• Title/Summary/Keyword: User Space

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JAVA BASED WEB APPLICATION FOR THE ASTRONOMICAL CATALOGUES (천문학 카탈로그 자료의 통합검색 DB 구축)

  • Sung, Hyun-Il;Sang, Jian;Kim, Bong-Gyu;Yim, In-Sung;Kim, Sang-Chul;Ahn, Young-Suk
    • Publications of The Korean Astronomical Society
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    • v.20 no.1 s.24
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    • pp.85-95
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    • 2005
  • We collected eleven large astronomical catalogues, which include 2MASS, USNO B1.0, GSC 2 catalogues and so on. Most of these catalogues are the frequently used by astronomers for all sorts of applications. But the researches are faced with the problem of accessing these databases because these catalogues contain from tens millions up to thousands of millions of records. So we developed a web application system to manage these large catalogues, the main purpose of the web application is to allow a powerful and efficient querying activity on these catalogues through internet by using a simple web interface. User could retrieve the query result in variety of formats including plain text, HTML, Microsoft Excel format (XLS), and VOTable. Furthermore, user also could display and analyze result graphically by using a powerful interactive visualization tools named VOPlot which was developed by the Virtual Observatory-India (VOI) project.

A Study on the Design Process of Interactive Space with the Influential Factors on the Interactivity - Focus on Programming Process for Supporting Interactive Behaviors - (상호작용성 영향요인이 적용된 공간디자인 프로세스에 관한 연구 - 상호작용 행태지원 프로그래밍 프로세스를 중심으로 -)

  • Lee, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.23-33
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    • 2011
  • Starting with 21st Century, the role of the design has been widened and designers began to regard the psychological and behavioral factors as main design considerations. These factors are the core elements especially in designing interactive space. This research proposed the user-centered design methodology for interactive space. It developed Programming Process for Supporting Interactive Behaviors. To compose the process, this research analyzed the influential factors on the interactivity and the results were applied on the process. This newly proposed Programming Process contains four basic stages which are 'Opportunity Identification Cell', 'Intersubject Cell', 'Interaction & Interface Cell', and 'Programming Solution Cell'. More detailed tasks are also specified for each stage. This research asserts that the design process for Interactive space should differ from the past design processes in the fact that it puts much more attention on systemizing the psychological and behavioral elements than before. Therefore the design process for Interactive space should be reinforced with the data related to these psychological and behavioral understandings. The Programming Process of this paper is an attempt to enlarge the roles of these data in designing interactive space, and thus it is an attempt to accommodate the contemporary user-centered design paradigm.

Tangible Tele-Meeting in Tangible Space Initiative

  • Lee, Joong-Jae;Lee, Hyun-Jin;Jeong, Mun-Ho;Jeong, SeongWon;You, Bum-Jae
    • Journal of Electrical Engineering and Technology
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    • v.9 no.2
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    • pp.762-770
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    • 2014
  • Tangible Space Initiative (TSI) is a new framework that can provide a more natural and intuitive Human Computer Interface for users. This is composed of three cooperative components: a Tangible Interface, Responsive Cyber Space, and Tangible Agent. In this paper we present a Tangible Tele-Meeting system in TSI, which allows people to communicate with each other without any spatial limitation. In addition, we introduce a method for registering a Tangible Avatar with a Tangible Agent. The suggested method is based on relative pose estimation between the user and the Tangible Agent. Experimental results show that the user can experience an interaction environment that is more natural and intelligent than that provided by conventional tele-meeting systems.

A Study on the Direction of User Participatory Design for School using Socio-Spatial Network Analysis - Focused on the middle and high school in Seoul - (사회-공간 네트워크 분석을 활용한 학교설계 사용자 참여디자인 방향에 관한 연구 - 서울시 중, 고등학교 사례를 중심으로 -)

  • Shin, Doosik;Cho, Tae-Ho;Jeon, Young-Hoon
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.10
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    • pp.19-30
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    • 2019
  • The purpose of this study is to explore ways to efficiently capture the opinions of students who are main users in the planning, planning and design of school facilities. There are many criteria for determining good schools, but in this study, the main purpose of this study was to set up the main users as students, and to analyze the differences between the network and the actual spatial structure (network) created by the hope of students' use of school space, and the direction to overcome the differences. After surveying students' opinions about their satisfaction with school space and their desire to use school space by limiting the survey target to middle and high schools in Seoul, the 'social-space network analysis' was recently established in the social science field. As a result, it was found that the proximity of space and space desired by students in the school varied greatly depending on the geographical conditions, school districts, and the status of the current facilities, and the direction of improvement specialized for each school was found.

A Study on the Integrated Hybrid Spatial Model for Knowledge Information Institutions - Focused on the User Space of Public Library - (지식정보시설의 통합형 하이브리드 공간 모형 연구 - 공공도서관 이용자 공간을 중심으로 -)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.24 no.3
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    • pp.146-155
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    • 2015
  • It is an undeniable fact that the modern people's interest in knowledge and information and their roles are some of the core factors used to define the modern society. Besides, as phenomena indicating and leading the modern society, we have fusion, hybrid and convergence, etc. that combine several different elements into a new one. Such changes in social, cultural and technological circumstances require a paradigm shift for the composition of knowledge and information facilities and space. However, more diversified and advanced recently, interfaces for the delivery of knowledge and information cause users to show new behaviors and even change the spatial concept with space composition elements hybridized. Especially for the space of libraries, it is necessary to access and utilize any forms of knowledge and information data (digital + analog) regardless of time and space limitations and approach with an integrated spatial concept likely to change flexibly depending on social demands. In this light, this study aims to make a basic proposal for sustainable integrated-type hybrid space for the space of a public library in this era of knowledge and information. Particularly, this study intends to seek a way to establish a hybrid space model that can effectively converge the most important factors of the space of libraries (human-space(network)-information). With 18 different cases, this study analyzed knowledge and information composition systems, knowledge and information delivery systems and users' space systems. As a result, this study extracted 3 kinds of models, an information-based model, a culture-based model and an education-based model, with the integrated hybrid space model of knowledge and information facilities

Play Behaviour and Environment Using User Research (Focused on Air-bounce Space in Theme Museum) (사용자 조사법을 이용한 어린이 놀이행태 및 놀이환경 분석 (테마박물관의 실내 에어바운스 공간을 대상으로))

  • Song, Mi;Yun, Hee Jeong
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.274-284
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    • 2016
  • The purpose of this study is to analyze the play behaviour and play environment of children at the Air-bounce space in the theme museum, using user observation and interviewing user behaviour, main methods of user research. Study area is Animation theme museum in Chuncheon City, Kangwon Province, Republic of Korea. Main results show that physical, emotional, cognitive, and social behaviour of playing children in the study area are observed, and this study draws the planning and design related implications of play space such as carrying capacity, waiting room and safety guard and so on. The results of this study can be used in the planning and design process of children's play environment as important guidelines.

Biometric User Authentication Method of Mobile Application in Trustable Space (신뢰할 수 있는 공간에서 생체인식기반의 모바일 애플리케이션 사용자인증 기법)

  • Lee, Tae Kyong;Kim, Yong Hyuk;Im, Eul Gyu
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.2
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    • pp.201-212
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    • 2017
  • As services using mobile devices increase, exposure of personal information, and secure threats increase. In this paper, we propose a location-based user authentication system used in mobile device for tightening security. Our authentication system is performed to authenticate two steps. The first authentication is location authentication to ensure that the user accesses an application in trustable space. This authentication method uses an Access Point's information. The second authentication is trustable space authentication to confirm the normal user. This method is carried out the authentication by using biometric information from the user.

A Web-based Spatial Layout Planning System with Constraint Satisfaction Problems (웹 환경 하에서의 제약 만족 기법에 의한 공간 계획 시스템)

  • Jung, Jae-Eun;Jeon, Seung-Bum;Jo, Geun-Sik
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.2
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    • pp.216-224
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    • 2000
  • The spatial layout planning system allocates rectangular resources in the limited space according to user requirements, This system also can optimizes the spatial allocation problem to maximize the user's requirement. The spatial layout planning Problems for this system can be solved by searching a wide area of space since this problem entails the non-polynomial algorithm. By accommodating the user's dynamic requirements, the modification of a specific space and the redesign of the whole area can be accomplished. In this paper, the spatial layout planning problem is solved efficiently with a resource allocation method based on CSP. The dynamic constraints by adding user requirements are accommodated through the intelligent user Interface. The 3-D layout on the web environment by using VRML is also shown for providing for the visual verification of the 2-D layout and, thereafter, the additional modification of the 2-D layout.

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A Study of Advertising Model based on Hybrid User Context in Smart Space (융합 상황정보 기반 스마트 환경에서의 광고 모델 연구)

  • Yoon, Yong-Ik;Lee, Su-Ji
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.2
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    • pp.187-195
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    • 2012
  • Smart phone allows advertisers to estimate customers behavior by selecting user context awareness information and gives users instant feed back about their behavior. Electronic equipments such as smart phone enable advertisers to advertise interesting product for each customers at the point of purchase. In this paper, we deal with the trends of Smart phone and internet based TV in the spotlight as the upcoming advertising media and propose the effective way of advertising, Smart Advertising model, which can give users advertising contents of their interesting product by collecting user context information from a variety of devices including N-screen in smart space. This model will induce modern people who live in flood of advertisements to buy products by providing interesting advertising contents.

Implementation of User Gesture Recognition System for manipulating a Floating Hologram Character (플로팅 홀로그램 캐릭터 조작을 위한 사용자 제스처 인식 시스템 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.143-149
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    • 2019
  • Floating holograms are technologies that provide rich 3D stereoscopic images in a wide space such as advertisement, concert. In addition, It is possible to reduce the 3D glasses inconvenience, eye strain, and space distortion, and to enjoy 3D images with excellent realism and existence. Therefore, this paper implements a user gesture recognition system for manipulating a floating hologram characters that can be used in a small space devices. The proposed method detects face region using haar feature-based cascade classifier, and recognizes the user gestures using a user gesture-occurred position information that is acquired from the gesture difference image in real time. And Each classified gesture information is mapped to the character motion in floating hologram for manipulating a character action. In order to evaluate the performance of the proposed user gesture recognition system for manipulating a floating hologram character, we make the floating hologram display devise, and measures the recognition rate of each gesture repeatedly that includes body shaking, walking, hand shaking, and jumping. As a results, the average recognition rate was 88%.