• 제목/요약/키워드: Visual interface

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윈도우 제어를 위한 시각적 비접촉 사용자 인터페이스 (Visual Touchless User Interface for Window Manipulation)

  • 김진우;정경부;정승도;최병욱
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제36권6호
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    • pp.471-478
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    • 2009
  • 최근 다양한 3차원 콘텐츠 및 응용 프로그램의 개발되고, 컴퓨터 사용자 계층이 다양화됨으로 인하여 인터페이스에 대한 연구가 활발히 진행되고 있다. 본 연구는 사용자가 손을 이용하여 윈도우를 효율적으로 제어할 수 있도록 하는 것을 목적으로 한다. 기존 인터페이스에 관한 연구들은 고가의 장비를 사용하거나 복잡한 제스처 인식, 또는 부가적인 도구인 마커 등을 사용하는 문제가 있다. 이러한 단점을 개선하기 위하여 새로운 시각적 비접촉 인터페이스를 제안한다. 손을 사용하여 윈도우를 제어하기 위하여 HSV 색상공간을 이용하여 손 영역을 검출한다. 그리고 거리변환 행렬과 손 외곽선의 곡률을 이용하여 손의 중심과 손가락의 위치를 파악한다. 손의 중심과 손가락 위치를 이용하여 본 논문에서 제안하는 7가지의 제어 동작 중 사용자가 의도하는 동작을 파악하여 인터페이스로써 활용한다. 제안하는 인터페이스는 스테레오 카메라를 사용함으로써 사유자가 3차원 공간에서 거리감을 가지고 제어할 수 있도록 하였다. 그리고 간단한 손동작으로 제어하고자 하는 객체를 시각적으로 접촉할 수 있도록 함으로써 직관적인 제어가 가능하도록 하였다. 마지막으로 제안하는 인터페이스를 활용한 응용을 통해서 효율성을 확인한다.

교육용 소프트웨어 설계자를 위한 사용자 인터페이스 설계지침 개발 (Development of User Interface Design Guidelines for Education Software Designers)

  • 윤철호
    • 대한인간공학회지
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    • 제22권3호
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    • pp.45-56
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    • 2003
  • This study was conducted to develop user interface design guidelines for those who design education software products (web sites or CD-ROM titles). To establish this guideline scheme, international standards, commercial design guidelines, and research papers were surveyed. Especially, ISO 9241 was referred as a basic model of a guideline scheme. First, the research group developed draft guidelines. After that, education software developers, designers, and a user group reviewed the draft and the draft was revised with their commentations. Five components were selected as a primary class of guideline scheme: general principle, dialogue design, user guidance, visual interface, and information presentation. Each component was divided several components as a secondary class. Finally, 45 items were selected as user interface design guidelines for the education software design.

GIS 구축을 위한 사용자 인터페이스 개발에 관한 연구 (A Study on Developing an User Interface for GIS Construction)

  • 부기동;서일수;남인길
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 1999년도 춘계학술대회 발표논문집
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    • pp.124-132
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    • 1999
  • 본 논문에서는 OLE 자동화를 이용한 GIS의 사용자 인터페이스를 개발하는 방법을 제시하였다. 사용자 인터페이스의 개발에 있어서는 윈도우즈 프로그래밍 기술과 컴포넌트 소프트웨어 제작 기술의 적용이 중요하다. 본 논문에서는 컴포넌트 소프트웨어 제작 기술인 OLE 자동화와 비주얼 베이직 언어를 이용하여 사용자 인터페이스를 개발하는 방법을 제시하고, 사례 연구로서 주제도 중첩, 속성 테이블 조회, 그래프 분석, 분포도 분석 등의 기능을 수행할 수 있는 사용자 인터페이스를 개발하였다.

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지하철 이용 승객을 고려한 사용자 중심의 인간공학적 설계에 관한 연구 (The ergonomic design that considers the user interfaces in the railroad)

  • 박성혁;오세찬;여민우
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2006년도 춘계학술대회 논문집
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    • pp.415-416
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    • 2006
  • In this paper, we propose the ergonomics design method in shape design applicable which considers the user interface for railroad. This study focuses on ergonomics design and sensibility engineering design, user interface, which should be considered from the conceptual design stage of the rolling. Human's sensitivity and User Interface of railroad investigated ergonomics studies of several type. The sensibility engineering design made approach of user center design in railroad design. New design railroad to satisfaction passenger's various desire, to safety and convenient through high technology, to sufficient passenger's aesthetic sense. Therefore, we have application to properly of ergonomics design element in railroad design. we expert visual design and user interface help greatly in excellent railroad design.

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모바일 기기의 사용자 인터페이스 설계 도구로서 Trajectory Mapping 방법에 관한 연구 (A Study of Trajectory Mapping Method as a User Interface Design Tool for Mobile Devices)

  • 이석원;명노해
    • 산업공학
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    • 제22권1호
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    • pp.17-25
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    • 2009
  • In mobile device's user interface, menu organization is very important as well as menu structure because small display of mobile device. Menu items should be organized based on user knowledge structure to design user-centered interface. Traditionally, MDS (Multidimensional Scaling) have been most often used to expose users' perceived organization of menu items. But, information that MDS reveals is just relative spatial location of concepts and not relevant to concepts connection. Unlike MDS, Trajectory Mapping explicitly finds users' cognitive links between perceived concepts. This study proposes a Trajectory Mapping technique for eliciting knowledge structure, especially a set of cognitive pathways linking menu items, from end user. With twelve participants, MDS and Trajectory Mapping were conducted using cellular phone's menu items. And user knowledge structure was analyzed through Visual Concept Map that combination of results of MDS and Trajectory Mapping. After then, menu items were organized according to users' perceived organization. Empirical usability test was also conducted. The results of usability test showed that usability, in terms of task performance time, number of errors, and satisfaction, for newly organized interface was significantly improved compare to original interface. The methodology of this study is expected to be applicable to design a user-centered interface. In other words, Trajectory Mapping technique can be used as a design tool of user interface for imposing user knowledge structure on the interface.

자유곡면 가공기계 개발에 관한 연구 (A Study on the Development of a Freeform Surface Cutting Machine)

  • 신현경;이형락;박규원
    • 대한조선학회논문집
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    • 제38권2호
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    • pp.53-61
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    • 2001
  • 자유곡면으로 이루어진 모형선의 표면을 가공할 수 있는 공작기계를 개발하고 서보시스템으로 절삭공구의 가공경로제어를 수행하였다. 서보시스템은 BLDC(Blushless DC) motor, 콘트롤 드라이버, 호스트 콘트롤러로 구성되어 있다. 또한 정밀한 가공을 위하여 PI제어기를 사용하였고 Visual C++를 이용한 GUI(Graphic User Interface)를 구성하였다. 개발된 자유곡면 가공시스템에 의해 모형선이 가공되었다.

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오프라인 프로그래밍을 이용한 스카라 로봇의 통합제어 시스템 설계 (Integrated Control System Design of SCARA Robot Based on Off-Line Programming)

  • 한덕기;김휘동;조흥식;한성현
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 2002년도 춘계학술대회 논문집
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    • pp.398-403
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    • 2002
  • We developed a Off-Line Graphic Simulator which can simulate a robot model in 3D graphics space in Windows 95 version. 4 axes SCARA robot was adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed program. The interface between users and the off-line program system in the Windows 95's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D graphics.

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궤도 차량의 기동성능을 위한 동적 모델링 및 시뮬레이터 개발 (Development of a Simulator and Dynamic Modeling for Moving Capability of Track Vehicle)

  • 김용태;김종수;이경식;염만오;한성현
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 2002년도 춘계학술대회 논문집
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    • pp.376-380
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    • 2002
  • In this paper, we developed a Widows 98 version off-line programming system which can simulate a track vehicle model in 3D graphics space. The track vehicle was adopted as an objective model. The interface between users and the off-line program system in the Widows 98's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D Graphics.

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궤도 차량의 기동성능 예측 프로그램 개발 (Development of Prediction Program for Moving Capability of Track Vehicle)

  • 서정길;김종수;김용태;이경식;한성현
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 2004년도 춘계학술대회 논문집
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    • pp.310-316
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    • 2004
  • In this paper, we developed a Windows XP version off-line programming system which can simulate a track vehicle model in 3D graphics space. The track vehicle was adopted as an objective model. The interface between users and the off-line program system in the Windows XP's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D Graphics.

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A Realtime Analytical System of Football Game

  • Min, Dae-kee
    • Communications for Statistical Applications and Methods
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    • 제8권2호
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    • pp.557-564
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    • 2001
  • The objective of he study is to record the real conditions along with the soccer ball that is, each player's ball keeping time, the number football keeping, accuracy of passing to other player, direction, etc., on a real-time basis, measure them in numbers and get necessary analyzed output as much as one needs. The study consists of the following stages: (1) Record the data by drawing through Visual Interface on a real-time basis; (2) Graphic windows to display the recorded data item by item in graphic; (3) Form windows to display the individual or team scores anytime when needed; (4) Windows to display the analyzed data in visualized form. The effect of the study is threefold: (1) It inputs all the game-related data on a real-time basis, which was impossible before and shows analyzed contents during the game enabling each tea manager o use; (2) In cse of TV broadcasting or newspaper articles, it explains objectively the situations of he game to the TV viewers or readers; (3) After the game, it provides importance information on each team's playing ability and individual player's technical improvement through data analysis.

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