• Title/Summary/Keyword: screen media

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An Study on Usability Evaluation of Image based SNS (이미지 기반 SNS의 사용성 평가 연구)

  • Lee, Mi Gyung;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.508-516
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    • 2016
  • With the rapid development of Social Network Service and with the diversification of user needs, new types of image-based SNS have emerged. Image-based SNS provides customized service to meet users' specified contents needs that have yet to be satisfied in conventional relation-based SNS like Facebook, leading the trend of service diversification. Unlike text-based SNS that has inconvenient view on a small mobile screen, image-based SNS provides the communication way focused on simple text message and image, and thus the main users of the image-based SNS are young people in their 20s who get accustomed to images, rather than text messages. Accordingly, the functions and roles of SNS UI have varied, and usability has been more important. With the users in their 20s who use image-based SNS, this study tried to look into the usability of the image-based SNS. To do that, heuristic evaluation method was applied to find UI problems. The main factors constituting usability were extracted, and user evaluation method was redesigned. Aside from the satisfaction measurement, this study conducted and analyzed a questionnaire survey with users in their 20s who used actual image-based SNS. This study analyzed usability factors that influenced of image-based SNS users. The analysis results are considered to be used as a fundamental material to improve usability in the process of developing social media service.

Characteristics of Anaerobic Acid Fermentation with Food waste leachate by Reactor Type of Retention Time for Landfill Site Injection (매립지 주입을 위한 음폐수 산발효 시 반응기 형태와 체류시간에 따른 특성)

  • Moon, Kwangseok;Kim, Jaehyung;Koo, Hyemin;Lim, Junhyuk;Kim, Nakjoo;Chang, Wonseok;Pak, Daewon
    • Journal of Energy Engineering
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    • v.23 no.3
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    • pp.125-131
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    • 2014
  • In order to increase landfill gas (LFG) production with food waste leachate, this study was confirmed to be acidogenetic conditions for landfill site injection. Thereby, it was conducted for acidogenetic treatments to determine the decrease in viscosity and VFA production. After acidogenesis treatments, solubility of food waste leachate increased approximately 15%, and as a result, UASB and CSTR were similar by reactor type using the change of retention time. Based on the result of the change in viscosity by reactor type, efficiency of UASB showed approximately 11.38% of higher decrease in viscosity as $76.95{\pm}3.27%$ vs. CSTR. Also, VFA production showed the higher increase of 2.01 times (UASB) and 1.76 times (CSTR) respectively at the point of increasing retention time from 3 to 5 days. From the above results, efficiency of UASB in a reactor was relatively higher because large molecular lead to longer retention time than small molecular due to having screen effect in the fixed media.

A Study of Visualization Methods and languages for Presenting Database Information (데이터베이스 정보의 시각화 방법과 그 표현 언어들에 관한 연구)

  • 김성곤
    • Archives of design research
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    • v.13 no.3
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    • pp.191-200
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    • 2000
  • Recently, as the form of media has been various and computer graphic technology has developed, it has been possible and attempted to present database information 3-dimensionally and dynamically. However, there was not many studies done regarding how to present 3-dimensional and dynamic information. Therefore, this study was conducted to develop presentation techniques and languages of 3-dimensional and dynamic information. This paper consists of four section. First, it was introduced by secondary research that fundamental knowledge and functions for presenting the information by the computer graphics. In other words, it was stated what is possible to present 3-dimensional information on the 2-dimensional screen and which functins becomes better as computer graphic technology has developed. Second, computer graphic model that present database information should also have hierarchical structure that database information has. Thus, it was discussed how to present information regarding how to make a structure of graphic model that present database information. There are two ways to present information- by changing structure of information and by changing graphical presentation techniques. Third, all the graphical presentation language was collected and explained. Finally, the case study of presenting statistical data for baseball players demonstrated concrete example of using graphical presentation language.

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Political Economy of Global Market: Debate on Cultural Imperialism Thesis and Its Critical Acceptance of Cultural Imperialism (문화시장 개방의 정치경제학: 문화제국주의 논쟁과 비판적 수용)

  • Yim, Dong-Uk
    • Korean journal of communication and information
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    • v.35
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    • pp.114-146
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    • 2006
  • Now, Korea-U.S.A Free Trade Agreement talk is underway in Korea. In FTA talks, the issues on audio-visual sector including screen quota, opening of broadcasting and telecommunication to the U.S.A. are becoming a hot potato. Globalization has been speed up by mass media and telecommunications. Cultures are no longer bounded by specific place but, through the migration of persons and the electronic flows of information, ideas and images, transgress established boundaries. So issues and debates have to be focused on global culture and cultural imperialism. Some would argue global culture is the consequences of capitalist world-system, so dominance by the center should be criticized and vanished. Some would say that global culture would help recipient society's people with cultural diversify and improvement. The issues on culture and communication, particularly at international level call for our attention in light of cultural identity, homogenization and diversity. Although I criticize the cultural imperialism thesis, I suggest critical acceptance of cultural imperialism. That is the observation of complexity between internal and external dynamics. The process of cultural imperialism is not simple and unitary. It rather involves the various forces of internal dynamics along with external forces.

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Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.

The Development of Stereotest using Gabor Images in 3D Environment: An Explorative Study (3D 환경에서 가보 영상을 이용한 입체 시력 검사도구의 개발: 탐색적 연구)

  • Kham, Keetaek
    • Journal of Broadcast Engineering
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    • v.20 no.6
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    • pp.901-911
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    • 2015
  • Many studies tried to develop a 3D display based stereo test as a substitute for the conventional stereo test. Although many 3D monitor based stereo tests have various advantages over the conventional stereo tests with printed stimuli, they have a crucial limitation in manipulating disparity. The least value for disparity manipulation is one pixel, which is too big to screen the normal stereo acuity in pc environment with a short viewing distance. In this explorative study, a Gabor image was employed as a test stimulus, because its position can be manipulated by changing its phase information, which allows sub-pixel manipulation for disparity. Instead of employing the methods of the conventional stereo tests where measurement was made only once for each of a wide range of disparity values, 10 replications were administrated for each of 6 disparity levels. The results from the test using Gabor images were compared with those using random dot stimulus because the latter stimulus was exactly the same as that of the conventional stereo test. The correlation coefficient between two tests was found to be moderate. After one month later, the whole test was repeated in the same settings. The correlation coefficient between test and retest results from Gabor images was found to be as high as that from a random dot stimulus, implying high test-retest reliability. These results suggest that a Gabor stimulus could be used as a test stimulus for the valid and reliable stereo test, even in the limited condition, such as 3D environment with a short viewing distance and a condition for evaluating the stereo acuity very precisely.

A Study for Visual Style for Feature Animation - A Case of Feature Animation - (극장 판 장편 애니메이션의 시각적 스타일에 관한 연구 -장편애니메이션 'Life is Cool'의 제작사례를 중심으로-)

  • Choi, Seung-Won
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.391-400
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    • 2007
  • The ways of expression are infinite to make animated film. When we compare to live action film, that fact is the actual power that animation only has and is one of the big weapons to appeal to the audience. Nonetheless, techniques to be chosen are monolithic like drawing, 3D computer, and clay when animation maker makes feature animation to screen in movie theatre. It's probably because feature animation must have popularity of visual style and they need to standardize technique about side of making. But popularity in expression does not mean monolithic visual style and making technique. It should be understood about side of artistic value to fascinate public audience. Audience is always eager for new subject, new directing style and new visual style. Monotonous and boring animation cannot but turn away from the audience. So if production does not have artistic value, we cannot expect commercial value and success also even it plans and makes for the feature animation. To create new visual style fnr animation is not only limited to artwork itself but also creation, which is included story and tone of the film and acting style about character. Also making process must be calculated and experimented to actualize that visual style about side of making.

Low Performance Electronics Evolved into Smart Appliances (스마트 가전으로 진화된 저사양 생활가전)

  • Back, Jonghui;Kim, Kyosun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.9
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    • pp.107-115
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    • 2013
  • Smart appliances with multi-media and telecommunication equipments provide users complicated convenience functions. On the contrary, 8-bit controller-based low performance electronics still cannot afford such multimedia and telecommunication. If we find a way to have low-end electronics connected and provide complicated functions, they can be also made "smart". Fortunately, 8-bit controllers used in low-end appliances have UART, which can be connected to any of BlueTooth, Wi-Fi and ZigBee communication modules which can, in turn, communicate with smart devices. Any communication module can be attached to the low-end electronics due to the variety of smart devices' connectivity at the other side. Although the convenience functions seem complicated, they are actually macros in a script form composed of micro commands which implement the base functions of appliances. Since the kinds of the base functions are not that many, the low-end electronic appliances will become "smart" if their control program can be extended to execute sequentially the micro commands in any combination. Such simple innovation has not seen the world, until now due to the overhead of the additionally required hardware such as display devices and buttons. The high-quality display and touch screen functionalities of smart devices can replace the required hardware, and remove the overhead completely. In fact, the low-end appliances become smart as if an "evolution kit" is newly equipped.

gABC: A Text Entry Framework using Gamepad (gABC: 게임패드를 이용한 문자 입력 방법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.67-76
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    • 2007
  • As the performance of game consoles is so highly progressed that services such as internet browsing become available on the consoles, the need for text input schemes on game consoles is rapidly raised. In this paper, we present a text input method of alphabet characters and several symbols using a gamepad, which is a widely used input device for most game consoles. Just like other text input methods using gamepad, our method allows users to enter texts by manipulating the gamepad with a user interface displayed on the screen of the console. A key idea of this paper is to present the user interface that is similar to the $4{\times}3$ keypad on mobile phones. The motivation of this idea is a principle that the experience of using a text input tool can be transferred to another tool that has similar interface. Another motivation is that the keyboard-based interface is too complex to be easily manipulated by simple input from a keypad, which is four orthogonal directions and several fire signals. Since most of keys on keypad of $4{\times}3$ keys are represented by a combination of two orthogonal directions, users feel easier in entering texts using keypad-based interface. We prove this argument in this paper by a user test of ten subjects. After about two experiment sessions, subjects reach 13 WPM in average, which proves that the proposed text input method enables much faster text input than the existing keyboard-based text input methods.

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Production Techniques for Mobile Motion Pictures base on Smart Phone (스마트폰 시장 확대에 따른 모바일 동영상 편집 기법 연구)

  • Choi, Eun-Young;Choi, Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.115-123
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    • 2010
  • Because of development of information technology, moving picture can run various platforms. We should consider and apply users' attitude as well as production technique because convergence between mobile and media technology may be increased full-browsing service using mobile device. Previous research related to production technique in various platforms only focus on video quality and adjustment of screen size. However, besides of technical side, production techniques should be changed such as image production as well as image editing by point of view aesthetic. Mise-en-scene such as camera angle, composition, and lighting is changed due to HD image. Also image production should be changed to a suitable full-browsing service using mobile device. Therefore, we would explore a new suitable production techniques and image editing for smart phone. To propose production techniques for smart phone, we used E-learning production system, which are transition, editing technique for suitable converting system. Such as new attempts are leading to new paradigm and establishing their position by applying characteries such as openness, timeliness to mobile. Also it can be extended individual area and established as expression and play tool.