• Title/Summary/Keyword: World Map

Search Result 492, Processing Time 0.024 seconds

Usability Evaluation Criteria Development and Application for Map-Based Data Visualization (지도 기반 데이터 시각화 플랫폼 사용성 평가 기준 개발 및 적용 연구)

  • Sungha Moon;Hyunsoo Yoon;Seungwon Yang;Sanghee Oh
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.58 no.2
    • /
    • pp.225-249
    • /
    • 2024
  • The purpose of this study is to develop an evaluation tool for map-based data visualization platforms and to conduct heuristic usability evaluations on existing platforms representing inter-regional information. We compared and analyzed the usability evaluation criteria of map-based platforms from the previous studies along with Nielsen's (1994) 10 usability evaluation principles. We proposed nine evaluation criteria, including (1) visibility, (2) representation of the real world, (3) consistency and standards, (4) user control and friendliness, (5) flexibility, (6) design, (7) compatibility, (8) error prevention and handling, and (9) help provision and documentation. Additionally, to confirm the effectiveness of the proposed criteria, four experts was invited to evaluate five domestic and international map-based data visualization platforms. As a result, the experts were able to rank the usability of the five platforms using the proposed map-based data visualization usability evaluation criteria, which included quantified scores and subjective opinions. The results of this study are expected to serve as foundational material for the future development and evaluation of map-based visualization platforms.

Dynamic Load Balancing Mechanism for MMORPG (MMORPG를 위한 동적 부하 균등화 기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.9 no.5
    • /
    • pp.199-203
    • /
    • 2009
  • Recently, Massively Multiplayer Online Role-Playing Games (MMORPGs) has become increasingly popular, which continue to increase the number of game player. The volume of the game world also has been extended on a large scale. Existing Map-based distributed server architecture divides the game world into the rectangular regions and allocates the registered player in each region to the server responsible for that region. Players tend to concentrate in certain regions of the game world, which makes some special server overloaded. This paper proposes to change the boundary between servers to solve such a unbalanced load problem. Our proposed method first finds the overloaded server and then searches for its neighboring lightest loaded server to share with the overload evenly. Finally we implemented performance evaluation to demonstrate the efficiency of this approach.

  • PDF

Egypt's Science and Technology Parks Outlook : A Focus on SRTACity (City for Scientific Research and Technology Applications)

  • Abdel-Fattah, Yasser R.;Kashyout, Abdel-Hady B.;Sheta, Walaa M.
    • World Technopolis Review
    • /
    • v.2 no.2
    • /
    • pp.96-108
    • /
    • 2013
  • Egypt has been known as the light house of science and innovation not only in the Middle East but to the world across ages. Recently, there have been many ups and downs that positioned Egypt in a lower rank that it actually deserves according to its long history. This review entitles the current condition of science, technology and innovation in Egypt and the consequent setting up of best practices of science and technology parks (STPs) experiences. Egypt's science, technology and innovation (STI) system is highly centralized and dominated by the public sector, with R&D happening mostly in state-run universities and research centers supervised by the Ministry of Higher Education and Ministry of Scientific Research. R&D indicators state that Egypt ranking is 40th worldwide for the published articles (around 10,000 papers in 2011), while the numbers of issued patents (350 local and 50 international in 2011) is still far beyond expected. STPs in Egypt are addressed in this review by three examples; smart village in Cairo, Investment zone in Borg El-Arab City and Technology Valley in Ismailia. The three models are discussed in details and a suggested road map for developing more STPs is estimated.

GIS Oriented Platform For Solving Real World Logistic Vehicle Routing Problem

  • Md. Shahid Uz Zaman;Chen, Yen-Wei;Hayao Miyagi
    • Proceedings of the IEEK Conference
    • /
    • 2002.07b
    • /
    • pp.1248-1251
    • /
    • 2002
  • Logistics optimization problems related with vehicle routing such as warehouse locating, track scheduling, customer order delivery, wastage pickup etc. are very interesting and important issues to date. Many Vehicle Routing and Scheduling Systems (VRSS) have been developed/proposed to optimize the logistics problems. But majority of them are dedicated to a particular problem and are unable to handle the real world spatial data directly. The system developed for one problem may not be suitable for others due to inter-problem constraint variations. The constraints may include geographical, environmental and road traffic nature of the working region along with other constraints related with the problem. So the developer always needs to modify the original routing algorithm in order to fulfill the purpose. In our study, we propose a general-purpose platform by combining GIS road map and Database Management System (DBMS), so that VRSS can interact with real world spatial data directly to solve different kinds of vehicle routing problems. Using the features of our developed system, the developer can frequently modify the existing algorithm or create a new one to serve the purpose.

  • PDF

Tiled Stereo Display System for Immersive Telemeeting

  • Kim, Ig-Jae;Ahn, Sang-Chul;Kim, Hyoung-Gon
    • Journal of Information Display
    • /
    • v.8 no.4
    • /
    • pp.27-31
    • /
    • 2007
  • In this paper, we present an efficient tiled stereo display system for tangible meeting. For tangible meeting, it is important to provide immersive display with high resolution image to cover up the field of view and provide to the local user the same environment as that of remote site. To achieve these, a high resolution image needs to be transmitted for reconstruction of remote world, and it should be displayed using a tiled display. However, it is hard to transmit high resolution image in real time due to the limit of network bandwidth, and so we receive multiple images and reconstruct a remote world with received images in advance. Then, we update only a specific area where remote user exists by receiving low resolution image in realtime. We synthesize the transmitted image to the existing environmental map of remote world and display it as a stereo image. For this, we developed a new system which supports GPU based real time warping and blending, automatic feature extraction using machine vision technique.

A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.12 no.8
    • /
    • pp.467-474
    • /
    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

Physical Interactive Game on the Digital Desk (디지털 데스크상의 체감형 게임 구현)

  • Chung, Jee-Hoon;Yun, Tae-Soo;Lee, Dong-Hoon;Yang, Hwang-Kyu
    • Journal of Korea Game Society
    • /
    • v.5 no.1
    • /
    • pp.11-18
    • /
    • 2005
  • Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.

  • PDF

Study on the Optimum Capacity Analysis for Hydrogen Fueling Station in Korea (국내 수소충전소의 적정 용량 분석)

  • HAN, JA-RYOUNG;PARK, JINMO;LEE, YOUNG CHUL;KIM, SANG MIN;JEON, SO HYUN;KIM, HYOUNG SIK
    • Transactions of the Korean hydrogen and new energy society
    • /
    • v.28 no.6
    • /
    • pp.649-656
    • /
    • 2017
  • At present, hydrogen is emerging as a future energy source based on environment-friendly aspect, creation of new industry, and enhancement of domestic energy security. In accordance with it, the world's leading automobile companies are focusing on the development and commercialization of hydrogen electric vehicle technology, and each country is strengthening its hydrogen fueling station deployment strategy for its own country. Furthermore, the supply of hydrogen fueling stations is actively promoting under national support. More than 500 hydrogen fueling stations are being constructed, operated and planned around the world. The introduction of hydrogen energy is also progressing in Korea, by announcing road-map to supply hydrogen electric vehicles and hydrogen fueling stations by year. However, there is insufficient discussion on the capacity of hydrogen fueling station in Korea. Therefore, this study suggests the optimum capacity of hydrogen fuelling station for domestic hydrogen economy.

An Implementation of the Game Mechanics Simulator (게임메카닉스 시뮬레이터 구현)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartB
    • /
    • v.12B no.5 s.101
    • /
    • pp.595-606
    • /
    • 2005
  • The scale of game development are rapidly increasing as the blockbuster games which cost $7\~20$ billion won, often appear on the markets. The game mechanics which is concentrated on technological elements of the game, necessarily requires the management of quality. In this paper, we propose a computer simulator for the quality evaluation of game mechanics which can analyze the quality accurately and economically in the design phase. The proposed simulator provides Petri net[7,8] and Smalltalk[9] for convenient modeling. The simulator gives the realistic evaluation like play test because it uses the realistic data of gameplay environment such as player action-pattern, game world map, and item DB but the previous evaluation methods can not consider the realistic gameplay environment and can only cover a limited scope of evaluation. To prove good performance of the proposed simulator, we have 80 simulations for the quality evaluation of the game mechanics of Dungeon & Dragon[13,14] in a given world map. The simulation results show that the proposed simulator can evaluate the faultlessness, optimization, and play balance of the game mechanics and gives better good performance than other evaluation methods.

Rapid Implementation of 3D Facial Reconstruction from a Single Image on an Android Mobile Device

  • Truong, Phuc Huu;Park, Chang-Woo;Lee, Minsik;Choi, Sang-Il;Ji, Sang-Hoon;Jeong, Gu-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.8 no.5
    • /
    • pp.1690-1710
    • /
    • 2014
  • In this paper, we propose the rapid implementation of a 3-dimensional (3D) facial reconstruction from a single frontal face image and introduce a design for its application on a mobile device. The proposed system can effectively reconstruct human faces in 3D using an approach robust to lighting conditions, and a fast method based on a Canonical Correlation Analysis (CCA) algorithm to estimate the depth. The reconstruction system is built by first creating 3D facial mapping from a personal identity vector of a face image. This mapping is then applied to real-world images captured with a built-in camera on a mobile device to form the corresponding 3D depth information. Finally, the facial texture from the face image is extracted and added to the reconstruction results. Experiments with an Android phone show that the implementation of this system as an Android application performs well. The advantage of the proposed method is an easy 3D reconstruction of almost all facial images captured in the real world with a fast computation. This has been clearly demonstrated in the Android application, which requires only a short time to reconstruct the 3D depth map.