• Title/Summary/Keyword: Interactive approach

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A two-phase model for usability evaluation of software user interfaces

  • Lim, Chee-Hwan;Park, Kyung-S.
    • Proceedings of the ESK Conference
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    • 1997.10a
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    • pp.313-319
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    • 1997
  • There is currently a focus on usability of interactive computer software. Previous research in software ergonomics has indicated the importance of evaluating the usability of software user interfaces. Software developers, interface designers or human foctors engineers often confront the task of comparative evaluation among systems, versions or interface designs. This study presents a structured model for comparative evaluation of user interface designs using usability criteria and measures. The proposed model consists of twomain phases : the prescreening phase ad the evaluation phase. The first phase involves expert judgment-based approach with qualitative criteria. The prescreening phase uses absolute measurement analytic hierarchy process to filter possible altermative interfaces to a reasonable subset. The second phase involves user-based approach such as usability testing, with quantitative criteria. The objective of the evaluation phase is to evaluate a subset of altermatives using objective measures. A set of criteria and measures for evaluating the usability of computer software designs is presented. The proposed model provides practitioners with a structured approach to select the best interface based on usability criteria and measures.

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Multi-Attribute and Multi-Expert Decision Making by Vague Set (Vague Set를 이용한 다속성.다수전문가 의사결정)

  • 안동규;이상용
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.20 no.43
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    • pp.321-331
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    • 1997
  • Measurement of attributes is often highly subjective and imprecise, yet most MADM methods lack provisions for handling imprecise data. Frequently, decision makers must establish a ranking within a finite set of alternatives with respect to multiple attributes which have varying degrees of importance. The problem is more complex if the evaluations of alternatives according to each attribute are not expressed in precise numbers, but rather in fuzzy numbers. Analysis must allow for lack of precision and partial truth. The advantages of a fuzzy approach for MADM are that a decision maker can obtain efficient solutions all at once without trial and error, and that this approach provides better support for judging the interactive improvement of solutions in comparison with o decision making method. The algorithm used in this study is based on the concepts of vague set theory. Linguistic variables and vague values are used to facilitate a decision maker's subjective assessment about attribute weightings and the appropriateness of alternative versus selection attributes in order to obtain final scores which are called vague appropriateness indices. A numerical example is presented to show the practical applicability of this approach.

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Panorama Field Rendering based on Depth Estimation (깊이 추정에 기반한 파노라마 필드 렌더링)

  • Jung, Myoungsook;Han, JungHyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.15-22
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    • 2000
  • One of the main research trends in image based modeling and rendering is how to implement plenoptic function. For this purpose, this paper proposes a novel approach based on a set of randomly placed panoramas. The proposed approach, first of all, adopts a simple computer vision technique to approximate omni-directional depth information of the surrounding scene, and then corrects/interpolates panorama images to generate an output image at a vantage viewpoint. Implementation results show that the proposed approach achieves smooth navigation at an interactive rate.

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Virtual Reality and Augmented Reality - A New Approach for Construction Safety Education

  • Le, Quang Tuan;Pham, Hai Chien;Pedro, Akeem;Park, Chan Sik
    • International conference on construction engineering and project management
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    • 2015.10a
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    • pp.573-577
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    • 2015
  • Safety is paramount for construction industry throughout the world. Human errors which contribute to more than half of construction accidents, could be proactively prevented through effective education and training methods. Although Virtual Reality (VR) and Augmented Reality (AR) have gained much attention in various disciplines, few studies applied them for construction safety education. This research presents a new approach in construction safety education by utilizing VR and AR. The vision of aligning teaching & learning strategies is examined in order to ensure the potential benefits of the new method. This innovative approach shifts safety education from "Listen, and I will forget. See, and I may remember" towards "Practice, and I understand".

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Component Modular Approach to Computer-Aided Kinematic Analysis for General Planar Uncoupled-Connected Multiloop Mechanisms (비결합 다관절 평면기구의 컴퓨터원용 운동해석을 위한 컴포넌트 모듈기법)

  • 신중호
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.17 no.8
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    • pp.1883-1897
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    • 1993
  • Interactive computer-aided analysis of mechanical systems has recently been undergoing an evolution due to highly efficient computer graphics. The industrial implementation of state-of-the-art analytical developments in mechanisms has been facilitated by computer-aided design packages because these rigid-body mechanism analysis programs dramatically reduce the time required for linkage design. This paper proposes a component modular approach to computeraided kinematic motion analysis for general planar multiloop mechanisms. Most multiloop mechanisms can be decomposed into serveral components. The kinematic properties (position, velocity, and acceleration) of every node can then be determined from the kinematic analysis of the corresponding component modules by a closed-form solution procedure. In this paper, 8 types of modules are defined and formulations for kinematic analysis of the component modules are derived. Then a computer-aided kinematic analysis program is developed using the proposed approach and the solution procedure of an example shows the effectiveness and accuracy on the approach.

Comparative Analysis of Multiattribute Decision Aids with Ordinal Preferences on Attribute Weights (속성 가중치에 대한 서수 정보가 주어질 때 다요소 의사결정 방법의 비교분석에 관한 연구)

  • Ahn Byeong Seok
    • Journal of the Korean Operations Research and Management Science Society
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    • v.30 no.1
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    • pp.161-176
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    • 2005
  • In a situation that ordinal preferences on multiattribute weights are captured, we present two solution approaches: an exact approach and an approximate method. The former, an exact solution approach via interaction with a decision-maker, pursues the progressive reduction of a set of non-dominated alternatives by narrowing down the feasible attribute weights region. Subsequent interactive questions and responses, however, sometimes may not guarantee the best alternative or a complete rank order of a set of alternatives that the decision-maker desires to have. Approximate solution approaches, on the other hand, can be divided into three categories including surrogate weights methods, dominance value-based decision rules, and three classical decision rules. Their efficacies are evaluated in terms of choice accuracy via a simulation analysis. The simulation results indicate that a proposed hybrid approach, intended to combine an exact solution approach through interaction and a dominance value-based approach, is recommendable for aiding a decision making in a case that a final choice is seldom made at single step under attribute weights that are imprecisely specified beyond ordinal descriptions.

Similarity Evaluation between Graphs: A Formal Concept Analysis Approach

  • Hao, Fei;Sim, Dae-Soo;Park, Doo-Soon;Seo, Hyung-Seok
    • Journal of Information Processing Systems
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    • v.13 no.5
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    • pp.1158-1167
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    • 2017
  • Many real-world applications information are organized and represented with graph structure which is often used for representing various ubiquitous networks, such as World Wide Web, social networks, and protein-protein interactive networks. In particular, similarity evaluation between graphs is a challenging issue in many fields such as graph searching, pattern discovery, neuroscience, chemical compounds exploration and so forth. There exist some algorithms which are based on vertices or edges properties, are proposed for addressing this issue. However, these algorithms do not take both vertices and edges similarities into account. Towards this end, this paper pioneers a novel approach for similarity evaluation between graphs based on formal concept analysis. The feature of this approach is able to characterize the relationships between nodes and further reveal the similarity between graphs. Therefore, the highlight of our approach is to take vertices and edges into account simultaneously. The proposed algorithm is evaluated using a case study for validating the effectiveness of the proposed approach on detecting and measuring the similarity between graphs.

Interactive Approach to Discover Complex Matchings between XML Schemas (XML 스키마간의 복합매칭 추출을 위한 대화형 기법)

  • 이준승;이경호
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.55-57
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    • 2004
  • 본 논문은 온톨로지를 활용한 스키마 매칭 알고리즘을 제안한다. 기존의 대부분의 스키마 매칭 방법은 단순매칭을 대상으로 하는 반면, 제안된 방법은 계층적 구조의 온톨로지에 기반하여 복합매칭을 계산할 수 있다. 특히 제안된 온톨로지는 이전의 매칭결과에 대한 사용자의 피드백을 이용하여 자동으로 갱신됨에 따라 적절한 도메인 정보를 유지할 수 있다. 성능평가를 위한 실험결과, 온톨로지의 적용이 매칭 성능을 향상시킴을 확인할 수 있었다.

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An Application of Timeline Approach for Authoring of Interactive Documents (인터랙티브 문서의 저작을 위한 타임라인 기법의 응용)

  • 김경덕;김희선
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.445-447
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    • 2003
  • 본 논문에서는 미디어 및 사용자간 상호작용을 지원하는 인터랙티브 문서의 저작을 위한 타임라인 기법을 응용 방법을 기술한다. 기존 대부분의 멀티미디어 저작도구는 타임라인 모델을 이용하지만 이벤트를 기술하기 위해서는 여러 가지 제약을 가지고 있다. 그러므로 본 논문에서는 타임라인 기법을 확장하여 인터랙션에 의한 타임라인의 확장과 반복을 지원하는 방법을 제안한다. 제안한 응용 기법의 구체적인 구현은 개발 중이며, 응용 분야로는 SMIL 2.0 문서 및 MPEG-4 문서 저작이다.

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Experimental Approach to Interactive Contents Design with Mobile Flash Technology (Mobile Flash 기술을 이용한 인터랙티브 컨텐츠 디자인의 실험적 접근)

  • 박수진
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.953-956
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    • 2003
  • 최근 급성장하고 있는 모바일 테크놀로지의 발전과 함께 모바일 플래시 기술의 등장은 기존의 단순한 모바일 그래픽에서 벗어나 인터랙티브한 컨텐츠 디자인이 가능하게 되었다. 이에 새로운 모바일 플래시 프로그램인 Mobile Flash를 이용해 인터랙티브 미디어 작품을 설계하고 기술의 적용가능성을 탐구해 본다. 이 프로젝트는 인터랙티비티의 본질과 모바일 테크놀로지가 갖는 시대적 의미를 재해석하고 새로운 첨단 기술의 적용을 통해 모바일 컨텐츠 디자인의 새로운 가능성을 타진해보는데 의의가 있다.

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