• Title/Summary/Keyword: touch paper

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The Implementation of a User Location and Preference-based Appointed Place Recommendation Mobile Application (사용자의 위치와 선호도에 기반한 약속 장소 추천 모바일 애플리케이션 구현)

  • Bae, Hyeji;Song, Jina;Lee, Yujin;Lee, Jongwoo
    • KIISE Transactions on Computing Practices
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    • v.21 no.6
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    • pp.403-411
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    • 2015
  • Nowadays, in the so-called 'smart era', people are likely to feel more comfortable in on-line meetings than in off-line meetings. However, on-line meetings are often considered unimportant and it is difficult for participants to share their feelings. This paper suggests a mobile application that can revitalize off-line meetings to address these problems. Wecok Application, which suggests the best meeting place by applying users' preferences and their locations, provides a function-oriented user interface and simple touch flow. Wecok consists of a client/server software, and currently supports only three users simultaneously. It enables exchange of off-line and on-line communication by expanding meetings from on-line to off-line. By using Wecok, users can easily decide on an off-line meeting place.

A Study on Improving The Outputs of International Cooperation in Science and Technology: the Case of International S&T Cooperation Programs of the Ministry of Education, Science and Technology (MEST) (과학기술 국제협력 성과제고에 관한 연구 -교육과학기술부의 과학기술국제화사업을 중심으로-)

  • Kim, Young-In;Lee, Byung-Min
    • Journal of Korea Technology Innovation Society
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    • v.12 no.3
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    • pp.545-563
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    • 2009
  • In an era of global competition, international cooperation in science and technology plays a key role in determining a nation's competitiveness. In fact, without international cooperation, it is almost impossible to keep in touch with the fast-changing technology. In regard to this, the Korean government put much efforts into building a strong base for global R&D networking. As a result, the environment for international cooperation has improved a lot. However, the outputs of international cooperation are still poor and fall short of expectations. With the importance of international cooperation in science and technology rising more and more, it is meaningful to examine the current situation of international cooperation in S&T and analyse the outputs of the cooperation activities to review our past and present international cooperation activities. Therefore, this paper focuses on analyzing the outputs of the MEST's international S&T cooperation programs in various ways and recommends ways to improve the outputs of the international cooperation in science and technology.

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Fingertip Extraction and Hand Motion Recognition Method for Augmented Reality Applications (증강현실 응용을 위한 손 끝점 추출과 손 동작 인식 기법)

  • Lee, Jeong-Jin;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.316-323
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    • 2010
  • In this paper, we propose fingertip extraction and hand motion recognition method for augmented reality applications. First, an input image is transformed into HSV color space from RGB color space. A hand area is segmented using double thresholding of H, S value, region growing, and connected component analysis. Next, the end points of the index finger and thumb are extracted using morphology operation and subtraction for a virtual keyboard and mouse interface. Finally, the angle between the end points of the index finger and thumb with respect to the center of mass point of the palm is calculated to detect the touch between the index finger and thumb for implementing the click of a mouse button. Experimental results on various input images showed that our method segments the hand, fingertips, and recognizes the movements of the hand fast and accurately. Proposed methods can be used the input interface for augmented reality applications.

Improved Mesh Grounding Electrode Model by Changing Arrangements of Internal Conductors of the Mesh Grounding Electrode (메쉬접지극의 내부도체 배치에 따른 개선된 메쉬접지극 모델)

  • Shim, Yong-Sik;Choi, Hong-Kyoo;Kim, Tae-Hoon;Song, Young-Joo
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.24 no.6
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    • pp.60-66
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    • 2010
  • Mesh grounding electrodes in Korea and abroad are designed as lattice-shaped equidistance grounding grids. In case of a lattice-shaped grounding Grid, however, there is a problem of higher touch voltage at the corner of the grid relative to the center. To overcome this problem, we used oblique-shaped equidistance grounding grid to reduce the area of the corner where mesh voltage occurs. As a result the mesh voltage was reduced. Therefore, this paper suggests the use of oblique-shaped grounding grid instead of the existing lattice-shaped ones. It applied the same grounding design dimensions for both lattice-shaped and oblique-shaped grounding grids, compared and analyzed mesh voltage, GPR, ground resistance, total length of grounding conductor, verified that oblique-shaped grounding grid is superior to the lattice-shaped.

A Photo Viewing Interface in a Ubiquitous Display Environment (유비쿼터스 디스플레이 환경에서의 사진 감상 인터페이스)

  • Ryu, Han-Sol;Choi, Soo-Mi
    • Journal of Korea Multimedia Society
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    • v.12 no.10
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    • pp.1363-1373
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    • 2009
  • In a ubiquitous computing environment, people more and more become to use multiple displays. When using such ubiquitous displays, it is needed for users to seamlessly interact with the displays for a certain content. In this paper, we propose a seamless interface that allows users to see photos across multiple displays. Many photos can be displayed on a screen at the same time because they are shown in 3D space. And a group of photos is represented using a cube metaphor. A user can manipulate photos directly using a touch screen and also see the photos continuously using PDAs when the user moves to other places. In addition, the user can interact with the photos seamlessly using another display. The developed system was designed to interact according to user's movements and not to draw user's attention too much as a kind of ambient display. Using RFID and ultrasonic sensors it recognizes a user and the user's proximity to the display, and then automatically determines the screen image and the user interface accordingly.

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Airtouch technology smart fusion DID system design (Airtouch 기술을 활용한 스마트융합 DID 시스템 설계)

  • Lee, Gwang-Yong;Hwang, Bu-Hyun
    • Journal of Advanced Navigation Technology
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    • v.17 no.2
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    • pp.240-246
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    • 2013
  • Airtouch technology to integrate the system in the way of information delivery devices, touch screen DID this study is to develop new ways of information delivery systems. Airtouch technology to design and implement a system that can be utilized to view the college campus announcements, education, information, and employment information, and store the remote operation and sharing content, the development of cloud services to sync content via smart technology implementation fusion DID systemto develop. Packs USB interface kinek because you may be used in connection with the information appliances, and low-cost product by leveraging the Kinect sensor, Airtouch technology implementation. Types of input devices paper Airtouch technology systems, the user's hand gestures alone can interact with information appliances, smart fusion system developed by DID by tracking the user's hand movements to manipulate the mouse pointer, and information through the user's hand gestures to command the unit so that you can make. Airtouch technology smart fusion DID system technology utilizing a ripple effect on other industries, such as the online education industry, advertising, information industry increases. Also, replace the existing interface device with the versatility of a wide range of technologies, usability is an infinite expansion.

Analyzing the Efficient Elements on Multi-Touch Based Device for Web Application (웹 어플리케이션을 위한 멀티터치 기반 시스템의 효율적 요소 분석)

  • Cho, Jae-Joon;Jang, Hyun-Su;Cho, Ok-Hue;Lee, Won-Hyung
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.915-920
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    • 2009
  • In terms of development of intelligent information devices, the most important element is the function which is able to deliver the information user wants to input on the device without complexities. By using the mean such as our voice, expression, gesture and physical contact we use in our daily routine, we are able to interact with device easily and simply. In this paper, we are initiated to present interactive surface system, in which allows users to use their hand gesture as a function of mouse and keyboard free, to be interacted within the platform of web application.

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3D Simulation of Dental Implant Surgery Using Surgical Guide Stents (식립 보조도구를 이용한 3D 치아 임플란트 시술 시뮬레이션)

  • Park, Hyung-Wook;Kim, Myong-Soo;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.3
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    • pp.216-226
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    • 2011
  • Surgeon dentists usually rely on their experiential judgments from patients' oral plaster casts and medical images to determine the positional and directional information of implant fixtures and to perform drilling tasks during dental implant surgical operations. This approach, however, may cause some errors and deteriorate the quality of dental implants. Computer-aided methods have been introduced as supportive tools to alleviate the shortcomings of the conventional approach. In this paper, we present an approach of 3D dental implant simulation which can provide the realistic and immersive experience of dental implant information. The dental implant information is primarily composed of several kinds of 3D mesh models obtained as follows. Firstly, we construct 3D mesh models of jawbones, teeth and nerve curves from the patient's dental images using software $Mimics^{TM}$. Secondly, we construct 3D mesh models of gingival regions from the patient's oral impression using a reverse engineering technique. Thirdly, we select suitable types of implant fixtures from fixture database and determine the positions and directions of the fixtures by using the 3D mesh models and the dental images with software $Simplant^{TM}$. Fourthly, from the geometric and/or directional information of the jawbones, the gingival regions, the teeth and the fixtures, we construct the 3D models of surgical guide stents which are crucial to perform the drilling operations with ease and accuracy. In the application phase, the dental implant information is combined with the tangible interface device to accomplish 3D dental implant simulation. The user can see and touch the 3D models related with dental implant surgery. Furthermore, the user can experience drilling paths to make holes where fixtures are implanted. A preliminary user study shows that the presented approach can be used to provide dental students with good educational contents. With future work, we expect that it can be utilized for clinical studies of dental implant surgery.

Error Minimized Laser Beam Point Detection Using Mono-Camera (한 개의 카메라를 이용한 최소오차 레이저 빔 포인터 위치 검출)

  • Lee, Wang-Heon;Lee, Hyun-Chang
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.6
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    • pp.69-76
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    • 2007
  • The main stream of presentation is interrupted because of the direct manipulation of their PC frequently so as to control the screen and file open and so on. A variety of products have been developed to solve these inconveniences of the conventional laser beam pointer [LBP] by simply adding a mouse function to the previous LBP. However. the LBPs fully supporting a mouse function are not yet appeared. In this paper. we developed the LBP fully fulfilling a mouse function using mono-camera as well as a robust image processing and analyzed the position detection accuracy. Finally we verified the developed LBP does not only fulfill a mouse function but also solve the defects of the current laser pointer such as inconvenient installation and Position detection errors due to the illumination and viewing direction changes.

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Real-time VR Strategy Chess Game using Motion Recognition (VR기반 모션인식을 이용한 실시간 전략 체스 게임)

  • Kim, Young-Kwang;Yoon, Yeo-Song;Oh, Tea-Gyeoung;HwangBo, Yeung-Hwan;Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.1-7
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    • 2017
  • Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.