• Title/Summary/Keyword: 사용자 중심 인터페이스

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A Study on Increasing the Efficiency of Image Search Using Image Attribute in the area of content-Based Image Retrieval (내용기반 이미지 검색에 있어 이미지 속성정보를 활용한 검색 효율성 향상)

  • Mo, Yeong-Il;Lee, Cheol-Gyu
    • Journal of the Korea Society for Simulation
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    • v.18 no.2
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    • pp.39-48
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    • 2009
  • This study reviews the limit of image search by considering on the image search methods related to content-based image retrieval and suggests a user interface for more efficient content-based image retrieval and the ways to utilize image properties. For now, most studies on image search are being performed focusing on content-based image retrieval; they try to search based on the image's colors, texture, shapes, and the overall form of the image. However, the results are not satisfactory because there are various technological limits. Accordingly, this study suggests a new retrieval system which adapts content-based image retrieval and the conventional keyword search method. This is about a way to attribute properties to images using texts and a fast way to search images by expressing the attribute of images as keywords and utilizing them to search images. Also, the study focuses on a simulation for a user interface to make query language on the Internet and a search for clothes in an online shopping mall as an application of the retrieval system based on image attribute. This study will contribute to adding a new purchase pattern in online shopping malls and to the development of the area of similar image search.

Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.59-72
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    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

Consecutive Design VE Process Emphasized on Follow-up Activities (Follow-up 활동을 강조한 연속적 설계VE 프로세스)

  • Yang, Jin Kook;Moon, Sung Woo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.2D
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    • pp.235-244
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    • 2009
  • Design Value Engineering (VE) has become an import part of the daily design process since it has been introduced in the construction industry. Design VE is usually conducted in the general and execution design stages respectively. In order to increase the effectiveness of the VE process, the outcome from the general design VE activities should be integrated into execution design. The outcome from the execution design should be used again for construction. In this study, a consecutive VE process model has been presented as a way to improve the current practice of design VE activities in the construction industry. In the presented model, follow-up activities are emphasized to increase values from the life-cycle perspective of a construction project. The model was tested in a case study of an actual design VE process. The result of the study demonstrates that the model can: 1) effectively incorporate owners requirements; 2) assist decision making in selecting better construction; 3) increase the interface between general and execution design stages; and 4) trace the value flow more efficiently. Overall, the study results indicates that a the consecutive VE process model can be effectively applied when construction project are contracted for the life-cycle management of construction projects.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

The Design and Implementation of e-BCOS for e-Business Component System (e-비즈니스 컴포넌트 시스템 설계 및 구현)

  • Choi, Ha-Jung;Kim, Haeng-Kon
    • The KIPS Transactions:PartD
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    • v.10D no.1
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    • pp.85-100
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    • 2003
  • Today's computing system has expanded its application to business trade and distributed work transactions using the Internet. As the demand for more flexible, adaptable, extensible, and robust web-based enterprise, these application development has been gradually expanded based on reusable, independent, and portable components. Component Based Development (CBD) works by developing and evolving software from selected reusable software components and then assembling them within appropriate software architecture. However, it requires an increase in cost to build new components as well as the necessary effort to develop of the business requirement these components. Standardized component models are required as well from the perspective of systems in order to support rapid and exact component information transmission on the web. In this paper, we describe the e-Business Component Development with agent for rapid application development on the web that correspond to the demands of users in the business domain. We design and implement the specifications of e-business components by combining these demands. In order to improve the agent register and retrieval, we propose the intelligent search and register agents, which can conduct more precise searching and specializing for components. The system enables the locating of user's frequently used components through an agent involving register and retrieval, as well as rapid procedures for registers The e-BCOS (e-Business Component System) is the agent system for the user to register distributed components and to search for components Information. The e-BCOS increases reusability through the e-business component development of distributed components in the business domain. For the share and delivery, specification with XML is acceptable to user's variable order e-BCOS Includes the effective investment, timeliness, reliability, efficiency, and maintenance effort by with agent.

Autonomous Wheelchair System Using Gaze Recognition (시선 인식을 이용한 자율 주행 휠체어 시스템)

  • Kim, Tae-Ui;Lee, Sang-Yoon;Kwon, Kyung-Su;Park, Se-Hyun
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.4
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    • pp.91-100
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    • 2009
  • In this paper, we propose autonomous intelligent wheelchair system which recognize the commands using the gaze recognition and avoid the detected obstacles by sensing the distance through range sensors on the way to driving. The user's commands are recognized by the gaze recognizer which use a centroid of eye pupil and two reflection points extracted using a camera with infrared filter and two infrared LEDs. These are used to control the wheelchair through the user interface. Then wheelchair system detects the obstacles using 10 ultrasonic sensors and assists that it avoid collision with obstacles. The proposed intelligent wheelchair system consists of gaze recognizor, autonomous driving module, sensor control board and motor control board. The gaze recognizer cognize user's commands through user interface, then the wheelchair is controled by the motor control board using recognized commands. Thereafter obstacle information detected by ultrasonic sensors is transferred to the sensor control board, and this transferred to the autonomous driving module. In the autonomous driving module, the obstacles are detected. For generating commands to avoid these obstacles, there are transferred to the motor control board. The experimental results confirmed that the proposed system can improve the efficiency of obstacle avoidance and provide the convenient user interface to user.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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Development of Multi-functional Tele-operative Modular Robotic System For Watermelon Cultivation in Greenhouse

  • H. Hwang;Kim, C. S.;Park, D. Y.
    • Journal of Biosystems Engineering
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    • v.28 no.6
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    • pp.517-524
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    • 2003
  • There have been worldwide research and development efforts to automate various processes of bio-production and those efforts will be expanded with priority given to tasks which require high intensive labor or produce high value-added product and tasks under hostile environment. In the field of bio-production capabilities of the versatility and robustness of automated system have been major bottlenecks along with economical efficiency. This paper introduces a new concept of automation based on tole-operation, which can provide solutions to overcome inherent difficulties in automating bio-production processes. Operator(farmer), computer, and automatic machinery share their roles utilizing their maximum merits to accomplish given tasks successfully. Among processes of greenhouse watermelon cultivation tasks such as pruning, watering, pesticide application, and harvest with loading were chosen based on the required labor intensiveness and functional similarities to realize the proposed concept. The developed system was composed of 5 major hardware modules such as wireless remote monitoring and task control module, wireless remote image acquisition and data transmission module, gantry system equipped with 4 d.o.f. Cartesian type robotic manipulator, exchangeable modular type end-effectors, and guided watermelon loading and storage module. The system was operated through the graphic user interface using touch screen monitor and wireless data communication among operator, computer, and machine. The proposed system showed practical and feasible way of automation in the field of volatile bio-production process.

A Study on Development of Component based Common Use Passenger Processing Systems for Incheon International Airport (컴포넌트 기반의 차세대 공용여객처리시스템 설계 및 구현 - 인천국제공항 사례 중심으로 -)

  • Kim, Tae-Young
    • Journal of Advanced Navigation Technology
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    • v.15 no.1
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    • pp.147-156
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    • 2011
  • IATA is playing a central role in the process of changing the international technical standards of common-use system which supports the airport check-in and boarding business in conjunction with the airline systems from CUTE to CUPPS. IATA expects that if the airport common-use system is changed to CUPPS, the development and maintenance costs related to the airline's common-use system can be reduced by the implementation of the standard interface about check-in and boarding business-related equipment and the certification of airline applications. Incheon International Airport is in the face of stiff competition with major Northeast Asian Airports to attract more airlines. To be more competitive than other airports, switching over to CUPPS is vital for airline's cost-saving effect. This study builds on CUPPS international technical standards and suggests design and implementation plans of Incheon International Airport's component-based next-generation common use passenger processing systems to support the various functions of user's requirements.

A Study on Academic Library User's Information Literacy (학술연구정보 이용자에 관한 연구: 정보요구, 정보이용행태, 정보활용능력을 중심으로)

  • Yoo, Jae-Ok
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.15 no.2
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    • pp.241-254
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    • 2004
  • This study reviews academic library users' information needs, use behaviors, and information literacy by examining previous literature related to academic library use study. The information academic library users want most is information about how to use library such as a circulation policy. Only about 10% of library users' information needs requires reference librarian's professional knowledge and skills. The sign and information system of the library should be improved and revised in order to reduce the redundant how-to questions. When academic library users attempt to do subject searches through online library system, they experience difficulties to find the right menu on the library's interface. The study recommends that special efforts should be made for user education for utilizing research information since user's information utilizing ability is unexpectedly low.

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