• Title/Summary/Keyword: IT Technology Convergence

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A Study on the UI/UX Design of Object Control Application Using Wireless Communication (무선통신을 이용한 사물 제어 어플리케이션의 UI/UX 디자인에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.281-286
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    • 2018
  • In recent days, when the development in smartphones has made it common to operate objects by using them, this study aimed to present a guideline for the UI/UX designs for applications which are necessary for operating various objects through the wireless communication technology. To suggest the application guideline, existing object control application case studies were analyzed, and based on this investigation the object control application UI/UX design guidelines were proposed. This study classified the types of wireless connections used by smartphones (LTE, Wi-Fi, Bluetooth, NCF, RFID) and analyzed the necessary design factors for operating objects by each type. Based on such analysis, this study presented the design sequence, factors, and methods for the UI/UX guidelines of applications. First, the method of connection was selected; second, the control device was selected. This new direction for designing smartphone applications for operating objects will likely help systemize the design process and enable the user to operate the object more intuitively. In future research, case studies will be designed applying the guidelines suggested from this study.

A Study on Lightweight Design of Cantilever-type Helideck Using Topology Design Optimization (위상 최적설계를 활용한 캔틸레버식 헬리데크 경량화 연구)

  • Jung, Tae-Won;Kim, Byung-Mo;Ha, Seung-Hyun
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.30 no.5
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    • pp.453-460
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    • 2017
  • In the offshore industry, helicopters are mainly used for transportation of goods or operating personnel between offshore sites and onshore facilities. A helideck is a structure that is required for landing and take-off of helicopters on the offshore structure. There are several shapes of helidecks depending on the type of offshore structures or installation location. Among them, cantilever-type helidecks usually provide more space on the topside of offshore structures and it is safer against potential accidents like fire or explosion. In this paper, the cantilever-type helideck is selected for the research object and topology design optimization is applied for lightweight design of the helideck. A finite element model is then created from the optimal layout of truss structures of the helideck, and structural analysis is performed under various landing conditions and wind loads. Based on the analysis results, the detailed section dimensions of structural members are determined so that the maximum stress at each structure member does not exceed the allowable stress of the structural material. Also, the final optimal design shows significant decrease in the total weight of the helideck.

An APK Overwrite Scheme for Preventing Modification of Android Applications (안드로이드 앱 변조 방지를 위한 APK 덮어쓰기 기법)

  • Choi, Byungha;Shim, HyungJoon;Lee, ChanHee;Cho, Sangwook;Cho, Seong-Je
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39B no.5
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    • pp.309-316
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    • 2014
  • It is easy to reverse engineer an Android app package file(APK) and get its decompiled source code. Therefore, attackers obtains economic benefits by illegally using the decompiled source code, or modifies an app by inserting malware. To address these problems in Android, we propose an APK overwrite scheme that protects apps against illegal modification of themselves by using a new anti-reverse engineering technique. In this paper, the targets are the apps which have been written by any programmer. For a target app (original app), server system (1) makes a copy of a target app, (2) encrypts the target app, (3) creates a stub app by replacing the DEX (Dalvik Executable) of the copied version with our stub DEX, and then (4) distributes the stub app as well as the encrypted target app to users of smartphones. The users downloads both the encrypted target app and the corresponding stub app. Whenever the stub app is executed on smartphones, the stub app and our launcher app decrypt the encrypted target app, overwrite the stub app with the decrypted target one, and executes the decrypted one. Every time the target app ends its execution, the decrypted app is deleted. To verify the feasibility of the proposed scheme, experimentation with several popular apps are carried out. The results of the experiment demonstrate that our scheme is effective for preventing reverse engineering and tampering of Android apps.

Evaluation of Flow Experience by using Psychophysiological Visual Feedbacks

  • Kim, Jung Yong;Min, Seung Nam;Park, Yong Duck
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.6
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    • pp.481-487
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    • 2013
  • Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.

A Study on the Driver's Preferences of Prividing Direction Information in Road Signs (방향표지 정보제공 방법에 대한 운전자 선호도 연구)

  • Chong, Kyusoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.14 no.6
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    • pp.69-76
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    • 2015
  • Although traffic information has been actively analyzed using big data, it has not been used as much with the consideration of driver characteristics. Among the various types of information, road signs can directly affect the driver. Road signs must provide the optimal information that enables drivers to reach their destinations with ease as well as information suitable for navigation systems. However, present road sign rules provide standardized information, regardless of the road type or size. This study suggests a method for providing road information that will help drivers determine their behavior. First, the minimum character size that can be used on a road sign for each design speed was obtained with respect to the visibility and decipherability of a road sign. Instead of conventional diagram-based direction guidance, a scenario using split-based direction guidance was created. To verify the effectiveness of the provided information, a three-dimensional simulated road environment was constructed, and a driving simulator was used for the test. At a simple plane intersection, the driver was not greatly influenced by directional guidance, but at a complex, three-dimensional intersection, the driver preferred summary-based directional guidance, which is instinctive guidance, over diagram-based guidance. On the basis of the test results, a secondary verification test that applied split-based guidance at a three-dimensional intersection confirmed that the driver had no problems in making decisions.

An Explorative Study of Consumer Response on O2O Service Types: Focusing on Delivery and Car sharing service (O2O(Online to Offline)서비스 사업 형태에 따른 소비자 반응에 관한 탐색적 연구 : 배달 서비스와 카셰어링 서비스 중심으로)

  • Sung, Jungyeon
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.129-135
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    • 2020
  • This study examined the consumer response of the current O2O service between service types. Previous studies mainly focused on the quality factor of O2O service or Technology Acceptance Model or extended TAM, This study is different from the fact that there are differences in factors that consumers consider important and consumer reactions by service type. It is also significant that we compared between representative food delivery services and car sharing services that are actively used among O2O services. As O2O service is closely related to consumer's life, this study chose three factors that the issue of personal information security and trust of intermediary platform companies, and finally subjective norm based on individuals and groups who are aware of new O2O service. To test hypotheses, data were collected and analyzed for 301 samples, focusing on delivery and car sharing service, As a result, the delivery service among the O2O services was more positive to attitude toward service in the consumer group with lower personal information security, trust in platform, and subjective norm than car sharing service. Based on these results, implications and future research directions were presented.

Porous Structures with Negative Poisson's Ratio using Pattern Transformation Triggered by Deformation (변형에 의한 패턴변화를 활용한 음의 포아송비 다공성 구조)

  • Oh, Myung-Hoon;Choi, Myung-Jin;Byun, Tauk;Cho, Seonho
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.30 no.4
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    • pp.275-282
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    • 2017
  • In this paper, using a pattern transformation triggered by deformation, we propose a porous structure that exhibits the characteristic of negative Poisson's ratio in both tension and compression. Due to the lack of torque for rotational motion of ligaments, the existing porous structure of circular holes shows positive Poisson's ratio under tension loading. Also, the porous structure of elliptic holes has a drawback of low durability due to stress concentration. Thus, we design curved ligaments to increase the rotational torque under tension and to alleviate the stress concentration such that strain energy is uniformly distributed in the whole structure. The developed structure possesses better stiffness and durability than the existing structures. It also exhibits the negative Poisson ratio in both compression and tension of 10% nominal strain. Through nonlinear finite element analysis, the performance of developed structure is compared with the existing structure of elliptic holes. The developed structure turns out to be significantly improved in terms of stiffness and durability.

The Effect of Coffee Shop Selection Attributes on Revisit Intention: Focused on Mediating Effect of Brand Trust (커피 전문점 선택속성이 재방문의도에 미치는 영향: 브랜드 신뢰의 조절효과)

  • Jung, Ja Young
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.289-304
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    • 2013
  • In Korea the consumption of coffee has been continuously increased last 10 years. During the period the market size and the numbers of the coffee shop also has been expanded dramatically. The purpose of this study was to examine whether the consumer's selection attributes of coffee shop affect the revisit intention of coffee shop and the brand trust had moderating effects between consumption attributes and revisit intention. Also it was analyzed whether there were statistic differences according to the demographic characteristics. For this study the survey was conducted on Seoul City and Kyeongki-do province and 600 questionnaires were distributed and 480 were collected and 470 samples were analyzed. The results of this study were as follows. All the factors of the consumer's consumption attributes of coffee shop had affected the revisit intention. And the factors of brand trust had moderating effects on revisit intention. There were statistic difference by gender for the additional services and there were also statistic difference according to the age group for the new technology environmental service of the inside of coffee shop. The implications of this study were the selection attributes of coffee shop were diverse and the brand trust were considered significant and the consumer's preferences were different according demographic characteristics such as gender, age, and incomes.

A Study on the Technical Evaluation of the Quality Certification for e-Learning Contents (이러닝 콘텐츠 품질인증 기술성 평가기준에 관한 연구)

  • Han, Tae In
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.49-66
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    • 2015
  • The increase of social interest for the e-Learning industry leads to the increase of e-learning contents and the system providers which are targeted at private education companies and public institutions. As the e-Learning is used in various areas, the evaluation for evaluation criteria and suitability are needed to provide a high-quality service and reliability. Previous works suggested the evaluation criteria for quality certification, however, the technical evaluation criteria are not provided. In this paper, we suggest the technical evaluation criteria for quality certification of e-Learning contents and describe the detailed features. Through the proposed work, we can establish the technical evaluation criteria and suggest detailed evaluation items for them by providing examples. It is expected that the proposed study is able to be utilized in e-Learning industry, if the policy is reflected and notified according to the feedback of the results of the trial service.

Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.