• Title/Summary/Keyword: touch & call

검색결과 19건 처리시간 0.026초

Study of Social Network Site Interactivity to Identify and Avert Usability Flaws for Effective User's Experience

  • Abduljalil, Sami;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • 제9권3호
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    • pp.325-330
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    • 2011
  • Due to the wide growth and popularity of social network website, large numbers of users discover these social network sites are a place where they can be able to spend their leisure time sharing interests, sharing ideas freely, sharing personal experience, and also to search for new friends or partners. These websites give an opportunity for its users to socialize with new people and to keep in touch or reconnect with current or old friends and families across disperse continents, which traditionally replace the common traditional methods. These social network websites need accurate and careful investigations and findings on the usability issues for effective interactivity and more usability. However, little research might have previously invested on the usability of these social network websites. Therefore, we propose a new framework to study and test the usability of these social network sites. We namely call our framework "Interactivity". This framework will enable developers to assess the usability of the social network sites. It will provide an overview of the user's behavior while interacting in these social network websites. Performance of the framework will be performed using Camtasia software. This software will entirely capture the interactivity of users including the screen and the movements, which the screen and the motion of the user action will undergo to analysis at the end of our research.

The New Generation of Hydraulic Presses-Progress in the Forming Process

  • Prommer, Eric
    • 한국분말야금학회:학술대회논문집
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    • 한국분말야금학회 2006년도 Extended Abstracts of 2006 POWDER METALLURGY World Congress Part2
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    • pp.1276-1277
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    • 2006
  • The ever increasing requirements on today's compacts with regard to their geometry and precision call for flexible high-precision and most capable production systems. DORST Technologies has coped with these requirements by developing the new HP series for pressing forces between 1600 kN and 16000 kN and the new HS series for pressing forces between 150 kN and 1200 kN. These fully hydraulic presses featuring upper ram, lower ram, core rod, filler, up to 4 lower tool levels and up to 4 upper tool levels with closed-loop controlled movements. Thanks to latest servo technology and an electronic bus system it is possible to have all movements closed-loop controlled in the desired relation to each other. Thus, today's hydraulic presses provide high stroke rates, low energy consumption and a user-friendly interface. The input of data is carried out via clearly arranged screen masks on a touch-screen. The innovative DORST $IPG^{(R)}$ (Intelligent Program Generator) has been designed to support the set-up staff in preparing and optimizing the toolprogram. The combination of the machine type with the hydraulic unit determines the productivity in consideration of the specific application and the part to be pressed. Thanks to the closed-loop control circuits, DORST hydraulic automatic presses of the latest generation ensure unmatched precision and repeatability - and consequently process reliability - often without necessitating subsequent machining steps.

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스마트 폰 및 광역관측카메라 메커니즘 탑재 SCSky 캔위성 시스템 개발 (System Development of SCSky CanSat With Smart Phone and Wide Swath Scan Camera Mechanism)

  • 김혜인;김정기;최재섭;김수현;오현웅
    • 한국항공우주학회지
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    • 제45권2호
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    • pp.154-162
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    • 2017
  • 인공위성의 시스템 설계 및 운용에 대한 이해증진을 목적으로 국내에서는 2012년을 시작으로 매년 캔위성 경연대회가 개최되고 있다. 본 논문에서 제안한 캔위성은 2016년 경연대회에 출전한 SCSky(Smart Call from the Sky) CanSat으로, 주요임무는 캔위성에 탑재된 스마트폰을 이용하여 영상통화 연결을 통해 위성체 내 외부 및 비행영상 획득을 목표로 하고 있으며, 임무 구현을 위해 형상기억합금 와이어를 적용한 원격터치시스템을 개발하였다. 아울러 부가적인 임무로 비행 임무동안 보다 넓은 범위의 지상관측영상 획득을 목적으로 형상기억합금스프링을 적용한 광역스캔카메라 메커니즘을 개발하였다. 본 논문에서는 상기 캔위성에 대한 임무를 비롯해 개발 탑재체 및 캔위성 시스템 소개, 최종 비행시험결과에 대하여 서술하였다.

울스모크(Woolsmok)기법에 의한 면직물에 응용된 질감표현 - 롤테크닉과 세탁기 작업에 의한 비교 - (The Expression of Texture Applying the Cotton Fabrics of Woolsmok Technique - Comparison of the Works Using the Rolltechnique and the Washing Machine -)

  • 오연옥
    • 한국의류산업학회지
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    • 제6권2호
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    • pp.163-168
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    • 2004
  • The domestic textile industry is currently making an active effort to present high value-added materials that can respond immediately to the wants and needs of consumers sensitive to the of originality of design and emotionally appealing fashion materials. This paper attempted to present the creative development of materials in the contemporary clothing culture in which consumers' needs are individualized and differentiated and the cycle of life in fashion materials is getting shorter. To be specific, the paper presented the texture of peculiar expression to diverse cotton materials using the Woolsmok technique in the processing of felt. The chosen Merino wool was felted to 8 kinds of cotton with different density and structure. The touch, texture, visibility and complex susceptibilities of new materials were presented as different materials of cotton and wool were transformed into one material. In felting cotton fiber through wool, the transformation of diverse textures was presented and compared in the method using the washing machine in an attempt to enhance the efficiency of the traditional craft technique and work. This study proposed the possibility of placing the new material made up of cotton and wool beyond the range of functionality of each simple material, activating it as the peculiar material and expanding it to the range of its use as fashion material in the clothing industry. It is expected that this material will become competitive material at home and abroad by being activated as the clothing material of artistry, workability and marketability that can satisfy the tastes of consumers who call for high quality and diversification.

소셜 네트워크 사이트의 사용자 행동 분석을 통한 사용성 결점 식별 및 효과적인 사용자 경험을 위한 상호작용성 프레임워크 (Interactivity Framework for Analysis of Social Network Sites User's Behavior for Identification of Usability Flaws and Effective User's Experience)

  • 새미 압둘자릴;윤석진;강대기
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2011년도 춘계학술발표대회
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    • pp.544-546
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    • 2011
  • Due to the explosive growth of online social network users, large numbers of users discover these social network sites are a place where they can be able to spend their spare time, share feelings, ideas freely, and to search for new friends or partners. These web sites give an opportunity for its users to socialize with new people and to keep in touch or reconnect with current or old friends and families across disperse continents via these web sites, which traditionally replace the traditional methods. These social network web sites need careful investigations and findings on the usability for effective interactivity and more usability. However, little research might have previously invested on the usability of these on social network web sites. Therefore, we propose a new framework to study the usability of these social network sites. We namely call our framework "Interactivity". This framework will enable us to assess the usability of the social network sites. It will provide an overview of the user's behavior while interacting in these social network web sites. Measurement of the interactivity will be measured using Camtasia software. This software will entirely capture the interactivity of users including the screen and the movements, which the screen and the motion of the user action will undergo to analysis at the end of our research.

"연대는 (불)가능하다!": 연상호 애니메이션의 '바닥없는 표면' ('Solidarity is (Im)Possible!': Abyssal Surface in Yeon Sang-ho's Animated Works)

  • 곽영빈
    • 만화애니메이션 연구
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    • 통권37호
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    • pp.463-489
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    • 2014
  • 그에게 쏟아진 거의 만장일치에 가까운 찬사에도 불구하고, 연상호의 애니메이션 작품세계에 대한 본격적인 논의는 아직 제대로 된 형태를 갖추지 못하고 있다. 산발적인 몇몇 리뷰들을 제외하면 진지한 접근의 시도를 찾아보기 힘든 상황인 것이다. 이 깊은 골을 메우려는 시도로서 본 논문은 그의 작품들이 의미 있는 전체(oeuvre)로 간주되어야 한다고 주장한다. 그의 두 장편 애니메이션인 <돼지의 왕>과 <사이비>에 집중하되, 그들이 그의 단편 작품들과 맺는 미묘한 관계들에도 주목하면서, 나는 그의 작품이 현대 한국사회와의 관계 속에서 얼마나 '급진적'인지, 혹은- radical이라는 말의 어원 그대로 '뿌리'에 닿는다는 의미에서- '근원적'인 지를 보여줄 것이다. 두 작품 간의 연속성을 우회하거나 제대로 논의하지 않는 일반적인 독해들과 달리, 나는 그 둘이 주목할 만한 차이들에도 불구하고 공명하는 독특한 방식에 주목하려 한다. 단도직입적으로 말해 서사의 중심에서 그의 작품들은 '연대(solidarity)'의 문제, 보다 정확하게 말해 '비참한 이들(abjected people) 간의 연대의 결핍/과잉'이라는 문제를 중심으로 회전한다. 나아가, 어쩌면 더욱 중요하게도, 나는 어쩌면 그저 주제적 차원이라 할 수 있을 이러한 문제들이 그의 애니메이션 작품들 속에서, 내가 '바닥없는 표면/표면의 심연(abyssal surface)'이라 이름붙인 형식적 차원으로 표면화되고 있는 지를 드러낼 것이다. 서사는 훌륭하나 '애니메이션' 작품으로서의 정체성을 인정하기는 어렵다는 식의, 상찬을 가장한 비난- 혹은 오독-과 달리, 나는 연상호의 작품들이 '비참한 이들' 간에 드러나는 신뢰의 결핍/과잉을 애니메이션으로서, 즉 그 뒤에 서로에 대한 '바닥없는 불신/신뢰'가 숨어있는 불길하고 피상적인 표면을 육화한다고 주장할 것이다. 연상호의 애니메이션은 정확하게 이런 중의적인 의미에서, 즉 주제적인 차원에서의 사회의 뿌리와 표현 양식 차원에서의 애니메이션의 근본을 건드린다는 이중적인 의미에서 근본적(radical)이다.

항암제 취급 간호사의 소변중 돌연변이 유발능과 자각증상 및 스트레스 (Urinary Mutagenicity, Physical Symptoms and Stress of Nurses Handling Anticancer Drugs)

  • 김봉임
    • 대한간호학회지
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    • 제26권4호
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    • pp.963-975
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    • 1996
  • The purpose of this study was to call attention to the mental, physical and occupational hazards of the anticancer-drug-handling nurses by examining the possible urinary mutagenicity and measuring physical symptoms and stress level of the nurses exposed to anticancer drugs. The experimental group of the urinary mutagenicity assay was 14 nurses handling anticancer drugs at the medical wards of a hospital located in J city ; the control group was 12 psychiatric nurses of the same hospital. The test material was the nurses' 24hrs urine, which was concentrated by XAD-2 column chromatography. Tester strains were TA98(±S9 mix), TA100(±S9 mix), TA1535(±S9 mix) and TA1537(±S9 mix) ; Salmonella mammalian-microsomal test(Ames test) was employed for the urinary mutagenicity assay. The physical symptoms of which the nurses experienced were investigated through self-reports on open-questionnaires. The stress levels of the experimental group were measured by a stress measuring instrument developed by this author. Reliability of this instrument was found to be adequate (Cronbach's Alpha=0.9079). To ascertain the urinary mutagenicity of the experimental group, the mean and the standard deviation of the colonies of Tester strains appearing on the minimal plates were taken and compared differences between two groups. T-test was employed for the significance test of two groups. The physical symptoms were compared between the two groups through the analysis of the nurse' self-reports. The mean and standard deviation of the stress levels of the experimental group were also calculated and were examined through t-test. The results were summarized as follows : 1. The experimental group revealed significantly higher urinary mutagenicity both in the activation method test and the non-activation method test of the tester strains TA98, TA100 and TA1535. In the case of TA1537, two groups showed no difference in the non-activation method test, but the activation method revealed difference. 2. The physical symptoms were also much more frequently reported in the experimental group. 79.3% of the experimental group reported more than 1 kind of physical symptoms. On the other hand, 33.2% of the control group complained of 1 kind of physical symptom. The items with high symptom frequency were 'headache', 'itching sensation', 'corneal congestion', 'skin allergy' 3. The mean score of stress in the experimental group was 2.41(range 1-4). The experimental group showed the stress level above 2.0 in the 14 of 15 items in all. The highest stress level were recorded in the following items in the order quoted, 'I fear that anticancer drug may touch any part of body while handling it.', 'I feel concerned there is no protective countermeasure against anticancer drug handling.', 'I am afraid the anticancer drug handling may produce a fetal loss in the future'.

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고령자의 신체특성을 반영한 전시시설 환경디자인 체크리스트 적용현황 비교분석 -한국과 일본을 중심으로- (Comparative Analysis of Environment Design Checklist at Exhibition Facilities Based on Physical Characteristics of the Elder - Focused on Korea and Japan-)

  • 오지영;박혜경
    • 한국과학예술포럼
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    • 제24권
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    • pp.277-287
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    • 2016
  • 본 연구는 증가하는 전시시설 고령관람자들의 신체 특성을 반영한 환경디자인 체크리스트를 이용하여 한국과 일본 전시시설의 적용현황을 비교분석하는 것을 목적으로 한다. 한국과 일본을 대표하는 국·공립 박물관 8곳 (역사계 4곳, 미술계 4곳)을 선정하고 전시 시설을 직접 방문하여 체크리스트 적용 현황을 파악하였다. 전시시설의 공간범위는 진입공간, 전시공간, 교육활동공간, 공공서비스공간, 이동공간으로 구분되며 고령자의 신체특성은 감각영역(시각, 청각, 촉각, 후각, 미각), 운동영역(골격, 근력, 체력)으로 구분된다. 체크리스트에 근거하여 설치, 부분설치, 미설치로 구분하여 해당점수를 부여하여 평균값으로 분석하였다. 연구결과는 다음과 같다. 첫 번째, 한국과 일본 전시시설 모두 평균값 이상의 비슷한 수준으로 나타나 전반적으로 고령자의 신체특성을 반영한 환경디자인이 시설 내에 적용되고 있는 것으로 나타났다. 두 번째, 평가 점수가 낮게 나타난 전시공간과 교육활동공간은 대부분 권장항목으로 구성되어 있었고 대부분 부분설치 또는 미설치로 나타나 이에 대한 대비가 필요할 것으로 사료된다. 세 번째, 고령자의 신체특성 중 감각영역(청각)에 해당하는 항목의 설치가 특히 미비한 것으로 나타났고 음성안내, 긴급호출벨, 보청설비 등 추가 시설이 보완이 이루어져야 할 것으로 판단된다. 네 번째, 전시시설의 건립시기, 리모델링 시기에 따라 체크리스트 평가점수가 다르게 나타나며, 역사계와 미술계 전시시설의 특성에 따라서도 점수가 다소 차이를 보이는 것으로 나타났다.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • 섬유기술과 산업
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    • 제2권4호
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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