• Title/Summary/Keyword: 그래픽 요소

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Design and Implementation of K Virtual Machine Sound API for Embedded Systems (임베디드 시스템을 위한 K 가상 머신 사운드 API 설계 및 구현)

  • Jeon, Shang-Ho;Lee, Cheol-Hoon
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.404-408
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    • 2006
  • 최근 임베디드 디바이스에 여러 가지 장점을 제공하는 자바기술은 필수적인 요소가 되었다. 임베디드 디바이스에 적용되는 자바기술은 J2ME 플랫폼이며, 이는 K 가상 머신(K Virtual Machine)의 핵심인 CLDC(Connected Limited Device Configuration)와 그래픽 유저 인터페이스, 네트워크 API, 사운드 API 등을 명세하고 있는 MIDP(Mobile Information Device Profile)로 구성되어 있다. 이 중 그래픽 유저 인터페이스와 네트워크, 사운드 부분은 구현 시 시스템에 의존적인 부분을 따로 구현해야 하는데, 이는 네이티브(native)함수로 구현할 수 있다. 본 논문에서는 J2ME 플랫폼에서 정의된 사운드 API 의 기능들을 분석하여 임베디드 시스템에 적합한 사운드 API 의 네이티브 함수를 구현하였다.

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A Study on UI design applying Micro Interaction to improve the usability of digital devices for elderly (고령자의 디지털기기 사용성 개선을 위한 Micro Interaction을 적용한 UI 설계에 관한 연구)

  • Oh, Keon-Young;Yoo, Dong-Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.997-1000
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    • 2021
  • 본 연구는 버스환승정보센터의 디지털기기에 마이크로 인터렉션을 적용하여 UI를 설계한다. UI를 설계하면서 디지털기기에 사용이 어려운 고령자의 특성을 물리적, 인지적 기준으로 분류하고 문제점을 파악하여 지금까지 연구되어온 타이포그래픽, 컬러 등의 그래픽적 요소가 아닌 마이크로인터렉션 효과를 적용하여 고령자에게 디지털기기의 사용성을 높이기 위한 UI를 설계하였다.

Sign Language Word Editor Base on Body Motion Symbol (신체요소 동작기호에 기반한 수화단어 편집기의 개발)

  • Oh, Young-Joon;Park, Kwang-Hyun;Jang, Hyo-Young;Bien, Zeung-Nam
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.723-726
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    • 2007
  • 본 논문은 하이퍼 수화문장의 구성요소 중 하나인 신체요소 동작기호 데이터베이스와 수화동작 데이터베이스를 구축하는 그래픽 사용자 인터페이스를 다룬다. 청각장애인과 수화사용자가 수화단어를 간편하게 편집할 수 있도록 신체요소 동작기호 편집 프로그램을 개발하였으며, 이를 이용하여 약 1,300 개의 수화단어 데이터베이스를 구축하였다.

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Development of STEAM Program Using the Infographic and 3D Modeling for Creative Problem Solving Ability (창의적 문제해결력 향상을 위한 인포그래픽과 3D모델링을 활용한 STEAM 프로그램 개발)

  • Jeon, JeeHyun;Kim, DongHo
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.67-76
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    • 2017
  • Recently, the Ministry of Education is pursuing various educational reforms for the cultivation of creative talent in preparation for the fourth industrial revolution. In this study, we developed STEAM program using the info-graphic and 3D modeling. As a result of applying the developed STEAM program to 2 classes of 6 grade in ${\circ}{\circ}$ elementary school in Seoul, it showed that creative problem solving ability of all students participating in the program has improved. Particularly, Motivational component has shown the greatest improvement among the creative problem solving ability elements. Through the results of this study, it is expected that various STEAM programs using the infographic and 3D modeling will be developed and applied in the field of elementary school for the cultivation of creative talent with creative thinking ability in preparation for future society.

A Study on the Interactive Ship Compartmentation Modelling Technique Using Graphical User Interface (그래픽 지원 대화식 구획배치 모델링에 관한 연구)

  • W.S. Kang;K.Y. Lee
    • Journal of the Society of Naval Architects of Korea
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    • v.31 no.4
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    • pp.23-31
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    • 1994
  • The compartmentation model is represented by the characteristics and geometric information of the spaces defined by the structural members which are used for the boundary planes of the compartment. For the efficient compartment modeling a program performing the compartmentation design by the chopping and merging method was presented by authors. In this research, the development of an interactive ship compartmentation modeller is introduced. It is natural that the value of the program lessens if the input process is complicated and uneasy, even though the internal techniques for the compartmentation modeling are superior. In this paper, a method for the convenient input is proposed and implemented with the help of a graphical user interface technique. The modeling method introduced in this paper performs an efficient compartmentation modeling fast and conveniently by the solid modeling concept and the graphical user interface.

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A Study on Realism of a Digital Signage using 3D Hologram (3D홀로그램을 활용한 디지털 사이니지의 사실감)

  • Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.9
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    • pp.1150-1157
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    • 2020
  • It is expected that if a viewer feels the higher realism, it will increase efficiency at 3D hologram. Therefore, the purpose of this study is to analyze the effects of the evaluation factors on realism for digital signage using 3D holograms. For empirical analysis, the evaluation factors were derived and built up hypothesis(The evaluation factors of digital signage using 3D holograms will affect the realism). As a result of the experiment, Hypothesis 1 (Social presence) and 3 (Harmony with the space) were adopted while Hypothesis 2 (Graphic's elaboration) was rejected. Finally, research has shown that in order to improve the realism of digital signage using 3D holograms, the contents should be produced in consideration of presence so that the viewers could feel as if they were actually inside of contents rather than expressed extremely well made higher image resolution. Hence, the 3D hologram contents should be installed in a place where it would fit well with the space around it.

The Influence of Comedic Elements of the Game on the Gaming Choice by the Game Users (게임속의 코미디 요소가 사용자들의 게임 선택에 미치는 영향)

  • Maeng Jae-Hee;Hwang Ji-Yeon;Park Jin-Wan;Park Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.108-115
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    • 2006
  • This paper will study the influence of comedic elements of the game on the gaming choice by the game users, and focus its goal on establishing the foundation for the various game production environments. Within the game, the comedic elements are categorized as one of actively expressive elements and enhance the game's entertainment together with its sound qualities of graphics, scenario, sounds and level designs. Although the comedic elements are generally acknowledged as necessities, the research on how the users actually perceive those elements has been insufficient. Therefore this paper will investigate characteristics, compositions and techniques of the comedy used in the game and will analyze the influence that those comedic elements have on the users' recognition, satisfaction and royalty to the game.

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Multimedia Elements of the Game for the Quality Assessment (게임의 멀티미디어 요소에 대한 품질 평가)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.252-255
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    • 2012
  • Multimedia element of the game graphics and sound, etc. 'commitment' that plays an important role in gameplay. Therefore, the quality of the game is closely related to the quality of multimedia elements that can be. In this study, various competitions in the field of content screening criteria based on previous studies and multimedia elements of the game area, and domain-specific details about the quality of sub-elements were extracted. Assessment areas and sub-elements extracted to verify the need for the game will be carried out surveys among the users. The findings in the next game production shall be deemed to be an important reference material.

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The Study on Dynamic Query Visualization of Digital Data - Focusing on Developing Element, Expression and Interface - (디지털 데이터의 동적 질의형 시각화에 관한 연구 -개발 요소, 표현, 인터페이스 중심으로-)

  • 최홍석;김성곤
    • Archives of design research
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    • v.17 no.2
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    • pp.437-450
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    • 2004
  • Advancement of the media it will be able to express the development and information of computer system causes a problem, how to get the information from plenty of digital data. It needs to the research that provides efficient interface to the user and presents the information visualization standard to the author Consequently, From this paper it investigated analysis of the dynamic diagram and the computer software it led development process of information visualization and result of development outcome. Important developing forms of Information visualization are include Element, Expression, Interface. For developing information visualization model, First, Find the element from many kind of media, include graphic. Second, Find form of the expression from past the diagram which comes to be used plentifully. Last, To get appropriate result it applies the interface, necessary from the interface component which is various uses from computer program. like this, on this paper presents about important three visualization developing forms with detail examples.

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The study on the visualization of paralinguistic phonetic information for creative motion typography (창의적 모션 타이포그라피를 위한 준 음성정보의 시각화 연구)

  • Park, Sun-Mi;Yoon, Young-Doo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.267-272
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    • 2006
  • The motion-graphic have been a more important factor in image illustration and typography since the development of visual culture was advanced. Therefore the visualized case of intented content with the creative typography is easily seen in television CF, movies and web pages. They suggest that variable factors such as language, time, shape, motion, color and sound should be applied and produced to motion typogaraphy. But the physiologic features as sex, age, health status, illness and physical size have an important effect in the communication process. So, the more effective result were gained than the fast-developing other mass media if these features were applied to the motion typography with semi-language speciality.

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