• Title/Summary/Keyword: User-Computer interface

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A General Purpose Inverter Set-Up for Power Electronics Laboratory Experiments

  • Kayakesen, Mustafa Erman;Cadirci, Isik
    • Journal of Power Electronics
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    • v.10 no.4
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    • pp.434-443
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    • 2010
  • A general purpose experimental set-up has been designed and implemented for students to carry out various experiments on inverters in the power electronics laboratories of universities, during a few hours of laboratory work. This is the first inverter setup that incorporates hardware and software control, as well as an optional user interface in a laboratory experimental set-up of a single multi-purpose inverter, thus making the system versatile and very practical for both undergraduate and graduate students. The system can be controlled either by a computer or through a liquid crystal display (LCD) and a keypad control unit, and it constitutes a low-cost alternative to relatively expensive commercial teaching sets. The computer provides a user friendly interface and easier control for laboratory environments equipped with computers. The LCD and keypad units eliminate the need for a computer, which makes this system usable in the laboratory as a standalone unit as well.

A Design and Implementation of Remote Controller Using XML based on a DiVX Player User Interface (XML을 이용한 DivxPlayer 사용자 인터페이스 기반 리모콘 컨트롤 설계 및 구현)

  • Song, Du-Jae;Lee, Sang-Hun;Moon, Seung-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.331-334
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    • 2006
  • 최근 VCR과 DVD 플레이어 이후에 많은 주목을 받고 있는 Divx Player는 수많은 종류의 상품들로 전성기를 맞이하고 있다. 이러한 Divx Player는 다양한 상품의 홍수 속에서 이미 충분한 하드웨어, 소프트웨어적 발전을 이루었다. 따라서 엇비슷한 성능의 상품들 속에서 소비자에게 돋보이기 위해서 차별화된 디자인과 편리한 UI(User Interface)가 필요하게 되었다. 이러한 UI 디자인을 구성하는 다양한 방법 중에 웹문서를 조작하듯이 쉽고 편리하게 UI를 수정할 수 있는 XML 파싱이 크게 각광받고 있다. 따라서 본 논문에서는 이러한 Divx Player의 UI를 구성하는 XML의 기능과 그에 관련한 리모컨 조작의 연관성과 그 동작에 관하여 설계 및 구현을 하였다.

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Design of User Interface for Optiomal Web Access of the Visually Impaired (시각장애인의 최적화된 웹 접근성을 위한 사용자 인터페이스 설계)

  • Lee, Jun-Suk;Lee, Kwang-Ok;Kim, Kyoung-Soo;Bae, Sang-Hyun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.58-64
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    • 2010
  • These days, the Internet networks have rapidly expanded and used in various fields and been recognized as essential in our daily life. However, there are users who have difficulties in access to web sites like those with physical disabilities. Therefore, our country as well as developed countries have paid more attention to web access, and organized investigation and research are needed. This study presents how to reduce the number of access for efficient web access by the visually disabled and designs user interface.

Exploring the Performance of Deep Learning-Driven Neuroscience Mining in Predicting CAUP (Consumer's Attractiveness/Usefulness Perception): Emphasis on Dark vs Light UI Modes (딥러닝 기반 뉴로사이언스 마이닝 기법을 이용한 고객 매력/유용성 인지 (CAUP) 예측 성능에 관한 탐색적 연구: Dark vs Light 사용자 인터페이스 (UI)를 중심으로)

  • Kim, Min Gyeong;Costello, Francis Joseph;Lee, Kun Chang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.19-22
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    • 2022
  • In this work, we studied consumers' attractiveness/usefulness perceptions (CAUP) of online commerce product photos when exposed to alternative dark/light user interface (UI) modes. We analyzed time-series EEG data from 31 individuals and performed neuroscience mining (NSM) to ascertain (a) how the CAUP of products differs among UI modes; and (b) which deep learning model provides the most accurate assessment of such neuroscience mining (NSM) business difficulties. The dark UI style increased the CAUP of the products displayed and was predicted with the greatest accuracy using a unique EEG power spectra separated wave brainwave 2D-ConvLSTM model. Then, using relative importance analysis, we used this model to determine the most relevant power spectra. Our findings are considered to contribute to the discovery of objective truths about online customers' reactions to various user interface modes used by various online marketplaces that cannot be uncovered through more traditional research approaches like as surveys.

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Tactile Sensation Display with Electrotactile Interface

  • Yarimaga, Oktay;Lee, Jun-Hun;Lee, Beom-Chan;Ryu, Je-Ha
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.145-150
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    • 2005
  • This paper presents an Electrotactile Display System (ETCS). One of the most important human sensory systems for human computer interaction is the sense of touch, which can be displayed to human through tactile output devices. To realize the sense of touch, electrotactile display produces controlled, localized touch sensation on the skin by passing small electric current. In electrotactile stimulation, the mechanoreceptors in the skin may be stimulated individually in order to display the sense of vibration, touch, itch, tingle, pressure etc. on the finger, palm, arm or any suitable location of the body by using appropriate electrodes and waveforms. We developed an ETCS and investigated effectiveness of the proposed system in terms of the perception of roughness of a surface by stimulating the palmar side of hand with different waveforms and the perception of direction and location information through forearm. Positive and negative pulse trains were tested with different current intensities and electrode switching times on the forearm or finger of the user with an electrode-embedded armband in order to investigate how subjects recognize displayed patterns and directions of stimulation.

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A Study on analysis component and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소 분석 및 개선방안에 관한 연구 - 사용자 인터페이스 디자인 요소 중심으로 -)

  • Sung, Kyung;Kim, Hyo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.955-960
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    • 2008
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

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A Study on the Reliability Improvement for the Course Evaluation System (강의평가 시스템의 신뢰도 향상 방안 연구)

  • Kwon, O-Young;Park, Young-Tae;Hwang, Il-Kyu;Ahn, Tae-Won;Kim, Kyeong-Sook
    • Journal of Engineering Education Research
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    • v.17 no.2
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    • pp.35-41
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    • 2014
  • This paper deals with the ways that can improve the reliability of the course evaluation system based on reformation of the system and design of user interface for the practical applications. In the reformation of the system aspect, there are the improvements of the course evaluation questionnaires and the feedback of course evaluation to the lecturers. In the design aspect, a computer screen of the graphic user interface is redesigned to reflect the reformation of the system aspect issues. The results show the effectiveness in the reliability improvement.

SLP Application and Validation for the Layout of User Interface Components (사용자 인터페이스 구성요소의 레이아웃을 위한 SLP 적용 및 검증)

  • Shin, Hyun-Bong;Jung, Kwang-Tae
    • IE interfaces
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    • v.18 no.4
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    • pp.485-493
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    • 2005
  • In this study, a method that can objectively and systematically design the layout of user interface components was developed. In order to explain its application method, the method was applied to the layout design of facsimile. In particular, in order to validate the suitability of the method, comparison tests were performed for the case of facsimile. Computer simulators for layout design were made using Micromedia Flash and comparison evaluation for an existing layout and a new layout was performed in three aspects. The first comparison method was to measure and compare its movement distance when carrying out a task in two layout models. The second one was to measure and compare users' performance. The last one was to measure and compare users' subjective satisfaction after using two models. As the result, new layout design was better than the existing design in all comparison tests. The movement distance of the new layout design model was shorter than the existing model. And, its performance including task completion time and error frequency was better and users' satisfaction was higher than the existing. In conclusion, the method that was developed in this study can be very effectively used in the layout design of user interface components.

Android Application for Connecting Cycling Routes on Strava Segments

  • Mulasastra, Intiraporn;Kao-ian, Wichpong
    • Journal of information and communication convergence engineering
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    • v.17 no.2
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    • pp.142-148
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    • 2019
  • Relatively few countries provide separate bicycle lanes for cyclists. Hence, tools for suggesting cycling routes are essential for a safe and pleasant cycling experience. This study aims to develop a mobile application to build cycling routes based on user preferences, specifically location, search radius, ride distance, and number of optimal routes. Our application calls the Strava API to retrieve Strava cycling segments crowdsourced from the cycling community. Then, it creates a graph consisting of the start and end points of these segments. Beginning from a user-specified location, the depth-first search algorithm (DFS) is applied to find routes that conform to the user's preferences. Next, a set of optimal routes is obtained by computing a trade-off ratio for every discovered route. This ratio is calculated from the lengths of all segments and the lengths of all connecting paths. The connected routes can be displayed on a map on an Android device or exported as a GPX file to a bike computer. Future work must be performed to improve the design of the user interface and user experience.