• Title/Summary/Keyword: 상호적 접근시각

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A user behavior monitoring system on multimedia data for virtual engineering environments (가상환경에서 멀티미디어 데이터를 사용하는 사용자 행동 분석 시스템 개발)

  • Lee, Yoon-Kyung;Lee, Minsoo;Sohn, Yuseung;Wallmann, Gunnar;Fernandes, Miguel
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.11a
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    • pp.300-303
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    • 2007
  • 사용자의 행동을 모니터링 하는 것에 대한 이전의 기술적인 연구는 네트워크 트래픽과 데이터 베이스 접근 패턴에 집중되어 있으나 이러한 접근은 사용자간의 데이터를 교환하고 공유하는 등의 상호 작용을 관찰하기에는 부족하다. 따라서 'BHave' 라는 가상 환경에서 사용자의 행동을 추적할 수 있는 시스템을 개발하여 문서에 접근하는 사용자의 행동을 모니터링한다. 서버쪽의 데이터베이스에서 데이터를 가져와서 클라이언트의 API 를 통하여 사용자가 선택한 데이터를 분석한 뒤 사용자에게 그래프를 통해서 시각적으로 분석 결과를 보여준다.

인터렉티브 하이브리드 미디어 응용기술 -MPEG-4 SNHC를 중심으로-

  • 김형곤
    • Broadcasting and Media Magazine
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    • v.3 no.2
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    • pp.44-58
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    • 1998
  • 최근의 멀티미디어 기술은 정보의 디지털화와 온라인화에 따라 가전, 컴퓨터, 통신 및 방송 기술이 융화되어 가는 추세에 있으며, 대화형의 하이브리드 멀티미디어 기술을 그 특징으로 하고있다. 하이브리드 멀티미디어는 컴퓨터 그래픽 및 미디(MIDI) 기술로 인위적으로 생성한 2D/3D그래픽 및 음향을 실제의 자연적인 영상과 소리에 추가하여 합성하므로 생성된다. MPEG-4는 이렇게 인위적으로 합성되거나 자연적인 영상 혹은 음향 정보의 디지털 하이브리드 멀티미디어 부호화를 목적으로 하며, 활성화된 혼합 미디어의 내용기반 처리, 상호, 동작 및 사용자의 쉬운 접근 등을 가능하게 한다. SNHC(Synthetic-Natural Hybrid Coding)는 기존의 수동적인 미디어의 전달뿐 아니라 실시간 처리가 가능한 인터랙티브 응용 분야까지 다루고 있으며, 통합된 시공간 부호화 기법을 사용하여 시각, 청각, 2차원, 3차원 컴퓨터 그래픽스 등 다양한 형태의 표준 AV(Aural/Visual) 객체를 처리한다. 표준화는 주로mesh-segmented 비디오 부호화, 구조물 부호화, 객체간의 동기화, AV 객체 스트림의 멀티플렉싱, 혼합 미디어 형태의 시-공간 통합화 등에서 이루어지게 되는데, 이는 궁극적으로 네트워크로 연결되는 가상 환경(Virtual Environment)에서 다수의 사용자가 서로 상호작용 할 수 있는 틀을 제공하는데 있다. 이러한 틀이 제공되면, 대화형 하이브리드 멀티미디어라는 새로운 형태의 정보를 사용함으로써 기존의 미디어로는 경험하지 못하는 다양한 응용과 서비스를 경험할 수 있을 것이다.

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Implementation of Smart Device-Based on Platform for the Visually Impaired (시각 장애인을 위한 스마트 장치 기반 플랫폼 구현)

  • Lee, Ook;Choi, Jung-Woon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.538-549
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    • 2019
  • This study suggests a new platform in which VI can communicate with their guardians who serve as a system administrator optimizing personal characteristics. In terms of interaction between platform components, this study can contribute to enhancing stability of walking by giving substantial information to VI through server processing and setups of guardians with real-time interaction to VI through server processing and setups of guardians with real-time interaction. Therefore, developing smart phone applications can facilitate both portability and cost effectiveness, by the users' downloading the application and registration. In terms of guardians' cost, this system is cost-effective because they can access to the administration system through personal computers or smart phones, not through specialized system devices. This system is web-based, which automatically communicates with the surroundings of, such as provides the guardians with the necessary information or approaches to the danger through IoT devices, which results in enhancing safety. Moreover, it is possible for guardians to utilize the personalized platform since the system not only senses personal characteristics but also sends a number of information to VI. a new platform makes it possible for guardians to provide electronic support and interaction with the application with the application users, which contributes to systematic and safe walk for VI.

The Assessment of Visual Preference and Landscape Image in Odaesan National Park (오대산 국립공원 경관의 이미지 및 시각선호성 평가)

  • 김세천
    • Korean Journal of Environment and Ecology
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    • v.9 no.2
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    • pp.232-249
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    • 1996
  • The purpose of this is to suggest objective basic data for the use development and conservation management of the national park through the quantitative analysis of the visual quality included in the physical environment of the Odaesan National Park, for this, spatial images structure of physical elements have been analyzed by factor analysis algorithm and degree of visual quality have been measured mainly by questionnaries. Result of this thesis can be summarized as follows. Factors covering the spatial image of the Odaesan National Park landscape have been found to be the pverall synthetic evaluation, physical, spatial, natural quality and, appeal factors such as the overall the synthetic evaluation, spatial and appeal yield high factor scores. As for the factors determining the degree of visual quality of clear of valley, peculiarity of configuration, natural of trail, harmony of suitable artificaial planting and temple.

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A Study on Frequency Analysis of Websites Quality Evaluation Factors (웹사이트 품질평가 요인들의 빈도분석에 관한 연구)

  • Kwon, Youngjik
    • Journal of Korea Society of Industrial Information Systems
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    • v.21 no.4
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    • pp.55-66
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    • 2016
  • In this paper, 99 evaluation factors for website quality were derived from 79 research papers. Among them, 19 factors which are quoted in more than 7 research papers are summarized. The followings show such summarized factors: (1) Reliability (2) Ease of use (3) Design (4) Response time (5) Information Quality (6) Learnability (7) Accessibility (8) Effectiveness (9) Navigation (10) Sensibility (11) Accuracy (12) Contents (13) Aesthetic Impression (14) Completeness (15) Sympathy (16) Security (17) Delivery (18) Interaction (19) Responsibility.

The Visual Expression Means in Human-Computer Interaction Design (인간-컴퓨터 상호작용 디자인(HCI Design)에서의 시각적 표현수단에 관한 연구)

  • 김명석;유시천
    • Archives of design research
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    • v.9
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    • pp.101-114
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    • 1994
  • This study deals with the issue of actual HCI design embodiment through the investigation on how to interpret and use visual expression means in HCI design in a semantic way. The purpose of this study is to provide the method by which designers can make the user-centered guidelines in HCI design. As a part of the user\ulcornercentered design approaches, this study is based on the understanding of user group types which are divided by his/her extent of exposure to computer especially and is focussed on applying the level of each group's apprehension of visual expression means to the embodiment of HCI design. Major findings of this study are: First, it proposes the 'Visual Tokens Models' as a basic source for the understanding and the embodiment of visual expression means in HCI design; Second, it has examined the correlations between the characteristics of Visual Tokens and user group types that is, naive users, casual users, and expert users; Third, it proposes guidelines for the user-centered embodiment of HCI design in accordance with the correlations.

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Analysis of User Interface Evaluation in Map Information Service on Web (웹 기반 지도 정보 검색 서비스에서의 사용자 인터페이스 평가 요소 분석)

  • Lim, Kyung-Ran
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.202-211
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    • 2007
  • As information radically increases owing to the proliferation of Internet, users are highly interested in information design that enables them to easily approach the information desired by them and shows the unsystematic information in summarized and recognizable information by rearrangement. In the problem, general users could not easily recognize such information design, because it was not designed on the basis of understanding the situation where users actually contacted, but used the method that visualized based on the result which emphasized the aspect of system. Studying map information retrieval site for improvement of efficiency of information delivery, this research analyzed user interface design problems of map information service through evaluation list acquired by investigating user interface design principle and mutually comparing with information visualization system evaluation standard.

Causal Loop Diagrams Model of IT Professionals' Happiness : Through System Dynamics Analysis Approach (IT 전문가 행복 인과관계 다이어그램 모형 : 시스템 다이내믹스 분석 접근법으로)

  • Chang, Yun Hi
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.161-172
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    • 2016
  • The following research investigates core factors required for IT professionals to achieve and remain happy on their jobs through dynamic and structural CLD and suggests personal, organizational, and government level (happiness) promoting factors. Researcher adopted the system dynamics methodology which is qualitative research techniques pursue behavior probability by using CLD. It spotlights 6 CLD: job satisfaction, organizational commitment, positive sensitivity, negative sensitivity, amicable relationship, job sustainment intention, in addition to numerous factors that affect them from an integrative perspective. It differentiates itself from one-way relationship focused qualitative research to an advanced mutual and realistic perspective exploratory research.

Quantitative Analysis of Landscape in Tokyusan National Park (덕유산 국립공원 경관에 대한 계량적 분석)

  • 김세천
    • Korean Journal of Environment and Ecology
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    • v.7 no.2
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    • pp.231-240
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    • 1994
  • The purpose of this study is to suggest the objective basic data for applying to development and conservation management of the national park through the quantitative analysis of the visual quality included in the and physical environment of the Tokyusan National Park. For this, spatial images and structures, of natural elements have been analyzed by factor analysis algorithm, and degree of visual quality has been measured mainly through questionnaries. Result of this study can be summarized as follows. Factors covering the spatial image of the Tokyusan National Park landscape have been found to be the overall synthetic evaluation, appeal, spatial, natural quality and dignity factors such as the overall synthetic evaluation, spatial and appeal yield high factor scores. The main factors determining the degree of visual quality are the clearness valley, peculiarity of configuration, natural of trail, harmony of suitable artificial planting and temple.

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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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