• Title/Summary/Keyword: Intuitive interface

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Design and Implementation of a 3D Virtual Desktop System based on Windows Operation System (윈도우즈 운영체제 기반의 3D 가상 데스크톱 시스템 설계 및 구현)

  • Hong, Seung-Pyo;Oh, Myeong-Jin;Shin, Jung-Hoon;Lee, Sang-Jun
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.12
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    • pp.1249-1253
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    • 2010
  • As personal computers have been recently improved in performance, the multi tasking of running several applications at the same time has been generalized. Since only one task space is provided for performing such tasks on Windows operating system, a number of computer users feel inconvenient. In this paper, we propose a 3D Virtual Desktop System which can show a process of switching task spaces in 3D motion using DirectX. The proposed system can provide a computer user with more task spaces and the intuitive UI(User Interlace) such as Compiz of Linux.

Evolutionary Topic Maps (진화연산을 통해 만들어지는 토픽맵)

  • Kim, Ju-Ho;Hong, Won-Wook;McKay, Robert Ian
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.685-689
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    • 2009
  • Evolutionary Computation is not only widely used in optimization and machine learning, but also being applied in creating novel structures and entities. This paper proposes evolutionary topic maps that can suggest new and creative knowledge not easily producible by humans. Interactive evolutionary computation method is applied into topic maps in order to accept human evaluation on feasibility of intermediate topic maps. Evolutionary topic maps are creativity support tools, helping users to encounter new and creative knowledge. Further work can greatly improve the system by providing more operations, preventing over-convergence, and overcoming user fatigue problem by providing more intuitive user interface, better visualization, and interpolation mechanisms.

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Interactive Design System for Automatic Generation of Procedural Patterns (절차적 패턴의 자동 생성을 위한 인터랙티브 디자인 시스템)

  • 강재구;황용호;홍현기
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.10
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    • pp.603-609
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    • 2004
  • Procedural texture has many advantages that its representation is extremely compact and unfixed in resolution. However, it can be difficult for an end-user having no programming skill to build and debug. This paper presents a new interactive design system for procedural texture generation. The user's interactive design process based on multi-layer operations is represented with a graph structure, which consists of the data node, the operation and the output. Since our system generates automatically a shading language, a user who is not acquainted with implicit concepts can make procedural texturing by using an intuitive and flexible interface. Simulation results showed that the proposed method can make a variety of texture patterns efficiently.

Control Algorithm of the Lower-limb Powered Exoskeleton Robot using an Intention of the Human Motion from Muscle (인체근육의 동작의도를 이용한 하지 근력증강형 외골격 로봇의 제어 알고리즘)

  • Lee, Hee-Don;Kim, Wan-Soo;Lim, Dong-Hwan;Han, Chang-Soo
    • The Journal of Korea Robotics Society
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    • v.12 no.2
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    • pp.124-131
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    • 2017
  • This paper present a novel approach to control the lower body power assistive exoskeleton system of a HEXAR-CR35 aimed at improving a muscular strength. More specifically the control of based on the human intention is crucial of importance to ensure intuitive and dexterous motion with the human. In this contribution, we proposed the detection algorithm of the human intention using the MCRS which are developed to measure the contraction of the muscle with variation of the circumference. The proposed algorithm provides a joint motion of exoskeleton corresponding the relate muscles. The main advantages of the algorithm are its simplicity, computational efficiency to control one joint of the HEXAR-CR35 which are consisted knee-active type exoskeleton (the other joints are consisted with the passive or quasi-passive joints that can be arranged by analyzing of the human joint functions). As a consequence, the motion of exoskeleton is generated according to the gait phase: swing and stance phase which are determined by the foot insole sensors. The experimental evaluation of the proposed algorithm is achieved in walking with the exoskeleton while carrying the external mass in the back side.

Probability-based durability design software for concrete structures subjected to chloride exposed environments

  • Shin, Kyung-Joon;Kim, Jee-Sang;Lee, Kwang-Myong
    • Computers and Concrete
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    • v.8 no.5
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    • pp.511-524
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    • 2011
  • Although concrete is believed to be a durable material, concrete structures have been degraded by severe environmental conditions such as the effects of chloride and chemical, abrasion, and other deterioration processes. Therefore, durability evaluation has been required to ensure the long term serviceability of structures located in chloride exposed environments. Recently, probability-based durability analysis and design have proven to be reliable for the service-life predictions of concrete structures. This approach has been successfully applied to durability estimation and design of concrete structures. However, currently it is difficult to find an appropriate method engineers can use to solve these probability-based diffusion problems. In this paper, computer software has been developed to facilitate probability-based durability analysis and design. This software predict the chloride diffusion using the Monte Carlo simulation method based on Fick's second law, and provides durability analysis and design solutions. A graphic user interface (GUI) is adapted for intuitive and easy use. The developed software is very useful not only for prediction of the service life but for the durability design of the concrete structures exposed to chloride environments.

Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

Image Browsing in Mobile Devices Using User Motion Tracking (모바일 장치를 위한 동작 추적형 이미지 브라우징 시스템)

  • Yim, Sung-Hoon;Hwang, Ja-Ne;Choi, Seung-Moon;Kim, Joung-Hyun
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.49-56
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    • 2008
  • Most recent mobile devices can store a massive amount of images. However, the typical user interface of mobile devices, such as a small-size 2D display and discrete-input buttons, make the browsing and manipulation of images cumbersome and time-consuming. As an alternative, we adopt motion-based interaction along with a 3D layout of images, expecting such an intuitive and natural interaction may facilitate the tasks. We designed and implemented a motion-based interaction scheme for image browsing using an ultra mobile PC, and evaluated and compared its usability to that of the traditional button-based interaction. The effects of data layouts (tiled and fisheye cylindrical layouts) were also investigated to see whether they can enhance the effectiveness of the motion based interaction.

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REMOTE NUMERICAL SIMULATIONS OF THE INTERACTION OF HIGH VELOCITY CLOUDS WITH RANDOM MAGNETIC FIELDS

  • Santikkan, Alfredo;Hernandez-Cervantes, Liliana;Gonzalez-Ponce, Alejandro;Kim, Jong-Soo
    • Journal of The Korean Astronomical Society
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    • v.40 no.4
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    • pp.165-169
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    • 2007
  • The numerical simulations associated with the interaction of High Velocity Clouds (HVC) with the Magnetized Galactic Interstellar Medium (ISM) are a powerful tool to describe the evolution of the interaction of these objects in our Galaxy. In this work we present a new project referred to as Theoretical Virtual i Observatories. It is oriented toward to perform numerical simulations in real time through a Web page. This is a powerful astrophysical computational tool that consists of an intuitive graphical user interface (GUI) and a database produced by numerical calculations. In this Website the user can make use of the existing numerical simulations from the database or run a new simulation introducing initial conditions such as temperatures, densities, velocities, and magnetic field intensities for both the ISM and HVC. The prototype is programmed using Linux, Apache, MySQL, and PHP (LAMP), based on the open source philosophy. All simulations were performed with the MHD code ZEUS-3D, which solves the ideal MHD equations by finite differences on a fixed Eulerian mesh. Finally, we present typical results that can be obtained with this tool.

Surgical Simulation Environment for Replacement of Artificial Knee Joint (CT 영상을 이용한 무릎관절 모의 치환 시술 환경)

  • Kim, Dong-Min
    • Journal of IKEEE
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    • v.7 no.1 s.12
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    • pp.119-126
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    • 2003
  • This paper presents a methodology for constructing a surgical simulation environment for the replacement of artificial knee join using CT image data. We provide a user interface of preoperative planning system for performing complex 3-D spatial manipulation and reasoning tasks. Simple manipulation of joystick and mouse has been proved to be both intuitive and accurate for the fitness and the wear expect of joint. The proposed methodology are useful for future virtual medical system where all the components of visualization, automated model generation, and surgical simulation are integrated.

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A Genomics Tool for Microbial Genome Comparison Using BLAST/FASTA (BLAST/FASTA를 활용한 미생물 유전체 비교용 도구의 개발)

  • Tae, Hongseok;Lee, Daesang;Park, Wan;Park, Kiejung
    • Korean Journal of Microbiology
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    • v.38 no.4
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    • pp.267-275
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    • 2002
  • We have developed GComp as an analysis tool for microbial genome comparison. This tool exploits BLAST or FASTA as a preprocessing program for local alignments to detect homologous regions, parses the homology search results, and generates tables and files to show homology relationship between two genomes at a glance. The interface for graphical representation of the comparative genomic analysis has been also implemented. Our test cases shows that the program can be useful in practice for intuitive and quantitative comparison of microbial genome sequence pairs as well as self-genome analysis. A few additional features have been devised and designed, which will be added in the further development.