• Title/Summary/Keyword: User representation

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UML Design of Graphic User Interface for Aerial Triangulation Using ArcGIS

  • 최선옥;김정우;염재홍
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2003.10a
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    • pp.225-230
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    • 2003
  • Efficient representation is crucial in the analysis of complex geospatial information. In case of aerial triangulation, most of currently available software are designed as black boxes where only an experienced user would be able to prepares the preformatted input file and interprete the result of the adjustment. This paper introduces a solution to this problem through the UML design of a Graphical User Interface (GUI) for the aerial triangulation task. The design was then implemented with ArcGIS. The error of the exterior orientation of each aerial Imagery was represented with a 3-D error ellipse, enabling the visualization of the adjustment result. The attributes of images and points (control points, tie points and image points) were maintained as a database which enables the searching and querying of adjustment information.

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User-centered multimedia design: The application of discount usability engineering (사용자 중심의 멀티미디어 설계: 할인 사용성 공학의 적용)

  • 임치환
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.20 no.41
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    • pp.189-196
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    • 1997
  • Multimedia systems present information by various media, for example, video, sound, music, animation, movie, etc., in addition to the text which has long been used for conveying the information. But using several media may cause users' confusion and poorly designed user interface often aggravate the situation. Hypermedia systems allow the retrieval and representation of multimedia information using navigation and browsing mechanisms. Typically, there are two major navigation problems in a hypermedia compared to the ordinary user interface: disorientation and cognitive overload. In this study, the multimedia system was studied from the viewpoint of usability. Practical usability evaluation needs cost-effective, low-skill, and low- investment methods. The 'discount usability engineering' method, one of these methods, is based on the use of the following techniques: scenarios, simplified thinking aloud, and heuristic evaluation. The discount usability engineering method was applied to the usability evaluation of multimedia CD-ROM title.

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AR based ornament design system for 3D printing

  • Aoki, Hiroshi;Mitanin, Jun;Kanamori, Yoshihiro;Fukui, Yukio
    • Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.47-54
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    • 2015
  • In recent years, 3D printers have become popular as a means of outputting geometries designed on CAD or 3D graphics systems. However, the complex user interfaces of standard 3D software can make it difficult for ordinary consumers to design their own objects. Furthermore, models designed on 3D graphics software often have geometrical problems that make them impossible to output on a 3D printer. We propose a novel AR (augmented reality) 3D modeling system with an air-spray like interface. We also propose a new data structure (octet voxel) for representing designed models in such a way that the model is guaranteed to be a complete solid. The target shape is based on a regular polyhedron, and the octet voxel representation is suitable for designing geometrical objects having the same symmetries as the base regular polyhedron. Finally, we conducted a user test and confirmed that users can intuitively design their own ornaments in a short time with a simple user interface.

User modeling agent using natural language interface for information retrieval in WWW (자연언어 대화 Interface를 이용한 정보검색 (WWW)에 있어서 사용자 모델 에이젼트)

  • Kim, Do-Wan;Park, Jae-Deuk;Park, Dong-In
    • Annual Conference on Human and Language Technology
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    • 1996.10a
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    • pp.75-84
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    • 1996
  • 인간의 가장 자연스러운 통신 수단은 자연언어이다. 본 논문에서는 자연언어 대화체를 사용한 인터네트 상에서의 정보 검색에 있어서 사용자 모델링 에이젼트 (User modeling Agent or User modeling system)의 모델 형성 기술 및 그의 역할을 서술하고 있다. 사용자 모델은 인간의 심성 모델 (Mental model)에 해당하며, 심성 모델이 사용자가 시스템에 대한 지식과 자신의 문제상황 또는 주변환경에 대하여 가지는 모델임에 반하여, 사용자 모델은 시스템이 사용자의 지식 및 문제 상황을 표상(Representation)하여 형성한 사용자에 대한 모델이다. 따라서 사용자 모델은 시스템의 지능적인 Human Computer Interaction (HCI)의 지원을 위하여 필수적이다. 본 논문에서는 사용자 모델 형성 기술 및 지능형 대화 모델의 지원을 위한 시스템 실례로써 사용자 모델 형성 시스템 $BGP-MS^2$ 와 사용자 모델의 형성을 위하여 구축된 지식베이스 구조를 설명하고 있다.

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Development of Content-Based Trademark Retrieval System on the World Wide Web

  • Kim, Young-Sum;Kim, Yong-Sung;Kim, Whoi-Yul;Kim, Myung-Joon
    • ETRI Journal
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    • v.21 no.1
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    • pp.40-54
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    • 1999
  • In this paper, we describe a new trademark retrieval system based upon the content or the shape of trademark. The system has an on-line graphical user interface for the World Wide Web (WWW) that allows user to provide a query in forms of a sketch or a visual image to search for similar trademarks from database. User interfaces for the WWW were implemented by utilizing HTML and Java applets. The query can occur in arbitrary size and orientation. A shape representation scheme invariant to scale and rotation was developed to measure the similarity between two trademarks using the magnitude of Zernike moments as a feature set. Performance evaluation has been carried out with a database of 3,000 trademarks. It takes only about 0.6 second for the retrieval on a 200 MHz Pentium PC. The average recall of the original one among top 30 candidates queried by noisy or deformed images was 100%.

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Intelligent Multimedia Educational System on Distributed Environment (분산 환경에서의 지능형 멀티미디어 교육 시스템)

  • Lee, Se-Hun;Yun, Gyeong-Seop
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.5
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    • pp.1323-1331
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    • 1999
  • This paper suggests a multimedia educational system which has the ability to extract intelligent instruction on the distributed environment. The proposed system is designed for supporting individual instruction and real time user interaction. As the system based on CORBA, we put group managing module on it for multi user environment, so it has ability for distributed computing facilities. Using MHEG standard, we can provide multimedia courseware and real time user interaction. To diagnose students' responses and generate evaluations, we use several linguistic variables of fuzzy theory. There are two major advantages for using this system. This system can provide dynamic generation of problems and the ability to provide a dynamic instruction strategy. And it can increase reusability of courseware material for using standard of multimedia representation and communication. We use CORBA and MHEG to overcome the disadvantage of the Web, passive protocol and poor interactivity, HTTP.

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Trends and Prospects in Super-realistic Metaverse Visualization Technologies (초실감 메타버스 시각화 기술 동향과 전망)

  • W.S. Youm;C.W. Byun;C.M. Kang;K.J. Kim;Y.D. Kim;D.H. Ahn
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.24-32
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    • 2024
  • Wearable metaverse devices have sparked enthusiasm as innovative virtual computing user interfaces by addressing a major source of user discomfort, namely, motion-to-photon latency. This kind of latency occurs between the user motion and screen update. To enhance the realism and immersion of experiences using metaverse devices, the vergence-accommodation conflict in stereoscopic image representation must be resolved. Ongoing research aims to address current challenges by adopting vari-focal, multifocal, and light field display technologies for stereoscopic imaging. We explore current trends in research with emphasis on multifocal stereoscopic imaging. Successful metaverse visualization services require the integration of stereoscopic image rendering modules and content encoding/decoding technologies tailored to these services. Additionally, real-time video processing is essential for these modules to correctly and timely process such content and implement metaverse visualization services.

All kinds of singularity avoidance in redundant manipulators for autonomous manipulation

  • Kim, Jin-Hyun;Marani, Giacomo;Chung, Wan-Kyun;Yuh, Jun-Ku
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1587-1592
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    • 2003
  • There are three kinds of singularity in controlling redundant manipulators. Kinematic, algorithmic and representation singularities are those. If manipulators fall into any singularity without proper action to avoid it, the control system must go away from our desire, and we can meet a dangerous situation. Hence, we have to deal the singularities very carefully. In this paper, we describe an on-line solution for avoiding the occurrence of both algorithmic and kinematic singularities in task-priority based kinematic controllers of robotic manipulators. Representation singularity can be easily avoided by using proper representation algorithm, so, in this paper, we only consider kinematic and algorithmic singularities. The proposed approach uses a desired task reconstruction and a successive task projection in order to maintain the measure for singularity over a user defined minimum value. It shows a gain in performance and a better task error especially when working in proximity of singular configurations. It is particularly suitable for autonomous systems where an off-line trajectory control scheme is often not applicable. The advantage and performance of the proposed controller is verified by simulation works. And, the experiment with real manipulator is remaining for the future works.

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Representation and Detection of Video Shot s Features for Emotional Events (감정에 관련된 비디오 셧의 특징 표현 및 검출)

  • Kang, Hang-Bong;Park, Hyun-Jae
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.53-62
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    • 2004
  • The processing of emotional information is very important in Human-Computer Interaction (HCI). In particular, it is very important in video information processing to deal with a user's affection. To handle emotional information, it is necessary to represent meaningful features and detect them efficiently. Even though it is not an easy task to detect emotional events from low level features such as colour and motion, it is possible to detect them if we use statistical analysis like Linear Discriminant Analysis (LDA). In this paper, we propose a representation scheme for emotion-related features and a defection method. We experiment with extracted features from video to detect emotional events and obtain desirable results.

A Study on Non-Representational Characteristics that Appears in the Design of Gaetano Pesce (가에타노 페세의 디자인에서 나타나는 비재현성에 관한 연구)

  • Park, So-La
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.106-113
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    • 2013
  • Since the 1960's, diverse movements that oppose the uniform design tendency of modernism appears in Italy. Especially, Gaetano Pesce, who opposed uniformity and standardization that are based on mass production system, had interests in making unique product, not an identical product, while accepting modern production technology. Therefore, the purpose of this study is to comprehend Pesce's design, which creates diversity by arranging contingent, non-predictive, and episodic aspects in creative and acceptance processes according to the intension of the designer within mass production system, as a non-representational characteristic, which appears widely in modern thought and the arts, and examine how it is materialized in detailed design work. The study methods are first examining non-representation with theoretical contemplation and dealing with the design philosophy of Pesce based on the examination. Next, in order to discover non-representational characteristics that appear in the work of Pesce, it examines from introducing worker's creativity, user's possibility of choice, openness in the working process, and the aspects of researching materials. And a specific application method will be drawn through case analysis centered on furniture design. Gaetano Pesce's design that denies the world of representation based on the sameness comes to possess non-representational characteristics that acknowledge contingency and ceaselessly create difference by intentionally arranging during the working process.