• 제목/요약/키워드: user-element

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A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

A Study on the Interior Design Directions of University Library Building through the Analysis of UC Berkeley Libraries (버클리대학의 도서관 사례로 보는 대학도서관 실내공간의 설계방향 연구)

  • Lee, Jae-Hoon
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.5
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    • pp.3-12
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    • 2020
  • The purpose of this study is to suggest some interior design directions for university library in the circumstances of rapid change of user's demand for the library. In order to extract some ideas about designing the library, I analyzed the libraries of UC Berkeley which has tried to transform the existing condition of the building for satisfying user's new needs. Informations of compositions, layouts of furnitures and book shelves, environmental conditions of 25 branch libraries of UC Berkeley, and spatial behavior patterns in libraries were surveyed and analyzed to get insights to design a new model of library buildings. The interesting phenomena got from the survey is that most of the library users used their own laptop computer in the library regardless of environmental conditions of the library or book types. In conclusion, as the library is changing to the place of studying, not of reading books, four design directions for the library are suggested in this research as like these; 1) Establishing a Regulation Free Environment for a user, 2) Enhancing the Aura of Books as an Interior Design Element, 3) Supplying Personalized Spatial Characters, and 4) Providing an Impactful Space.

A study of SSO design based SAML for public library clustering (공공도서관 클러스터링을 위해 SAML 기반의 사용자통합인증 설계에 관한 연구)

  • Byeon, Hoi Kyun;Ko, Il Ju
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.3
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    • pp.55-67
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    • 2008
  • The user has to subscribe to the library so that user use the library service. User has to register at that in order to use of the nearby another library. Moreover, service such as the inter-library loan and returning my loan book to other library in which the mutual cooperation between the library is needed necessity. But it services due to the constraint condition because of the administrative or technical problems. In this paper excludes the administrative element. The web service model is forming the cluster based on the mutual cooperation between the technologically adjacent public library and provides the technologically necessary single sign-on (SSO) in order to support the additional service. The single sign-on of the library which is concluded by this model using the security information exchange standard (Security Assertion Markup Language : SAML), it is processed by XML base. In using this model, the loan information is confirmed in the attribution in return service library and the model can utilize for the return of loan book in other library. It designs the single sign-on about it.

Multiaxial ratcheting assessment of Z2CND18.12N steel using modified A-V hardening rule

  • Xiaohui Chen;Yang Zhou;Wenwu Liu;Xu Zhao
    • Steel and Composite Structures
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    • v.49 no.1
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    • pp.1-17
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    • 2023
  • Based on Ahmadzadeh-Varvani hardening rule (A-V model), multiaxial ratcheting effect of Z2CND18.12N austenitic stainless steel is simulated by ABAQUS with user subroutine UMAT. The results show that the predicted results of the origin multiaxial A-V model are lower than the experimental data, and it is difficult to control ratcheting strain rate. In order to improve the predicted capability of A-V model, the A-V model is modified. In this study. Moreover, under the assumption of the von Mises yield criterion and normal plasticity flow rule, we develop a numerical algorithm of plastic strain with the improved model to implement the finite element calculation of the model. Internal iteration in the numerical algorithm was implemented with the Euler backward method, which calculated the trial strain for each equilibrium iteration using the consistent tangent matrix. With a user subroutine, the proposed model is programmed into ABAQUS for a user - executable version. By simulating the uniaxial ratcheting of a round bar made of Z2CND18.12N austenitic stainless steel, we observe that the predicted results simulated by ABAQUS with UMAT are compared with the experimental data. The predicted results of the improved multiaxial A-V model are consistent well with the experimental data.

Beam Selection Algorithm Utilizing Fingerprint DB Based on User Types in UAV Support Systems

  • Jihyung Kim;Yuna Sim;Sangmi Moon;Intae Hwang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.9
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    • pp.2590-2608
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    • 2023
  • The high-altitude and mobility characteristics of unmanned aerial vehicles (UAVs) have made them a key element of new radio systems, particularly because they can exceed the limits of terrestrial networks. However, at high altitudes, UAVs can be significantly affected by intercell interference at a high line-of-sight probability. To mitigate this drawback, we propose an algorithm that selects the optimal beam to reduce interference and maximize transmission efficiency. The proposed algorithm comprises two steps: constructing a user-location-based fingerprint database according to the user types presented herein and cooperative beam selection. Simulations were conducted using cellular cooperative downlink systems for analyzing the performance of the proposed method, and the signal-to-interference-plus-noise cumulative distribution function and spectral efficiency cumulative distribution function were used as performance analysis indicators. Simulation results showed that the proposed algorithm could reduce the effect of interference and increase the performance of the desired signal. Moreover, the algorithm could efficiently reduce overheads and system cost by reducing the amount of resources required for information exchange.

Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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Study of deduction flow map on conversation toward the Embodied conversational agents in the Mobile Environment (모바일 상황에서 대화형 에이전트와 사용자의 대화 흐름도 도출 연구)

  • Choi, Yoo-Jung;Jo, Yoon-Ju;Park, Su-E
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.178-183
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    • 2008
  • The goal of this study is finding flow-map in conversation what is going on user and embodied conversational agent by analysing that conversation. Specifically, this study not only find elements of conversation, but also draw out patterns of conversation can be exist for dialogue ability between user and Embodied conversational agent. To do this, we collect data through in-depth one to one interview, and then we analysis collected data to try to find out element of user-agent conversation based on qualitative research refer to the theory of conversation analytics and type of conversation. As a result, six flow map is deducted Especially, the irregular conversation is hard to find in human-human conversation, and the frequency is the most in data. In addition, when elements of interruption came out, be hostile to partner or correct the press conversation. This study can have positive effect to embodied conversation agent developer, user and service offerer because this study find the type of conversation through analysis that between embodied conversational agent and user.

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User Experience Element Integrated of Diverse Handheld Devices (다양한 Handheld Device의 사용경험 요소 통합화를 위한 연구)

  • Park, Wan-Je;Kim, Joon-Hwan;Jang, Hyun-Kook;Kwon, Hee-Jin;Lee, Jeong-Yeon;Hwang, Ho-Ik
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.512-517
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    • 2007
  • 다양한 디지털 가전제품을 제조하는 회사들은 초기에 제품 하나하나에 제품의 사용경험을 담는데 비중을 높여 개발을 하였다. 하지만 제품이 알려지고 종류가 많아지면서 각 제품들을 아우르는 사용자 경험요소 통합화가 필요하게 되었다. 이에 다양한 화면 사이즈와 Input Device를 가진 Handheld Device들 간의 일관된 사용 경험(user experiences)을 제공하는 것을 목적으로 하는 연구가 진행되었다. 대상이 된 제품들은 Digital Media Broadcasting의 수신, Multimedia 파일이 재생, 파일 creation 등이 가능한 Handheld Devices였고, 각 제품들은 특정 기능에 충실한 UI를 구현하고 있다는 특징이 있다. 따라서, 기존 제품의 사용성을 저해하지 않는 수준의 표준화가 필요하며 기존 UI 사용성과 표준화 UI 사용성 간의 조화가 중요 하였다. 기존 제품의 개별 특징을 분석하고 Handheld Device의 사용자 요구사항을 조사를 통해 사용경험 요소를 발굴하고 Navigation, Menu Hierarchy, Screen Layout 등의 설계를 통해 Prototype 개발을 하고 Usability Test를 통해 보완을 하였다. Usability Test는 한국, 미국, 영국, 중국 4개국에서 광범위한 사용자 조사가 이루어졌다. 국가 선정은 제품의 주요 시장 및 각 대륙을 대표하는 기준으로 선정되었다. 사용자 그룹은 연령, 지식 수준, 성별에 구분되었고 Web Survey 1000명, Usability Test는 각 국가별 총 100명이 넘는 참석자에 의한 데이터 분석이 이루어 졌다. 이렇게 조사된 데이터를 바탕으로 UI 사용경험 요소를 정의하고 제품의 공통 가이드와 개별 가이드를 개발하는 일련의 프로세스를 확립하고 검증하였다. 본 논문을 통해 대상 제품들의 다양한 특성을 살리면서도 user Interface의 일관성 원칙을 설립하기 위해 시도했던 방법과 과정을 기술하고, 이 과정을 통해서 얻은 결과와 실제적인 경험을 소개한다.

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The Relationship of Brand Awareness and User Experience in 3D GUI Mobile Phone (3D GUI 모바일폰의 사용자 경험과 브랜드 인지도의 상관관계)

  • Kim, Seung-In;Shin, Gwi-Ja
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.147-159
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    • 2010
  • The touch screen phone launched domestically in Korea, unlike the existing plane UI, it applied a cubic shape of 3D UI which provides three dimensional solid graphic. This study proposes to examine the correlation between the users' experience of 3D GUI, which were made by two different companies, and the brand. From this point of view, this study sets up a hypothesis about intimate correlation between individual differentiated brand and the user experience. Base on that, a model was designed. This study measured the satisfaction of user experience through the disclosure and non-disclosure of brand, focusing on 3D GUI cases which were launched so far, and it demonstrated that there was a clear difference in the degree of satisfaction. Through this examine, a brand was confirmed as one of the important element of user experience in using the 3D GUI that was launched competitively by companies. Therefore, the result of this study suggest that the designers need to establish strategies that make the brand as the core subject of design during the process of manufacturing product and service.

Development of the Web-based Participation IoT Service Brokering Platform (웹 기반 참여형 IoT 서비스 브로커링 플랫폼 개발)

  • Lee, Jun-Young;Choi, Hoan-Suk;Rhee, Woo-Seop
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.40-57
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    • 2015
  • IoT is the foundation technology that the things share the information through connected with Internet to provide service based on these information. It is applied to various fields such as personal, public and industry. Therefore, the service development is required to meet the requirement of the various service environments. The IoT service environment will be developed as the participation IoT service environment which increase the value and efficiency such as the Broadcasting and web services changed from the service provider environment to the user participation service. The user can directly reflect their requirements using the user participation IoT service environment. So, the types of IoT services will diverse and accelerate the spread of IoT service. In this paper, we derive the IoT service element through the analysis of various service scenarios, and propose the participation IoT service model and modeling mechanism. It provides the sequential service model and the relation based service model according to the service modeling proficiency of user. The proposed environment provides the web-based user interface that is implemented by the participation IoT service brokering platform.