• Title/Summary/Keyword: user guide

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Design and Implementation of DVB-T Receiver System Based on OFDM (OFDM에 기반한 유럽 지상파 디지털 TV 수신기 시스템의 설계 및 구현)

  • Han Dong-Seog;Lee Yun-Jung;Nam Jae-Yeal;Ha Yeong-Ho;Choi Jae-Seung
    • Journal of Korea Multimedia Society
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    • v.8 no.3
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    • pp.362-371
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    • 2005
  • This paper presents a digital video broadcasting - terrestrial (DVB-T) receiver system based on the orthogonal frequency division multiplexing (OFDM) modulation method, which has exhibited a good reception performance even with obstacles and a mobile reception. As such, an improved OFDM receiver is developed for a DVB-T system that also considers function expansion for further development. After manufacturing the DVB-T receiver system, the performance of the proposed system is compared with three other hardware systems, all of which are end products. The experimental results confirm the performance using the measured minimum required carrier-to-noise ratio and threshold of visibility signal for each system. In addition, a graphic user interface (GUI) and electronic program guide (EPG) are developed for the digital television user.

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Design of a Web Based Virtual Operating System for Sound Equipment (웹 기반 음향기기의 가상 운용 시스템 설계)

  • 이에스더
    • Journal of the Korea Computer Industry Society
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    • v.4 no.10
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    • pp.599-610
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    • 2003
  • Sound equipment has developed rapidly as digital technology has quickly matured. Due to this fact, the necessary knowledge and skills are new. Moreover, improvements in digital surrealism in acoustical modeling have increased the challenges facing future audio engineers. Therefore, the necessity of Instruction in the use of sound equipment is needed for the specialist and amateur, alike. However, it is not easy to loam all kinds of sound equipment and systems which are upgraded often. It is necessary to offer a virtual environment that accurately simulates the manipulation and experiences of new sound recording technologies. The purpose of this study was to design a web based virtual operating system for sound equipment technologies which guide user to learn basic principles of usage and production techniques. The virtual simulation system was designed to aggressively implement an actual equipments so that user manipulation will accurately reflect current equipment usage and behavior.

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Development of Body-Weight-Support System for Walking Rehabilitation (보행 재활을 위한 신체 자중 보상용 모바일 로봇에 관한 연구)

  • Suh, Seung-Whan;Yu, Seung-Nam;Lee, Sang-Ho;Han, Chang-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.10
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    • pp.3658-3665
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    • 2010
  • As the population of elderly people and disabled people are increased, various demands for human welfare using robot system are raised. Especially autonomous rehabilitation system using robot could reduce the human effort while maintaining the its intrinsic efficacy. This study deals with mobile gait rehabilitation system which combined with BWS (Body Weight Support) for training of elderly and handicapped people who suffer the muscle force weakness of lower extremity. BWS which is designed by kinematic analysis of body lifting characteristics and walking guide system are integrated with main control system and wheeled platform. This mobile platform is operated by UCS (User Command System) and autonomous trajectory planning algorithm. Finally, through the EMG (Electromyography) signal measuring and its analysis for subject, performance and feasibility of developed system is verified.

Mobile Phone Guide for Cultural Heritage (문화유적지 투어를 위한 모바일 폰 가이드 시스템)

  • Suh, Young-Jung;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.116-121
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    • 2009
  • In the design of mobile entertainment systems for historical heritage sites, it is important to not only overcome technical challenges imposed by power requirements, computation limits, and connectivity, but to support group experiences and consider users preferences for situated media consumption. Cultural heritage sites provide an opportunity to entertain and educate the public through the use of mobile media. The proposed system implemented on a Java-enabled mobile phone provides both audio and visual content that is tailored by tracking user movement with GPS, collecting various user inputs and demographics, and allowing for socially acceptable eavesdropping via wireless networking. By designing for the spatial, personal, and social considerations of the environment, we aim to help users navigate the diverse topology of the space and consume the vast quantities of historical media.

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Shading Algorithm Evaluation based on User Perception (사용자 인지 실험 기반 쉐이딩 알고리즘 평가)

  • Byun, Hae-Won;Park, Yun-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.106-115
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    • 2011
  • In this paper, we evaluate the effectiveness of previous shading algorithms in depicting shape of 3d objects. We perform a study in which people are shown an image of one of ten 3D objects shaded with one of eight styles and asked to orient a gauge to coincide with the surface normal at many positions on the object's surface. The normal estimates are compared with each other and with ground truth data provided by a registered 3D surface model to analyze accuracy and precision. Our experiments suggest that people interpret certain shape differently depending on shading of 3d object. This paper offers substantial evidence that current computer graphics shading algorithms can effectively depict shape of 3d objects where the algorithms have the properties of lots of tone steps and uniformly distributed tone steps. This type of analysis can guide the future development of new CG shading algorithms in computer graphics for the purpose of shape perception.

A Study on Collective Lifestyle by Analyzing Case of Sharing Economy Service -Focusing on Co-working & Co-living Space- (공유경제 서비스 사례분석을 통한 협력적 라이프스타일 연구 -코워킹과 코리빙 스페이스를 중심으로-)

  • An, Hyo-Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.405-410
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    • 2017
  • The purpose of this study is to suggest the guideline by analysing and categorizing the case of sharing economy service especially the co-working and co-living space based on Europe. I did some literature research followed with evaluation of theoretical backgrounds, present conditions. Also, Some case research based on the keyword of 4th industrial revolution and the space categorized by their characteristics. The result indicate that co-working and co-living space's features correlated with their characteristics of the location and birth of digital nomad life. Each space has their flat-form community for the needs of closer cooperation between the user and user in common. I expect this study will become a good resource for upgrading domestic co-working and co-living space and also I hope that this study can guide follow-up next studies.

A Development of Simulation System for 3D Path Planning of UUV (무인잠수정의 3차원 경로계획을 위한 시뮬레이션 시스템 개발)

  • Shin, Seoung-Chul;Seon, Hwi-Joon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.701-704
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    • 2010
  • In studying an autonomous navigation technique of UUV(Unmaned Underwater Vehicle), one of the many fundamental techniques is to plan a 3D path to complete the mission via realtime information received by sonar showing landscapes and obstacles. The simulation system is necessary to verify the algorithm in researching and developing 3D path planning of UUV. It is because 3D path planning of UUV should consider guide control, the dynamics, ocean environment, and search sonar models on the basis of obstacle avoidance technique. The simulation system developed in this paper visualizes the UUV's movement of avoiding obstacles, arriving at the goal position via waypoints by using C++ and OpenGL. Plus, it enables the user to setup the various underwater environment and obstacles by a user interface. It also provides a generalization that can verify path planning algorithm of UUV studied in any developing environment.

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Development of Usability Evaluation Criteria for Senior-Friendly Autonomous Transportation Robot

  • Kim, Seon Chil;Kim, Sun Jung;Choi, Kyongon
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.5
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    • pp.407-422
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    • 2014
  • Objective: The purpose of the study is to develop quantitative usability evaluation criteria for senior-friendly autonomous transportation robot. Background: The Republic of Korea has become the most rapidly aging society, and is anticipated to enter the post-aged society in 2026. To raise the quality of life of a senior with limited mobility and to reduce the burden of caregivers, many high-tech assistive products with information technologies are developed nowadays. The senior-friendly autonomous transportation robot is one person robot vehicle to move a senior to the destination for hospitals, nursing homes or silver town complex. With built-in navigation system and environmental monitoring censors, it automatically seeks the path to the destination and avoids collision to obstacles and pedestrians on the way. Due to the early stage of the product, few usability studies in this field have been done, mostly on general service robots to assist seniors, power wheelchairs and delivery robots. ISO and KS standards for the service robots are focused on safety. Method: Based on the reference usability index, the early draft of the usability evaluation questionnaires was developed. After small group tests and interviews, the experts modified the initial draft to the Usability Evaluation Criteria for Senior-Friendly Autonomous Transportation Robot (UEC-SFATR). Result: UEC-SFATR consisted of 4 subscales - Safety, Controllability, Efficiency and Satisfaction. All of the 4 subscales of UEC-SFATR were passed the reliability criteria by 4 groups of seniors, divided by gender and familiarity of smart-devices. Conclusion: UEC-SFATR covers wider area of user experiences of the SFATR and is a good measurement tool to help both the users and developers of the robot. Application: This study provides guide to the future product development and product competitiveness evaluation by quantifying user experiences for the SFATR.

A Learning Study of the Product Control System Using Smartphones (스마트폰을 이용한 공정관리시스템의 학습연구)

  • Koo, Min-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.197-204
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    • 2011
  • In this paper, There is a study of a smartphone-based App for e-learning when the process control of manufacturing. First, That is obtained the control limit lines after inputted by the measured data and able to look up the assignable causes and then can display those causes. A User of this App can access the record about assignable causes using the record menu and can use with an e-Learning tool. Because that were provided in the form of a control process theory and bulletin announcements. Helped to exchange information. In addition, the user's guide how to use this App. The result of this process control is provided by charts. The alarm message to the alertsymbol, depending on the level of color clearly was designed to UI which displays the results. After the questionnaire responses with respect to satisfaction of Utilization and satisfaction of the learning experience. The Utilization' satisfaction results Appeared that 82% of the participants were satisfied. And The learning's satisfaction results Appeared that 90% of the participants were satisfied.

Internet Search Engine: Technological Mode that Draws User's Attention to Make Its Expertise Reinforce (인터넷 검색엔진: 사용자의 관심을 흡수하여 전문성을 강화하는 기술)

  • Kim, Ji Yeon
    • Journal of Science and Technology Studies
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    • v.13 no.1
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    • pp.181-216
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    • 2013
  • This paper tries to analyze technologies of search engine generally, and reveal the additional modes of Korean search engine at the same time. Recently it said that search engine becomes a self-moving and is getting more strong power than the former one existed. There are many difference interpretative views from technological determination to instrumentalism surrounding this system. Search engine invents the technological mode that draws user's attention to make its own expertise reinforce. It is stemmed from the rationality of its own. Especially Korean search engine exposed unique mutation as self-proliferation of it during past a decade, as for example "related keyword" or "real-time popular keyword" service. Its automatic decision aroused democracy matter, now it is not only web guide. How we do make it to serve in democracy, accepting the independent expertise of it simultaneously? We might find new prospect when focusing on interactional modality between engine and human actor, instead counting both as a separate one.

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