• 제목/요약/키워드: Interaction Attribute

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EIS 소프트웨어 패키지 평가를 위한 AHP 모형 (AHP Model for Evaluating EIS Software Packages)

  • 변대호
    • Asia pacific journal of information systems
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    • 제9권3호
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    • pp.75-92
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    • 1999
  • Executive information systems (EIS) developers are faced with an increasingly difficult choice problem in the evaluation and selection of software packages. For many reasons, they frequently must depend on identification and evaluation of features of packages. When EIS software evaluation is regarded as an unstructured or semi-structured group decision making problem, the most appropriate decision-aiding methods are needed to help effective group interaction. This paper examines evaluation criteria of full-featured EIS packages and considers the priority of these criteria using the Analytic Hierarchy Process (AHP). Two exploratory phases are presented. In the first phase, an approach combining the AHP with the linear weighted attribute method is presented to computer qualities of some packages. In the second phase, the decision making group includes EIS developers, users, and vendors to prioritize evaluation criteria.

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인간과 컴퓨터 상호 작용을 위한 2개의 카메라 기반의 터치 스크린 시스템 (Two camera based touch screen system for human computer interaction)

  • 김진국;민경원;고한석
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2006년도 하계종합학술대회
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    • pp.319-320
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    • 2006
  • In this paper, we propose a vision based system employing two cameras to provide effective touch screen function. The two main processes - determining touch (or no-touch) and contact location of screen plane - are essential for enabling touch screen function. First region of interest is found by using color characteristic and histogram for determining the contact mode. Second, if the hand touches the mirror, the fingertip point in image is found using the correlation coefficient based on the mirror attribute. Subsequently, the fingertip coordinate in image is transformed to the location in mirror plane by using four predefined points (termed as four-point method) and bilinear transform. Representative experimental results show that the proposed system is suited to touch screen.

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필기기구의 인간공학적 설계를 위한 필기성능평가 (Experimental Evaluation of Handwriting Performance for the Ergonomic Design of Writing Instruments)

  • 권규식
    • 산업경영시스템학회지
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    • 제21권45호
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    • pp.357-364
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    • 1998
  • This study deals with the performance evaluation of writing for designing handwriting instruments ergonomically. Experimental tests were executed on ballpoint pen., felt-tip pen, pencil, sharp-pencil, and fountain pen for ease of use and reduction of the muscles fatigue. The writing time and the degree of comfort of writing by subjects were measured on the diameters of five writing instruments. The results indicated that the ballpoint pen was rated significantly superior to the others in writing speed attribute and the instrument with the least fatigue was the fountain pen. There was a significant interaction effect between the types of instruments and their size in diameters. The diameter of instruments for considering time and comfort together was verified that the size of 9.5mm was efficient for ballpoint pen, the size of 8.1mm for felt-tip pen, the size of 7.5mm for pencil, the size of 8.2mm for sharp-pencil, and the size of 9.1mm for fountain pen.

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전술데이터링크 연동시스템의 개념적 소프트웨어 아키텍처 설계 (A Design of a Conceptual Software Architecture for Inter-operational System of Tactical Data Link)

  • 남재민;윤희병
    • 한국국방경영분석학회지
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    • 제31권2호
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    • pp.105-115
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    • 2005
  • To ensure interoperability among TADILs, we need inter-operational system of tactical data link that allows sharing of specific, planned information among different TADILs. In this paper, we have proposed the design of a conceptual software architecture of inter-operational system. For developing of a conceptual software architecture, we analyze the actual condition of ADSI used in the US military and identify functions and quality-attributes. Based on these factors, we design the conceptual software architecture for inter-operational system of tactical data link using Attribute-Driven Design(ADD) method. ADD is consist of three phases - choose the module to decompose, refine the module, repeat the steps for every module that needs further decomposition. To evaluate of ADD results, we apply the Software Architecture Analysis Method(SAAM) which is consist of making evaluation scenarios, choosing indirect scenarios, evaluation scenarios' interaction, and creating an overall evaluation. Through the evaluation, we verify the conceptual software architecture of inter-operational system.

초등학교와 재가노인복지시설의 복합화 특성에 관한 연구 (A Study on the Composite Attribute of Elementary School and Elderly Welfare Facilities)

  • 정영수;이종국
    • 한국주거학회논문집
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    • 제24권3호
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    • pp.65-72
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    • 2013
  • The old couple household is also growing up with the growth of the aged so this is problem that needs to consider the home welfare service aspect. Otherwise, by the decrease of the number of the child and facilities' space availability, the government searching for proper usage of that kind of space in terms of financial and administration. So this study have combining of elementary school and home care for the aged facility especially for the increase of home care for the aged service facilities and improvement of using elementary school's space. That will increase the elderly cares and have need the homewelfare-service in the future, we select study elderly welfare facilities. We use analysis that analyze the trend of an elderly and social changes and conclude for the complexation of elderly welfare facilities, compound form of an elementary school, traffic line, space organization and interaction space organization.

Delayed auger recombination in silicon measured by time-resolved X-ray scattering

  • Jo, Wonhyuk;Landahl, Eric C.;Kim, Seongheun;Lee, Dong Ryeol;Lee, Sooheyong
    • Current Applied Physics
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    • 제18권11호
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    • pp.1230-1234
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    • 2018
  • We report a new method of measuring the non-radiative recombination rate in bulk Silicon. Synchrotron timeresolved x-ray scattering (TRXS) combines femtometer spatial sensitivity with nanosecond time resolution to record the temporal evolution of a crystal lattice following intense ultrafast laser excitation. Modeling this data requires an Auger recombination time that is considerably slower than previous measurements, which were made at lower laser intensities while probing only a relatively shallow surface depth. We attribute this difference to an enhanced Coulomb interaction that has been predicted to occur in bulk materials with high densities of photoexcited charge carriers.

The Roles of Political Network Diversity and Social Media News Access in Political Participation in the United States and South Korea

  • Lee, Sun Kyong;Kim, Kyun Soo;Franklyn, Amanda
    • Asian Journal for Public Opinion Research
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    • 제10권3호
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    • pp.178-199
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    • 2022
  • Two surveys for exploring communicative paths toward political participation were conducted with relatively large samples of Americans (N = 1001) and South Koreans (N = 1166). Hierarchical regression modeling of the relationships among demographics, personal networks, news consumption, and cross-cutting discussion and political participation demonstrated mostly commonalities between the two samples, including the interaction between political diversity and Twitter usage for news access but with distinct effect sizes of cross-cutting discussion on political participation. We attribute the differences to the two countries' distinct histories of democracy and culture, and the commonalities to the general relationships between cross-cutting discussion and political participation moderated by strong ties political homogeneity.

인공지능 안내 로봇 서비스 만족도와 품질 속성 분석 (An Analysis of Quality Attributes and Service Satisfaction for Artificial Intelligence-based Guide Robot)

  • 조미영;김재홍;이대하;장민수
    • 로봇학회논문지
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    • 제18권2호
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    • pp.216-224
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    • 2023
  • Guide robots that provide services in public places have recently emerged as a non-face-to-face solution with the spread of COVID-19 and are growing. However, most guide robots provide only the same level of intelligence and the same interaction in different and changing environments. Therefore, its usefulness is limited and customers' interest is quickly lost. To solve this problem, it is necessary to develop social intelligence that can improve the robot's environment and situational awareness performance, and to continuously maintain customer interest by providing personalized and situational services. In this study, we developed guide robot services based on social HRI components that provides multi-modal context-aware. We evaluated service usefulness by measuring user satisfaction and frequency of use of the service through the survey. We analyzed the service quality attributes to identify the differentiating factors of guide robot based on social HRI components.

유아에게 인지된 로봇의 마음이론에 관한 연구 (A Study on Preschool Children's Perceptions of a Robot's Theory of Mind)

  • 이하원;신원애;조혜경
    • 로봇학회논문지
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    • 제15권4호
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    • pp.365-374
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    • 2020
  • In this paper, we analyzed how 5-year-old children perceive a robot's ability to attribute mental states to oneself and to others, which shall hereafter be referred to as a robot's theory of mind (RToM). A total of 34 5-year-old children were given two typical false-belief tasks, an 'unexpected-contents task' and a 'change-of-location task', in order to evaluate whether a child's perceived RToM was connected to their own ToM. In addition, we investigated whether a child's perception of RToM was influenced by either a priori experience with robots or that child's gender. The results are as follows. Firstly, the 5- year-old preschool children universally recognized robots as beings that have a human-like mind both in 1st order and 2nd order perspectives, which indicates that children perceive robots as beings distinct from mechanical toys. Secondly, a priori child-robot interaction experience was found to have a positive influence on a child's perceived RToM. Thirdly, the gender of children did not significantly affect their perceived RToM. This study serves to add to the macroscopic results of prior research, which indicate that children perceive robots as intermediate beings between living and inanimate objects: significantly, it analyzes the children's perception of robots through the lens of theory of mind, which is one of the key elements of cognitive development. This research lays the foundations for designing effective child-robot interactions, in situations in which robots serve as peers or assistants for educational purposes.

인터넷 유저의 능동적인 참여를 유도하는 게임성향 광고 콘텐츠 개발 과정에 관한 연구 (Research about development process of game tendencious advertisement contents that drive active participation of internet user)

  • 임우성;유석호
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2004년도 추계 종합학술대회 논문집
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    • pp.101-109
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    • 2004
  • 오늘날 디지털 기술의 발달로 인터넷이 대중화되었고, 인테넷 이용자가 증가함에 따라 인터넷을 이용한 광고가 증가하고 있다. 특히 인터넷을 이용한 광고는 시간에 관계없이 고객과 기업이 쌍방향(interactive) 커뮤니케이션이 가능하여, 제품의 특성이나 회사에 대한 이미지를 고객에게 능동적이고 효과적으로 제공할 수 있다는 특징을 가지고 있다. 이렇게 인터넷 광고는 시간에 상관없이 불특정 다수 인터넷 접속자에게 시선을 끌 수 있다는 주목도(Attention)와 쌍방향 커뮤니케이션이 가능하다는 매력(Charming)이 있어서, 인터넷 이용자가 보다 더 손쉽게 참여(Easy to Participation)를 할 수 있다. 현재 인터넷 광고의 주를 이루는 베너광고나 그 외의 광고는 인터넷 유저와 상호작용이 활발하지 못하다. 게임의 가장 중요한 요소가 상호작용이라는 점을 인터넷 광고에 이용한다면 더욱 효율적인 광고가 될 수 있다. 이러한 점에 착안하여 본 연구자는 인터넷 광고의 특성과 게임의 상호작용성을 토대로 하여 게임 성향의 인터넷 광고의 실제 디자인 프로세스 사례를 제시하고자 한다.

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