• Title/Summary/Keyword: touch paper

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A Study on Augmented Reality Interaction Using Leap Motion (Leap Motion을 활용한 증강현실 인터랙션 강화 연구)

  • Jung, Hyun-Il;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.133-138
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    • 2020
  • Interaction is an important component in the sense of immersion in augmented reality. However, the function of interaction in augmented reality contents is very weak. Bringing a lot of real environmental information is one of the ways to develop augmented reality, and interaction will naturally develop. In this paper, Leap Motion was used for natural interaction in augmented reality environment through the hand widely used as an interface tool, and extended more from the limited interaction of conventional display touch methods to create a natural interaction. This development of interaction will contribute to the development of various contents as well as augmented reality later.

Design and Implementation of Context-aware Application on Smartphone Using Speech Recognizer

  • Kim, Kyuseok
    • Journal of Advanced Information Technology and Convergence
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    • v.10 no.2
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    • pp.49-59
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    • 2020
  • As technologies have been developing, our lives are getting easier. Today we are surrounded by the new technologies such as AI and IoT. Moreover, the word, "smart" is a very broad one because we are trying to change our daily environment into smart one by using those technologies. For example, the traditional workplaces have changed into smart offices. Since the 3rd industrial revolution, we have used the touch interface to operate the machines. In the 4th industrial revolution, however, we are trying adding the speech recognition module to the machines to operate them by giving voice commands. Today many of the things are communicated with human by voice commands. Many of them are called AI things and they do tasks which users request and do tasks more than what users request. In the 4th industrial revolution, we use smartphones all the time every day from the morning to the night. For this reason, the privacy using phone is not guaranteed sometimes. For example, the caller's voice can be heard through the phone speaker when accepting a call. So, it is needed to protect privacy on smartphone and it should work automatically according to the user context. In this aspect, this paper proposes a method to adjust the voice volume for call to protect privacy on smartphone according to the user context.

Mechanism of Surface Corrosion in the Continuous Casting Guide Rolls

  • Fazlollah Sadeghi;Tahereh Zargar;Yoon-Uk Heo;Jae Sang Lee;Dong-Yong Park;NamKyu Park;Dae Geun Hong;Chang Hee Yim
    • Journal of Korea Foundry Society
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    • v.43 no.2
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    • pp.55-63
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    • 2023
  • Due to the importance of the surface on the final slab quality, it is essential to maintain a smooth segment roll surface that is in touch with the thin solid shell during solidification. In this paper, the surface of the used continuous casting guide roll was analyzed to realize the mechanism of its surface deterioration. Surface analysis has revealed severe corrosion at two distinct areas leading to deep roughness occurring on the guide roll. Firstly, the severe corrosion follows prior austenite grain boundary due to exposure with acidic environment. Also, in heat affected zone (HAZ) where two cladding beads overlap, more severe corrosion takes place. The overheat input results in local ferritization without full melting which increases retained δ-ferrite content almost 10 times higher than surrounding area. Corrosion was observed to happen at the δ-γ interface where Cr depletion takes place.

A Study on the Syntagma & Paradigm by Repetition, Variation and Contrast in Ads

  • Choi, Seong-hoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.1-12
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    • 2017
  • This study is the academic work to explore the potential meanings of print advertisements. Linguistic features such as repetition, variation, contrast and phonological structure in the verbal texts of ads can give rise to shades-of-meaning or slight variations in advertising. The language of advertising is not only language in words. It is also a language in images, colors, and pictures. Pictures and words combine to form the advertisement's visual text.. While the words are very important in delivering the sales message, the visual text cannot be ignored in advertisements. Forming part of the visual text is the paralanguage of the ad. Paralanguage is the meaningful behaviour accompanying language, such as voice quality, gestures, facial expressions and touch in speech, and choice of typeface and letter sizes in writing. Foregrounding is the throwing into relief of the linguistic sign against the background of the norms of ordinary language. This paper focuses its discussion on the advertisements within the framework of the paradigmatic and the syntagmatic relationship. The sources of ads have been confined to Malboro. The ads were reselected based on purposive sampling methods.

Implementation of voice communication through device interworking and server communication (기기 연동 및 서버 통신을 통한 음성 소통 구현)

  • Cho, Gi-Dong;LEE, Seo-Woo;Bae, Han-Kyeol;Jeong, Hye-Mi;Lee, Ji-Yu;Shin, Chang-Hwa
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1308-1311
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    • 2021
  • Currently, the accessibility of households for the visually impaired has increased compared to the past, but there are still many shortcomings in existing methods, and conversely, in the process of changing to a touch screen, there have been more situations that cannot be determined by hand. In this paper, we propose a method to increase the accessibility of blind people to refrigerators, one of the essential furniture, by changing people's action to voice with device linkage and server communication.

Tabletop Collaborative Game Design based on Inclusive Education Methodology (통합 교육 방법론에 기반한 테이블탑 협업 게임 디자인)

  • Im, Seunghyen;Kim, Hyoungnyoun;Park, Ji-Hyung
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 2014
  • Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.

Design and Implementation of the Smart Virtual Machine for Smart Cross Platform (스마트 크로스 플랫폼을 위한 스마트 가상기계의 설계 및 구현)

  • Han, Seong-Min;Son, Yun-Sik;Lee, Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.190-197
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    • 2013
  • Since domestic and foreign platform companies and mobile carriers adopt and use different kinds of smart platforms, developers should develop or convert contents according to each smart platform to provide a single smart content for customers. It takes long time and a lot of money to convert the conventional smart contents in order to serve other smart platforms. For the reason, more attention has been paid on Smart Cross Platform or Hybrid Platform, the core technologies of OSMU(One Source Multi Use) in which, once a program is coded, it can be executed in any platforms regardless of development languages. As a result, PhoneGap and HTML5 based Sencha Touch have been introduced. In this paper, we developed the smart virtual machine, which is built in smart cross platform based smart devices, unlike Android, iOS, Windows Phone devices being dependent of platforms, and helps to download and execute applications, being independent of platforms. the smart virtual machine supports C/C++, and Java language, being differentiated from JVM by sun microsystems that supports only Java language and .NET framework by microsoft that supports only C, C++ and C#. Therefore, it provides contents developers with the environment where they can get a wide range of options in choosing a language and develop smart contents.

New Effective Korean Character Keypads using Dragging on Smart Phones (스마트폰에서 끌기 기능을 이용한 효과적인 한글 문자 자판)

  • Choi, Jaeyoung;Lim, Sanggul;Yang, Woocheol
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.6
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    • pp.423-432
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    • 2013
  • Smart phones have been technologically advanced in many ways from basic cellular phones. However, most of all smart phone users in Korea still have been using the traditional Korean character keypads used in the basic cellular phones. It would be required to develop new keypads on smart phones with touch screen. In this paper, we extended the three standard Korean character keypads - Cheonjiin, Naragul, and SKY-Hangul - by adding dragging function on touch screen, then we compared writing speeds of the keypads based on the number of touching buttons and moving distance of the finger while writing a sentence. In addition, we proposed two new Korean keypads - 's-Gana' and 's-Bada', which are more suitable on smart phones. s-Gana assigned 7 representative consonants and 5 representative vowels in order on the 4x3 keypad, and s-Bada assigned consonants and vowels by considering their frequency of use. s-Gana and s-Bada keypads showed 3~19% and 9~24% of performance improvement, respectively, compared with the standard Korean keypads. Finally, we set up 5 requisites of SELF-T in order to evaluate the usability of Korean character keypads in smart phones, then we compared the keypads using the requisites.

Development of The Controller for Taking Out Injection Molded Body in Fast (고속 사출물 취출을 위한 제어기 개발)

  • Song, Hwa-Jung;Lew, Kyeung-Seek;Kim, Tong-Deak
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.47 no.5
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    • pp.1-8
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    • 2010
  • Clients require easy to use of product and operating and industry safety according to the change of a market and a factory. For overcoming it, this paper developed controller of take-out robots that take high speed and superprecision and supplement a week point as use the system based on network. development controller classify teaching pendant and center server PC. Center server PC service the information about all process to supervisor. Teaching pendant is the bridge that service various faculties such as control, user recognition, metallic pattern operation to the user using injection molding. The controller development for taking out injection molded body classify software and hardware. The development of software is divided into three step which is application program, user interface and device driver. the simple device driver is not classified and included in application program. The hardware induce the touch panel and wireless network and construct the effective process control and internet connection. The inject ion cycle of existing system was five second but advanced system has the inner four cycle, process efficiency and product operation through wireless network.

A Study on the Restoration of Jeongeup(井邑) (조선 전기 정읍의 노래 복원을 위한 연구)

  • Moon, Sukhie
    • (The) Research of the performance art and culture
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    • no.34
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    • pp.241-276
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    • 2017
  • This paper studies the restoration of Jeongeup notated in Daeakhubo to a singable song. Firstly, the melody of Jeongeup was restored by finding the rhythm of Jeongeup. Secondly, Jeongeup lyric written in Akhakgwebeom was added to the restored melody. Lastly, the musical style of restored Jeongeup song was investigated. The rhythm of Jeongeup was found to be the same as Jinjak's rhythm whose measure consists of four ternary subdivided beats. It is because the Jangdan of Jeongeup contains that of Jinjak. The Jangdan of Jeongeup is played one touch in a measure. Such ternary subdivided beat and one Janggo's touch in a measure were transmitted to today's Sujecheon. The lyric of Jeongeup was added to the restored melody of Jeongeup by following the lyric rules of Jinjak1,2 and Hoengsalmun. The lyric rules of Jinjak 1,2 and Hoengsalmun are as follows. One syllable is sung in two measures, Eodanseongjang 語短聲長 appears, long lasting tunes are mostly applied to Jang of Eodanseongjang 語短聲長, and syllables begin at the first beat in a measure. The musical style of Jeongeup is basically similar to that of Jinjak1, but there are some differences. They are similar in the sense that the melody is very long compared to the lyric and Eodanseongjang 語短聲長 appears. They are different in the sense that Jeongeup uses grace notes rather than Sigimsae when one tune lasts long. Jeongeup in Daeakhubo seems to have undergone changes, and its rhythm is likely to have been expanded two to four times in order to match Mugo dance after being used as an accompaniment to Mugo dance.