• Title/Summary/Keyword: GUI 디자인

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An Approach to Application Techniques in C2 Style Architecture to use Adapter pattern (Adapter 패턴을 이용한 C2 스타일 아키텍처에서의 EJB 컴포넌트 적용 기법)

  • Jeong, Hwa-Young;Song, Young-Jae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.1987-1990
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    • 2002
  • CBD를 지원하는 소프트웨어 개발기법이 최근 많은 관심과 함께 도입되면서 이를 효과적으로 운용할 수 있는 아키텍처기반의 조립 및 활용분야가 활발히 연구되고 있다. 특히, C2(Chiron-2) 스타일 아키텍처는 GUI를 지원하기 위한 메시지방식의 컴포넌트 조합기법이라는 점에서 많은 관심을 받고 있다. 그러나, 서버측 컴포넌트 모델인 EJB(Enterprise Java Beans)의 경우 쓰레드를 포함할 수 없으며, 직접적인 메소드를 호출하는 방식으로 이하여 GUI 기반 메시지 방식에서는 수정이 불가피하다. 따라서, 본 논문에서는 C2 스타일 아키텍처에 EJB 컴포넌트를 적용할 수 있는 기법을 제안하고자한다. 즉 디자인패턴 중 구조패턴의 하나인 Adapter패턴을 이용하여 EJB 컴포넌트를 C2 프레임워크에 적용할 수 있는 컴포넌트 쓰레드로 생성 및 운영하였다. 이를 위하여, J2EE 1.2.1과 J2SDK1.3환경에서 구현 및 실행하였다.

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Study on floating action button's use and its application (Floating Action Button의 사용 실태와 올바른 사용법)

  • Kang, Hyo Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.261-266
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    • 2019
  • The purpose of this study is to assess usage of floating action button, a component of Google's Material Design. Case studies were conducted to overview the component's current usage and qualities, followed by eye-tracking experiments and in-depth interviews conducted to 12 subjects. Results have shown that while floating button can promote an action by catching viewers' attention with its striking visual, users tend to look at top more, thus preferring top placement for interfaces. To give positive user experience, designers should consider factors such as the amount of content covered by the button, the way users interact with the application, etc. This study aims to provide proper guidelines for the component's application.

A study on the type analysis of design magazine through analyzing tool of Magazine Identity (매거진아이덴티티(Magazine Identity)분석툴을 통한 디자인잡지 유형분석연구)

  • 이나리;백진경
    • Archives of design research
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    • v.17 no.1
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    • pp.15-24
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    • 2004
  • Information technology (IT) revolution rapidly advanced from the end of the 20th century has caused an extreme change in the publication market, which brought fierce struggle for existence. In this whirlpool, magazine, which is settling as a part of culture and as a center field of publication, presswork, is concentrating in making new determined position with comparatively liberal theme. So identity study that enables readers to remember a magazine more easily, will suggest a new direction of improvement as a culture business by inducing the brand-making of a magazine. This study is focused on the ability of configuration of its unique image of a magazine building an identity in the magazine design field. Each type of magazine has common characteristics but even though it is grouped into same type, it shows mobility on the relative importance of application according to the strategy of the magazine rather than matching perfectly to the type. The result is limited to the range of professional design magazine. However, through result-pursuing study procedure, it is anticipated of its gui dance of improvement of magazine design at large as well as professional design magazine by inquiring of consequence and utility of Magazine Identity in the digital age and clarifying the role of magazine design.

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Software Development for Fan Flow and Noise

  • 이덕주;이성규;전원주;이진욱;김영남
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2004.05a
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    • pp.1064-1067
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    • 2004
  • The aim of this paper is to develop a GUI based software that can predict the flow and noise generated by fan. This user-friendly software is designed for the usual fan user in the various industrial companies as well as researcher related to rotating blade:;. Software consists of 3-modules; (1) concept design and performance prediction module using simple and fast methods, (2) preliminary design and flow/noise prediction module using free-wake potential solver and acoustic analogy and (3) detail design module using accurate CFD-software and acoustic formula. Some validations and applications in various fields are described.

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The ergonomic design of track ball mouse (컴퓨터용 트랙볼 마우스의 인간공학적 디자인)

  • Hwang, C.J.;Cho, Y.H.;An, C.
    • Proceedings of the ESK Conference
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    • 1992.10a
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    • pp.39-45
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    • 1992
  • 본 연구는 GUI나 그래픽 소프트웨어에서 포인팅 장치로 사용되어지고 있는 마우스의 단점을 보완하기위해 제작된컴퓨터용 트랙볼 마우스의 인간공학적인 설게를 위한것이다. 본 연구를 위해서 제 2지와 제 3지의 정확성과 신속성 측정 을 휘한 두가지 실험을 실시하였다. 위의 실험에서 트랙볼 마우스와 볼을 굴리는 작업에는 정확성이나 신속성면에서 제2지와 제3지가 큰차이를 보이지 않았고 정확 성면에서는 오히려 제3지가 더 우수한 것으로 나타났다. 이러한 결과로부터 설계된 트랙볼 마우스는 컴퓨터의 입력작업시 많은 부담을 해소할수 있을 것이라 생각한다.

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A study on the Development of TUI(Tangible User Interface) System Model (TUI 시스템 모델 개발에 관한 연구)

  • 임창영;최민영
    • Archives of design research
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    • v.16 no.4
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    • pp.355-364
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    • 2003
  • The TUI system Modeling Language(TML) developed in this research can be used for designing TUI system with concerning about TUI's characters. For design to be concerned about physical property of tangibles and control device and digital media, TML can be a framework to give a definition of each property and be used for designing action and reaction process separately. And it would be the guideline to represent interaction's dynamic property through showing parallel information flows among objects. Finally, for verification TML's suitability, TUI system to which TML was applied was developed.

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The Study on the Education System of Digital Film design in New Media Environment - Focusing on Graduate Courses in film and Digital Media - (뉴미디어 환경에서의 디지털 영상디자인 교육시스템 연구 - 영상ㆍ디지털미디어 대학원교육을 중심으로-)

  • 정봉금;김종덕
    • Archives of design research
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    • v.17 no.2
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    • pp.451-462
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    • 2004
  • The range of graphic design has expanded very widely as the digital era emerged, and many new areas of film design, including film, DVD, interactive TV, mobile and DMB, began to require the work of designers. This could be considered as an application as well as a case of digital film design as it has more developed new media environment as basis. The change in the expression techniques of film language is inevitable since major consumers of new media are the younger generation. The method of creating and distributing visual communication work is not standing still anymore. It has been diversified through dynamic movements and changes resulting from interaction. The major objective of this study is to find out and suggest the directions that film and digital media graduate school education of future by researching and analyzing how the nature of design, as an academic subject that keeps on changing and developing, is evolving in the new media environment. For this purpose, the methods of appropriate education system in higher design education, which are derived from case studies and previous studies on education system, are evaluated by examining the consumers. This study aims at finding the most effective training method in film and digital media design, and by integrating current design education with digital film design education establish a better fit education system that complies with the demands of today's society. It will suggest how an educational institute should see ahead of the time and provide what the society will demand in the future.

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Research on Service Extensior of Restaurant Serving Robot - Taking Haidilao Hot Pot Intelligent Restaurant in Beijing as an Example (레스토랑 서빙 로봇의 서비스 확장에 관한 연구 - 중국 베이징 하이디라오 스마트 레스토랑을 사례로 연구)

  • Zhao, Yuqi;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.17-25
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    • 2020
  • This study focuses on the analysis of the service process and interaction mode of the serving robot used in the restaurant, Through user research, shadowing research and indepth interviews with customers and catering service personnel, this paper analyzes the contact points between catering service machines, people and users, constructs user journey map to understand users' expectations. In addition to the delivery service that can be allocated to the machine and people, the blueprint construction of ordering, reception and table cleaning services can also included in the service process. The final proposal is to improve the existing machine human interface and design a new service scheme.

An Implementation of Web-Based, Scalable SNMP Network Management System (확장성을 고려한 웹 기반 SNMP 망 관리 시스템의 구현)

  • Min, Gyeong-Ju;Gwon, Taek-Geun
    • The KIPS Transactions:PartC
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    • v.9C no.3
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    • pp.431-438
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    • 2002
  • SNMP is a simple, application layer protocol and that is sending and receiving the management information among network devices. It exchanges the management information by the PDUs that have the management information names and values. Until now, network management is so inconvenience because of console-based management by using SNMP. This paper shows the Web-based SNMP network management system that is using the designed private MIB and GUI. In this paper, we have proposed a virtual SNMP agent supporting scalability of network management. With the virtual agent, large-scale network can be managed simply by trap filtering and hierarchical management.

Development of an online robot programming education system based on Web 2.0 (웹2.0 기반의 온라인 로봇 프로그래밍 교육시스템 개발)

  • Sung, Young-Hoon;Ha, Seok-Wun
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.13-23
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    • 2010
  • In recent creativity becomes a new request in the knowledge and information age. Robot programming education is an effective teaching method for improvement of creativity. Existing robot programming tools includes text-based or GUI-based development environment. Most of programming tools provide a simple tutorial system without interactive activity for beginners. In this paper, we propose an online robot programming education system based on web2.0, which embedded collaborative code creating tool, interactive tutorial chat and video conference tool to support collaborative code creating via web 2.0. Knowledge sharing tool allows users to share their collaborative source code. Besides, it makes users gained the experience and knowledge of program designing efficiently.

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