• Title/Summary/Keyword: 최적의 인터페이스 수

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Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

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.

A Real-time Augmented Reality System using Hand Geometric Characteristics based on Computer Vision (손의 기하학적인 특성을 적용한 실시간 비전 기반 증강현실 시스템)

  • Choi, Hee-Sun;Jung, Da-Un;Choi, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.15 no.3
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    • pp.323-335
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    • 2012
  • In this paper, we propose an AR(augmented reality) system using user's bare hand based on computer vision. It is important for registering a virtual object on the real input image to detect and track correct feature points. The AR systems with markers are stable but they can not register the virtual object on an acquired image when the marker goes out of a range of the camera. There is a tendency to give users inconvenient environment which is limited to control a virtual object. On the other hand, our system detects fingertips as fiducial features using adaptive ellipse fitting method considering the geometric characteristics of hand. It registers the virtual object stably by getting movement of fingertips with determining the shortest distance from a palm center. We verified that the accuracy of fingertip detection over 82.0% and fingertip ordering and tracking have just 1.8% and 2.0% errors for each step. We proved that this system can replace the marker system by tacking a camera projection matrix effectively in the view of stable augmentation of virtual object.

A Study on the Firefly-Inspired Distributed Timing Synchronization in Ad Hoc Networks With Packet-Based Communications (패킷 기반 통신을 하는 애드 혹 네트워크에서 반딧불 영감을 받은 분산 타이밍 동기 연구)

  • Yi, Hyo Seok;Kim, Sungjin;Kwon, Dong-Seung;Jang, Sung-Cheol;Kim, Hyeong-Jin;Shin, Won-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.3
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    • pp.575-583
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    • 2013
  • In ad hoc networks, a distributed timing synchronization is studied using a firefly-inspired approach. We illuminate the exiting synchronization algorithm based on the theory of pulse-coupled oscillators so that the algorithm can be applied to multi-carrier systems through packet-based communications, where nodes communicate over an orthogonal frequency-division multiple access air interface. As our main result, we introduce a new sync-code detector, which optimally designs both the coupling function and the detection threshold when various network parameters such as the number of nodes in the network and network topology are given a priori. Computer simulations are performed to show the convergence to a synchronized state in realistic network environments.

Performance Enhancement Method Through Science DMZ Data Transfer Node Tuning Parameters (Science DMZ 데이터 전송 노드 튜닝 요소를 통한 성능 향상 방안)

  • Park, Jong Seon;Park, Jin Hyung;Kim, Seung Hae;Noh, Min Ki
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.2
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    • pp.33-40
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    • 2018
  • In an environment with a large network bandwidth, maximizing bandwidth utilization is an important issue to increase transmission efficiency. End-to-end transfer efficiency is significantly influenced by factors such as network, data transfer nodes, and intranet network security policies. Science DMZ is an innovative network architecture that maximizes transfer performance through optimal solution of these complex components. Among these, the data transfer node is a key factor that greatly affects the transfer performance depending on storage, network interface, operating system, and transfer application tool. However, tuning parameters constituting a data transfer node must be performed to provide high transfer efficiency. In this paper, we propose a method to enhance performance through tuning parameters of 100Gbps data transfer node. With experiment result, we confirmed that the transmission efficiency can be improved greatly in 100Gbps network environment through the tuning of Jumbo frame and CPU governor. The network performance test through Iperf showed improvement of 300% compared to the default state and NVMe SSD showed 140% performance improvement compared to hard disk.

A Study on Principle for Use of Multimedia in order to have Effective Communication in Information Design (정보디자인에서 효과적 커뮤니케이션을 위한 멀티미디어 사용원리에 관한 연구)

  • Lee, Il-Soon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.255-267
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    • 2008
  • Recently in the field of information design use of multimedia Including animation has been rapidly increased. And its application is expanding in the field of design nevertheless relevant research in this field is scant. In particular research on which characteristics contribute to improvement for effect of information communication is negligible. Until now designers' interest was mainly focused on visual perfection of screen such as diversity and originality. Actually the aspect of recognition of design was mostly overlooked. But considering ultimate purpose of Information design is accurate communication of information thus there should be more endeavor for research on man's visual recognitive faculty and memory in order to Improve power of communication of information for the purpose of reducing confusion of user before its originality and diversity. For this reason this author in this treatise attempted to examine possible impact of multimedia in information design on recognition of user and communication based on theory of effectiveness of media and also attempted to identify how maximize its effect under different circumstances. Theories on effectiveness of media can be summed up as that well- advanced information of multimedia should be analysed from diverse standpoints on relevancy to tasks and recognitive relevancy rather than its simplification from the standpoint of richness of media. For optimal interface design unnecessary recognitive load should be eliminated and information should be structured by laking maximum advantage of working memory of limited quantity. Also there will be need for selection of proper media and suggestion of expressive method to enable building accurate and successful mental image. In this treatise this author attempted to contribute to designer's decision making in future through examining theories on effectiveness of media in connection with the question of which information technology should be used in order to heighten effect of information communication appropriate to information design.

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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.

Understanding of 3D Human Body Motion based on Mono-Vision (단일 비전 기반 인체의 3차원 운동 해석)

  • Han, Young-Mo
    • The KIPS Transactions:PartB
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    • v.18B no.4
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    • pp.193-200
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    • 2011
  • This paper proposes a low-cost visual analyzer algorithm of human body motion for real-time applications such as human-computer interfacing, virtual reality applications in medicine and telemonitoring of patients. To reduce cost of its use, we design the algorithm to use a single camera. To make the proposed system to be used more conveniently, we avoid from using optical markers. To make the proposed algorithm be convenient for real-time applications, we design it to have a closed-form with high accuracy. To design a closed-form algorithm, we propose an idea that formulates motion of a human body joint as a 2D universal joint model instead of a common 3D spherical joint model, without any kins of approximation. To make the closed-form algorithm has high accuracy, we formulates the estimation process to be an optimization problem. Thus-desined algorithm is applied to each joint of the human body one after another. Through experiments we show that human body motion capturing can be performed in an efficient and robust manner by using our algorithm.

Development of an Operation Control System of the Vertical Transferable Korean Personal Rapid Transit (수직이송 서비스가 가능한 한국형 PRT 운행제어시스템 개발)

  • Kim, Baek-Hyun;Um, Ju-Hwan;Jeong, Rag-Gyo;Byun, Yeun-Sub;Kang, Seok-Won
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.337-343
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    • 2014
  • The PRT(Personal Rapid Transit) in material or immaterial guided tracks is operated automatically according to the needs of passengers with the optimal non-stop path from the source to the destination. In recent years, the personal rapid transit (PRT) system, which affords superior accessibility and ease of use, has been spotlighted as a new transport system for the future. In this study, a method for vertical lifting of PRT vehicles was proposed to facilitate interlink with other means of transport and thereby improve the efficiency of door-to-door transport. For this purpose, operation control interfaces were designed and experiments were conducted. Programmable Logic Controller (PLC) dedicated for the PRT vertical lift was designed to interface with Operation Control Center (OCC) by Modbus TCP over Ethernet. We implemented a 3D graphical PRT operation simulator which can emulate the mixing operation of the virtual vehicles and the actual vehicles.

Evaluation of The Physical Suitability of Chairs Using Conjoint Analysis (Conjoint Analysis를 이용한 의자의 물리적 적합도 평가)

  • 신미경;김진호;박수찬;최경주;윤지은
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.32-37
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    • 1999
  • 본 연구는 컨조인트 분석기법을 이용하여 의자의 물리적 적합도를 분석, 평가하여 사용자가 선호하는 최적의 의자를 제시하고자 하는데 목적이 있다. 컨조인트 분석기법은 Marketing 분야에서 주로 많이 쓰여온 분석 방법으로서 제품의 중요한 속성들을 찾아내어 다양한 종류의 제품들에 대한 고객의 선호도를 분석하는 방법이다. 이러한 컨조인트 분석기법은 제품개발과 평가의 측면에서 매우 큰 가능성이 있음에도 불구하고 마켓팅 이외의 분야에서는 거의 적용되자 않고 있는 실정이다. 따라서 본 연구에서는 의자의 물리적 적합성 연구에 이 컨조인트 분석을 이용하여 그 적용의 가능성을 알아보고자 하였다. 또한 이러한 적합성 연구에 컨조인트 분석기법이 타당한 분석기법인지 비교하기 위해 분산분석의 기법도 병행하여 실시하였다. 문헌 조사와 전문가 의견 수렴을 통하여 선행연구에서 추출된 의자의 물리적 적합도 요소인 안정성, 여유성, 적합성, 안락성등 4개의 적합도 요소를 채택하여 종속변수로 사용하였다. 또한 의자 자체의 설계 요소에 해당하는 휴먼인터페이스 요소(HIE)는 높이 조절 여부, 팔걸이 유무, Tilting 유무의 3가지 속성을 선택하여 독립변수로 사용하였다. 분석에 사용된 의자는 각 속성을 특징적으로 대표하는 8개의 의자들로서 구성하였고 63명의 피험자를 사용하여 실험하였다. 분석의 결과는 안정성에 가장 큰 영향을 주는 속성은 높이조절(HC)로서 남자와 여자 모두 높이조절 기능이 없을 때 안정성을 느낀다는 결과가 나왔다. 여유성에 영향을 주는 가장 큰 요인은 남자는 높이조절 기능이 있을 때, 여자는 팔걸이가 있을 때 여유성이 있다고 판단하였으며, 인체적합성에 영향을 주는 요인은 남자와 여자 모두 Tilting 기능이, 안락성에 영향을 주는 주요인은 남자는 Tilting 기능이 있을 매, 여자는 높이조절 기능이 있을 때인 것으로 나타났다.감, 강연성, 회복성, 수분특성, 밀도감이었으며, 요인들로 설명되는 누적분산값은 67.18%였다.주관적 평가의 결과와 객관적 평가 결과를 이용해 마직물의 태를 평가하는 산출식을 제시하였다. 태 평가치의 경우 16가지 특성치를 모두 넣는 방법과 stepwise 방법, 또 Kawabatark 사용한 순차적 군 회귀법의 세가지 방법의 회귀식 중 16가지 특성치를 모두 넣는 방법의 결정계수가 가장 높았다.tosterone농도는 107.7$\pm$12.0 pmol/l이었고, 남성의 타액내 농도는 274.2$\pm$22.1 pmol/l이었다. 이상의 결과로 보아 본 연구에서 정립된 EIA 방법은 RIA를 대신하여 소규모의 실험실에서도 활용할 수 있을 것으로 사려된다.또한 상실기 이후 배아에서 합성되며, 발생시기에 따라 그 영향이 다르고 팽창과 부화에 관여하는 것으로 사료된다. 더욱이, 조선의 ${\ulcorner}$구성교육${\lrcorner}$이 조선총독부의 관리하에서 실행되었다는 것을, 당시의 사범학교를 중심으로 한 교육조직을 기술한 문헌에 의해 규명시켰다.nd of letter design which represents -natural objects and was popular at the time of Yukjo Dynasty, and there are some documents of that period left both in Japan and Korea. "Hyojedo" in Korea is supposed to have been influenced by the letter design. Asite- is also considered to have been "Japanese Letter Jobcheso." Therefore, the purpose of

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