• Title/Summary/Keyword: User Platform

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A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of (어포던스 기반한 MMORPG 게임의 UI 디자인에 관한 연구: MMORPG Game 의 플랫폼 차이에 따른 UI 디자인의 분석을 중심으로)

  • Choi, Yoo Na;Chun, JiYoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1239-1248
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    • 2017
  • The domestic game market is still on a trend of growth. Particularly, as the demand for mobile games is increased, the mobile version is developed in a growing number of cases even after the launch of the games for PCS. In a bid to search for the effective method of UI design depending on the differences between the platforms, this study analyzed the types of different media in the first place and as the approaches to the UI design based on the affordance concept, implemented on the platform of PCS and implemented on the platform of mobile devices were analyzed as the cases which are the same MMORPG games. Since the differences between the game platforms can cause the variations in the physical size of the screens depending on the environment in which the user interface (UI) is rendered and may often involve the controls implemented by the touch of screens rather than the manipulation based on the keyboard and mouse, they usually give the influences on the direction of UI designs. By analyzing these UI elements based on the affordance concept, it may be possible to find the effective method of UI design in the future.

Design and Implementation of a Network Packet Scanner based on Multi-Platform (멀티 플랫폼 기반의 네트워크 패킷 스캐너 설계 및 구현)

  • Lee, Woo-In;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.101-112
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    • 2010
  • The recent trend of the hacking deals with all the IT infrastructure related to the profit of the companies. Presently, they attack the service itself, the source of the profit, while they tried to access to the service infrastructure through the non-service port in the past. Although they affect the service directly, it is difficult to block them with the old security solution or the old system and they threaten more and more companies with the demand of money menacing the protection of customers and the sustainable management. This paper aims to design and implement multi-platform network packet scanner targeting the exception handling network intrusion detection system which determines normal, abnormal by traffic. Linux and unix have the various network intrusion detection and packet management tools like ngrep, snort, TCPdump, but most of them are based on CUI (Character based User Interface) giving users discomfort who are not used to it. The proposed system is implemented based on GUI(Graphical User Interface) to support the intuitive and easy-to-use interface to users, and using Qt(c++) language that supports multi-platform to run on any operating system.

Cooperative UAV/UGV Platform for a Wide Range of Visual Information (광범위 시야 정보를 위한 UAV와 UGV의 협업 연구)

  • Lee, Jae-Keun;Jung, Hahmin;Kim, Dong Hun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.225-232
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    • 2014
  • In this study, a cooperative UAV and UGV platform is proposed to obtain a wide range of visual information. The UAV recognizes a pattern marker on UGV and tracks the UGV without user control. It can provide wide range of visual information for a user in the UGV. The UGV by a user is controled equipped with an aluminum board. And the UAV can take off and land on the UGV. The UAV uses two cameras; one camera is used to recognize a pattern marker and another is used to provide a wide range of visual information to the UGV's user. It is guaranteed that the proposed visual-based approach detects and tracks the target marker on the UGV, and then lands well. The experimental results show that the proposed approach can effectively construct a cooperative UAV/UGV platform for obtaining a wide range of vision information.

Design of knowledge search algorithm for PHR based personalized health information system (PHR 기반 개인 맞춤형 건강정보 탐사 알고리즘 설계)

  • SHIN, Moon-Sun
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.191-198
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    • 2017
  • It is needed to support intelligent customized health information service for user convenience in PHR based Personal Health Care Service Platform. In this paper, we specify an ontology-based health data model for Personal Health Care Service Platform. We also design a knowledge search algorithm that can be used to figure out similar health record by applying machine learning and data mining techniques. Axis-based mining algorithm, which we proposed, can be performed based on axis-attributes in order to improve relevance of knowledge exploration and to provide efficient search time by reducing the size of candidate item set. And K-Nearest Neighbor algorithm is used to perform to do grouping users byaccording to the similarity of the user profile. These algorithms improves the efficiency of customized information exploration according to the user 's disease and health condition. It can be useful to apply the proposed algorithm to a process of inference in the Personal Health Care Service Platform and makes it possible to recommend customized health information to the user. It is useful for people to manage smart health care in aging society.

Implementation of Business Logic Framework for Collaboration of Heterogeneous Service Systems in RFID/USN Environment (RFID/USN 환경에서의 이기종 서비스 시스템 간 협업지원을 위한 비즈니스 로직 프레임워크 구현)

  • Chang, Jun-O
    • The Journal of Society for e-Business Studies
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    • v.14 no.3
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    • pp.71-85
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    • 2009
  • Nowadays the research and development of various middleware for the ubiquitous computing environment has been demanded and many application services have been provided. The practical ubiquitous computing environment is the world where a variety of services based on RFID/USN devices are integrated with each other and make synergy effects all together. In the end user perspectives, there should be a middleware platform and business logic framework collaborating various services all together to satisfy the user requirements. In addition, the platform should provide the user to describe a scenario based on various event to maximize the collaboration. In this paper, we have proposed business logic framework which is supporting collaboration between heterogeneous service systems based on the user's scenario. We have also tried to show the efficiency and scalability of the proposed framework by providing the result of a couple of tests.

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A Study on Restructuring of Learner-Centered Education Environment through Participatory Design - Focusing on the 'User-Integrated Platform Project' Case - (참여디자인을 통한 학습자중심교육환경 재구조화 방향연구 - '사용자-융합플랫폼 프로젝트' 사례를 중심으로 -)

  • Yoo, Myoung-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.2
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    • pp.35-47
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    • 2020
  • The need for communication is emphasized in decision making, design methods and processes for the educational environment that contain new curricula and learning methods. In this study, we tried to find the direction and agenda of learner-centered environment restructuring through the 'user-integrated platform' in which various subjects related to school space environment understand each other's position and overcome the barriers and prejudices of each sector. The project was planned in a 'bottom-up process' method that uncovered the singularities of the previous stage and led the main contents of the next stage. The various subjects who participated in the project shared their own experiences and different positions regarding the school space. At the workshop, the topics of the participating teams were divided into two categories. The teams in the category of the 'school culture and space' insisted innovation of 'the school culture' as a premise for the restructuring of the 'school space', and proposed schools with different interpretations of 'authority and rules of school', 'the meaning of learning and play' and 'the main character of school. The teams in the category of the 'school borders and spaces' focused on 'communication' and proposed schools containing 'emotional care of students', 'borders between schools and villages', 'village community schools', and 'interspace and niche time'. After the workshop, we were able to derive the direction and architectural strategy of the school space restructuring by analyzing the works of the participants. Through this study, we confirmed the possibility of translating user's ideas into the professional domain through careful planning, preparation, facilitation, and analysis in Participatory Design.

A Study on User Experience on Ant Insurance Claims China's Mobile Insurance Platform -Focused on Alipay- (중국 모바일 보험 플랫폼 개미 보험청구에 관한 사용자 경험 연구 -알리페이 중심으로-)

  • Son, Young-Ho;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.317-322
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    • 2021
  • This study focuses on user experience of Ant Insurance Platform(insurance product of Alibaba) and provides insights and improvement advises based on the survey conducted. Given that insurance claim is the most controversial part during the whole process, it is essential to conduct corresponding research from users' prospective. Some Chinese users between their 20's and 40's, who are major users of mobile insurance platforms, were selected as a sample group. Questionaire survey, which was made based on measurement items from Information systems success model, as well as in-depth interview was conducted within the group. According to the result, health, among all kinds, is the most difficult insurance to claim, which was mainly cause by security and information concerns. In order to enhance security, more options should be given to users. As for information, complains should be delt carefully and transparently. This study is expected to be used as referential material for mobile insurance platforms and user experience of insurance claims.

A study on video conferencing program user experience -Focused on Zoom and MS Teams- (화상회의 플랫폼 서비스의 사용자 경험 연구 -줌, MS 팀즈를 중심으로-)

  • Hwangbo, Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.339-344
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    • 2021
  • The purpose of this study is to present measures to enhance non-face-to-face communication platform services by measuring the user experience elements of major videoconferencing platforms in the non-face-to-face era. As a method of research, the platform of Zoom and MS Teams was selected, and the factors affecting the user experience were evaluated in combination with task and Think Aloud, and seven Honeycomb models of Peter Mobil were reconstructed to be analyzed through surveys and in-depth interviews for each paragraph. Studies have shown that Zoom has high usability, usability, accessibility and searchability, and MS Teams have excellent attractiveness. Therefore, based on the results of this study, the guidelines for video conferencing platform services and the improvement of the interface were presented. Based on this study, we hope that the usability of videoconferencing will be improved, and that various related studies will proceed as follow-up studies.

Motion Analysis of A Wind-Wave Energy TLP Platform Considering Second-order Wave Forces

  • Hongbhin Kim;Eun-hong Min;Sanghwan Heo;WeonCheol Koo
    • Journal of Ocean Engineering and Technology
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    • v.36 no.6
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    • pp.390-402
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    • 2022
  • Offshore wind energy has become a major energy source, and various studies are underway to increase the economic feasibility of floating offshore wind turbines (FOWT). In this study, the characteristics of wave-induced motion of a combined wind-wave energy platform were analyzed to reduce the variability of energy extraction. A user subroutine was developed, and numerical analysis was performed in connection with the ANSYS-AQWA hydrodynamic program in the time domain. A platform combining the TLP-type FOWT and the Wavestar-type wave energy converter (WEC) was proposed. Each motion response of the platform on the second-order wave load, the effect of WEC attachment and Power take-off (PTO) force were analyzed. The mooring line tension according to the installation location was also analyzed. The vertical motion of a single FOWT was increased approximately three times due to the second-order sum-frequency wave load. The PTO force of the WEC played as a vertical motion damper for the combined platform. The tension of the mooring lines in front of the incident wave direction was dominantly affected by the pitch of the platform, and the mooring lines located at the side of the platform were mainly affected by the heave of the platform.

Comparative Analysis of ViSCa Platform-based Mobile Payment Service with other Cases (스마트카드 가상화(ViSCa) 플랫폼 기반 모바일 결제 서비스 제안 및 타 사례와의 비교분석)

  • Lee, June-Yeop;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.163-178
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    • 2014
  • Following research proposes "Virtualization of Smart Cards (ViSCa)" which is a security system that aims to provide a multi-device platform for the deployment of services that require a strong security protocol, both for the access & authentication and execution of its applications and focuses on analyzing Virtualization of Smart Cards (ViSCa) platform-based mobile payment service by comparing with other similar cases. At the present day, the appearance of new ICT, the diffusion of new user devices (such as smartphones, tablet PC, and so on) and the growth of internet penetration rate are creating many world-shaking services yet in the most of these applications' private information has to be shared, which means that security breaches and illegal access to that information are real threats that have to be solved. Also mobile payment service is, one of the innovative services, has same issues which are real threats for users because mobile payment service sometimes requires user identification, an authentication procedure and confidential data sharing. Thus, an extra layer of security is needed in their communication and execution protocols. The Virtualization of Smart Cards (ViSCa), concept is a holistic approach and centralized management for a security system that pursues to provide a ubiquitous multi-device platform for the arrangement of mobile payment services that demand a powerful security protocol, both for the access & authentication and execution of its applications. In this sense, Virtualization of Smart Cards (ViSCa) offers full interoperability and full access from any user device without any loss of security. The concept prevents possible attacks by third parties, guaranteeing the confidentiality of personal data, bank accounts or private financial information. The Virtualization of Smart Cards (ViSCa) concept is split in two different phases: the execution of the user authentication protocol on the user device and the cloud architecture that executes the secure application. Thus, the secure service access is guaranteed at anytime, anywhere and through any device supporting previously required security mechanisms. The security level is improved by using virtualization technology in the cloud. This virtualization technology is used terminal virtualization to virtualize smart card hardware and thrive to manage virtualized smart cards as a whole, through mobile cloud technology in Virtualization of Smart Cards (ViSCa) platform-based mobile payment service. This entire process is referred to as Smart Card as a Service (SCaaS). Virtualization of Smart Cards (ViSCa) platform-based mobile payment service virtualizes smart card, which is used as payment mean, and loads it in to the mobile cloud. Authentication takes place through application and helps log on to mobile cloud and chooses one of virtualized smart card as a payment method. To decide the scope of the research, which is comparing Virtualization of Smart Cards (ViSCa) platform-based mobile payment service with other similar cases, we categorized the prior researches' mobile payment service groups into distinct feature and service type. Both groups store credit card's data in the mobile device and settle the payment process at the offline market. By the location where the electronic financial transaction information (data) is stored, the groups can be categorized into two main service types. First is "App Method" which loads the data in the server connected to the application. Second "Mobile Card Method" stores its data in the Integrated Circuit (IC) chip, which holds financial transaction data, which is inbuilt in the mobile device secure element (SE). Through prior researches on accept factors of mobile payment service and its market environment, we came up with six key factors of comparative analysis which are economic, generality, security, convenience(ease of use), applicability and efficiency. Within the chosen group, we compared and analyzed the selected cases and Virtualization of Smart Cards (ViSCa) platform-based mobile payment service.