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1

만능 병음자판 혹은 萬能栟音鍵盤에 대하여

박찬용

한국어정보학회 한국어정보학 제12권 2호 2010.12 pp.112-123

※ 기관로그인 시 무료 이용이 가능합니다.

4,300원

‘Global PinyinPad(萬能栟音鍵盤)’(The Text Messaging Applications) relates to a most favorite grid configuration, 3x4 matrix,(traditional cell phone configuration) and its text arrangement for mobile devices, particularly to a smart phones, iPad, Android pad, IPTV Remote Control, etc. The digraphic Alphabet arrangement creates cluster for frequent letters which provides the easiest, fastest way of inputting data. The cluster configuration of the frequency‐related digraph is an important feature of the ‘proposed text input method’. 12 key Global PinyinPad(萬能栟音鍵盤) is built for the unhappy QWERTY Users. A combination of tap, dual touch and slide functions make this application incredibly super easy over QWERTY.

2

Effects of Input Mode and Text Type on Korean College Learners' CALL Listening and Perception KCI 등재

Huiyoung Chu

한국외국어교육학회 외국어교육 제20권 제4호 2013.12 pp.121-152

※ 기관로그인 시 무료 이용이 가능합니다.

7,300원

This study investigates how input modes and text types influence Korean college learners’ CALL listening and their perception of their concentration, comprehension and anxiety. The current study employed three input modes (listening-only, listening-with-subtitles, and listening-with-transcripts) and two text types (lectures and dialogues). The major findings are as follows: 1) subtitles or a transcript enhanced learner’s listening comprehension; 2) subtitles were the most helpful input mode whereas transcripts may have imposed more cognitive load to decode the reading; 3) the text types influenced CALL listening comprehension, but the familiarity effect may have been more dominant for more literate text types such as lectures; 4) apart from the higher English proficiency student’s perceived concentration, the two written input modes were perceived as beneficial tools for their concentration, comprehension, and reduced anxiety; 5) in particular, the lower English proficiency students tended to perceive the transcript as advantageous although they did not actually benefit from the transcript for their listening comprehension as much as they perceived. The pedagogical implications of the present study is subtitles and transcripts can be efficient pedagogical tools to draw learners’ attention to linguistic features or organization of the content to foster language ability. When designing CALL listening classes or applications, individual learners’ differences should be taken into account as well.

3

4,000원

본 논문에서는 몰입형 가상 환경에서의 문자 입력 방법을 제시한다. 몰입형 가상 환경에서는 사용자가 키보드와 같이 문자 입력에 널리 이용하는 도구를 사용할 수 없기 때문에 문자 입력에 대한 대안이 요구된다. 본 논문의 기본 개념은 사용자가 평소에 많이 이용하는 문자 입력 도구와 유사한 문자 입력 도구를 제안함으로써 배우기 쉽고 효율적으로 이용할 수 있는 문자 입력 방법론을 제시한다는 점이다. 본 논문에서는 모바일 폰의 키패드와 유사한 3x3 구조의 화면 키패드를 사용자 인터페이스로 제안하며, 이 키패드의 문자 배열로는 QWERTY 배열과 유사한 배열로 널리 알려진 모비언스 사의 mobileQWERTYTM를 이용한다[1]. 또한, 익숙하지 않은 3차원 입력 도구를 이용한 화면 키패드 조작이 용이하게 하도록 키패드 상의 키의 방향을 통해서 문자를 입력하도록 하는 방법론을 제안한다. 본 논문에서는 문자 입력을 요구하는 간단한 몰입형 가상 환경에서의 게임을 구현하여 제안하는 방법론을 테스트하며, 여러 유사한 방법론과 비교하여 제안하는 방법론의 장점을 입증한다.

This paper presents a text input framework for an immersive virtual environment where conventional text input devices such as keyboards are not available. Therefore, we need an alternative text input scheme for such environments. The key idea of this paper is that the experience of text input on computers or mobile phones is transferred to a new text input scheme as long as the scheme is similar to those of computers or mobile phones. The user interface of the scheme is an onscreen keypad of keys in 3x3 structure, which is similar to that of mobile phones. In arranging alphabet characters, we exploit mobileQWERTYTM from Mobience, Inc.[1], which is well-known for arranging twenty-six alphabet characters on 3x3 keypad with preserving the similarity of the positions of alphabets between QWERTY keyboard and 3x3 keypad. Additionally, we also present a direction-based scheme that allows users to select a key on the onscreen keypad by specifying the direction of the key. This scheme reduces the difficulty of selecting a tiny-sized key on the onscreen keypad. We implement a game on an immersive virtual environment that requires text input and prove the excellency of the proposed scheme by comparing it with similar text input schemes.

4

4,000원

본 논문은 손을 자유롭게 사용하기 어렵고 대화로 의사 전달이 힘든 편마비 환자를 위하여 스마트폰 문자입력 인터페이스와 재활 훈련 콘텐츠를 개발하였다. 다섯 개의 가속도 센서를 각각의 손가락에 부착하여, 이에 대한 손가락 움직임 정보를 활용하였으며, 스마트 폰과의 데이터 전송은 블루투스 모듈을 이용하였다. 각각의 손가락의 움직임에 대한 최고값을 설정하고 센서동작에 대한 경계값과 비교하여 손가락 움직임을 감지하였다. 본 논문은 이러한 데이터를 활용하여 문자입력 인터페이스에 적용하였으며, 또한 편마비 환자들의 재활에도 적용하고자 재미있는 콘텐츠를 이용하여 환자의 재활 훈련 효과를 높일 수 있도록 하였다.

In this paper smart phone text input interface and rehabilitation contents have been developed to help rehabilitation of patients with hemiplegia who can not use fingers and has speech disorder. Each sensors are attached on the user's fingers in order to utilize the information about finger movement. Also, we used the bluetooth module for data transmission to the smart phone. The movement of fingers is detected by set the highest value for the movement of each finger and compared with the boundary value about the sensor motion. In its results, we applied to text input interfaces by utilizing this data, and we used the funny contents in order to apply to the rehabilitation of hemiplegia patients and raise the rehabilitation training effect.

7

From Smart Light Dimmers to the IPOD: Text-Input with Circular Gestures on Wheel-Controlled Devices

Frode Eika Sandnes, Yo-Ping Huang

보안공학연구지원센터(IJSH) International Journal of Smart Home Vol.1 No.2 2007.07 pp.97-107

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

A uni-stroke text input strategy for wheel input controls is proposed, such as the wheel controls found on the 5th generation ipod multimedia devices. The popularity of the ipod indicates that the wheel input paradigm is intuitive and usable. The proposed uni-strokes are based on circular motions that follow the contour of the wheel. Spatial mnemonics based on the shape of the alphabetic characters are used to minimize the time and effort learning the uni-strokes. An approximate distance based method is used for robust character recognition of uni-stroke patterns.

8

Model Text Input as a Pedagogical Scaffold for L2 Academic Writing Development

김경란, 조영상

[NRF 연계] 한국교양교육학회 교양교육연구 Vol.20 No.2 2026.04 pp.115-136

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원문보기

This study examined the pedagogical role of model text input in a university L2 writing course, with a particular focus on its influence on learners’ writing fluency, idea development, and use of textual features. Specifically, it explored how prior exposure to a model passage influenced the writing performance of learners, how linguistic and rhetorical features were selectively appropriated in student essays, and how learners perceived the usefulness of model texts during the writing process. The study involved 132 undergraduate students enrolled in an academic L2 writing course at D University in Korea. Quantitative analysis of writing outcomes was complemented by qualitative analysis of textual features and learner perceptions. The findings indicate that exposure to model texts was associated with increased fluency and idea development that is more elaborated in learners’ writing. Analysis of student essays revealed systematic and selective uptake of linguistic and rhetorical features, including organizational patterns, cohesive devices, and lexical expressions. Additionally, learners reported that model texts supported idea generation, facilitated the structuring of arguments, and reduced the cognitive demands associated with L2 writing. These findings position model text input as a multi-functional pedagogical resource that supports cognitive processing, rhetorical awareness, and discourse-level development in L2 writing. Overall, the study contributes to a more nuanced understanding of how model texts function not merely as exemplars, but as cognitive and rhetorical supports that enable more effective writing performance.

9

A Study on User Interface of Korean Text Input Systems for Mobile Phones

Lee, Dong-Yeon, Han, Kyung-Ha

[Kisti 연계] 한국디자인학회 한국디자인학회 학술대회논문집 2001 p.8

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10

The role of topic familiarity in text-based lexical input processing tasks

허진희

[NRF 연계] 글로벌영어교육학회 Studies in English Education Vol.14 No.2 2009.12 pp.149-171

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원문보기

The purpose of this study was to examine whether topic familiarity affects the vocabulary acquisition of L2 learners while reading texts followed by lexical input processing tasks. For this purpose, 98 Korean EFL middle school students were divided into three groups for the lexical input processing tasks, and performed their assigned vocabulary tasks after reading a text for the two experiments. In Experiment 1, the text whose content was familiar to the subjects was employed, and in Experiment 2, the text whose content was not familiar to the subjects was employed. Immediate and delayed posttests which were comprised of word recognition and translation product items, were administered to assess vocabulary acquisition of the subjects. The scores were submitted to an one-way and two-way ANOVA. The results suggest that (a) the gap-fill exercise using sentence context was the most effective for vocabulary gains, (b) there were significant effects of topic familiarity on vocabulary gains through lexical input processing tasks. Expecially the effect of topic familiarity was clear in the delayed posttests, and (c) the effect of topic familiarity is consistent through different lexical input processing tasks. The discussion concerns the significance of findings for the role of topic familiarity.

11

Young EFL Learners’ L1 and L2 Text Recall Processing with Song and Prose Input and Language Proficiency

박분주

[NRF 연계] 미래영어영문학회 영어영문학 Vol.21 No.4 2016.11 pp.367-387

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원문보기

The present study aimed to investigate young EFL learners’ text recall processing in L1 and L2 and language proficiency, with conducting the on-line test measuring their response time. The research questions focused on young EFL learners’ language processing through the text recall process with several variants such as L1 and L2, song and prose input, correct answers and incorrect answers, and higher language proficiency and lower language proficiency. Forty young EFL learners participated. As a result, the difference of response time between in the correct and incorrect answer conditions when the song input was provided. The facilitation effects were more salient in L1 than in L2 processing, which was supported by investigation into the language proficiency factor, where it was found that the facilitation effects in recall processing were only observed in the higher proficient group. The results indicate that language processing can be influenced by language proficiency.

12

지체장애인을 위한 헤드 포인팅 시스템 기반 문자입력 방법

한상헌, 윤태수, 이동훈

[Kisti 연계] 한국정보처리학회 한국정보처리학회 학술대회논문집 2006 pp.281-284

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원문보기

본 논문은 지체장애인들의 컴퓨터 접근성을 향상시키기 위해서 Head Pointing System을 기반으로한 키보드 대체 방법을 제안한다. 먼저 컴퓨터의 접근성을 돕기위해 현재 사용되고있는 Head Pointing System에는 어떤 기능을 대체하고 있는지 간략하게 살펴보고, 본 논문에서 제안하는 방법이 이전에 사용되었던 Head Pointing System, On-Screen Keyboard를 함께 사용하여 문자를 입력하는 방식에 비해 어떤 이점이 있는 확인한다. 또한, Quikwriting 방식을 사용하여 사용자에게 단순하고 직관적인 제스쳐를 요구하도록하여 입력에 대한 부담을 낮추고, 사용자 개인의 제스쳐 특성에 따라 문자를 입력할 수 있도록 하기위해 신경망 알고리즘을 사용하였고 이를통해 Head Pointing System기반 문자입력 방법이 유용함을 확인할 수 있었다.

13

CRUDTRAN Code 입력문 생성을 위한 GUI 개발

박제호, 조서연, 김정주, 이찬복

[NRF 연계] 한국방사선산업학회 방사선산업학회지 Vol.16 No.4 2022.12 pp.461-472

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원문보기

Abstract - In this study the GUI (Graphical user interface) for generating CRUDTRAN codeinput texts was developed. The GUI is mainly composed of two parts, the CRUDTRAN input parameterspart and the part that describes the power plant information and generates the CRUDTRAN input texts. The GUI is executed by first determining the CRUDTRAN parameters, calling the relevant power plantinformation, and finally outputting the input texts. In order to verify the effectiveness of the GUI, inputparameters were constructed using the actual maintenance history data and design data of Kori Unit 1,and the evaluation results were analyzed in detail by generating input texts for a total of six cases. Theevaluation results and the measurement results using a survey meter in the SG were compared, and itwas found that the predicted results were about 17~30% higher in conservatism than the measurementresults. It was also found that the evaluation by considering the actual operation and maintenanceperiod in each cycle showed more realistic results than the evaluation using the average operation andmaintenance period.

14

훈민정음의 제자원리에 의한 휴대전화 문자판 개선에 관한 연구

조성문

[NRF 연계] 한민족문화학회 한민족문화연구 Vol.31 2009.11 pp.219-244

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원문보기

이 연구는 훈민정음의 제자원리에 기초해서 휴대전화의 문자판을 새롭게 제안한 것이다. 기존의 휴대전화 문자판들을 고찰하여 문제점을 파악한 후 좀더 쉽고 효과적인 새 문자판을 제안했다. 현재 기존 휴대전화의 문자판은 휴대전화 제조회사마다 서로 다르다. 같은 회사 제품이라고 하여도 그 제조 시기에 따라 다르기까지 하다. 이제는 통일되어 있는 컴퓨터의 문자판과는 달리, 휴대전화의 문자판은 다른 기종으로 바뀔 때마다 새로 익혀야 하는 불편함이 있다. 그래서 자신이 사용하는 것과 다른 기종을 사용하는 경우에는 긴급 상황에서 문자 입력을 쉽게 할 수가 없다. 또한 이렇게 서로 다른 문자판은 필수적으로 기종마다 문자 사용의 효율성에서 차이를 가져오고, 그것은 곧 휴대전화 자체의 성능이나 경쟁력과도 직결될 것이다. 거의 온 국민이 사용하고 있는 휴대전화의 문자판에 대하여, 이처럼 통일되지 않고 제조회사마다 또 기종마다 다르게 내버려 두기보다는 이제는 그 통일된 방안을 모색하고 단일화할 필요가 있을 것으로 생각된다. 따라서 본 연구에서는 이러한 문제점을 극복하면서 훈민정음의 제자원리에 기초해 가장 효율적이고 경제적인 휴대전화 문자판을 제안하였다.

This study newly proposes a text-message input system of cellular phones based on the principal of the character combination in Hunminjeongeum. After researching the preexistence text-message input systems and grasping the controversial points, it presents a new text-message input system more easily and effectively. Nowadays, text-message input systems are different according to each cellular phone manufacturing company. Although the products belongs to a same company, the text-message input system of each product is different according to the time when they are made. Unlike the unified text-message input system of computers, it is discomfortable to learn new text-message input systems whenever we change our cellular phones. Therefore, we can't input text-message in emergency easily when we use a new cellular phone instead of the older one. Moreover, these various kinds of input systems inevitably bring out discrepancy of using text message, which will be directly connected to ability or competitive power of cellular phones. Instead of having different systems for each cellular phone and manufacturing company, we should try to find out how to unify the text-message input system of cellular phones. Finally, by overcoming several problems of preceding researches, this study proposes the most efficient and economic text-message input system of cellular phones based on the principal of character combination in Hunminjeongeum.

15

새로운 문자입력장치 개발을 위한 숙련타이피스트의 타이핑 위치 측정

김진영, 이호길, 황성호, 최혁렬

[Kisti 연계] 한국정밀공학회 한국정밀공학회 학술대회논문집 2001 pp.125-130

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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.

16

문자영역의 분리와 기하학적 도면요소의 인식에 의한 도면 자동입력

배창석, 민병우

[Kisti 연계] 대한전자공학회 電子工學會論文誌. Journal of the Korea institute of telematics and electronics. B Vol.b31 No.6 1994 pp.91-103

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As CAD systems are introduced in the filed of engineering design, the necessities for automatic drawing input are increased . In this paper, we propose a method for realizing automatic drawing input by separation of text regions and graphic regions, extraction of line vectors from graphic regions, and recognition of circular arcs and circles from line vectors. Sizes of isolated regions, on a drawing are used for separating text regions and graphic regions. Thinning and maximum allowable error method are used to extract line vectors. And geometric structures of line vectors are analyzed to recognize circular arcs and circles. By processing text regions and graphic regions separately, 30~40% of vector information can be reduced. Recognition of circular arcs and circles can increase the utilization of automatic drawing input function.

17

천지인 방식 대체 키보드를 사용한 뇌성마비 아동의 문자입력 속도 및 정확도 비교

정동훈

[NRF 연계] 대구대학교 특수교육재활과학연구소 특수교육재활과학연구 Vol.50 No.2 2011.06 pp.63-82

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본 연구는 표준형 키보드를 사용하는 뇌성마비 아동 13명과 미사용 뇌성마비 아동 11명을 대상으로 자체 제작한 천지인 방식 대체 키보드의 문자입력 속도와 정확도를 알아보았고, 3주 동안의 대체 키보드 사용훈련 후 표준형 키보드와 비교하여 입력효율성과 학습용이성이 어떠한지도 알아보았다. 연구 결과, 개발한 천지인 방식 대체 키보드는 뇌성마비 아동이 일정 기간 사용훈련을 거치면 문자입력 속도 및 정확도가 크게 향상되고, 표준형 키보드와 비교해도 입력효율성이 뒤지지 않음을 알 수 있었다. 또한 표준형 키보드 사용자와 미사용자의 대체 키보드 사용훈련 전후 문자입력 속도 및 정확도 향상 정도가 유사하여 학습용이성 측면에서도 초보자와 기존 사용자 모두에게 사용 적합한 것으로 나타났다.

The purpose of this study was to evaluate text entry speed and accuracy using the alternative keyboard based on Chonjiin input method. In addition, this study was carried out to compare the alternative keyboard with standard keyboard on input efficiency and learnability after 3 weeks training of alternative keyboard. The group of subjects consisted of 13 children with cerebral palsy who used a standard QWERTY keyboard and 11 children with cerebral palsy who didn’t use a standard QWERTY keyboard. In this study applied the paired t-test and independent t-test to determine the statistical significance of results at .05 level of significance. The results of this study were as follows:1. The text entry speed significantly increased in 24 children with cerebral palsy after 3 weeks training of alternative keyboard(p<.05). 2. The text entry accuracy significantly increased in 24 children with cerebral palsy after 3 weeks training of alternative keyboard(p<.05). 3. In 13 children with cerebral palsy who used a standard QWERTY keyboard, there were not statistically significant difference between standard and alternative keyboard in text entry speed after 3 weeks training of alternative keyboard. 4. In 13 children with cerebral palsy who used a standard QWERTY keyboard, there were not statistically significant difference between standard and alternative keyboard in text entry accuracy after 3 weeks training of alternative keyboard. 5. In using and non-using children with cerebral palsy of standard QWERTY keyboard, there were not statistically significant difference in increasing rate of text entry speed after 3 weeks training of alternative keyboard. 6. In using and non-using children with cerebral palsy of standard QWERTY keyboard, there were not statistically significant difference in increasing rate of text entry accuracy after 3 weeks training of alternative keyboard. These result suggest that the alternative keyboard based on Chonjiin input method is good for all children with cerebral palsy in efficiency and learnability of text entry.

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근대 일본 자료의 한자 입력에 관한 연구 :『英和字彙』의 「불명한자」를 대상으로

이자호

[NRF 연계] 고려대학교 글로벌일본연구원 日本硏究 Vol.38 2022.08 pp.159-180

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본 논문에서는 근대어 문헌(종이 매체)인 󰡔英和字彙󰡕(1873)를 전자매체(전자텍스트화, 데이터베이스화)로 변환하는 과정에서 JIS X 0213 문자세트로 표현(입력)할 수 없는 한자에 대해 컴퓨터상에서의 표현(입력) 가능성에 관해 살펴 보았다. 이들 한자는 인쇄 상태의 불량으로 한자의 字形을 특정할 수 없거나 JIS X 0213에 실려 있지 않아 입력할 수 없다고 판단한 것인데 본 논문에서는 이들 총 44자의 한자를 「불명한자」로 명명하고 이들 한자가 어떤 한자인가를 특정하고 유니코드나 이체자로 입력하는 방법으로 전자텍스트화가 가능한가 검토한 것이다. 본 논문에서는 󰡔英華字典󰡕과 「유니코드 한자 이체자 정보 사전」을 조사하여 총 44字 가운데 37字의 한자 정보-字形, 유니코드 -에 관해 밝혀낼 수 있었다. 특히 위의 조사를 통해 字形을 특정할 수 있게 되었으며 字形이나 유니코드를 「Unicode文字ツール」를 이용하여 JIS X 0213 문자세트에서 표현(입력)할 수 있었다. 현재까지의 조사에도 불구하고 「불명한자」를 특정할 수 없어 표현(입력)할 수 없는 「불명한자」가 7개 남았다. 이에 관해서는 앞으로의 조사를 통해 밝혀가고자 한다.

19

시각적 입력강화가 한국 고등학생의 단기 및 장기 연어기억과 영어지문 내용 기억에 미치는 영향

박태영, 최성묵

[NRF 연계] 팬코리아영어교육학회 영어교육연구 Vol.29 No.4 2017.12 pp.141-155

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Recent findings indicate that visual input enhancement (VIE) is likely to promote memory of English collocations, but may be detrimental to remembering text contents. However, there is still a lack of empirical evidence on this potential trade-off between memory of English collocations and text contents. Furthermore, it is unclear whether VIE may lead to long-term retention of enhanced collocations. To address these issues, Korean eleventh graders (N = 99) were instructed to read (a) an experimental passage containing enhanced (i.e., boldfaced and highlighted) collocations or (b) the same text containing unenhanced collocations. They then responded to immediate collocation and recall tests, followed by a one-week delayed collocation test. According to the immediate and delayed collocation test results, VIE was significantly effective in both short- and long-term retention of English collocations. Interestingly, however, the recall test results showed no detrimental effects of VIE on recollecting text contents, meaning that there was no significant trade-off effect. The present findings add to the current literature on L2 vocabulary acquisition and have an important bearing on L2 pedagogy.

20

근대 일본 자료의 한자 표현(입력)과 어휘의 상관관계 연구 - 『英和字彙』의 전자텍스트화와 관련하여 -

이자호

[NRF 연계] 일본어문학회 일본어문학 Vol.99 2022.11 pp.113-131

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Today, writing is generally done in the form of electronic texts using computers, whereas in modern times writing was done using printed characters. Therefore, when converting modern literature materials into electronic texts, it may be impossible to express (input) Chinese characters. Lee Ja-ho (2020) converted “Eiwaji” (1873) by using JIS X 0213. It was reported that most Chinese characters that could not be expressed in JIS X 0208 can now be expressed. In addition, Lee Ja-ho (2022) identified the word forms and readings of the Chinese characters classified as “other (unknown Chinese characters).” In this paper, I discuss how it will affect the input of expressions if it becomes possible to input the Chinese characters listed in the “Eiwajii”. As a result, out of 254 Chinese characters that could not be expressed in JIS X 0208, 245 Chinese characters and 645 words can be newly expressed by using JIS X 0213 and Unicode. This accounts for 97.6% of the Chinese characters and 98.3% of words that cannot be expressed in JIS X 0208.

 
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