• Title/Summary/Keyword: Computer using experience

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A Study on the Visual Properties of Spatial Structure in Architecture - With Special Reference to Adolf Loos and Le Corbusier's Houses - (건축 공간구조의 시각적 특성에 관한 연구 - 아돌프 로스와 르 꼬르뷔제의 주택을 중심으로 -)

  • Choi, Yoon-Kyung
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.112-119
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    • 2006
  • This study intends to understand the visual experience of architectural space generated by users' movement based on the interpretation of visual properties. An analytic theory of Isovist is suggested for the objective and comparable measurement for such visual experience, and a computer program for the analysis has been proposed as well. By using the analytical theory and computer program, eight houses designed by Adolf Loos and Le Corbusler are analyzed for the purpose of understanding the visual characteristics of the Modern Architecture and the contemporaries. The result shows that, while the architectural space of Loos emphasizes personal privacy as for being livable spaces, the architectural space of Corbusier emphasizes users' movement as for including diverse visual arrays. These commensurable results exhibit that the analytical tool and research frame suggested in this study can be a competitive tool for such analysis.

A system for experience of assembling digital heritage using the miniatures of architectural component (부재 미니어처를 이용한 디지털 건축 문화재 조립 체험 시스템)

  • Lee, JiHyung;Kang, kyung-kyu;Kim, Jae woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.35-38
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    • 2014
  • 디지털 문화재 콘텐츠는 현실에서 체험하기 힘든 문화재를 디지털 기술의 특성을 이용하여 사용자의 경험을 극대화할 수 있고, 문화재 보수, 교육 등에 활용될 수 있다. 그런데 기존의 디지털 건축물 문화재는 실재 문화재의 구조 및 구성을 무시하고 외형만 만들어져 있어서 다양한 형태로 바꾸어 활용하기 곤란하며, 디지털 건축물 문화재 자체가 가상공간에 존재하여 현실체험에 제한을 받고 있다. 본 논문은 사용자가 현실공간에서 부재 미니어처를 이용하여 미니어처 문화재를 조립하고 그 결과를 가상공간의 디지털 문화재로 연결하여 다양한 체험을 제공하는 시스템에 관한 것이다. 이로서 현실 체험과 가상 체험이 연결되어, 보다 효과적인 체험이 가능하고 건축 문화재에 대한 보다 전문적인 학습이 가능하게 된다.

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The Relationships between Damage Factors of Elder Abuse and Symptom Factors of Mental Health Problems using Multi-Variable Analysis

  • Park, Hwieseo
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.8
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    • pp.113-119
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    • 2015
  • This study is to suggest the theoretical and practical implications by analysing the relationships between damage types of elder abuse experience and symptom types of mental health. For this study, I sampled 270 of the elders who has been abused and received council services for the aged. The results of this study showed that the relationships between damage types of elder abuse experiences and symptom types of mental health are significant. This study suggested some theoretical and practical implications on the base of the analytical results.

The Development of Personal Computer Control System Using Voice Command (음성 명령을 이용한 개인용 컴퓨터 조작 시스템의 구현)

  • Lee, Tae Jun;Kim, Dong Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.101-102
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    • 2018
  • Users who using computer may experience fatigue or sickness on their wrists if they use the keyboard and mouse for a long time. People with physical disabilities will find it difficult to work with the keyboard and mouse. There is a problem in that the substitute product for solving this is limited in function or expensive. In this paper, we development a system for controlling a personal computer with voice commands using the Amazon Echo and Amazon Web Services lambda functions. The implemented system processes the user's voice commands from the Amazon web server and sends them to the personal computer. The personal computer processes the received command and uses it to operate the application program.

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High Quality Network and Device Aware Multimedia Content Delivery for Mobile Cloud

  • Saleem, Muhammad;Saleem, Yasir
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.10
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    • pp.4886-4907
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    • 2019
  • The use of mobile devices is increasing in multimedia applications. The multimedia contents are delivered to mobile users over heterogeneous networks. Due to fluctuation in bandwidth and user mobility, the service providers are facing difficulties in providing Quality of Service (QoS) guaranteed delivery for multimedia applications. Multimedia applications depend on QoS parameters such as delay, bandwidth, and jitter to offer better user experience. The existing schemes use the single source and multisource delivery but are unable to balance between stream quality and network congestion for mobile users. We proposed a Quality Oriented Multimedia Content Delivery Scheme (QOMCDS) for the mobile cloud to deliver better quality multimedia contents for the mobile user. The multimedia contents are delivered to the mobile device based on the device's parameters and network environment. The objective video quality assessment models like Peak Signal-to-Noise Ratio (PSNR), Structural Similarity (SSIM), and Video Quality Measurement (VQM) are used to measure the quality of the video. The client side Quality of Experience metric such as Startup delay, Rebuffering events, and Bitrate switch count was used for evaluation. The proposed scheme is evaluated using dash.js and is compared to existing schemes. The results show significant improvement over existing multimedia content delivery schemes.

Trends and Implications of Digital Transformation in Vehicle Experience and Audio User Interface (차내 경험의 디지털 트랜스포메이션과 오디오 기반 인터페이스의 동향 및 시사점)

  • Kim, Kihyun;Kwon, Seong-Geun
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.166-175
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    • 2022
  • Digital transformation is driving so many changes in daily life and industry. The automobile industry is in a similar situation. In some cases, element techniques in areas called metabuses are also being adopted, such as 3D animated digital cockpit, around view, and voice AI, etc. Through the growth of the mobile market, the norm of human-computer interaction (HCI) has been evolving from keyboard-mouse interaction to touch screen. The core area was the graphical user interface (GUI), and recently, the audio user interface (AUI) has partially replaced the GUI. Since it is easy to access and intuitive to the user, it is quickly becoming a common area of the in-vehicle experience (IVE), especially. The benefits of a AUI are freeing the driver's eyes and hands, using fewer screens, lower interaction costs, more emotional and personal, effective for people with low vision. Nevertheless, when and where to apply a GUI or AUI are actually different approaches because some information is easier to process as we see it. In other cases, there is potential that AUI is more suitable. This is a study on a proposal to actively apply a AUI in the near future based on the context of various scenes occurring to improve IVE.

A Study on Instagrammable Features and Viewing Experiences: Focusing on the Exhibition of

  • You, Ga-Ram;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.101-110
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    • 2022
  • This study sheds light on the Instagrammable features and viewing experiences of . A research model and hypotheses are formulated using variables including Experience Quality (EQ), Perceived Value (PV), Attitude toward AWA (ATAWA) and Behavioral Intention toward AWA (BITAWA). Although AWA has strong the Instagrammable features in terms of PV, it provides aesthetic or healing experience rather than a pleasure. PV has a significant correlation with DOS and DOI, but it does not influence on BITAWA. In addition, DOS has a positive impact on the increase in DOI, length of viewing time and intention to upload and share photos on Instagram.

Digital Competencies Required for Information Science Specialists at Saudi Universities

  • Yamani, Hanaa;AlHarthi, Ahmed;Elsigini, Waleed
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.212-220
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    • 2021
  • The objectives of this research were to identify the digital competencies required for information science specialists at Saudi universities and to examine whether there existed conspicuous differences in the standpoint of these specialists due to years of work experience with regard to the importance of these competencies. A descriptive analytical method was used to accomplish these objectives while extracting the required digital competency list and ascertaining its importance. The research sample comprised 24 experts in the field of information science from several universities in the Kingdom of Saudi Arabia. The participants in the sample were asked to complete a questionnaire prepared to acquire the pertinent data in the period between January 5, 2021 and January 20, 2021. The results reveal that the digital competencies required for information science specialists at Saudi universities encompass general features such as the ability to use computer, Internet, Web2, Web3, and smartphone applications, digital learning resource development, data processing (big data) and its sharing via the Internet, system analysis, dealing with multiple electronic indexing applications and learning management systems and its features, using electronic bibliographic control tools, artificial intelligence tools, cybersecurity system maintenance, ability to comprehend and use different programming languages, simulation, and augmented reality applications, and knowledge and skills for 3D printing. Furthermore, no statistically significant differences were observed between the mean ranks of scores of specialists with less than 10 years of practical experience and those with practical experience of 10 years or more with regard to conferring importance to digital competencies.

Comparison of Training Effectiveness for IV Injections: Intravenous (IV) Arm Model versus Computer Simulator (마네킹 모델과 컴퓨터 시뮬레이터를 이용한 정맥주사 실습교육의 효과 비교)

  • Hwang, Juhee;Kim, Hyunjung
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.21 no.3
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    • pp.302-310
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    • 2014
  • Purpose: The purpose of this study was to compare the effectiveness of training using an intravenous (IV) arm model versus a computer simulator for IV injections. Method: Study was a quasi-experimental study conducted with 106 nursing students. Participants were divided into two groups: the IV Arm Group using a mannequin arm model (control group) and the Computer Simulator Group using the Virtual IV demonstration (experimental group). Theoretical lectures and video presentations on IV injections were given to both groups. Each group went through the training practice using the IV arm or computer simulator. After the completion of training, questionnaires were given to the students to evaluate their learning attitudes and experiences, self-confidence in IV injection, and satisfaction with the training materials. Results: Student satisfaction with the training materials including the reality, usefulness, and educational effects showed notable differences between the two groups with the Computer Simulator group reporting more positive effects that the IV Arm group. However, there was no statistical difference between the two groups in the categories of learning attitude, learning experience, or self-confidence. Conclusion: While there was a differences in strengths and weaknesses of the two methods, both methods should be considered for practice and further study needs to be done on educational effectiveness.

A Method and Tool for Identifying Domain Components Using Object Usage Information

  • Lee, Woo-Jin;Kwon, Oh-Cheon;Kim, Min-Jung;Shin, Gyu-Sang
    • ETRI Journal
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    • v.25 no.2
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    • pp.121-132
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    • 2003
  • To enhance the productivity of software development and accelerate time to market, software developers have recently paid more attention to a component-based development (CBD) approach due to the benefits of component reuse. Among CBD processes, the identification of reusable components is a key but difficult process. Currently, component identification depends mainly on the intuition and experience of domain experts. In addition, there are few systematic methods or tools for component identification that enable domain experts to identify reusable components. This paper presents a systematic method and its tool called a component identifier that identifies software components by using object-oriented domain information, namely, use case models, domain object models, and sequence diagrams. To illustrate our method, we use the component identifier to identify candidates of reusable components from the object-oriented domain models of a banking system. The component identifier enables domain experts to easily identify reusable components by assisting and automating identification processes in an earlier development phase.

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