• Title/Summary/Keyword: Interactive Design

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A User-Oriented Interactive Model for the Conceptual Design of Bulk Cargo Ships

  • Lee, Dong-Kon;Lee, Kyung-Ho;Han, Soon-Hung;Lee, Soon-Sub;Lee, Kyu-Yeul;Shin, Soo-Chol;Shin, Dong-Won;Lee, Jong-Chol;Kwon, Sung-Chil
    • Selected Papers of The Society of Naval Architects of Korea
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    • v.2 no.1
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    • pp.129-139
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    • 1994
  • This paper describes a design model for the conceptual design of ships. Existing design models have problems such that their operating mode of batch versions cannot reflect the design procedures in reality. Reliability of the results is low because the performance estimations are based mainly on empirical formulas. To improve the problems of existing design models, a new design model has been developed. The new model consists of an interactive user interface, a database of main engines, a database of particulars of existing ships, and ten modules for performance estimations. To develop such a user-oriented system, the concept of graphical user interface (GUI) is adopted.

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Interactive Navigation Design in 3-Dimensional Virtual Space PartII Affordance Models in Navigation Design (3차원 가상공간에서의 상호작용적 네비게이션 디자인 2부: 네비게이션 설계의 지원요소)

  • 김진희
    • Archives of design research
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    • v.16 no.4
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    • pp.25-36
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    • 2003
  • The navigation in 3D virtual space is a procedure which must be carefully established in advance with understanding of a complicate perception process. Although current various desktop softwares are suppling developers with easier production circumstances in accordance with popularization era of interactive 3D media it is true that previous systematic conceptual study has been performed exclusively at specific institutions. Therefore, based upon the examples of virtual reality research reported by universities and companies core concepts giving the background for navigation realization and direct/indirect factors supporting substantial realization were analyzed and discussed in this paper.

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The Design of Interactive Story Generation method based in CBD (컴포넌트기반 인터랙티브 스토리 생성 방법 설계)

  • Song, Yu-Jin;Lee, Eun-Joo;Han, Deok-Soo
    • Journal of Korea Multimedia Society
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    • v.17 no.6
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    • pp.751-758
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    • 2014
  • Under the environment of various network and multimedia, various theories are studied to make utilize digital story telling authoring. In the era of digital convergence and ubiquitous information, they want to send information with additional emotional information which is preferred constructive sending method. Digital storytelling refers to a unified technology for narrative structure with the picture and act. If engraft with particular research field, It will make interactive or linear story structure. These structures have problems that they are mismanaging on the result and they are not integrated systemization in each society. Because those are designing storytelling without development process and they are focusing on web distribution. This thesis is design using the object-oriented methodology of component-based design methodology, This thesis create digital storytelling and design metadata for contents management. In the requirement phase, subject and predicate part are extracted from the narrative structure of the story and restructure an organization. We explain by giving specific examples "kongjwi and patjwi" story as a case study.

DESIGN CONCEPT FOR THE RETROFIT KAO 1M ROBOTIC TELESCOPE

  • Han, Won-Yong;Mack, Peter;Park, Jang-Hyun;Jin, Ho;Lee, Woo-Baik;Lee, Chung-Uk
    • Journal of Astronomy and Space Sciences
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    • v.17 no.2
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    • pp.211-220
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    • 2000
  • Korea Astronomy Observatory(KAO) is working to retrofit its 1m robotic telescope in collaboration with a company (ACE, Astronomical Consultants & Equipment). The telescope system is being totally refurbished to make a fully automatic telescope which can operate in both interactive and fully autonomous robotic modes. Progress has been made in design and manufacturing of the telescope mount, mechanics, and optical performance system tests are being made for re-configured primary and secondary mirrors. The optical system is designed to collect 80% incident light within 0.5 arcsec with f/7.5 Ritchey-Chretien design. The telescope mount is an equatorial fork with a friction drive system. The design allows fully programmable tracking speeds with typical range of 15 arcsec/sec with accuracy of $\pm5$ arcsec/hour. The mount system has integral pointing model software to correct for refraction, and all mechanical errors and misalignments. The pointing model will permit positioning to better than 30 arcsec RMS within $75^{\circ}$ from zenith and 45 arcsec RMS elsewhere on the sky. The software is designed for interactive, remote and robotic modes of operation. In interactive and remote mode the user can manually enter coordinates or retrieve them from a computer file. In robotic mode the telescope controller downloads the coordinates in the order determined by the scheduler. The telescope will be equipped with a CCD camera and will be accessible via the internet.

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An Analysis of the Preference for Physical Interactive Game Console by Domestic Game Users_focus on Nintendo Wii (체감형 콘솔에 대한 국내 게임유저들의 선호도 분석_닌텐도 위(Wii)를 중심으로)

  • Chang, Hee
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.21-27
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    • 2010
  • This paper is an analysis of the domestic game users preference for physical interactive game consol-Nintendo Wii. The on-line game is the biggest share in korean game market and the 20's is the laregest generation in domestic game users. We conducted the surveys and group discussion to find out how the 20's game users prefer the new console and new type games. I hope the result of survey will assist the development of new game console and new game type.

Design and Implementation of the Image Creation System based on User-Media Interaction (사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현)

  • Song, Bok Deuk;Kim, Sang Yun;Kim, Chae Kyu
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.932-938
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    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

Design and Implementation of an On-the-Machine Measuring and Inspection Module (NC 공작기계상에서의 측정 및 검사모듈의 설계와 구현)

  • 김경돈;정성종
    • Journal of the Korean Society for Precision Engineering
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    • v.15 no.4
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    • pp.91-97
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    • 1998
  • Design methodology of Interactive Measuring Part Program Generating Tools(IMPPGT) realized on the FANUC 15MA using touch trigger probes and interactive macro functions of the CNC was described in this paper. Measuring G codes were designed according to geometric form, precision attributes, relations between parts, datum hierarchies, and relevant technological data by using measuring arguments. Menu driven measuring and inspection functions of the IMPPGT were studied and implemented on the CNC through the macro executor and ROM writer. Using the developed measuring G code system on the machine tool, untended measurement and inspection operation was able to be realized in precision FMS lines.

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A Study on the Change Face of Middle School Facilities Responding to Individualized Interactive Learning Approach(IILA) (수준별 교과운영에 따른 기존 중학교의 시설 변화에 대한 연구)

  • Lee, Hwa-Ryong
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.1 no.1
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    • pp.44-58
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    • 2001
  • This study aims to establish new architectural agenda for the existing middle school facilities responding to individualized interactive learning approach(IILA). First, it investigates the mechanism of new teaching methods and contents proposed in the national level curriculum and the province guidances. Secondly, it suggests the Quality and Quantity of new (multi-purpose) classrooms that should be built for operating new curriculum in the existing middle schools. Finally, it finally emphasizes the educational specification that should be prepared prior to planning school buildings.

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A Study on Object Detection in Region-of-Interest Algorithm using Adjacent Frames based Image Correction Algorithm for Interactive Building Signage

  • Lee, Jonghyeok;Choi, Jinyeong;Cha, Jaesang
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.2
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    • pp.74-78
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    • 2018
  • Recently, due to decrease hardware prices and the development of technology, analog signage has been changing to digital signage for providing content such as advertisements, videos. Furthermore, in order to provide advertisements and contents to users more effectively, technical researches are being conducted in various industries. In addition, including digital signage that uses displays, it can be seen that it provides advertisements and contents using diverse devices such as LED signage, smart pads, and smart phones. However, most digital signage is installed in one place to provide contents and provides interactivity through simple events such as manual content provision or touch. So, in this paper, we suggest a new object detection algorithm based on an adjacent frames based image correction algorithm for interactive building signage.

An Interactive Method for Multicriteria Simulation Optimization with Integer Variables (이산형 다기준 시뮬레이션 최적화를 위한 대화형 방법)

  • Shin, Wan-S.;Kim, Jae-Yong
    • Journal of Korean Institute of Industrial Engineers
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    • v.22 no.4
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    • pp.633-649
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    • 1996
  • An interactive multicriteria method, which is called the Modified Pairwise Comparison Stochastic Cutting Plane (MPCSCP) method, is proposed for determining the best levels of the integer decision variables needed to optimize a stochastic computer simulation with multiple response functions. MPCSCP combines good features from interactive tradeoff cutting plane methods and response surface methodologies. The proposed method uses a simple pairwise man-machine interaction and searches an integer space uniformly by using the experimental design which evaluates the decision space centering around an integer center point. The characteristics of the proposed method are investigated through an extensive computational study. The parameter configurations examined in the study are (1) variability of the sampling errors, (2) the size of experimental design, (3) the relaxation of cutting planes, and (4) the levels of decision maker's inconsistency.

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