hand-molies recognition.

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자유로운 문자열의 키스트로크 다이나믹스와 일범주 분류기를 활용한 사용자 인증 (User Authentication Based on Keystroke Dynamics of Free Text and One-Class Classifiers)

  • 서동민;강필성
    • 대한산업공학회지
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    • 제42권4호
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    • pp.280-289
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    • 2016
  • User authentication is an important issue on computer network systems. Most of the current computer network systems use the ID-password string match as the primary user authentication method. However, in password-based authentication, whoever acquires the password of a valid user can access the system without any restrictions. In this paper, we present a keystroke dynamics-based user authentication to resolve limitations of the password-based authentication. Since most previous studies employed a fixed-length text as an input data, we aims at enhancing the authentication performance by combining four different variable creation methods from a variable-length free text as an input data. As authentication algorithms, four one-class classifiers are employed. We verify the proposed approach through an experiment based on actual keystroke data collected from 100 participants who provided more than 17,000 keystrokes for both Korean and English. The experimental results show that our proposed method significantly improve the authentication performance compared to the existing approaches.

A Development for Web -based Name-plate Production System by using Image Processing

  • Kim, Gibom;Youn, Cho-Jin
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.60.2-60
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    • 2001
  • In this paper, manufacturing system and Internet are combined and NC milling machine engraves image and text on nameplate. Image and text are input through Internet. And NC tool path is obtained by thinning algorithm and NC part program is generated. Thinning algorithm detects center lines from image and text by using connectivity and tool path is obtained along the center line. Actually experiments are performed and thinning algorithm and G-code generation module are verified.

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법률정보시스템의 색인에 관한 연구 -특히 2차 법률정보를 중심으로- (A Study on the Index Model for Secondary Legal Information Databases)

  • 노정란
    • 한국비블리아학회지
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    • 제8권1호
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    • pp.117-134
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    • 1997
  • This study proves that the quoted legal text functions as the index which represents the contents of the text because of the characteristics of legal information, the automatic indexing in the secondary legal full-text databases can be possible without the assitance of the experts. In case of the establishment, amendment or repealing of law, change of words of index can be possible through revising the legal text quoted in the secondary legal full-text databases. Even when we dont input the full-text about retrospective documents, automatic indexing is also possible, and the establihment and the practice of expert knowledge and integrated databases are possible in case of the retrospective documents. This study indicates that it is necessary to have characteristic information the information experts recognize - that is to say, experimental and inherent knowledge only human being can have - built-in into the system rather than to approach the information system by the linguistic, statistic or structuralistic way, and it can be more essential and intelligent information system.

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시공간 정보를 이용한 자막 탐지 및 향상 기법 (A Method for Text Detection and Enhancement using Spatio-Temporal Information)

  • 정종면
    • 한국컴퓨터정보학회논문지
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    • 제14권8호
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    • pp.43-50
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    • 2009
  • 디지털 비디오에서 텍스트 정보는 비디오 데이터의 시청각적인 정보를 보강하고 부가 정보를 제공하기 때문에 방대한 멀티미디어의 내용을 예측할 수 있는 중요한 단서를 제공한다. 본 논문에서 제안된 방법은 주어진 영상열로부터 자막의 획 특징을 이용하여 자막을 탐지하고, 프로젝션을 이용하여 자막의 위치를 찾는다. 찾아진 자막을 포함하는 바운딩박스에 대한 기하학적인 검증을 거친 후, 서로 인접하는 프레임에 있는 바운딩박스 중 공간적으로 동일한 위치의 바운딩박스에 대한 MAD를 이용하여 바운딩박스를 추적하고, 시간적 중복성을 이용하여 바운딩박스 영역의 화질을 향상시킨다. 다양한 비디오에 대한 실험 결과는 제안된 방법의 타당성을 보인다.