• Title/Summary/Keyword: user interfaces

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Highly Reliability Network Technology for Transmitting a Disaster Information (재해정보 전송을 위한 고신뢰성 네트워크 기술)

  • Kim, Kyung-Jun;Kim, Dongju;Jang, Dae-Jin;Oh, Eun-Ho;Kim, Jin-Man
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.115-124
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    • 2015
  • In this paper we analyse the previous (Quality of Services) and QoE(Quality of Experience) methods, and propose a high reliable network system framework and its service forwarding method that is able to provide seamless N-Screen services for proliferating disaster informations. The service satisfaction measurement, i.e., QoE, of contents consumers in N-screens services is going to be important the factor in disaster information proliferation because N-Screen services in the previous methods based on multi devices only focused on information transmission. The proposed system around these services is composed of a disaster information process framework for accepting user's service requirement, push service modules for minimizing the number of packets to be caused when carrying out the push service, and a push service controller for maximizing QoE measures. In order to provide a seamless N-Screen service on diverse screens, such as smartphone, PC, and big screen, we also have Open API(Application Programming Interface) functions. Through these results, we expect to evaluate QoS and QoE quality in the seamless N-Screen service.

Open IPTV Platform using Overlay Multicast and Content Delivery Network (오버레이 멀티캐스트 및 콘텐츠 전달 네트워크를 적용한 개방형 IPTV 플랫폼)

  • Jung, Seung-Moon;Kang, Im-Chul;Jeon, Jin-Han
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.528-536
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    • 2009
  • Recently, the importance of IPTV providing multimedia service over IP based networks managed to provide the required level of quality of service and experience, security, interactivity and reliability has been gradually increasing by the commercialization of its service. However, the original purposes of IPTV service - contents are produced and consumed anytime, anywhere, and over any device at the same time - have not been satisfied by service providers because most services offered by service providers depend on closed IPTV platform. In this paper, we propose an open IPTV service platform that an individual or small company can easily produce contents and offer IPTV service independently from the existing closed IPTV platform.. The proposed IPTV platform exploits overlay multicast scheme to offer reasonable service under the environment where network bandwidth and processor resource are limited. It also uses CDN-like scheme to ensure the quality of transmitted contents. The performance evaluation shows that the proposed IPTV platform has the possibility of being an open IPTV platform considering its results such as the quality of transmitted contents, the transmission rate, the channel zapping time, and so on. It also shows that proposed IPTV platform could be applied to real IPTV service with continuous enhancement of its functions and user interfaces.

Spray Modeling: An Augmented Reality Based Tangible 3D Modeling Interface (스프레이 모델링: 증강현실 기반의 실체적인 3차원 모델링 인터페이스 제안)

  • Jung, Hee-Kyoung;Nam, Tek-Jin
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.119-128
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    • 2005
  • This paper presents an intuitive 3D modeling interlace based on a field study and prototype development. The process and tools of modeling were observed in workshops of professional design model making, day modeling, wood caning and glass crafting. The Spray Modeling interlace was developed from the observational analysis of the field study. It is a 3D modeling interface which combines particle spraying and day modeling in Virtual or Augmented Reality space. Virtual volume particles are sprayed on frames in Augmented Reality space as day modeling. It adopts a real air spay gun as a tangible interface device which provides coherent sound and air-force feedback. The prototype development and a user study showed that the interface supports new patterns of form development and expression. Control interfaces and requirements of auxiliary devices were found to be improved. This study examines the potential of the new interlace for designers working in 3D virtual and augmented reality. The new spraying interface is also expected to be used as an alternative interface in 3D computer workspace, games, education software and media art.

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Application of OGC WPS 2.0 to Geo-Spatial Web Services (공간정보 웹 서비스에서 OGC WPS 2.0 적용)

  • YOON, Goo-Seon;LEE, Ki-Won
    • Journal of the Korean Association of Geographic Information Studies
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    • v.19 no.3
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    • pp.16-28
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    • 2016
  • Advancing geo-spatial web technologies and their applications require compatible and interoperable heterogeneous browsers and platforms. Reduction of common or supporting components for web-based system development is also necessary. If properly understood and applied, OGC-based standards can be utilized as effective solutions for these problems. Thus, OGC standards are central to the design and development of web-based geo-spatial systems, and are particularly applicable to web services, which contain data processing modules. However, the application for OGC WPS 2.0 is at an early stage as compared with other OGC standards; thus, this study describes a test implementation of a web-based geo-spatial processing system with OGC WPS 2.0 focused on asynchronous processing functionality. While a binary thresholding algorithm was tested in this system, further experiments with other processing modules can be performed on requests for many types of processing from multiple users. The client system of the implemented product was based on open sources such as jQuery and OpenLayers, and server-side running on Spring framework also used various types of open sources such as ZOO project, and GeoServer. The results of geo-spatial image processing by this system implies further applicability and extensibility of OGC WPS 2.0 on user interfaces for practical applications.

A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

Assessment of the Usability of Digital TV Remote Control Pointing Methods (Digital TV 리모컨의 포인팅 방식에 대한 사용성 평가)

  • Cheong, Kyeong-Kyun;Kim, In-Soo;Park, Sung-Kwon;Park, Yong-Jin
    • Journal of Broadcast Engineering
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    • v.16 no.4
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    • pp.657-668
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    • 2011
  • Along with the development of communication technology, DTV is gradually evolving into media that provide diverse services and information. This study is related with remote controls that control DTV interfaces and assessed the usability of remote pointing device. To this end, pointing devices using three different interaction methods that have been attempted recently by the industry were selected to conduct empirical experiments. The usability assessment was conducted centering on the existing directional task on straight tracks presented in ISO 9241-Part 9 and the steering tunnel task on curved tracks proposed in this study. The measurement variables included movement time, accuracy, throughput, subjective satisfaction and user behaviors. Based on the results of the assessment, in the case of movements on straight tracks, the GyroPoint method showed better implementing time but lower accuracy compared to the Hall Mouse and OFN methods while in the case of assessment on curved tracks, all of the GyroPoint method, Hall Mouse and OFN methods showed excellent results on both implementing time and accuracy. Besides, differences in efficiency and subjective satisfaction were shown among individual pointing devices. Based on these results, it is considered that individual pointing methods have different advantageous and disadvantageous characteristics. In this study, the usability of remote control pointing methods was assessed and diagnosed reflecting environments where DTVs are used through assessments considering the aspect of straight tracks along with curved tracks. Among others, this study is considered to be meaningful in that it provides assessment criteria and basic data for the development of remote controls suitable for the evolving DTV environments.

Web Accessibility Evaluation of Social Network Sites (소셜 네트워크 사이트의 웹 접근성 평가)

  • Han, Hyuk-Soo;Kim, Cho-Yi
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.481-488
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    • 2009
  • The SNS(Social Network Service or Social Network Sites), the concept which came along with the Web2.0 is on-line service which focuses on building social network communities of people which used to be established off-line. Foreign SNS sites such as Facebook, MySpace and Twitter and domestic SNS sites such as Cyworld, Me2Day are getting popularity continuously and became one of the most important application in internet environments. Since these SNS sites have the purpose of providing infrastructure which enable all the people to share his/her interests with all the other people, it is necessary to appraise whether these sites provide convenient interfaces with proper accessibility to handicapped people and old people who are considered having difficulties in using internet. Web accessibility refers to the practice of providing equal access to people of all abilities and disabilities. If the web accessibility of a SNS site is so low that handicapped people and old people cannot use it properly, those gaps between user groups may become social problems. Therefore, the paper appraised web accessibility of Facebook and Cyworld using automatic tool, KADO-WAH 2.0 and Standard guideline, WCAG 2.0 and suggested the improvement opportunities based on the results of the appraisal.

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X-TOP: Design and Implementation of TopicMaps Platform for Ontology Construction on Legacy Systems (X-TOP: 레거시 시스템상에서 온톨로지 구축을 위한 토픽맵 플랫폼의 설계와 구현)

  • Park, Yeo-Sam;Chang, Ok-Bae;Han, Sung-Kook
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.2
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    • pp.130-142
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    • 2008
  • Different from other ontology languages, TopicMap is capable of integrating numerous amount of heterogenous information resources using the locational information without any information transformation. Although many conventional editors have been developed for topic maps, they are standalone-type only for writing XTM documents. As a result, these tools request too much time for handling large-scale data and provoke practical problems to integrate with legacy systems which are mostly based on relational database. In this paper, we model a large-scale topic map structure based on XTM 1.0 into RDB structure to minimize the processing time and build up the ontology in legacy systems. We implement a topic map platform called X-TOP that can enhance the efficiency of ontology construction and provide interoperability between XTM documents and database. Moreover, we can use conventional SQL tools and other application development tools for topic map construction in X-TOP. The X-TOP is implemented to have 3-tier architecture to support flexible user interfaces and diverse DBMS. This paper shows the usability of X-TOP by means of the comparison with conventional tools and the application to healthcare cancer ontology management.

DESIGN AND IMPLEMENTATION OF HITL SIMULATOR COUPLEING COMMUNICATIONS PAYLOAD AND SOFTWARE SPACECRAFT BUS (통신탑재체와 소프트웨어 위성버스체를 통합한 HITL 시뮬레이터의 설계 및 구현)

  • 김인준;최완식
    • Journal of Astronomy and Space Sciences
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    • v.20 no.4
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    • pp.339-350
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    • 2003
  • Engineering qualification model payload for a communications and broadcasting satellite(CBS) was developed by ETRI from May, 2000 to April, 2003. For. the purpose of functional test and verification of the payload, a real-time hardware-in-the-loop(HITL) CBS simulator(CBSSIM) was also developed. We assumed that the spacecraft platform for the CBSSIM is a geostationary communication satellite using momentum bias three-axis stabilization control technique based on Koreasat. The payload hardware is combined with CBSSIM via Power, Command and Telemetry System(PCTS) of Electrical Ground Support Equipment(EGSE). CBSSIM is connected with PCTS by TCP/IP and the payload is combined with PCTS by MIL-STD-1553B protocol and DC harness. This simulator runs under the PC-based simulation environment with Windows 2000 operating system. The satellite commands from the operators are transferred to the payload or bus subsystem models through the real-time process block in the simulator. Design requirements of the CBSSIM are to operate in real-time and generate telemetry. CBSSIM provides various graphic monitoring interfaces and control functions and supports both pre-launch and after-launch of a communication satellite system. In this paper, the HITL simulator system including CBSSIM, communications payload and PCTS as the medium of interface between CBSSIM and communications payload will be described in aspects of the system architecture, spacecraft models, and simulator operation environment.

Usability Evaluation Checklisks of Software GUI on Weapon System (무기체계 소프트웨어 GUI에 대한 사용성 평가 체크리스트 개발)

  • Kim, Du-Jeong;Cho, Hyun-Su;Kang, Tae-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.214-222
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    • 2016
  • As information becomes more sophisticated with the advancing technology of our times, the usability of software is considered an important factor. However, the research on usability of weapons system software graphical user interfaces (GUIs) remains insufficient. For this reason, this paper focuses on developing checklists for the usability of GUIs in weapons systems. In the first step, design principles are collected from various design guidelines on usability and from career soldiers. In the second step, a survey is conducted for factor analysis, and in the third step, factor analysis is conducted on 12 principles, with two principles excluded, as a result, due to less correlation with weapons system usability. In Step 4, the weights for design characteristics and design principles are derived using AHP. In the final step, the checklists are developed by mapping the GUI design factors and from the results of factor analysis. This research could be utilized as a foundation for usability evaluation of GUIs in weapons systems.