• Title/Summary/Keyword: text interface

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Touch TT: Scene Text Extractor Using Touchscreen Interface

  • Jung, Je-Hyun;Lee, Seong-Hun;Cho, Min-Su;Kim, Jin-Hyung
    • ETRI Journal
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    • v.33 no.1
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    • pp.78-88
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    • 2011
  • In this paper, we present the Touch Text exTractor (Touch TT), an interactive text segmentation tool for the extraction of scene text from camera-based images. Touch TT provides a natural interface for a user to simply indicate the location of text regions with a simple touchline. Touch TT then automatically estimates the text color and roughly locates the text regions. By inferring text characteristics from the estimated text color and text region, Touch TT can extract text components. Touch TT can also handle partially drawn lines which cover only a small section of text area. The proposed system achieves reasonable accuracy for text extraction from moderately difficult examples from the ICDAR 2003 database and our own database.

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.

A Study on the Construction of an Efficient Text-Based User Interface (효율적 문자 기반의 사용자 인터폐이스 구축에 관한 연구)

  • 허진석;서장춘
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.289-289
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    • 2000
  • In this paper, a new text-based method is suggested for the user-system interaction. The use of text-based user interface is mote efficient under situation which don't be introduced the GUI because of the limitation of hardware cost or improvement of system performance. The dialogical method using suggested hierarchical structure is the easier for a convenience of usage and the method in this paper is the more useful as considering knowledgeable background and environment of task for user As a practical example, the method for the proposed text-based user interface construction is applied to Double-Lift Open Shedding Electronic Jacquard.

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Design of Handwriting-based Text Interface for Support of Mobile Platform Education Contents (모바일 플랫폼 교육 콘텐츠 지원을 위한 손 글씨 기반 텍스트 인터페이스 설계)

  • Cho, Yunsik;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.5
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    • pp.81-89
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    • 2021
  • This study proposes a text interface for support of language-based educational contents in a mobile platform environment. The proposed interface utilizes deep learning as an input structure to write words through handwriting. Based on GUI (Graphical User Interface) using buttons and menus of mobile platform contents and input methods such as screen touch, click, and drag, we design a text interface that can directly input and process handwriting from the user. It uses the EMNIST (Extended Modified National Institute of Standards and Technology database) dataset and a trained CNN (Convolutional Neural Network) to classify and combine alphabetic texts to complete words. Finally, we conduct experiments to analyze the learning support effect of the interface proposed by directly producing English word education contents and to compare satisfaction. We compared the ability to learn English words presented by users who have experienced the existing keypad-type interface and the proposed handwriting-based text interface in the same educational environment, and we analyzed the overall satisfaction in the process of writing words by manipulating the interface.

A Frame-based Approach to Text Generation

  • Le, Huong Thanh
    • Proceedings of the Korean Society for Language and Information Conference
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    • 2007.11a
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    • pp.192-201
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    • 2007
  • This paper is a study on constructing a natural language interface to database, concentrating on generating textual answers. TGEN, a system that generates textual answer from query result tables is presented. The TGEN architecture guarantees its portability across domains. A combination of a frame-based approach and natural language generation techniques in the TGEN provides text fluency and text flexibility. The implementation result shows that this approach is feasible while a deep NLG approach is still far to be reached.

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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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Factor Analysis and Content Development of Digital Text Structure for Designing Visual Experience in e-Book Interface (e-Book 인터페이스에서 시각적 경험 설계를 위한 디지털 텍스트 구조의 물리적 요인분석 및 콘텐츠 개발)

  • Sung, Eun-Mo
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.79-90
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    • 2011
  • The purpose of this study is to explore physical factor of digital text structure for designing e-Book interface and to develop prototype of e-Book interface by applied these factors. To address this goal, explore factor analysis and confirmatory factor analysis were employed, 237 university students were the participated in this study. According to a result, 29 items for physical feature of digital text structure were developed, 9 factors of digital text structure were also extracted; volume, depth, density, space, layout, format, signal, size, and length. Besides, to identify structure of pre-defined 9 factors, confirmatory factor analysis was conducted. As a result of CFA, the factor structure was supported by all of model fit indices.

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.