• Title/Summary/Keyword: touch paper

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An Analysis of Potential Customer Satisfaction Improvement Index of Smart Phone by Usage Characteristics (스마트폰 사용 특성별 잠재적 고객만족 개선지수 분석)

  • Hong, Jung-Sik;Lee, Sang Cheon;Park, Jong Hun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.43 no.2
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    • pp.56-64
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    • 2020
  • This paper is a follow up to the previous study which reveals that smartphone users are divided into three subcategories according to their usage characteristics. In this paper, these groups are called as 'general', 'entertainment', and 'work-assistant', taking into account their respective characteristics. The 'general' is a group whose smartphone usage characteristics are not focused on a specific purpose, the 'entertainment' is focused on music, internet, SNS, picture, and e-banking, and the 'work-assistant' is on work, GPS, diary. Inter-relation between the importance and satisfaction for the purchase determinants to the groups is investigated. In addition, Kano analysis of quality attributes is also performed, which includes quality type, satisfaction/dissatisfaction index, and PCSI (Potential Customer Satisfaction Improvement) index. The analysis result are as follows. Firstly, inter-relation between importance and satisfaction differs by user group. 'Internet', 'Ease of use', and 'Performance' purchase determinants are evaluated as competitive determinants in 'work-assistant' user group. Secondly Kano quality types of quality characteristics also differs by user group. 'Application' was classified as an attractive (A) types to 'entertainment' group and so on. 'Internet' 'Failure/Bug', 'Touch response rate' and 'Charging' are located in 'Nice' Region of S-PCSI Diagram and have to be considered as strategic quality characteristics. The results of this study is expected to give some helps in establishing a customer tailored quality strategy.

Intuitive Manipulation of Deformable Cloth Object Based on Augmented Reality for Mobile Game (모바일 게임을 위한 증강현실 기반 직관적 변형 직물객체 조작)

  • Kim, Sang-Joon;Hong, Min;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.159-168
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    • 2018
  • In recent, mobile augmented reality game which has been attracting high attention is considered to be an good approach to increase immersion. In conventional augmented reality-based games that recognize target objects using a mobile camera and show the matching game characters, touch-based interaction is mainly used. In this paper, we propose an intuitive interaction method which manipulates a deformable game object by moving a target image of augmented reality in order to enhacne the immersion of the game. In the proposed method, the deformable object is intuitively manipulated by calculating the distance and direction between the target images and by adjusting the external force applied to the deformable object using them. In this paper, we focus on the cloth deformable object which is widely used for natural object animation in game contents and implement natural cloth simulation interacting with game objects represented by wind and rigid objects. In the experiments, we compare the previous commercial cloth model with the proposed method and show the proposed method can represent cloth animation more realistically.

Development of Table-Top System for Using Educational Contents (교육용 콘텐츠 활용을 위한 테이블 탑 시스템)

  • Kim, ki-hyun;Kim, Jung-hoon;Kang, Maeng-kwan;Park, hyun-woo;Lee, dong-hoon;Yun, tae-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.108-111
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    • 2008
  • In this paper, we propose the Table-top system for using educational contents. Table-top system that is matched visual information and interaction space offers easy and intuitive interface. Moreover, because the effectiveness of education is enlarged if the content for education intuitive recognizes and an interaction, the table top system is suitable. In this paper, the multi touch,that is the advantage of the table top system, was implemented in the content for education manufactured as a flash. This system can solve the member of the instinctive interaction between a user and the contents which was short in the system like the existing desktop.

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Implementation of a Chatbot Application for Restaurant recommendation using Statistical Word Comparison Method (통계적 단어 대조를 이용한 음식점 추천 챗봇 애플리케이션 구현)

  • Min, Dong-Hee;Lee, Woo-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.1
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    • pp.31-36
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    • 2019
  • A chatbot is an important area of mobile service, which understands informal data of a user as a conversational form and provides a customized service information for user. However, there is still a lack of a service way to fully understand the user's natural language typed query dialogue. Therefore, in this paper, we extract meaningful words, such a region, a food category, and a restaurant name from user's dialogue sentences for recommending a restaurant. and by comparing the extracted words against the contents of the knowledge database that is built from the hashtag for recommending a restaurant in SNS, and provides user target information having statistically much the word-similarity. In order to evaluate the performance of the restaurant recommendation chatbot system implemented in this paper, we measured the accessibility of various user query information by constructing a web-based mobile environment. As a results by comparing a previous similar system, our chabot is reduced by 37.2% and 73.3% with respect to the touch-count and the cutaway-count respectively.

A Study on the VR Payment System using Hand Gesture Recognition (손 제스쳐 인식을 활용한 VR 결제 시스템 연구)

  • Kim, Kyoung Hwan;Lee, Won Hyung
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.129-135
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    • 2018
  • Electronic signatures, QR codes, and bar codes are used in payment systems used in real life. Research has begun on the payment system implemented in the VR environment. This paper proposes a VR electronic sign system that uses hand gesture recognition to implement an existing payment system in a VR environment. In a VR system, you can not hit the keyboard or touch the mouse. There can be several ways to configure a payment system with a VR controller. Electronic signage using hand gesture recognition is one of them, and hand gesture recognition can be classified by the Warping Methods, Statistical Methods, and Template Matching methods. In this paper, the payment system was configured in VR using the $p algorithm belonging to the Template Matching method. To create a VR environment, we implemented a paypal system where actual payment is made using Unity3D and Vive equipment.

Implementing Tactile Display via Electromagnetic Actuator (전자석 액추에이터를 통한 촉각 디스플레이 구현)

  • Kim, Ju Yoon;Sung, Ki Kwang;Kim, Ji Ho;Park, Hyeon Cheol;Choi, Ah Rum
    • Journal of Appropriate Technology
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    • v.6 no.2
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    • pp.146-150
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    • 2020
  • Assistive technologies for people with disabilities are often marginalized in the Fourth Industrial Revolution. In this paper, we intend to present the possibility of acquiring tactile information through the tactile display adapting an electromagnetic actuator. The multi-layered display designed for tactile communication has innovatively narrowed the size and spacing of cells in order to express pictures, maps, and graphics. This display has enabled the visually impaired to touch two-dimensional information combining with other assistive technologies so that. It would also provide a technical source of access to STEM education (Science, Technology, Engineering, and Mathematics) so that students will perform better and be better prepared for advanced education. Moreover, it can be applied to public infrastructure and transportation in smart-city projects on the globe. Hence, this paper introduces the principle of Electromagnetic-actuator and how it can be utilized in many diverse areas.

Mobile Shooting Game with Intuitive UI and Recommendation function (직관적 UI와 추천 기능을 가진 모바일 슈팅 게임)

  • Junsu Kim;Kuil Jung;Seokjun Yoon;In-Hwan Jung;Jae-Moon Lee;Kitae Hwang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.191-197
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    • 2023
  • Mobile shooting games are a representative example of PC games being transferred as they are. In the most mobile shooting games, joystick-like UI used in PC games have been moved to touch buttons, but the display is small, so the user's fingers cover the game screen, which is inconvenient. In mobile shooting games, in order to overcome the limitations of the small display and increase the immersion of the game, this paper introduces a user interface that integrates character movement and aiming, and intuitive UIs such as display rotation, shaking, and vibration. In addition, by analyzing the match process for each round, the character's insufficient abilities are identified and synergies to supplement the abilities are recommended in order to add fun to the game. This paper proved that the proposed goals are achieved by actually designing and implementing a mobile shooting game with the proposed functions on an Android smartphone.

The Methods for Foot Function Index and Foot and Ankle Outcome Score Measurement: A Comparison between Paper-and-Pencil Method and Electronic Method (Foot Function Index와 Foot and Ankle Outcome Score의 기입방법 연구: 종이와 연필을 이용한 기입 방법과 전자기기를 이용한 두 가지 측정방법에 대한 일치도 비교)

  • Kim, Ji-Beom;Kwon, Min-Soo;Kim, Jung-Gon;Yi, Young;Lee, Woo-Chun;Ha, Jeong-Ku;Jang, Suk-Hwan
    • Journal of Korean Foot and Ankle Society
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    • v.21 no.1
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    • pp.33-38
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    • 2017
  • Purpose: The patient-reported outcome measure (PROM) is used to quantify the subjective state of patients before and after the treatment. The electronic method was recently developed and used for the completion of PROM, in addition to the conventional paper and pencil method. This study identified whether the results of Foot Function Index (FFI) and Foot and Ankle Outcome Score (FAOS) using the paper and pencil method was different from those using the electronic method. Materials and Methods: Between May 2016 and August 2016, 42 patients who were admitted to the Seoul Foot and Ankle Center two days before surgery were included for evaluation. The mean age was 46 years (range, 21~72 years). There were 29 males and 13 females. To use the electronic method, the PADAS software (PADAS, Seoul, Korea) was implemented using a touch pad. The primary trial of FFI and FAOS was performed using either the paper-and-pencil method or the electronic method. At 24 hours after the primary test, a secondary trial of FFI and FAOS was performed using the other method. Then, we identified the reliability of FFI and FAOS between the two methods by calculating the intraclass coefficient. Results: Twenty-two patients underwent the first trial using the paper-and-pencil method, and 20 patients underwent the first trial using the electronic method. Of the 42 patients, 8 patients were excluded from this study and only 34 patients were included in this study. The reliability of FFI was excellent with an intraclass coefficient of 0.957, and the reliability of FAOS was also excellent with an intraclass coefficient of 0.840. Conclusion: The paper-and-pencil method and the electronic method have the same result for the completion of FFI and FAOS in this study. Therefore, it is commonly considered that the completion of FFI and FAOS using the electronic method can be applied in practice.

Modeling and Implementation of Safety Test Device for Grounding System Based on IEC 60364 (IEC 60364의 접지방식에 기반한 안전성 평가 시험장치의 모델링 및 구현에 관한 연구)

  • Kim, Soon-Sik;Han, Byeong-Gill;Lee, Hu-Dong;Ferreira, Marito;Rho, Dae-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.6
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    • pp.599-609
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    • 2021
  • A novel grounding system, which is presented in IEC 60364, has been adopted since 2021. A safety evaluation for the human body on the grounding system is required due to the various characteristics of the touch voltage and current passing when the human body experiences an electric shock. The Korea Electrical Safety Corporation (KESCO) and Korea Electric Association (KEA) have been conducting a safety technical education on the grounding system. On the other hand, it is difficult to instruct the electrical safety manager because of a lack of safety evaluations for the test equipment on the grounding system. Therefore, this paper modeled and implemented a test device for a safety evaluation depending on the grounding system of IEC 60364. Namely, this paper presents the modeling of the test device for a safety evaluation using PSCAD/EMTDC S/W, which is composed of an AC grid section, s test device section on the grounding system, and a sub-device section. This paper implemented a test device for safety evaluation, which consisted of an AC grid section, TT grounding system section, TN-S grounding system section, and monitoring section. From the simulation and test results with the safety characteristics of the human body in the TT and TN-S grounding system, when the fault impedances are 0[Ω], 10[Ω], and 100[Ω], the currents passing through the human body in the TT grounding system are 104[mA], 87.4[mA], and 35.5[mA], respectively. The corresponding currents in the TN-S grounding system are 54.9[mA], 4.1[mA], and 0.4[mA], respectively. Based on the results, the protection performance for an electric shock to the human body in the TN-S system is better than the TT system. This can be improved when the existing grounding system is changed from the TT system to the TN-S system.

Design and Implementation of Real-time Haptic Display System (시각장애인을 위한 실시간 햅틱 디스플레이 시스템 설계 및 구현)

  • Jung, Jung-Il;Cho, Jin-Soo
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.2
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    • pp.1-8
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    • 2011
  • In this paper, we propose a haptic display system that can convert Braille and tactual map(braille map) to tactile information recognizable through sense of touch almost in real-time. The proposed system consists of a haptic display hardware device, which actually delivers tactile signal to visually impaired people, and a device control software program, which converts Braille and tactile information to tactile signal and transfers it to the hardware device. Experimental evaluations of the proposed system were performed with 10 visually impaired persons. Experimental results show that the proposed system can provide similar Braille recognition rate and speed to those of existing Braille information devices. In addition, the proposed system converts tactile information to tactile signal under maximum 1.1 seconds, so that it can provide graphic information in almost real-time which is not possible with existing tactile devices, such as Braille printer.