• Title/Summary/Keyword: 저작 인터페이스

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Development of Multi-Touch/Context-Aware Convergence Digital Signage System based on Android OS Platform (안드로이드 플랫폼 기반 멀티 터치/상황인지형 융복합 디지털 사이니지 시스템 개발)

  • Nahm, Eui-Seok
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.245-251
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    • 2015
  • If a digital signage system is operated in PC mounted in the Window OS then the implementing price is very high. For resolving this problem, we used the Smartphone mounted in ARM Cortex family of multi-core processor-based mobile platform. We developed a low-power low-cost digital signage system and a remote convergence content management program based on web server. This convergence system manages advertising content to a remote control device anywhere using remote control technology. This system is one integrated system with display and is a low-power consumed and is developed in very efficient hardware interface. And condition sensors(intensity of illumination, temperature, weather, GPS etc) is equipped in the developed system. Automatic contents builder and Context-aware SMIL module is also implemented in the convergence system. We achieved over 50% power savings comparing with conventional Window OS system and 16 points multi-touch in our system.

DTV Interactive Advertisement Authoring Tool Using Sketch Input and Evaluation Function (사용자 스케치 입력과 평가 함수를 이용한 디지털방송용 양방향광고 생성 도구)

  • Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.37 no.1
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    • pp.39-50
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    • 2010
  • Interactive broadcasting service using wired/wireless Internet return channel has strong ripple effect. It allows the audiences to participate actively to the program they are watching, and communicating. This paper develops an authoring tool that makes an object-formed interactive advertisement from extracted areas of the advertising object the user specified in TV programs. In the authoring tool, the advertisement producer specifies the target object subjectively and the selected object keeps moving here and there repeatedly. Therefore, it is hard to make an object-formed interactive advertisement with existing tools. This paper suggests sketch-based interface technique for extracting advertising objects, and also provide evaluation functions to correct any sketch error. This paper also converts the area of object into MPEG-4 BIFS codes for authoring the object-formed interactive advertisement.

A Study on improving the Functions of Authoring Tool for Educational Contents (교육용 콘텐츠 저작을 위한 개발 툴 기능 개선 연구)

  • Oh, MiJa;Shin, SungWook;Kim, MiRyang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.3
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    • pp.101-112
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    • 2014
  • With the development of information and communications technologies, there have been increasing cases of services and use free educational materials in educational field through the Web. However, as most of the materials are provided in a finished form via the Web services, teachers are in a situation where they have difficulty in using the materials through development or revision according to their educational goals. In this background, this study aimed to develop requirements and functions necessary for the educational contents development tools by having teachers as actual users develop contents using existing tools of the educational contents development. As a result, this study developed 10 requirements, including intuitive interface environment, support for various multimedia materials, and diversification of output versions etc. Also, the study suggested 13 functions, including links with external resources, automatic format conversion function, usage and editing of existing documents, writing learner's answers, and hiding function etc.

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Implementation of Bi-directional Broadcasting System Using Interaction Channel (대화 채널을 이용한 양방향 방송 시스템의 구현)

  • Jeong Jong-Myeon;Choi Jin Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.5
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    • pp.1002-1011
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    • 2005
  • In this paper. we design and implement a bi-directional broadcasting system, so called return channel server, to allow users to participate in a broadcasting program by using a hi-directional interaction channel. To provide user participation in a program and reflect the user's opinions or responses in real time, the return channel server can be viewed as consisting of four major functional modules: a control module, network interface module, DBMS module, and real-time content authoring module. To construct a return channel server that has a service independent architecture, we designed a return channel server to include the hierarchical structure. The presented return channel server consists of two parts: an RCSAE(return channel server application environment) and RCSA(return channel server application). An RCSA is composed of an execution code and a parameter for executing the execution code. RCSA defines the procedures for providing a specific broadcasting program using the return channel server. On the other hand, an RCSAE provides the environment for the execution of RCSAS. By adopting RCSAE and RCSA, we construct the return channel server that has a service-independent architecture which are shown by the test.

Platform Independent Game Development Using HTML5 Canvas (HTML5 캔버스를 이용한 플랫폼 독립적인 게임의 구현)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3042-3048
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    • 2014
  • Recently, HTML5 have drawn many people's attention since it is considered as a next-generation web standard and can implement a lot of graphic and multimedia-related techniques on a web browser without installing programs separately. In this paper, we implement a game independent of platforms, such as iOS and Android, using the HTML5 canvas. In the game, the main character can move up, down, left, and right not to collide with neighboring enemies. If the character collides with an enemy, the HP (hit point) gauge bar reduces. On the other hand, if the character obtains heart items, the gauge bar increases. In the future, we will add various items to the game and will diversify its user interfaces by applying computer vision techniques such as various gesture recognition.

Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-Sook;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1355-1360
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

A Desing and Implementation of an Integrated Environment for Sharing and Reusing OLE Objects (OLE 객체의 공유와 재활용을 위한 통합 환경 설계 및 구현)

  • Jang, Jung-Hyeok;Lee, Hyeon-Ho;Lee, Won-Seok
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.2
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    • pp.349-362
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    • 1997
  • In order to make a meaningful multi-media object,it is usually necessary to apply a number of non-trival operations.If multi-media data can be encapsulated in a standaridized form and stored in a database,it is poss-ible to share and reuse multi-media data among users without repeating the same or similar operations. Based on the OLE component object model,this paper proposes the integrated computing enviroment for naive user to share and reuse of Ole objects.Various types of multi- media objects that are created by their appropriate OLE application programs can be aggreagated to form a multi-media document.In addition,the OLE objects can also be stored in database by a controlled manner.TheOLE object in a database can be retrieved by a visual query interface and reused to make a new document.This paper describes the common Platform to integrate various ment of OLE appfication programs,the separation process of an OLE object form a document,and the overall management of OLE object in a database.

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Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.241-244
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

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Development and Application of the e-learning courseware about the Earth Science I (based on the Earth Environmental Change) (지구과학 I의 e-learning 교수·학습자료 개발 및 적용 - 지구환경변화 단원을 중심으로 -)

  • Kim, Yun-Jeong;Lim, Seong-Kyu
    • Journal of Science Education
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    • v.32 no.2
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    • pp.17-32
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    • 2008
  • The purpose of this study was to analyze the use of the e-learning courseware which is about the properties of earth environmental change. I made these materials using Lectora program, and to have more visual effect, I used movies and animations as much as possible. A lot of movies and pictures are added to help student understand the geographical age. Especially the forms of performance test questions are various, and student can check the answer right after taking test. Because of this, they can get a immediate feedback. In addition, this allows you to adapt yourself to the age of information by using the internet. Every plug-in is already linked together, so you only need to once. Pictures and moving reflections can be edited with ease. I hope this study will provide valuable aid for the education of earth science and a chance to develop better materials.

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A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.