• Title/Summary/Keyword: 디지털 인터페이스

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Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

Digital Mirror System with Machine Learning and Microservices (머신 러닝과 Microservice 기반 디지털 미러 시스템)

  • Song, Myeong Ho;Kim, Soo Dong
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.9
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    • pp.267-280
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    • 2020
  • Mirror is a physical reflective surface, typically of glass coated with a metal amalgam, and it is to reflect an image clearly. They are available everywhere anytime and become an essential tool for us to observe our faces and appearances. With the advent of modern software technology, we are motivated to enhance the reflection capability of mirrors with the convenience and intelligence of realtime processing, microservices, and machine learning. In this paper, we present a development of Digital Mirror System that provides the realtime reflection functionality as mirror while providing additional convenience and intelligence including personal information retrieval, public information retrieval, appearance age detection, and emotion detection. Moreover, it provides a multi-model user interface of touch-based, voice-based, and gesture-based. We present our design and discuss how it can be implemented with current technology to deliver the realtime mirror reflection while providing useful information and machine learning intelligence.

MPEG-21 Event Reporting Message Structure based on digital data broadcasting use case scenarios (디지털 데이터 방송 유즈케이스 시나리오에 기반한 MPEG-21 이벤트 리포팅 구조 설계)

  • 송영주;홍진우;문남미;지경희
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.399-409
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    • 2003
  • In this paper, we present an Event Reporting which is one of the major items of MPEG-21 and exemplify two digital data broadcasting use case scenarios, and according1y we propose the Event Reporting message structure for MPEG-21 broadcasting contents that is based on these use case scenarios. Every interaction with a Digital Item in the multimedia framework can be called an Event. The need to standardize Event Reporting within the Multimedia Framework arise from the need to monitor and communicate amongst Peers and Users the Events relating to Digital Items and/or the programs and devices that operate on them at any given time. However, there are a number of difficulties in providing an accurate report about an Event. Different observers of the Event may have vastly different perspectives. In this paper, we describe a structure and vision of the Event Reporting. Besides we show the activities on MPEG-21 Event Reporting standardization.

A study on the User Experience of Athleisure Brand Communities by Generation (애슬레저 브랜드 커뮤니티의 세대별 사용자 경험 연구)

  • Na, Hye Sook;KIm, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.397-402
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    • 2021
  • The purpose of this study is to measure the satisfaction level of user experience of athlesure brand community by generation through surveys, and to derive satisfaction level according to consumption taste by generation. As a tool for measuring brand community, a questionnaire written Creating Pleasurable Interfaces Model of Stephen P. Anderson was used and was conducted focusing on women in their 10s-40s, which are the main consumers. As a result of the survey, the community participation rate and satisfaction level are significantly different depending on the consumption tendency of each generation. In addition, focused on task satisfaction was high, but focused on experience satisfaction was relatively low. It was found that there is a need for a plan to improve satisfaction based on experience for revitalization of online and offline communities in the future. Through this study, we expect the use of consumer-centered brand communities and brand communities according to the satisfaction level of consumption demand by generation and consumption preference by demand.

A Study on the Visual Attention of Game Broadcast Real-time Review Using Eye Tracking: Focusing on Mobile Platform (아이트래킹을 활용한 개인 게임방송 실시간 댓글의 시각적 주의에 관한 연구: 모바일 플랫폼을 중심으로)

  • Yin, Shuo-Han;Wang, Jin-Nan;Hwang, Mi-Kyung;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.733-739
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    • 2022
  • The study investigated the users' functional requirement, degree of acceptance and preference of game broadcast real-time review .Secondly it comparatively analyzed the types and locations of game broadcast real-time review through eye tracking tech. The results show that users have high functional requirements and high acceptance for game broadcast real-time review but their preference has no significant correlation with the feature. Among the types of game broadcast real-time review the type with translucent text bubble took the highest visual attention. The above shows that the users' visual behavior has the tendency of special style. The visual attention analysis results of different types and locations of game broadcast real-time review in the study can play a guiding role in the interface design of real-time review feature in the future.

A Basic Study on the Development of Network Security Equipment to Support MASS Operation in Digital Maritime-Communication System Environment (디지털 해상통신시스템 환경에서 자율운항선박 운용 지원을 위한 네트워크 보안장비 개발 기초연구)

  • Yunja Yoo;Sang-Won Park;Jin-Hyuk Jung;David Kwak
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2021.11a
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    • pp.72-73
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    • 2021
  • As discussions of the International Maritime Organization for the introduction of the Marine Autonomous Surface Ship (MASS) began in earnest, discussions were conducted to prioritize cybersecurity (Cyber Risk Management) when developing a system to support MASS operation at the 27th ENAV Committee Working Group (WG2). Korea launched a technology development project for autonomous ships in 2020, and has been promoting detailed tasks for cybersecurity technology development since 2021. MASS operation in a digital maritime communication system environment requires network security of various digital equipment that was not considered in the existing maritime communication environment. This study introduces the basic concept of network security equipment to support MASS operation in the detailed task of cybersecurity technology development, and defines the network security equipment interface for MASS ship application in the basic stage.

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A Study on Forecasting for Ubiquitous Space with Analysis of Digital Technology Trends (디지털기술의 동향분석을 통한 유비쿼터스 공간의 미래예측에 관한 연구)

  • In, Chi-Ho;Yi, Soo-Hyun
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.323-334
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    • 2006
  • The continuous development of digital technology has actualized ubiquitous computing, and the environment of human life has come to face changes. Prediction of the future so that human life may be prepared can be very important. A number of predictions of ubiquitous space are presented, ranging from related professional research to mass media, However, proper analyses and understanding are required to understand ubiquitous space and apply it to design. This study seeks to understand ubiquitous space through analysis of the trend in digital technology from a new perspective, to research cases, and predict the future of ubiquitous space. Human, object, and environment have been set as basic factors as the subjects smoothly exchanges various types of information in the physical space, and the trend in digital technology is analyzed. From a human-oriented perspective, the background and development trend of digital technology has been analyzed under the theme of interaction and interlace. From an object-oriented perspective, an analysis was unfolded under the theme of products' evolvement from radios to robots. From an environment-focused perspective, an analysis has been carried out under the theme of situation recognition, intrinsic factors, and integration and connectivity. By applying the analytic results, the types of studies that predict the future of ubiquitous space and generate concepts have been classified and analyzed into three different types of studies for experiment, industry, and public. In this manner, ubiquitous space has been forecasted. This study seeks a systematic analysis of the understanding of the trends in digital technology and employs a case study of ubiquitous space based on systematic analysis. In consideration of all these, this study is expected to contribute to concept generation and development by designers.

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Security System to use Bluetooth Communication for Home Automation (Bluetooth 통신을 이용한 홈 오토메이션 보안 시스템)

  • Jung, Yun-Hwa;Yoon, Joo-Dae;Ahn, Gwang-Seon
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.889-891
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    • 2005
  • 본 논문에서는 주거생활의 안전을 위해 암호화 코드를 포함한 홈 서버를 설계하고, 블루투스 통신을 이용하여 암호화 코드를 송수신하는 시스템을 구현하였다. 제안한 홈 시큐리티 시스템은 적외선 통신이나 무선랜 등 다양한 인터페이스를 활용할 수 있다는 종점을 가진다. 이와 더불어 제안된 보안 시스템은 건물이나 공장, 자동차 등에서도 적용가능하다. 본 논문에서는 홈 오토메이션을 위한 DES 암호화 알고리즘 기반의 디지털 도어 락 시스템을 제안한다. 암호화 코드를 이용하는 보안 시스템을 구성하면 높은 수준의 보안성을 얻을 수 있고, 키의 분배가 용이하다. 제안하는 보안 시스템은 스마트 폰을 키로 이용함으로써 사용자 편이성을 증대시켰다.

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Implementation of Front-End module Interface on DTV Receiver (DTV Receiver의 Front-End module Interface 설계에 관한 연구)

  • Jang, Woo-Young;Choi, Seon-Jun;Park, Jin;Kim, Young-Chul
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.595-598
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    • 2005
  • 본 논문은 HD급의 디지털 방송 수신을 위한 DTV Receiver의 Interface의 구현에 관한 솔루션을 소개 할 것이다. 이를 위해 DTV의 Platform 및 기본 동작을 위한 OS 및 회로 기술 등의 인터페이스 구성에 관한 내용에 관해 자세히 기술 할 것이다.

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A study on digital interface and signal process of pressure sensor (압력센서의 디지털 인터페이스와 신호처리에 관한 연구)

  • Kang, Hyung-Goo;Lee, Jong-Ho;An, Kwang-He;Lee, Chung-Ho;Park, Chan-Won
    • Journal of Industrial Technology
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    • v.17
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    • pp.95-101
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    • 1997
  • A smart pressure measurement system is described, which provides a precise A/D conversion and is highly suitable for communication with microprocessors. In order to avoid unstable problems of remote pressure sensing we have developed a new interface board which performs the A/D conversion and smart signal processing of the measured pressure data. Serial communication software which is based on ASCII code commands is also developed to process initial setup and calibration functions as well as multi-drop communication with PC. The test and evaluation of the proposed system has been shown as having the better performance compared to the other types of existing pressure measuring systems and will give good applications to the industrial use where a highly precision remote sensing is needed.

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