• 제목/요약/키워드: User Interface Modeling

검색결과 290건 처리시간 0.022초

손상선박의 안전성평가를 위한 3차원 형상 모델러에 관한 연구 (A Study on the 3-D Geometric Modeler for Safety Assessment of Damaged Ships)

  • 이동곤;이순섭;박범진
    • 대한조선학회논문집
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    • 제40권6호
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    • pp.30-36
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    • 2003
  • To improve survivability of damaged ship, assessment of stability and structural safety, and behavior analysis in wave is required. Prediction of sinking time, damage stability and structural strength considering progressive flooding and dynamic force in wave is very important. To do it, a geometric model which can be express damaged ship is prepared. This paper described the geometric modeler for survivability assessment of damaged ship. The modeler is developed based on 3-D geometric modeling kernel, ACIS. The hull form and compartment definition is available fundamentally. And requirement for modeler contains data generation and interface for hydrostatic calculation, behavior analysis, and longitudinal strength analysis and so on. To easy access modeling system by conventional user such as crew, user interface is developing.

GUI Modeling을 기반으로한 선박의 HVAC System 소음 해석 (The Noise Analysis of Ship HVAC System Based on GUI Modeling)

  • 이철원;김노성;최수현
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2001년도 추계학술대회논문집 II
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    • pp.1300-1305
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    • 2001
  • One of the main noise sources in cabin onboard ships is HVAC system. Up to now, the HVAC system designer manually calculates the HVAC system noise, or uses the program that is generally based on text user interface. In such a case, it is difficult to use the program and also to obtain the flow induced noise. In this study, the HVAC noise analysis program has been developed, which is based on GUI user interface that include 3.D modelling and model modification modules. For calculation of the insertion loss of HVAC system elements, NEBB experimental data and plane wave theory are used. And in order to obtain the flow rate information in each HVAC elements which is used to calculate the flow induced noise calculation, Global Converging Newton-Rapson Method is used.

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AN INTERACTIVE BUILDING MODELING SYSTEM BASED ON THE LEGO CONCEPT

  • Chen, Sheng-Yi;Lin, Cong-Kai;Tai, Wen-Kai
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.128-135
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    • 2009
  • In this paper, we proposed an interactive GUI (Graphical User Interface) system to model buildings with an editable script. Our system also provides probabilistic finite-state machine (PFSM) to define the relationships of sub-models with transformation matrices and transition probabilities for constructing new novel building models automatically. User can not only get various building models by PFSM but also adjust the probabilities of sub-models from PFSM to get desired building models. As shown in the results, the various and vivid building models can be constructed easily and quickly for non-expert users. Besides, user can also edit the script file which is provided by our system to modify the properties directly.

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제품다자인의 감성만족도 평가 및 예측모델 개발 (Models for evaluating and predicting the user satisfaction of product designs)

  • 한성호
    • 대한인간공학회지
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    • 제20권1호
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    • pp.87-113
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    • 2001
  • This study introduces the concept of image/impression of a product design, human interface elements, and the relationships between them. It is assumed that the human interface can be decomposed into detailed design elements, called human interface elements. This study attempts to build functional relationships between the image/impression of a product and human interface elements. Two different human factors experiments were conducted to demonstrate the effectiveness of the approach suggested in this study. A total of 35 audio/visual consumer electronics products (e.g., CD players, VCRs) were shown on a display screen and the subjects were instructed to evaluate them in terms of eight image/impression dimensions. One experiment was conducted using Korean subjects while the other using American subjects. The functional relationships were modeled by using the multiple linear regression technique. Similarity and difference between the Korean and the American subjects were analyzed. The approach suggested in this study is expected to help designers and developers identify important design variables to enhance the subjective satisfaction of a product design.

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Virtual Reality Game Modeling for a Haptic Jacket

  • Bae, Hee-Jung;Jang, Byung-Tae
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.882-885
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    • 2003
  • In this paper, we describe a haptic jacket and wheel as a haptic interface to enhance VR game realism. Building upon the VR game system using this devices, our haptic interface technique allows the user to intuitive interact on game contents, and then to sense the game event properties such as walking, attacking, driving and fire in a natural way. In addition, we extended the initial haptic model to support haptic decoration and dynamic interactions due to the added game event in a real time display. An application example presented here is a VR Dino-Attack game. This game supports interactions among dynamic and our intuitive haptic interface. Modeling physic interactions involves precise collision detection, real-time force computation, and high control-loop bandwidth.

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COMNAS : 통신망에 대한 성능분석 도구 (COMNAS : Performance Analysis Tool for Communication Networks)

  • 김명희
    • 한국시뮬레이션학회논문지
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    • 제3권1호
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    • pp.115-124
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    • 1994
  • In this paper, we have developed a performance analysis tool for communication networks called COMNAS. COMNAS analyses the performance of wide area networks such as Korea Educational Network and Korea Research Environment Open Network which include local area networks such as Ethernet and Token Ring. COMNAS consists of model constructor, simulation implementor, output analyzer and user interface. Attributes of communication networks for modeling either have default values or are entered by user as object units, and implementation of simulation is automatically proceeded by user interface. Ouput results obtained by COMNAS are the status of node, link and entire network such as mean message transmission delay, throughput, utilization, and so on, and they can be selectively obtained upon the request of the user.

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Development of PC-based Radiation Therapy Planning System

  • Suh, Tae-Suk;P task group, R-T
    • 한국의학물리학회:학술대회논문집
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    • 한국의학물리학회 2002년도 Proceedings
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    • pp.121-122
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    • 2002
  • The main principle of radiation therapy is to deliver optimum dose to tumor to increase tumor cure probability while minimizing dose to critical normal structure to reduce complications. RTP system is required for proper dose plan in radiation therapy treatment. The main goal of this research is to develop dose model for photon, electron, and brachytherapy, and to display dose distribution on patient images with optimum process. The main items developed in this research includes: (l) user requirements and quality control; analysis of user requirement in RTP, networking between RTP and relevant equipment, quality control using phantom for clinical application (2) dose model in RTP; photon, electron, brachytherapy, modifying dose model (3) image processing and 3D visualization; 2D image processing, auto contouring, image reconstruction, 3D visualization (4) object modeling and graphic user interface; development of total software structure, step-by-step planning procedure, window design and user-interface. Our final product show strong capability for routine and advance RTP planning.

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Animated Simulation 시스템 설계 및 구현 (Design and Implementation of Animated Simulation System)

  • 김상필;배영환
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2000년도 추계종합학술대회 논문집(2)
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    • pp.128-131
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    • 2000
  • In this paper, the animated simulation system (Anisim) is proposed in order to develope an efficient functional system verification tool. It displays the simulation results of the designed system using graphic animation with various models lot the target system. With simple interface definitions given by the user, Anisim generates interface codes automatically. Users can describe and model the target system with the generated interface codes. Since the simulation engine is implemented in C-language, modeling is very simple and simulation can be performed in real time.

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홈네트워크 제어를 위한 대화관리시스템 설계 (Design of Dialogue Management System for Home Network Control)

  • 김현정;은지현;장두성;최준기;구명완
    • 대한음성학회:학술대회논문집
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    • 대한음성학회 2006년도 추계학술대회 발표논문집
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    • pp.109-112
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    • 2006
  • This paper presents a dialogue interface using the dialogue management system as a method for controlling home appliances in Home Network Services. In order to realize this type of dialogue interface, we first investigated the user requirements for Home Network Services by analyzing the dialogues entered by users. Based on the analysis, we were able to extract 15 user intentions and 22 semantic components. In our study, example dialogues were collected from WOZ (Wizard-of-OZ) environment to implement a reasoning model for generating meaningful responses for example-based dialogue modeling technique. An overview of the Home Network Control System using proposed dialogue interface will be presented. Lastly, we will show that the Dialogue Management System trained with our collected dialogues behaves properly to achieve its task of controlling Home Network appliances by going through the steps of natural language understanding, response reasoning, response generation.

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개인화된 감정 캐릭터 에이전트의 설계 (The Implementation of the Personalized Emotional Character Agent)

  • 백혜정;박영택
    • 정보처리학회논문지B
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    • 제8B권5호
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    • pp.485-492
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    • 2001
  • 요즘 소프트웨어를 개발하는데 인간 친화적인 인터페이스의 일환으로 캐릭터 에이전트를 사용하고 있다. 본 논문에서는 현재 상황과 사용자의 행위에 따라 캐릭터의 감정을 생성하고 표현하는 연구를 수행하였다. 본 논문에서는 사용하고 있는 감정 추론 방법은 인공지능 분야에서 문제해결을 위해 널리 사용하고 있는 블랙보드 기반의 인지 모형을 사용하였다. 블랙 보드 추론기관은 감정을 추론하는데 필요한 규칙으로 이루어진 감정 지식원(knowledge source)은 독립성을 유지할수 있으며, 새로운 감정 지식원들을 편리하게 추가 삭제 할 수 있다. 이는 캐릭터 에이전트에 유연성을 부여함으로써 적용 시스템에 맞춰 다양하게 적용할 수 있다. 또한 본 논문에서는 캐릭터 에이전트는 각 사용자의 성향과 행위를 학습하여 이를 기반으로 캐릭터의 감정을 생성한다. 이처럼 사용자의 과거 행위 정보를 모델링하여, 이를 기반으로 생성함으로써, 같은 상화이더라도 사용자에 따라 추론되어지는 감정이 달라진다. 즉, 주어진 상황뿐 아니라 사용자에 따라 생성되는 감정이 달라지는 개인화 감정 엔진을 연구한 것이다.

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