• Title/Summary/Keyword: UI(user interface)

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A Semiconductor Etching Process Monitoring System Development using OES Sensor (OES 센서를 이용한 반도체 식각 공정 모니터링 시스템 개발)

  • Kim, Sang-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.107-118
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    • 2013
  • In this paper, we developed the semiconductor monitoring system for the etching process. Around the world, expert companies are competing fiercely since the semiconductor industry is a leading value-added industry that produces the essential components of electronic products. As a result, many researches have been conducted in order to improve the quality, productivity, and characteristics of semiconductor products. Process monitoring techniques has an important role to give an equivalent quality and productivity to produce semiconductor. In fact, since the etching process to form a semiconductor circuit causes great damage to the semiconductors, it is very necessary to develop a system for monitoring the process. The proposed monitoring system is mainly focused on the dry etching process using plasma and it provides the detailed observation, analysis and feedback to managers. It has the functionality of setting scenarios to match the process control automatically. In addition, it maximizes the efficiency of process automation. The result can be immediately reflected to the system since it performs real-time monitoring. UI (User Interface) provides managers with diagnosis of the current state in the process. The monitoring system has diverse functionalities to control the process according to the scenario written in advance, to stop the process efficiently and finally to increase production efficiency.

A Study on Wearable Augmented Reality-Based Experiential Content: Focusing on AR Stone Tower Content (착용형 증강현실 기반 체험형 콘텐츠 연구: AR 돌탑 콘텐츠를 중심으로)

  • Inyoung Choi;Hieyong Jeong;Choonsung Shin
    • Smart Media Journal
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    • v.13 no.4
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    • pp.114-123
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    • 2024
  • This paper proposes AR stone tower content, an experiential content based on wearable augmented reality (AR). Although wearable augmented reality is gaining attention, the acceptance of the technology is still focused on specialized applications such as industrial sites. On the other hand, the proposed AR stone tower content is based on the material of 'stone tower' so that general users can relate to it and easily participate in it, and it is organized to utilize space in a moving environment and find and stack stones based on natural hand gestures. The proposed AR stone tower content was implemented in the HoloLens 2 environment and evaluated by general users through a pilot exhibition in a small art museum. The evaluation results showed that the overall satisfaction with the content averaged 3.85, and the content appropriateness for the stone tower material was very high at 4.15. In particular, users were highly satisfied with content comprehension and sound, but somewhat less satisfied with object recognition, body adaptation, and object control. The above user evaluations confirm the resonance and positive response to the material, but also highlight the difficulties of the average user in experiencing and interacting with the wearable AR environment.

A Study on Kiosk Satisfaction Level Improvement: Focusing on Kano, Timko, and PCSI Methodology (키오스크 소비자의 만족수준 연구: Kano, Timko, PCSI 방법론을 중심으로)

  • Choi, Jaehoon;Kim, Pansoo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.4
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    • pp.193-204
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    • 2022
  • This study analyzed the degree of influence of measurement and improvement of customer satisfaction level targeting kiosk users. In modern times, due to the development of technology and the improvement of the online environment, the probability that simple labor tasks will disappear after 10 years is close to 90%. Even in domestic research, it is predicted that 'simple labor jobs' will disappear due to the influence of advanced technology with a probability of about 36%. there is. In particular, as the demand for non-face-to-face services increases due to the Corona 19 virus, which is recently spreading globally, the trend of introducing kiosks has accelerated, and the global market will grow to 83.5 billion won in 2021, showing an average annual growth rate of 8.9%. there is. However, due to the unmanned nature of these kiosks, some consumers still have difficulties in using them, and consumers who are not familiar with the use of these technologies have a negative attitude towards service co-producers due to rejection of non-face-to-face services and anxiety about service errors. Lack of understanding leads to role conflicts between sales clerks and consumers, or inequality is being created in terms of service provision and generations accustomed to using technology. In addition, since kiosk is a representative technology-based self-service industry, if the user feels uncomfortable or requires additional labor, the overall service value decreases and the growth of the kiosk industry itself can be suppressed. It is important. Therefore, interviews were conducted on the main points of direct use with actual users centered on display color scheme, text size, device design, device size, internal UI (interface), amount of information, recognition sensor (barcode, NFC, etc.), Display brightness, self-event, and reaction speed items were extracted. Afterwards, using the questionnaire, the Kano model quality attribute classification of each expected evaluation item was carried out, and Timko's customer satisfaction coefficient, which can be calculated with accurate numerical values The PCSI Index analysis was additionally performed to determine the improvement priorities by finally classifying the improvement impact of the kiosk expected evaluation items through research. As a result, the impact of improvement appears in the order of internal UI (interface), text size, recognition sensor (barcode, NFC, etc.), reaction speed, self-event, display brightness, amount of information, device size, device design, and display color scheme. Through this, we intend to contribute to a comprehensive comparison of kiosk-based research in each field and to set the direction for improvement in the venture industry.

New Media Content Platform using 6 - DOF Industrial Robot and 3D Game Engine (6축 산업용 로봇 팔과 3D 게임 엔진을 결합한 뉴 미디어 콘텐츠 운용 플랫폼)

  • Park, Beomyeong;Lee, Jimin;Park, Kyungsik;Lee, Sangyup;Lee, Eunkyu;Park, Jaeheung
    • The Journal of Korea Robotics Society
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    • v.12 no.3
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    • pp.306-312
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    • 2017
  • Recently, development of robot technology has been actively investigated that industrial robots are used in various other fields. However, the interface of the industrial robot is limited to the planned and manipulated path according to the target point and reaching time of the robot arm. Thus, it is not easy to create or change the various paths of the robot arm in other applications, and it is not easy to control the robot so that the robot arm passes the specific point precisely at the desired time during the course of the path. In order to overcome these limitations, this paper proposes a new-media content management platform that can manipulate 6 DOF industrial robot arm using 3D game engine. In this platform, the user can directly generate the motion of the robot arm in the UI based on the 3D game engine, and can drive the robot in real time with the generated motion. The proposed platform was verified using 3D game engine Unity3D and KUKA KR-120 robot.

Efficient way to input text through eye gazing method. (시선입력 인터페이스 시스템의 효율적 문자입력 방법)

  • Kwon, O-Jae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.289-298
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    • 2007
  • The EGI system is a new communication method in limelight for helping disabled users to input and handle information on the computer more easily. However, due to the EGI system's "JEM(Jittery Eye Movements)" generation, it actually increases heavy psychological and physiological stresses for the user to input or perceive the target information on a machine. This study illustrates how to resolve this "JEM" issue and suggests a method that is easy and simple to be controled by anyone. A demo tool was built and tested to find and prove the reasons for "JEM" This test shows that that the case with snap up is less stressful than without to input text as a final result of the test evaluation in both psychological snap up and physiological brain wave test. Postnatal or naturally acquired, it is found that the disabled can have opportunities for smoother communication, and a possible efficient system development for better communication.

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Development of Hydrologic Components of CAT (Catchment hydrologic cycle Assessment Tool) (CAT 모형의 수문해석모듈 개발)

  • Noh, Seong-Jin;Kim, Hyeon-Jun;Jang, Cheol-Hee;Lee, Yong-Jun
    • Proceedings of the Korea Water Resources Association Conference
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    • 2009.05a
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    • pp.159-163
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    • 2009
  • CAT(Catchment hydrologic cycle Analysis Tool)은 기존 개념적 매개변수 기반의 집중형 수문모형과 물리적 매개변수 기반의 분포형 수문모형의 장점을 최대한 집약하여, 도시유역 개발 전 후의 장 단기적인 물순환 변화 특성을 정량적으로 평가하고 물순환개선시설의 효과적인 설계를 지원하기 위한 물순환 해석 모형이다. CAT은 수문학적으로 균일하게 판단되는 범위를 소유역으로 분할하여 지형학적 요인에 의한 유출 특성을 객관적으로 반영할 수 있으며, 개발 공간 단위별로 침투, 증발, 지하수 흐름 등의 모의가 가능하도록 하는 Link-Node 형식으로 개발되었다. 모형의 UI(User Interface)는 사용자가 손쉽게 모형을 적용 관리하고, 여러 시나리오를 동시에 효과적으로 모의하여 분석할 수 있도록 설계되었다. 또한 모든 입력 출력 자료를 Excel이나 텍스트 형식과 연동되도록 하여 프로젝트별 매개변수 관리가 용이하도록 개발하였다. CAT의 수문해석모듈로 증발산, 침투, 유역 유출, 지하수 유거, 하도추적 등의 모듈을 개발하였다. 증발산은 기준 증발산을 외부에서 직접 입력하거나, Penman-Monteith 방법을 선택할 수 있으며, 침투는 토양의 수리전도도에 따른 연직방향 침투 및 사면방향 복귀류를 고려할 수 있다. 노드의 지하수 유거를 고려하여 기존 노드-링크 방식 모형의 장기 유출 해석시 제한점을 보완하였으며, 하도추적을 위해 Muskingum, Muskingum-Cunge, Kinematic wave 방법 등의 해석법을 제공하였다. CAT의 수문모듈을 이용하여 설마천 유역을 단일노드 및 멀티노드로 개념화하여 모의하였으며, 모의결과를 관측유량과 비교한 결과, 두 경우 적절한 범위내의 결과임을 확인할 수 있었다. CAT의 안정적인 수문해석 기능을 바탕으로 향후 물순환개선시설 모듈과의 결합을 통해 장기 물순환 해석에 광범위하게 활용될 수 있을 것으로 판단된다.

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Effects of menu type and paging type on the users' searching performance and subjective preference on small screens (작은 화면에서의 메뉴 형식과 페이징 형식이 메뉴 탐색에 미치는 영향)

  • Jeon, Ha-Young;Kim, Young-Eun;Yang, Ji-Sun;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1207-1213
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    • 2006
  • 오늘날 모바일 기기가 갖는 역할이 다양해짐과 동시에 모바일 플랫폼에서의 사용자 인터페이스(User Interface, UI)에 대한 연구 또한 활발히 이루어지고 있다. 이는 전통적인 데스크탑 플랫폼에서의 정보에 대한 일반적인 접근 방법이 모바일 기기에 적용하기에는 적절하지 않기 때문이며, 이는 모바일 기기의 제한된 스크린 크기, 부자연스러운 상호작용 방식, 그리고 기기와 관련된 기술적인 다른 요인들과 관련된다고 할 수 있다. 본 연구에서는 휴대폰, PDA, 스마트폰과 같이 작은 화면을 가진 모바일 기기에서 제시되는 메뉴를 탐색할 때 효과적인 메뉴 형식과 페이징 형식이 무엇인지 알아보고자 하였다. 메뉴 형식은 모바일 기기에서 일반적으로 많이 사용되는 열거형(list) 메뉴와 격자형(grid) 메뉴의 두 가지로 제시하였고, 페이징 형식은 한 번에 한 줄씩 화면 하단에서 위로 이동하는 스크롤(scrolling) 방식과 한 번에 한 화면 전체가 위로 이동하는 페이지 간(page-to-page) 이동 방식의 두 가지로 제시하였다. 실험 1 에서는 한 수준의 깊이를 가진 메뉴에서 메뉴 형식과 페이징 형식에 따른 탐색 과제 수행을 측정한 결과, 열거형 메뉴보다 격자형 메뉴에서 사용자들의 메뉴 탐색 수행이 유의미하게 빠르며, 사용자의 만족도 또한 높은 것으로 나타났다. 그러나 페이징 형식에 따른 메뉴 탐색 수행 시간과 선호도에는 유의미한 차이점이 없었고, 메뉴 형식과 페이징 형식간의 상호작용 또한 나타나지 않았다. 실험 2 의 결과, 두 수준의 깊이를 가진 메뉴에서는 페이징 방식이 메뉴 탐색 정확도에 미치는 유의미한 주효과가 있었다. 메뉴 탐색 수행 시간과 주관적 만족도는 실험 1 과 같게 나타났다. 이는 메뉴 형식과 페이징 방법에 따라 사용자의 수행과 선호도가 차이가 있음을 시사한다.

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Design of a Framework for Support System of Ship Design Engineering (선박 설계 엔지니어링 지원 시스템을 위한 프레임워크의 설계)

  • Kim, Wan Kyoo;Park, Min Gil;Han, Myeong Ki
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.10
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    • pp.2316-2322
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    • 2012
  • The present study investigates a standardized framework for support system of ship design engineering. The purpose of this research is to improve the efficiency of information gathering and its use in tasks of the ship design engineering support system. Due to their variety and complexity, the existing engineering methods tend to waste time in searching for the standardized method and knowledge or to cause errors on tasks. Generally, these kinds of system have serious problems. The most serious one among them is that the existing system consists of both useful and useless data. This finally leads engineers to a failure in finding out useful information from the system. We have designed a standardized framework, which enables users to properly recompose the menu form depending on the task process, simplifies the methods at several process levels, and provides a more intuitive method in user interface environment in order to resolve the existing problems, minimize the system-operating costs, and improve the efficiency of engineering tasks.

Agent-Based Game Platform with Cascade-Fuzzy System Strategy Module (단계적 퍼지 시스템 전략모듈을 지원하는 에이전트기반 게임 플랫폼)

  • Lee, Won-Hee;Kim, Won-Seop;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.11 no.1
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    • pp.76-87
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    • 2008
  • As hardware performance rises, game users demand higher computer graphic, more convenient UI(User Interface), faster network, and smarter AI(Artificial Intelligence). At this time, however, AI development is accomplished by a co-development team or only one developer. For that reason, it's hard to verify that AI performance and basic game AI technology is lacking for developing high-level AI. Searching the merits and demerits of existing game AI platforms, we investigate main points to consider when designing game AI platforms in this paper. From this we suggest Darwin, a game platform, based on agent that developers embody AI easily and capable of proposing AI test with module that makes them find strategic position. And then evaluate achievement results through making agent used strategic module that Darwin offers.

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An Implementation for EIP Adopting XUL and SVG (XUL과 SVG를 이용한 EIP 구축에 관한 연구)

  • Cho, Chang-Hee;Kim, Hang-Bae;Lee, Nam-Yong
    • Journal of Information Technology Services
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    • v.3 no.1
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    • pp.79-88
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    • 2004
  • Practical use of Information Technology in present enterprise simply enterprise support do pass over known dimension and is utilizing by means for enterprise competitive power strengthening. Because of these point, a lot of kind of information systems appeared. It can be said that EIP system that many enterprises are introducing recently is concept that appear to also use information in enterprise more efficiently. If present EIP system sees construct example, segment is detected to improve some. First, should do duplicate development despite it is same function to use EIP system in wireless and web browser environment. Second, can hear management's difficulty by immense contents that happen in System Integration. We wish to solve problem that happen in development of existing EIP system using XUL and a SVG technology in this paper that aim to these. XUL is open source In language to manufacture UI that do not receive court of platform and existence and nonexistence captain rain, support wireless and web browser equipment at the same time to source that is produced once if is browser that can manufacture usable interface in web and supports XUL as user wants. SVG method is a skill that can offer convenience that is epoch-making in contents management by software that describe contents representation in source code unlike form that show because calls contents forming already in the existent bit map room and establishes to browser handles this and expresses contents. In paper, produced use of XUL and SVG by prototype to presented whether can apply XUL and a SVG technology to actuality EIP system and verifies whether this is possible and that do actuality through existent method and comparison and excellency were seen.