• Title/Summary/Keyword: Icon

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Graphic Environment & Database for Utility Management in CIM (CIM 지향의 설비관리용 Graphic 환경구현과 DB 운용)

  • Kim, Dong-Hoon;Song, Joon-Yeob
    • IE interfaces
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    • v.7 no.3
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    • pp.227-237
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    • 1994
  • In this study, graphic environment for system monitoring is designed that can efficiently manage monitoring data. And also system informations are inplemented to database for reliability and a utility management software is developed to monitor systems on graphic environment and RDBMS (Relational DataBase Management System). Specially, system status informations are presented in the forms of animation, graph, value, icon, and voice message. Status data and general basic informations of system can be all the times updated and indexly reported on database.

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Collision Avoidances of an Autonomous Mobile Robot Hilt Unknown Obstacles (알려지지 않은 장애물 존재시 자율주행 운반체의 장애물 회피)

  • Won, Ji-Uk;Lee, Kee-Seong
    • Proceedings of the KIEE Conference
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    • 1994.11a
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    • pp.345-348
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    • 1994
  • A real-time collision avoidance algorithm for an AMR (Autonomous Mobile Robot) using the Distance Transform and Vector Field Histogram is studied. This approach enables AMR to find a collision-free path with the unknown obstacles. All system parameters including positions of the obstacles can be accepted using a mouse icon and all the obtained trajectories can be displayed on a computer monitor in graphics.

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An Icon and Label Replacement Algorithm for Generating Schematic Map (도식화된 지도 생성을 위한 아이콘과 레이블 배치 알고리즘)

  • 류동성;박동규;이도훈
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.596-599
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    • 2003
  • 본 논문에서는 아이콘과 레이블을 가진 도식화된 지도(Schematic map)를 생성차기 위한 아이콘과 레이블의 효과적인 배치 알고리즘을 제안한다. 이 알고리즘은 먼저 지리정보시스템(GIS)의 데이터베이스로부터 원시 정보를 파서로 분석한 후, 지형도 데이터에서 시각화에 필요한 부분만을 추출한 후 이들 선분에 대하여 선분 간략화 알고리즘을 적용하여 기도를 생성한다. 그리고 장식 및 정보의 표기를 목적으로 사용하는 아이콘 및 레이블 정보들의 특징을 반영하여 후보 영역을 생성한다. 마지막으로 생성된 후보영역 내에서 중첩이 발생하기 않으면서 아이콘을 설명하는데 적절한 최적화된 위치의 레이블을 배치하여 이들의 배치 값들 중 최적의 값을 얻은 후 이 최적의 위치에 아이콘과 레이블을 배치하도록 하였다.

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A Study on the Menu Type of Instrument Cluster IVIS

  • Kim, Hye Sun;Jung, Kwang Tae;Lee, Dhong Ha
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.2
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    • pp.189-198
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    • 2013
  • Objective: This research was carried out to study the menu type design of instrument cluster IVIS(In Vehicle Information System) for efficient navigation under deconcentrated situations. Background: A driver controls the IVIS menu using the rest of cognitive resources while driving a car. Although a driver controls the IVIS using extra cognition resources, his or her distraction can still cause some safety problems while driving. Menu type design of instrument cluster is absolutely important for safe and efficient navigation. Method: Four menu types including paging, flow, icon, and list type were identified through reviewing the existing IVIS of vehicle and the menu structure of cellular phone. Four menu types were evaluated through experiment. The experiment consisted of primary and secondary task, which the primary task was to simulate a driving and the secondary task was to control an IVIS menu prototype. Task performances, menu type preferences, and eye-movement patterns were measured in this experiment. Results: The result shows that icon type was the best design in aspect of task performance and preference. A clue for next menu item provided a positive effect for efficient menu navigation. It was identified that most of subjects gazed the middle-top area of IVIS screen from eye-movement pattern. Conclusion: A basic design of Instrument Cluster IVIS was proposed considering the result of this study in the final. Application: The results of this study can be effectively used in the design of Instrument Cluster IVIS.

Analysis on the Needs for the Evaluation of Icons on the basis of Children's Sensibilities in Designing Multimedia Contents for Elementary Education (초등교육용 멀티미디어 컨텐츠 설계에서 아동 감성 기반 아이콘 평가의 필요성 분석)

  • Han, Jeonghye;Jo, Miheon
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.107-116
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    • 2002
  • In order to enhance instructional effects of multimedia contents, it is critical to emphasize the importance of interface and the affective aspects of learner characteristics in design processes. The main aim of this research was to assess the needs for evaluating icon design strategies on the basis of children's sensibilities by investigating differences between children and teachers in their sensibilities to the icons used in multimedia contents for elementary education. Some interesting findings were obtained from the research. Children had richer sensibilities to the icons presented in multimedia contents than teachers in terms of the average number of adjectives reflecting sensibilities. Among the children group, children living in urban areas showed richer sensibilities to the contents than those in rural areas. When the frequencies of the use of 5 adjectives commonly used by the two groups were compared, teachers showed positive sensibilities, but children demonstrated some negative sensibilities. Also children demonstrated richer sensibilities to certain contents than teachers. The results of the research indicated the need for evaluating icon design strategies on the basis of children's sensibilities in designing multimedia contents for children.

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A Study on Usability Improvement of Camera Application of Galaxy S7 (갤럭시S7의 카메라 어플리케이션 사용성 개선에 관한연구)

  • Yu, Sung-ho;Lim, Seong-Taek
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.249-255
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    • 2017
  • Recently, among smart phone functions, cameras are one of the most popular functions and have become one of the most influential functions for purchasing smartphones. However, the basic camera application of the smart phone has a complicated user environment, which is causing many difficulties for the first time user. In this study, Galaxy S7, which is the newest Galaxy S series among the most used Galaxy S series in Korea, was selected and the usability test of the camera application was limited to shooting and editing sharing functions. As a result, first, improvement of icon graphic and label of text form should be provided at the same time to increase the recognition rate and attention of the icon. Second, it is necessary to simplify the structure and provide an intuitive interface in order to facilitate access to various modes and functions. Third, it is necessary to simplify the provision of personalized customized menus or functions in the development of the camera application because it causes a high failure rate and inconvenience in the special functions which are not widely used.

The Effects of Childrens' Perception of the Kodu Software Curriculum Model based on SCC Activity Strategy (SCC 활동 전략기반 Kodu SW교육과정 모델 적용을 통한 어린이 코딩 인지 효과)

  • Sung, Younghoon;Yoo, Seounghan
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.283-292
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    • 2016
  • Based on revised 2015 curriculum, diversified SW education methods for elementary school students are researched, developed and applied. However, as most of SW education is based on English text, its coding process may be difficult for low graders of elementary school who are not familiar with English and Math. Under this situation, Kodu game lab based 'icon card board' by which coding could be learnt with ease through game and icon was developed and story activity, coding activity and collaboration activity (SCC) strategy based 17th session SW curriculum was applied and verified. As a result of research, in terms of satisfaction of students for SW class, students more than 86% recognized such class positively and a significant effect was obtained from students' interest level and learning model for coding.

The Psychological Meaning Delivery of The Color which was Applied to Animation (애니메이션에 적용된 색채의 심리적 의미 전달)

  • Jin, Jung-Sik
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.145-153
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    • 2006
  • 'Regardless of our consciousness, Color is the energy that we are affected by positively or negatively.' said Johannes Itten. When we see the color in nature, the color acts to our emotion most preferentially and most strongly. These experiences of color become symbol or icon to us and express states of his mind as allegory. The color of animation is the visual element of image media, the image which act as important meaning, the attribute of light, and visual-perceptional factor. With molding factor form, light and shade, the color function importantly as media which express a person and a person's circumstance. In animation, the color is used symbolically to suggest not only mental change of character but also the condition. The transmission of mental meaning express symbolism of the color iconically. Accordingly, the color for image express of animation take on universality. This study focus on how the symbolical meaning of the color is reflected in a work.

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Similarity Criteria in GUI and Icon Design - with an Emphasis on the Quantitative Evaluation using Checklists - (화상디자인의 유사성 판단기준에 대한 연구 - 체크리스트를 활용한 정량적인 평가 방법을 중심으로-)

  • 김소영;최민영;임창영
    • Archives of design research
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    • v.16 no.4
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    • pp.101-110
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    • 2003
  • This paper is focused on the similarity of GUI design and proposes checklists for evaluating similarity of GUI design in quantitative way and more important factors in this checklists. On the first, consideration of similarity and analysis of GUI properties are made, and from these results, the categories that affect the evaluation of similarity are extracted. The categories are consisted of 5 factors, which are concept, shape, color, relation, and multimedia. The checklists from above 5 categories are tested in 3-stage, and in this paper, 11 checklists from shape, color, and relation factor of the second stage are verified by online survey. The purpose of this survey is to find out the difference between user groups(designer, computer related, etc) and more important factors in the checklists that affect the total results of similarity. In the results of survey, the checklists have no relation with the user groups and among the checklists, external shape, composition element, and design methods have impact factors on the evaluation of similarity.

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Implementation of Iconic Language for the Language Support System of the Language Disorders (언어 장애인의 언어보조 시스템을 위한 아이콘 언어의 구현)

  • Choo Kyo-Nam;Woo Yo-Seob;Min Hong-Ki
    • The KIPS Transactions:PartB
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    • v.13B no.4 s.107
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    • pp.479-488
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    • 2006
  • The iconic language interlace is designed to provide more convenient environments for communication to the target system than the keyboard-based interface. For this work, tendencies and features of vocabulary are analyzed in conversation corpora constructed from the corresponding domains with high degree of utilization, and the meaning and vocabulary system of iconic language are constructed through application of natural language processing methodologies such as morphological, syntactic and semantic analyses. The part of speech and grammatical rules of iconic language are defined in order to make the situation corresponding the icon to the vocabulary and meaning of the Korean language and to communicate through icon sequence. For linguistic ambiguity resolution which may occur in the iconic language and for effective semantic processing, semantic data focused on situation of the iconic language are constructed from the general purpose Korean semantic dictionary and subcategorization dictionary. Based on them, the Korean language generation from the iconic interface in semantic domain is suggested.