• 제목/요약/키워드: User Interface View

검색결과 214건 처리시간 0.023초

Performance Comparison of Manual and Touch Interface using Video-based Behavior Analysis

  • Lee, Chai-Woo;Bahn, Sang-Woo;Kim, Ga-Won;Yun, Myung-Hwan
    • 대한인간공학회지
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    • 제29권4호
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    • pp.655-659
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    • 2010
  • The objective of this study is to quantitatively incorporate user observation into usability evaluation of mobile interfaces using monitoring techniques in first- and third-person points of view. In this study, an experiment was conducted to monitor and record users' behavior using Ergoneers Dikablis, a gaze tracking device. The experiment was done with 2 mobile phones each with a button keypad interface and a touchscreen interface for comparative analysis. The subjects included 20 people who have similar experiences and proficiency in using mobile devices. Data from video recordings were coded with Noldus Observer XT to find usage patterns and to gather quantitative data for analysis in terms of effectiveness, efficiency and satisfaction. Results showed that the button keypad interface was generally better than the touchcreen interface. The movements of the fingers and gaze were much simpler when performing given tasks on the button keypad interface. While previous studies have mostly evaluated usability with performance measures by only looking at task results, this study can be expected to contribute by suggesting a method in which the behavioral patterns of interaction is evaluated.

스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 - (A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface -)

  • 이대영;성정환
    • 한국게임학회 논문지
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    • 제8권3호
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    • pp.43-50
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    • 2008
  • UI(User Interface)디자인은 하드웨어의 발달과 다양하게 만들어지는 콘텐츠들로 인해 자체의 의미와 형태를 발전시켜왔다. 특히 입력장치와 그래픽기술의 발달로 인해 이용자와 콘텐츠와의 풍부해진 교감을 통해 이용자는 신체와 정신의 확장으로써 UI를 받아들이게 되었다. 본 연구에서는 디지털스토리텔링의 입장에서 UI를 재해석하여, 콘텐츠와 이용자 간의 역할을 관찰하고, 특히 그래픽 기반 게임에서 나타는 스토리 요소들의 구분과 이유 분석을 통한 스토리텔링UI의 이론적기반성립과 활용을 위한 요소탐구를 실시하였다. 이를 위해 그래픽 요소 및 입력장치의 활용의 입장과 논문 내에서 밝힌 분절형 스토리텔링의 적용체로써 게임이 적합함에 입각하여 요소연구대상으로 디아블로, 하프라이프, 홈월드를 선정, 분석하였다. 본 분석을 통해 게임의 UI와 콘텐츠의 결합형태에서 인터페이스가 부분적으로, 또는 특화된 형태로의 콘텐츠정보를 지님으로 디지털스토리텔링의 스토리분절과 선택의 역할을 하고 있음을 밝혔다. 또한 개발자가 내재시킨 스토리와 이용자가 인터페이스를 통해 재구성하는 스토리가 공존하는 공간으로써 작동하며 이는 인터페이스에 스토리요소의 대입과 활용이 가능함을 유추하였다. 스토리텔링UI는 각각의 분절된 스토리를 사용한 능동적 즐거움의 복합체로써 끊임없는 흥미를 발생시킬 수 있는 좋은 수단이 될 것이다. 게임UI를 통한 스토리 중심의 UI제작은 콘텐츠의 내면적 맥락을 살리는 동시에 인터페이스의 감성형 인터페이스의 구체적인 구성 방법에 대한 대안이 될 것이다.

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A REMOTE COURSEWARE MANAGEMENT SYSTEM THROUGH THE APPLICATION OF WEB BASED ASP.NET

  • Kim, Hye-Young;Kim, Young-Jin;Park, Heung-Kook
    • 한국멀티미디어학회논문지
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    • 제6권4호
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    • pp.638-649
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    • 2003
  • In this monograph, we developed a Remote Courseware Management System so we can more easily cultivate a courseware with various multimedia applications through an easy interface with the internt. In the view of Developer of view, we could develop RCMS rapidly using the application of ASP.NET and have tried to adapt ourself to the future environment using it. ASP.NET provides much richer event programming model than ASP and event processor which are executed on Server. In the view of User, they can used the Internet service with equipment that they want at any place and any time. To control any kinds of courseware for Administrator and Users, we offered a variety of Multimedia applications and an easy interface and built a new style of web courseware.

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서비스 조합을 위한 XForms 기반의 모바일 사용자 인터페이스 개발 (Developing XForms Based Mobile User Interface for Web Service Composition)

  • 이은정
    • 정보처리학회논문지D
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    • 제15D권6호
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    • pp.879-888
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    • 2008
  • 최근 웹 서비스가 다양한 응용 분야에 도입되면서 모바일 환경에서도 웹서비스 조합 어플리케이션의 개발이 활발하다. 모바일 환경에서 여러 개 서비스를 지원하는 사용자 인터페이스는 각 서비스의 호출과 응답 확인을 위한 여러 개의 뷰가 필요하고 서비스 간의 조합 순서와 흐름을 분석할 필요가 있다. 본 논문에서는 서비스 집합의 명세로부터 프리젠테이션 요소인 뷰를 추출하고 서비스 입출력 데이터의 타입에 기반하여 뷰 및 서비스 흐름 분석 방법을 제안한다. 뷰 및 서비스 흐름 분석으로부터 서비스 호출을 위한 사용자 인터페이스 요소가 자동 생성될 수 있다. 제안된 방법은 서비스 조합을 위한 모바일 사용자 인터페이스를 생성할 수 있다. 마지막으로 본 논문에서는 자체 개발된 XForms 브라우저를 이용하여 제안된 방법에 의해 생성된 XForms 페이지가 REST 기반 서비스 접속을 위한 클라이언트로 동작할 수 있음을 보였다.

Location-aware visualization of VRML models in indoor location tracking system

  • Yang, Chi-Shian;Chung, Wan-Young
    • 센서학회지
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    • 제16권3호
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    • pp.220-228
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    • 2007
  • For many applications particularly in navigation system, a three-dimensional representation improves the usability of information. This paper introduces 3D Graphical User Interface (GUI) of indoor location tracking system, 3D Navigation View. The application provides users a 3D visualization of the indoor environments they are exploring, synchronized with the physical world through spatial information obtained from indoor location tracking system. It adopts widely used Virtual Reality Modeling Language (VRML) to construct, represent, distribute and render 3D world of indoor environments over Internet. Java, an all-purpose programming language is integrated to comprehend spatial information received from indoor location tracking system. Both are connected through an interface called External Authoring Interface (EAI) provided by VRML. Via EAI, Java is given the authority to access and manipulate the 3D objects inside the 3D world that facilitates the indication of user's position and viewpoint in the constructed virtual indoor environments periodically.

GOMS 모델을 기반으로 한 Rapid Prototyping에 관한 연구 (A Study of Rapid Prototyping Based on GOMS Model)

  • 차연주;조성식;명노해
    • 산업공학
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    • 제24권1호
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    • pp.1-7
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    • 2011
  • The purpose of this research was to develop an integrated interface for the usability test of systems or products in the design process. It is capable of automatically creating GOMS models which can predict human task performances. It can generate GOMS models to be interacted with the prototype interfaces. It can also effectively manage various design information and various usability test results to be implemented into the new product and/or system design. Thus we can perform usability test for products or system prototypes more effectively and also reduce time and effort required for this test. For usability tests, we established an integrated interface based on GOMS model by the LabVIEW program. We constructed the system that the linkage to GOMS model is available. Using this integrated interface, the menu structure of mobile phone can be constructed easily. User can design a depth and a breath that he want. The size of button and the label of the button is changable. The path to the goal can be defined by the user. Using a designed menu structure, the experiment could be performed. The results of GOMS model and the actual time are presented. Besides, values of operators of GOMS model can be defined as the value that user wants. Using the integrated interface that we developed, the optimal menu structure deducted. The menu structure that user wants can be established easily. The optimal layout and button size can be decided by comparison of numerous menu structures. User can choose the method of usability test among GOMS model and empirical data. Using this integrated interface, the time and costs can be saved and the optimal menu structure can be found easily.

OOP 개념에 기초한 유동해석용 후처리 프로그램 개발 (Development of a Post-Processing Program for Flow Analysis Based on the Object-Oriented Programming Concept)

  • 명현국;안종기
    • 대한기계학회논문집B
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    • 제32권1호
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    • pp.62-69
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    • 2008
  • A post-processing program based on the OOP(Object-Oriented Programming) concept has been developed for flow visualization of the flow analysis code(PowerCFD) using unstructured cell-centered method. User-friendly GUI(GTaphic User Interface) has been built on the base of MFC(Microsoft Foundation Class). The program is organized as modules by classes including those based on VTK(Visualization ToolKit)-library, and these classes are made to function through inheritance and cooperation which is an important and valuable OOP concept. The major functions of this post-processor program are introduced and demonstrated, which include mesh plot, contour plot, vector plot, surface plots, cut plot, clip plot, xy-plot and streamline plot as well as view manipulation (translation, rotation, scaling etc).

MRI Data 가시화용 후처리 프로그램 개발 (DEVELOPMENT OF A POST-PROCESSING PROGRAM FOR VISUALIZATION OF MRI DATA)

  • 명현국;최훈희
    • 한국전산유체공학회:학술대회논문집
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    • 한국전산유체공학회 2007년도 추계 학술대회논문집
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    • pp.67-72
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    • 2007
  • A post-processing program based on the OOP(Object-Oriented Programming) concept has been developed for visualization of MRI. User-friendly GUl(Graphic User Interface) has been built on the base of MFC(Microsoft Foundation Class). The program is organized as modules by classes based on VTK-library, and these classes are made to function through inheritance and cooperation which are an important and valuable concept of object-oriented programming. The major functions of this post-processor program are introduced and demonstrated, which include contour plot, surface plots, cut plot and clip plot as well as view manipulation (translation, rotation, scaling etc).

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틸팅 차량용 시뮬레이터 적용을 위한 통제 및 가상현실 영상 시스템 개발 (Development of a Control and Virtual Realty Visual System for the Tilting Train Simulator)

  • 송용수;한성호;김정석
    • 한국철도학회논문집
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    • 제8권4호
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    • pp.330-336
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    • 2005
  • This paper presents a development of the control and the virtual reality visual system for a tilting train simulator. The user of the tilting train simulator is able to set up the environmental and operating conditions through the user interface provided by the control system. In the control system, an arbitrary track which has user-defined curve radius, length and direction can be generated. The virtual reality visual system provides an artificial environment that is composed of several facilities such as station, platform, track, bridge, tunnel and signaling system. In order to maximize the reality, all of the 3D modeling were based on the real photographs taken in the Jungang line. A dome screen with 1600mm diameter was used to maximize the view angle. The hemispherical screen can ensure the view angle of the 170 degrees of vertical direction and 135 degrees of lateral direction.

네트워크 컴퓨터를 위한 자바 기반의 성능감시기 (A Java-based Performance Monitor for Networked Computer)

  • 김봉준;김동호;황석찬;김명호;최재영
    • 한국정보과학회논문지:시스템및이론
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    • 제27권2호
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    • pp.160-168
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    • 2000
  • 본 논문에서는 네트워크 컴퓨터를 이용하여 병렬 프로그래밍 환경에서 수행되는 프로그램의 성능을 추적하고 평가하기 위한 온라인/일괄처리-사건/시간 기반형 성능 감시기를 제안한다. 본 논문의 JaNeC 성능 감시기는 자바로 구현되어 있으므로 이기종 컴퓨터사이의 시스템 이식성이 뛰어나며, 웹 기반의 그래픽 콘솔을 제공하여 사용자에게 친숙한 인터페이스를 제공한다. 본 논문에서 제시한 성능 감시기는 사용자가 프로그램 실행시에 발생한 이벤트를 보다 쉽게 분석할 수 있도록 태스크나 이벤트를 선택할 수 있는 필터 기능과 TimeLine, Task View, Task History, Message Passing View, Host CPU View 기능 등으로 구성되어 있다.

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