• Title/Summary/Keyword: User Center Design

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A Study on the Authentication Mechanism that Information Sharing in Peer-to-Peer Environment (Peer-to-Peer 환경에서의 정보 공유를 위한 인증 메커니즘에 관한 연구)

  • Lee, Jeong-Ki;Bae, Il-Ho;Park, Chan-Mo;Lee, Joon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.588-591
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    • 2002
  • P2P(Peer-to-Peer) can compose free network and take away center server function or problem about authentication is risen between each User because is opening network that can participate between each User weakening. We desire to authenticate request about service to user who is admited between each user to limit connection. Wish to admit Kerberos authentication mechanism to mechanism that can do information sharing safety in P2P environment to solve this in this treatise and design authentication mechanism.

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Design & Construction of Korean Type Smart Work Center on the basis of User-Oriented Smart Work System (사용자를 지향한 스마트워크 시스템 기반의 한국형 스마트워크 센터 설계 및 구축)

  • Koo, Gun-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.73-81
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    • 2013
  • This research proposes design and construction of Korean type SWC based on user oriented smart work system. To achieve this proposal, the research suggested improvements of related law, changes to working environment, and strengthening information security for users, stronger Korean ICT based; the study investigated for an efficient and suitable Korean type SWC by analyzing Korean government plans and foreign developed countries' cases. The user-oriented smart work service platform suggested in this study aims to offer a solution to national crisis and establish infrastructure to knowledge-industry and creative-industry by collaborative smart work environment of 'Context Awareness' and 'Tangible User Interface'. As a result, smart work suggests methods to produce creative work by IT workers and efficient work environment for better standing in world competition. In conclusion, Korean SWC system is proved to be superior in satisfaction rate at 75.41%, 20.18% higher than average score shown in 5 categories in 5 countries from USA, Japan, and EU's which was 55.23%.

A Study on Workbench-based Dynamic Service De-sign and Construction of Computational Science Engineering Platform (계산과학공학 플랫폼의 워크벤치 기반 동적 서비스 설계 및 구축에 관한 연구)

  • Kwon, Yejin;Jeon, Inho;Ma, Jin;Lee, Sik;Cho, Kum Won;Seo, Jerry
    • Journal of Internet Computing and Services
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    • v.19 no.3
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    • pp.57-66
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    • 2018
  • EDISON ( EDucation-research Integration through Simulation On the Net) is a web simulation service based on cloud compu-ting. EDISON provides that web service and provide analysis result to users through pre-built infrastructure and various calcu-lation nodes computational science engineering problems that are difficult or impossible to analysis as user's personal resources to users. As a result, a simulation execution environment is provided in a web portal environment so that EDISON can be ac-cessed regardless of a user's device or operating system to perform computational science engineering analysis simulation. The purpose of this research is to design and construct a workbench based real - time dynamic service to provide an integrat-ed user interface to the EDSION system, which is a computational science engineering simulation and analysis platform, which is currently provided to users. We also devised a workbench-based user simulation service environment configuration. That has a user interface that is similar to the computational science engineering simulation software environment used locally. It can configure a dynamic web environment such as various analyzers, preprocessors, and simulation software. In order to provide these web services, the service required by the user is configured in portlet units, and as a result, the simulation service using the workbench is constructed.

An Evaluation of Interior Environmental Affordance and User's Satisfaction with Facilities in Senior Centers (노인복지관의 실내 환경 지원성 평가와 이용자의 시설 만족도)

  • Kim, Sun-Kyung;Kim, Mi-Hee
    • Journal of the Korean housing association
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    • v.21 no.2
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    • pp.87-99
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    • 2010
  • The aim of this study is to evaluate interior environmental affordance for senior centers, to understand users' satisfaction with the facilities of senior centers, and to determine whether users have different levels of satisfaction with the facilities, according to their suitability to interior environmental affordance of facilities. This study will be used for planning the basic materials of the interior environmental design for senior center facilities and for developing ways to improve interior environments in order for them to be conveniently used. In studying a method, we conducted an observatory check to evaluate interior environment affordance, targeting five senior center facilities and their users located in G Metropolitan city. A questionnaire survey was then conducted to examine senior center users' satisfaction with facilities. This study investigated the suitability of center interior environments on the basis of the tools for interior environmental affordance. As a result of the study, users of the senior centers who are unsuitable to interior environmental affordance, have a tendency to be more dissatisfied with the facilities than the users of the senior centers who are suitable to interior environmental affordance

Research about development process of game tendencious advertisement contents that drive active participation of internet user (인터넷 유저의 능동적인 참여를 유도하는 게임성향 광고 콘텐츠 개발 과정에 관한 연구)

  • Lim, Woo-Soung;Ryu, Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.101-109
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    • 2004
  • Internet got into popularization by development of digitech today, and according as Internet user increases, advertisement that use internet is increasing. Specially, advertisement that use internet regardless of time customer and company both direction(interactive) communication possible because, image about special quality of product or company feature that can be active to customer and offer effectively have. There is charm that both direction communication that internet advertisement can attract to unspecified multitude internet connecter regardless of time this are available, internet user can do participation more easily. Interaction of Banner advert or different advertisement that form commentary of current internet advertisement is inert with internet posthumous work. It can become more efficient advertisement if take advantage of prognostication that most important element of game is interaction in internet advertisement. Investigator who aim in this point wishes to do on the basis of special quality of internet advertisement and interaction attribute of game and present actuality design process case of internet ad of game inclination.

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An Evaluation of Accessibility in Public Convenient Facilities based on the Disabled User Experience - Focus on the community center - (장애인 사용자 경험에 기반한 공공편의시설 접근성 평가 - 주민센터를 중심으로 -)

  • Jung, Ji-Won;Kim, Hyun-Jeong
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.236-244
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    • 2010
  • The objective of this study is to investigate the difference between the standard 'design guideline' in barrier free laws for the disabled and the disabled's real experience in public convenient facilities. It is mainly focused on accessibility by the disabled people who use an electric motion wheel chair, a wheel chair and crutches as well as a visual impaired person in the public resident centers. For this purpose, four resident centers in Busan have been selected as the objects of investigation. We observed and video recorded the disabled people with various handicaps to access and use facilities in four resident centers, and interviewed them afterwards. We found out problems from the perspective of the disabled and figured out the difference between barrier free laws and the disabled's real experience. The research result is as follows. First, it is important to make the arrangement of public convenient facilities according to the flow of the user's movements. Second, it is necessary to provide better conditions for the disabled to access the public toilet easily and conveniently. Third, it is essential for public convenient facilities to be more strictly controlled by regulations. Fourth, we need to make better standards that could reflect real experiences of various disabled users. Fifth, we need to keep providing the best follow-up service for the disabled in terms of using public convenient facilities safely. This study can contribute for designers to understand specific users through their experiences and suggest improvement ideas for better public convenient Facilities.

A Study on Shape Design Method by Instant Velocity Centers of Rotating Outer-Ring Type Epicycloid Plate Gear (순간속도중심을 이용한 외륜회전형 에피사이클로이드 판기어의 형상설계법에 관한 연구)

  • 장세원;신중호;권순만;윤호업
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.10a
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    • pp.1398-1401
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    • 2004
  • This paper proposes a new approach for the shape design of the rotating outer-ring type epicycloid plate gear by using instant velocity center. First, this method defines the instant velocity centers for rotating outer-ring type epicycloid plate gear and calculates the contact angles and the contact points by using the geometric relationships and the kinematic properties of the reducer. Second, it generates the full shape of the cycloidal plate gear. Finally, the paper develops CAD-program for construction of the design automation using the proposed method. This CAD-program is developed to have the functions of the friendly user interface and the simulation of the real operation for the cycloid reducer.

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Effects of Character Identification on User Experience and Perceived Risk in Smoking Simulation Game (흡연 시뮬레이션 게임에서 사용자와 동일한 캐릭터의 사용이 실재감, 몰입, 위험인식에 미치는 효과)

  • Kim, Si-Sung;Lee, Jong-Wouk;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.41-50
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    • 2015
  • This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a simulation game produced by The Center for Health Communication Studies. The results found that the simulation of actual image character is higher in the level of perceived risks for smoking, spatial presence, social presence, flow, and empathy than the simulation of animation character. The study shows that identification with a game character affects user experience and enhances the effectiveness of perceived risks as well. It emphasizes the importance of game design to implement identification in serious game like a smoking cessation simulation.