• Title/Summary/Keyword: Player UI

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Context Adaptive User Interface Generation in Ubiquitous Home Using Bayesian Network and Behavior Selection Network (베이지안 네트워크와 행동 선택 네트워크를 이용한 유비쿼터스 홈에서의 상황 적응적 인터페이스 생성)

  • Park, Han-Saem;Song, In-Jee;Cho, Sung-Bea
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.573-578
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    • 2008
  • Recently, we should control various devices such as TV, audio, DVD player, video player, and set-top box simultaneously to manipulate home theater system. To execute the function the user want in this situation, user should know functions and positions of the buttons in several remote controllers. Normally, people feel difficult due to these realistic problems. Besides, the number of the devices that we can control shall increase, and people will confuse more if the ubiquitous home environment is realized. Therefore, user adaptive interface that provides the summarized functions is required. Moreover there can be a lot of mobile and stationary controller devices in ubiquitous computing environment, so user interface should be adaptive in selecting the functions that user wants and in adjusting the features of UI to fit in specific controller. To implement the user and controller adaptive interface, we modeled the ubiquitous home environment and used modeled context and device information. We have used Bayesian network to get the degree of necessity in each situation. Behavior selection network uses predicted user situation and the degree of necessity, and it selects necessary functions in current situation. Selected functions are used to construct adaptive interface for each controller using presentation template. For experiments, we have implemented ubiquitous home environment and generated controller usage log in this environment. We have confirmed the BN predicted user requirements effectively as evaluating the inferred results of controller necessity based on generated scenario. Finally, comparing the adaptive home UI with the fixed one to 14 subjects, we confirmed that the generated adaptive UI was more useful for general tasks than fixed UI.

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Design of EPG Information Player System using DCT based Blind Watermark (DCT기반의 블라인드 워터마크를 이용한 EPG 정보 재생기 설계)

  • Kim, Dae-Jin;Choi, Hong-Sub
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.1-10
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    • 2011
  • While the broadband network and multimedia technologies have been developing, the commercial market of digital contents has also been widely spreading with recently starting IPTV. Generally, PC player can display digital contents obtained through middleware like a settop box and can only bring the informations about contents like CODEC, bitrate etc. useful for only experts. But general users want to know more optional informations like content's subject, description etc. So unlike previous PC player, we proposed a player system that can get inserted informations, namely EPG(Electronic Program Guide), without database after bringing contents to PC through settop box. In addition, we also proposed DCT(Discrete Cosine Transform) based blind watermark generating method to insert EPG informations. We can extract watermark without original image and insert robust watermark in proportion to coefficients in frequency domain. And we analyzed and parsed PSI data from MPEG-TS. So we could insert wanted information using watermark from EPG. And we composed UI by extracting EPG information from watermark interted contents. Finally we modularized whole system into the watermark insert/extract application and directshow filter based player. So we tried to design this system so that the general developer can do in a way that is easier and faster.

A Study on UI of Space Culture Hand Carry Guide Contents (휴대용 공간문화 안내 콘텐츠 UI에 관한 연구)

  • Lee, Seongryeong;Choi, Seung-soo;Kim, Jinwook;Goh, Ildu
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.796-799
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    • 2008
  • The hand carry digital media appliances is going to use widely, because the machines became to be small size and light weight for easy carry. Also the demand of various contents was increased for small personal media player:PMP. Now a day PMP was used as a private leisure instruments and will be used as active digital tools like a space culture guiding tools. In this research we will study on the development of user interface for space culture guide contents. Especially we proposed checking tools to be used in test and development phase of UI design for small display appliances.

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Implementation of Multimedia Contents Application for Set-Top Box (Set-Top Box에 적용된 Multimedia Contents Application 구현 사례)

  • 한희철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.549-552
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    • 2003
  • 기존의 셋탑박스는 단순히 디지털 방송물 수신하는 기능에 머물렀다. 그러나 지금은 PVR, 데이터 방송을 지원하는 인터렉티브 어플리케이션, 홈네트워킹 하에서 컨텐츠를 다양하게 처리하는 복합적인 멀티미디어 어플리케이션 등이 탑재된 다기능화된 제품들이 출시되고 있다. 본 시스템은 아날로그 TV와 디지털 TV의 기능을 하나로 합친 유럽향 멀티미디어 셋탑박스를 개발하기 위해 함께 구현되어진 Multimedia Contents Application의 구현에 대해 서술하고 있다. 메모리 스틱을 이용하여 데이터 전달을 수행하는 File Explorer와 함께 멀티미디어 기능을 수행하는 Photo 시bum, Media Player, Juke Box 등을 함께 구현하였다. 오디오, 비디오, 이미지를 디코딩 하기 위한 갖가지 코덱들을 자체적으로 개발하여 최적화시켰다. 또한 좀더 사용자가 친숙한 UI를 위하여 다양한 테스트를 거쳐 사용자 편의적인 UI를 구현하였다.

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A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application (게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구)

  • Cho, Hyun seung
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.573-579
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    • 2017
  • The game industry using Smart phones and related market is rapidly growing every year and a graphical view of the game fun and games player is in a diverse environment improvement. Game visuals in the design of the application of the user's perspective, very simple tricks, unlike such as the game's environment is pc, but more sophisticated and to improve the quality of the game, planning is required. Ranking the top rankings, game downloads this study, therefore, has recently structured questionnaire based on the case in existing research conducted a survey. The surveyed more than 200 million people downloaded the Onmyoji game users in China was limited to the preferences of each gui survey analyzed. Preference shown in graphic identify success factors should be improved to lighting of the basic elements of design / ux ui and applications should be taken into account when designing the game. A Study on Design Factors for research purposes. The results verification the importance of visual elements, information elements, manipulation, and rapid response.

SOC design of augmented reality game and music player based on image processing (영상인식기반 증강현실 게임 및 Music Player의 SOC 설계)

  • Yeom, Seon-Sik;Lee, Woo-Yi;Ji, Seul-A;Hong, Ji-Hyeon;Lim, DongHa;Park, CheolHo;Yu, Yun Seop
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.357-358
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    • 2013
  • 의학의 발달로 인해 전세계적으로 인구의 고령화가 진행되어 노인 인구가 차지하는 비중이 갈수록 증가하고 있다. 본 논문은 고령자를 위한 작품으로 카메라와 FPGA Board, Touch Panel을 유기적으로 결합하여 음악감상과 운동효과를 가져올 수 있는 게임을 포함한 하드웨어기반 시스템을 소개한다. 간단히 공을 화면에 맞추는 게임과 손 모양 인식에 따라 음악을 제어할 수 있는 부분의 설계와 알고리즘을 기술하고 있다. 본 시스템은 노인들에게 편리하고 간단한 UI를 제공하여 실내에서 여가 시간을 보낼 때 부담이 가지 않는 운동을 할 수 있는 게임을 하며 음악을 들으면서 건강증진, 치매예방 및 심신을 안정시킬 수 있다. 본 시스템은 평균 77% 이상 동작인식성공률을 가진다.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

Spectral Modeling of Haegeum Using Cepstral Analysis (캡스트럼 분석을 이용한 해금의 스펙트럼 모델링)

  • Hong, Yeon-Woo;Kang, Myeong-Su;Cho, Sang-Jin;Kim, Jong-Myon;Lee, Jung-Chul;Chong, Ui-Pil
    • The Journal of the Acoustical Society of Korea
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    • v.29 no.4
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    • pp.243-250
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    • 2010
  • This paper proposes a spectral modeling of Korean traditional instrument, Haegeum, using cepstral analysis to naturally describe Haegeum sounds varying with time. To get a precise result of cepstral analysis, we set the frame size to 3 periods of input signal and more cepstral coefficients are used to extract formants. The performance is enhanced by flexibly controlling the cutoff frequency of bandpass filter depending on the resonances in the synthesis process of sinusoidal components and the deleting peaks remained in the residual signal. To detect the change of pitch, we divide the input frames into silence, attack, and sustain region and determine which region the current frame is involved in. Then, the proposed method readjusts the frame size according to the fundamental frequency in the case of the current frame is in attack region and corrects the extraction errors of the fundamental frequency for the frames in sustain region. With these processes, the synthesized sounds are much more similar to the originals. The evaluation result through the listening test by a Haegeum player says that the synthesized sounds are almost similar to originals (96~100 % similar to the original sounds).