• Title/Summary/Keyword: 사용자인터페이스

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A study on the cyber common operation picture for situational awareness in cyberspace (사이버공간 내 상황인식을 위한 사이버 공통 작전 상황도 연구)

  • Kim, Kook-jin;Youn, Jae-pil;Yoon, Suk-joon;Kang, Ji-won;Kim, Kyung-shin;Shin, Dong-kyoo
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.87-101
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    • 2022
  • Cyber-attacks occur in the blink of an eye in cyberspace, and the damage is increasing all over the world. Therefore, it is necessary to develop a cyber common operational picture that can grasp the various assets belonging to the 3rd layer of cyberspace from various perspectives. By applying the method for grasping battlefield information used by the military, it is possible to achieve optimal cyberspace situational awareness. Therefore, in this study, the visualization screens necessary for the cyber common operational picture are identified and the criteria (response speed, user interface, object symbol, object size) are investigated. After that, the framework is designed by applying the identified and investigated items, and the visualization screens are implemented accordingly. Finally, among the criteria investigated by the visualization screen, an experiment is conducted on the response speed that cannot be recognized by a photograph. As a result, all the implemented visualization screens met the standard for response speed. Such research helps commanders and security officers to build a cyber common operational picture to prepare for cyber-attacks.

Comparison of Spatial Interpolation Processing Environments for Numerical Model Rainfall and Soil Moisture Data (수치모델 강우 및 토양수분 자료의 공간보간 처리환경의 비교)

  • Seung-Min, Lee;Sung-Won, Choi;Seung-Jae, Lee;Man-Il, Kim
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.24 no.4
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    • pp.337-345
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    • 2022
  • For data such as rainfall and soil moisture, it is important to obtain the values of all points required as geostatistical data. Spatial interpolation is generally performed in this process, and commercial software such as ArcGIS is often used. However, commercial software has fatal drawbacks due to its high expertise and cost. In this study, R, an open source-based environment with ArcGIS, a commercial software, was used to compare the differences according to the processing environment when performing spatial interpolation. The data for spatial interpolation was weather forecast data calculated through Land-Atmosphere Modeling Package (LAMP)-WRF model, and soil moisture data calculated for each cumulative rainfall scenario. There was no difference in the output value in the two environments, but there was a difference in user interface and calculation time. The results of spatial interpolation work in the test bed showed that the average time required for R was 5 hours and 1 minute, and for ArcGIS, the average time required was 4 hours and 40 minutes, respectively, showing a difference of 7.5%. The results of this study are meaningful in that researchers can derive the same results in a commercial software environment and an open source-based environment, and can choose according to the researcher's environment and level.

An Exploratory research on patent trends and technological value of Organic Light-Emitting Diodes display technology (Organic Light-Emitting Diodes 디스플레이 기술의 특허 동향과 기술적 가치에 관한 탐색적 연구)

  • Kim, Mingu;Kim, Yongwoo;Jung, Taehyun;Kim, Youngmin
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.135-155
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    • 2022
  • This study analyzes patent trends by deriving sub-technical fields of Organic Light-Emitting Diodes (OLEDs) industry, and analyzing technology value, originality, and diversity for each sub-technical field. To collect patent data, a set of international patent classification(IPC) codes related to OLED technology was defined, and OLED-related patents applied from 2005 to 2017 were collected using a set of IPC codes. Then, a large number of collected patent documents were classified into 12 major technologies using the Latent Dirichlet Allocation(LDA) topic model and trends for each technology were investigated. Patents related to touch sensor, module, image processing, and circuit driving showed an increasing trend, but virtual reality and user interface recently decreased, and thin film transistor, fingerprint recognition, and optical film showed a continuous trend. To compare the technological value, the number of forward citations, originality, and diversity of patents included in each technology group were investigated. From the results, image processing, user interface(UI) and user experience(UX), module, and adhesive technology with high number of forward citations, originality and diversity showed relatively high technological value. The results provide useful information in the process of establishing a company's technology strategy.

Design and Implementation of a Data-Driven Defect and Linearity Assessment Monitoring System for Electric Power Steering (전동식 파워 스티어링을 위한 데이터 기반 결함 및 선형성 평가 모니터링 시스템의 설계 구현)

  • Lawal Alabe Wale;Kimleang Kea;Youngsun Han;Tea-Kyung Kim
    • Journal of Internet of Things and Convergence
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    • v.9 no.2
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    • pp.61-69
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    • 2023
  • In recent years, due to heightened environmental awareness, Electric Power Steering (EPS) has been increasingly adopted as the steering control unit in manufactured vehicles. This has had numerous benefits, such as improved steering power, elimination of hydraulic hose leaks and reduced fuel consumption. However, for EPS systems to respond to actions, sensors must be employed; this means that the consistency of the sensor's linear variation is integral to the stability of the steering response. To ensure quality control, a reliable method for detecting defects and assessing linearity is required to assess the sensitivity of the EPS sensor to changes in the internal design characters. This paper proposes a data-driven defect and linearity assessment monitoring system, which can be used to analyze EPS component defects and linearity based on vehicle speed interval division. The approach is validated experimentally using data collected from an EPS test jig and is further enhanced by the inclusion of a Graphical User Interface (GUI). Based on the design, the developed system effectively performs defect detection with an accuracy of 0.99 percent and obtains a linearity assessment score at varying vehicle speeds.

A Study on the Elderly's User Experience by Using Virtual Reality (가상현실 기기를 활용한 고령자 사용자 경험에 관한 연구)

  • Lee, Jong-Sik;Lee, Kang-Nyeon
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.3
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    • pp.305-317
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    • 2018
  • This study is about the elderly people's use and experience of Virtual Reality (VR) in order to enhance their quality of life. Leisure is main activity of the elderly. As a result, the quality and diversity of leisure affects the quality of the elderly people's life. VR services including video contents could provide them with advanced and interesting experiences. Across the world, population aging becomes one of the most important problems in each society. The social and economic burden of aging is serious challenge to sustainability welfare of the world, including S. Korea. The authors used virtual reality devices to conduct experiments on 99 aged 50 to 90 (men's average age : 75 and women's average age : 70.8). Through the survey, major variants were measured such as system quality, present sense, enjoyment, intent to reuse, and awareness of advanced technology. Multiple regression analyses with the presence as a dependent variable resulted in a sense of closeness (t = 5.381, p <. 01) and a sense of clarity (t = 4.494, p <. 01). The presence of an independent variant had significant effects on pleasure (t = 4.312, p <. 01) and significant effects on the intent to reuse (t = 3.323,).Therefore, it can be interpreted that the higher the sense of existence, the more pleasure and the intent to reuse it. As a result, the possibility of using VR devices and content to enjoy leisure activities can be found in this study even if the elderly group is unfamiliar with IT devices.

Improvement on Psychological Stability of the Elderly by Using Companion Robot (반려동물형 로봇을 이용한 고령자 심리 안정의 향상 방안)

  • Lee, Jong-Sik;Lee, Kang-Nyeon
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.3
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    • pp.327-339
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    • 2018
  • This study is on the elderly people's use and experience of pet robots (companion robots). Applying companion robots for the elderly's daily lives can enhance their quality of life. Leisure is main activity of the elderly who are out of work. Therefore, the quality and diversity of leisure can affect the quality of their life. Companion Robots could provide them with more advanced and interesting experiences. Around the world, population aging becomes one of the most important trends in each country. The social and economic burden of aging is serious challenge on sustainability of the world, including S. Korea. The authors examine use of Companion Robots for elderly (from 50 years old to 90 years old). In this experiment, the authors study and measure many factors including system quality, interface quality, displeasure, enjoyment, willingness to reuse, perception on new technology. In regression analysis, intimacy(t=-2.006, p<.05) is significant factor on displeasure of Companion Robot. In another regression, displeasure of Companion Robot (independent variable) is significant factor on enjoyment(t=-3.327, p<.01) and willingness to reuse(t=-2.636, p<.01). Therefore, when elderly one feels less displeasure of Companion Robot, he/she feels more enjoyment and willingness to reuse. As a result, the elderly who don't familiar to new technology could improve quality of life and leisure activity by using companion robot.

Comparison of a Learner's Experience on Zoom and Spatial (줌과 스페이셜의 학습자 경험 비교 평가)

  • Yejin Lee;Kwang-Tae Jung
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.535-541
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    • 2022
  • Zoom has been most popularly used as a non-face-to-face online class tool since COVID19, but due to the recent spread of the metaverse, the use of the metaverse platform is increasing. In particular, since a metaverse platform 'Spatial' provides online classroom creation and various learning functions, and various interactions between instructors and learners or learners and learners are possible, it is highly likely to be used in university classes. Since Zoom and Spatial each have their own strengths and weaknesses for the purpose of class use, it is necessary to find out the strengths and weaknesses of each by comparing and analyzing the learner's experience in class use. In this study, a quantitative analysis of usability, immersion, and satisfaction and a qualitative analysis of individual opinions were performed in order to compare and analyze the learner's experience. SUS (System Usability Scale) was used for usability evaluation, and Magnitude Estimation method was used for immersion and satisfaction evaluation. Thirty-five people who had participated in classes using Zoom and Spatial participated as subjects in this study. Zoom was higher than Spatial at the significance level of 0.05 in usability and satisfaction. On the other hand, the immersion in class was higher in Spatial than in Zoom. Since Spatial provides online classroom creation and various learning functions, and provides various interactions and fun elements between instructors and learners or learners and learners, the immersion in classes was high. If the user interface and interaction of Spatial are improved in the future, it is judged that it can be used as an effective online teaching tool that can replace zoom in university classes.

Generative AI service implementation using LLM application architecture: based on RAG model and LangChain framework (LLM 애플리케이션 아키텍처를 활용한 생성형 AI 서비스 구현: RAG모델과 LangChain 프레임워크 기반)

  • Cheonsu Jeong
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.129-164
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    • 2023
  • In a situation where the use and introduction of Large Language Models (LLMs) is expanding due to recent developments in generative AI technology, it is difficult to find actual application cases or implementation methods for the use of internal company data in existing studies. Accordingly, this study presents a method of implementing generative AI services using the LLM application architecture using the most widely used LangChain framework. To this end, we reviewed various ways to overcome the problem of lack of information, focusing on the use of LLM, and presented specific solutions. To this end, we analyze methods of fine-tuning or direct use of document information and look in detail at the main steps of information storage and retrieval methods using the retrieval augmented generation (RAG) model to solve these problems. In particular, similar context recommendation and Question-Answering (QA) systems were utilized as a method to store and search information in a vector store using the RAG model. In addition, the specific operation method, major implementation steps and cases, including implementation source and user interface were presented to enhance understanding of generative AI technology. This has meaning and value in enabling LLM to be actively utilized in implementing services within companies.

A Study on Metaverse Framework Design for Education and Training of Hydrogen Fuel Cell Engineers (수소 연료전지 엔지니어 양성을 위한 메타버스 교육훈련 플랫폼에 관한 연구)

  • Yang Zhen;Kyung Min Gwak;Young J. Rho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.207-212
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    • 2024
  • The importance of hydrogen fuel cells continues to be emphasized, and there is a growing demand for education and training in this field. Among various educational environments, metaverse education is opening a new era of change in the global education industry, especially to adapt to remote learning. The most significant change that the metaverse has brought to education is the shift from one-way, instructor-centered, and static teaching approaches to multi-directional and dynamic ones. It is expected that the metaverse can be effectively utilized in hydrogen fuel cell engineer education, not only enhancing the effectiveness of education by enabling learning and training anytime, anywhere but also reducing costs associated with engineering education.In this research, inspired by these ideas, we are designing a fuel cell education platform. We have created a platform that combines theoretical and practical training using the metaverse. Key aspects of this research include the development of educational training content to increase learner engagement, the configuration of user interfaces for improved usability, the creation of environments for interacting with objects in the virtual world, and support for convergence services in the form of digital twins.

An Exploratory Study on the Relationship between SNS Use during a Task and Task Performance: An Analysis of Task Complexity Difference (작업 수행 중 SNS 사용과 작업 성과의 관계에 관한 탐색적 연구: 작업의 난이도에 따른 차이 분석)

  • Jinyoung Min
    • Information Systems Review
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    • v.19 no.3
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    • pp.105-125
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    • 2017
  • Although the relationship between social networking sites (SNS) use and performance has been widely studied, most of these studies have focused on comparing the SNS users' overall performance with that of non-SNS users instead of examining how using SNS midway of a task affects one's task performance. To address this research gap, an experiment was conducted to examine SNS use during a task and its influence on the performance of that task. In this experiment, the role of SNS in various situations was examined by reviewing the literature on break and performance as well as the types of breaks and tasks. Owing to its exploratory nature, this study used various types of data, such as electroencephalography interpretation data generated from a brain-computer interface, self-reported data, and data recorded by a computer. Those participants who used SNS showed an improved performance compared with those who took a short break while doing a simple task. Further analysis showed that the degree of SNS usage and engagement with SNS had positive effects on the participants' simple task performance, while social presence and reassurance of self-worth had negative and positive effects on the participants' complex task performance, respectively.