• 제목/요약/키워드: Interactive Design

검색결과 1,238건 처리시간 0.026초

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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    • 제2권1호
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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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3차원 가상공간에서의 상호작용적 네비게이션 디자인 2부: 네비게이션 설계의 지원요소 (Interactive Navigation Design in 3-Dimensional Virtual Space PartII Affordance Models in Navigation Design)

  • 김진희
    • 디자인학연구
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    • 제16권4호
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    • pp.25-36
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    • 2003
  • 3차원 가상 공간에서의 네비게이션은 복잡한 인지 과정을 이해하고 미리 면밀히 설정되어야 하는 과정이다. 상호작용적 3차원 영상의 대중화 시대를 맞아 현재의 다양한 데스크 탑 소프트웨어는 개발자에게 보다 쉬운 저작 환경을 제공하고 있지만 사실 그동안의 체계적 개념 연구는 여건이 갖추어진 특정 기관에 국한되어 이루어져 온 것이 현실이다. 따라서 본 논고에서는 그 간에 대학 및 업체에서 연구 발표한 가상현실 연구의 사례들을 중심으로 보다 창의적인 네비게이션 구현에 근간이 되는 주요 개념들과 네비게이션의 구체적 구현을 지원 해줄 수 있는 직접적 및 간접적 요소들을 분석 및 고찰하고 있다.

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

  • 송유진;이은주;한덕수
    • 한국멀티미디어학회논문지
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    • 제17권6호
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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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    • 제17권2호
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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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체감형 콘솔에 대한 국내 게임유저들의 선호도 분석_닌텐도 위(Wii)를 중심으로 (An Analysis of the Preference for Physical Interactive Game Console by Domestic Game Users_focus on Nintendo Wii)

  • 장희
    • 한국게임학회 논문지
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    • 제10권2호
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    • pp.21-27
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    • 2010
  • 본 논문은 체험형 게임기인 닌텐도 위(Wii)의 출시로 인해 온라인 게임 중심의 게임시장에 새로운 콘솔에 대한 국내 게임 유저들 중에서 주요 계층인 20대를 대상으로 설문조사와 토론방식을 통하여 어떠한 선호도를 나타내고 있는지에 대한 결과를 분석해 보았다. 이러한 연구는 새로운 게임 콘솔를 통해 체험형 게임에 대한 우리나라 게임유저들의 선호도를 파악하여 새로운 게임 형태의 게임 개발에 기초연구로서 도움이 되리라 기대한다.

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

  • 송복득;김상윤;김채규
    • 한국멀티미디어학회논문지
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    • 제19권5호
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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.

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

  • 김경돈;정성종
    • 한국정밀공학회지
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    • 제15권4호
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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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수준별 교과운영에 따른 기존 중학교의 시설 변화에 대한 연구 (A Study on the Change Face of Middle School Facilities Responding to Individualized Interactive Learning Approach(IILA))

  • 이화룡
    • 교육녹색환경연구
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    • 제1권1호
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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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    • 제10권2호
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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.

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

  • 신완선;김재용
    • 대한산업공학회지
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    • 제22권4호
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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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