• 제목/요약/키워드: 맞춤형인터페이스

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A Wellness Human-Care System utilizing User-Oriented Interface (사용자 중심의 인터페이스를 활용한 웰니스 휴먼케어 시스템)

  • Bak, Seon Hui;Choi, Tae Jun;Kong, Jang Myeong
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.343-344
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    • 2015
  • 최근 생활수준의 향상과 높은 삶의 질을 추구하고자하는 현대인들이 늘어나면서 사회구조의 변화와 건강관리의 다양한 영역까지 영향을 받고 있다. 이에 본 논문에서는 단순히 건강에 대한 데이터 변환 기술과 공급자 중심의 일방적인 정보표현 방법을 다양한 장치를 통해서 사용자 중심의 인터페이스를 강조하는 개인 맞춤형 웰니스를 공급하여 현대인에 맞는 편리한 생활환경을 제공하고 건강한 삶과 질을 높일 수 있는 웰니스 서비스 표현이 가능한 웹 포털 서비스를 개발하였다.

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VA Design of Personalized e-Learning System for the Driver's License Test in Korea (개인 맞춤형 운전면허 학습시스템 설계)

  • Oh, Yong-Sun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.1055-1060
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    • 2009
  • In this paper, we design an e-Learning system for the Driver's License Teste studying through the Internet. The proposed system make users to be arrived at the goal for the license in a shorter time by offering learning contents and items according to the item-responses made by the users based on the Item Response Theory. Moreover we design the scheme to give the optimum items and the most necessary content to the user during the learning procedure in the form of concept-based objects. All the items in the problem bank DB maintain their difficulties, discriminations, and guessing parameters as is the case of 3-parameter logistic model. In addition user profile DB stores users' status informations, item responses, and ability parameters. Using these structures and combining agents, we can offer the optimum learning process or dynamic personalized studying structure to the user. We can construct interface agent and content selection and feedback agent with the DB's described above. User can study without any awareness of system operations or personal fitting scheme.

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Design and Implementation for Transfer Application of Personal TV (개인용 TV의 전송용 어플리케이션 설계 및 구현)

  • Lee, Yun-Ju;Lim, Tae-Beom;Lee, Seok-Pil
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.621-622
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    • 2011
  • 개인형 TV는 TV와 컴퓨터의 융합으로, 디지털 방송의 데이터 방송이 가능해짐에 따라 TV도 컴퓨터와 같이 다량의 정보 컨텐츠를 전달할 수 있게 되었다. 개인형 TV에서는 방송 컨텐츠가 보다 전문화되고 특화되어 개인 맞춤형 서비스를 제공한다. 본 논문에서는 개인화된 서비스를 제공하기 위해서 전송용 어플리케이션의 보다 직관적이고 편리한 사용자 인터페이스를 제안한다.

A study on iNterface and Interaction using Chatgpt System in Virtual Reality Space (가상현실 공간에서의 ChatGPT 시스템을 활용한 인터페이스와 상호작용에 대한 연구)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1285-1290
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    • 2023
  • Although the environment in virtual space (hereinafter referred to as VR) has the problem of being difficult to access compared to existing PCs and smartphones, it has the advantage of being more realistic and providing endless experiences and functions compared to existing environments. In this VR environment, there is a need to develop technologies that help people handle tasks more conveniently in the virtual world by studying interfaces and interactions using ChatGPT, a recently popular AI technology. The ChatGPT interface and interaction in the VR environment are also studied to provide personalized services. Through this, users can choose the interface that suits them and the secretary interface can also provide customized services optimized for users. Accordingly, in this study, we design a convenient interaction method by linking the ChatGPT system in a VR environment and use it as a previous study for the development of an AI assistant.

A Study on Realistic Interface Elements for Improving the Flow in Screen Golf (스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구)

  • Doo, Kyungil
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.71-77
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    • 2021
  • Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.

A Study on Interactive Service Based on Mobile Voice Call (모바일 음성통화에 부가된 인터랙티브 서비스 연구)

  • Hong, JungKih;Lee, Hojun;Kim, Minseok;Lim, Sujeong;Hwang, Cheolju;Kim, Dongseok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.144-147
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    • 2014
  • 스마트폰은 보편화되었고 가전기기나 각종 생활 기기에 통신 장치 및 센서가 내장되어 스마트폰과 연동되는 다양한 스마트 기기들이 개발되고 있다. 또한 사용자가 인지하지 못한 상태에서 사용자에게 자동으로 편의 기능을 제공하는 서비스 기술들이 매우 활발하게 개발되고 있다. 하지만 현재의 스마트폰을 이용한 음성 통화는 단순한 사용자 인터페이스 수준에 머물고 있다. 따라서 본 논문에서는 정황 인지형 커뮤니케이션 기술을 활용하여 개인 맞춤형 및 다수 통화자간의 인터랙티브 커뮤니케이션 서비스에 대한 구조 및 요소기술에 대하여 제안한다.

Implementation of Mobile Web Interface Design for Smart-Phone Users (스마트폰 사용자를 위한 모바일 웹 인터페이스 디자인 구현)

  • Oh, Hyoung-Yong
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.639-648
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    • 2011
  • Since the emergence of the smartphone and tablet PC whose wireless internet accessibility has improved, personal computing environment has shifted from PCs to mobile web based mobile devices, and therefore the use of information and the communication method have been changing rapidly. Under the circumstance, domestic universities have actively been establishing mobile websites for smartphone users. Such mobile websites, however, focused on diverse functions and a showy design rather than on usability or accessibility, and were developed simply for the purpose of public relations. For this reason, students are now faced with difficulties in using the websites. Therefore, this paper proposes a novel web interface with the consideration of usability and accessibility in order for users to easily use and assess proper information. The matters to be taken into account in developing a mobile website are an intuitive interface design, user experiences, a user customized interface and compliance with web standards.

Development Environment and Extended DEVS Formalism for User-Level Customizable Modeling and Simulation (사용자 수준 맞춤형 모델링 및 시뮬레이션을 위한 개발환경 및 확장된 DEVS 형식론)

  • Lee, Jun Hee;Kang, Bong Gu;Kim, Tag Gon
    • Journal of the Korea Society for Simulation
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    • v.27 no.3
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    • pp.37-44
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    • 2018
  • In applying modeling and simulation (M&S) techniques to analyze complex discrete event dynamic systems, conventionally users had to use different simulation environments depending on the user-level. To solve the inconvenience, this paper proposes an integrated development environment for M&S depending on user-level and a formalized interface to manage the model in the development environment efficiently. The interface consists of an extended DEVS formalism and model making rules. The development environment is divided into a modeling environment and a simulation environment. In the modeling environment, three modeling methods are provided for each level of the users. Users inputs several parameters to the model generated as a result of the modeling process, and experiments in various cases by using the simulation environment. The case study shows the implementation of the proposed M&S environment, and using the implemented environment, it shows the M&S process of the complex defense combat system.

Developing Functional Game Contents for the Silver Generation (실버세대를 위한 기능성 게임 콘텐츠 개발)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.151-162
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    • 2009
  • As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests methods to develop sensory bicycle, gate ball, and mole game contents haying lower body exercise effects for the silver generation to utilize leisure and maintain health. Along with fun as games, functional design factors suitable to the cognitive ability and bodily activity ability of the silver generation were considered and through sensory intefaces that are easy for the silver generation to use and customized progressing methods complying with individual characteristics, it was attempted to induce continued interests and lower body exercise effects.

Use of ChatGPT in college mathematics education (대학수학교육에서의 챗GPT 활용과 사례)

  • Sang-Gu Lee;Doyoung Park;Jae Yoon Lee;Dong Sun Lim;Jae Hwa Lee
    • The Mathematical Education
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    • v.63 no.2
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    • pp.123-138
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    • 2024
  • This study described the utilization of ChatGPT in teaching and students' learning processes for the course "Introductory Mathematics for Artificial Intelligence (Math4AI)" at 'S' University. We developed a customized ChatGPT and presented a learning model in which students supplement their knowledge of the topic at hand by utilizing this model. More specifically, first, students learn the concepts and questions of the course textbook by themselves. Then, for any question they are unsure of, students may submit any questions (keywords or open problem numbers from the textbook) to our own ChatGPT at https://math4ai.solgitmath.com/ to get help. Notably, we optimized ChatGPT and minimized inaccurate information by fully utilizing various types of data related to the subject, such as textbooks, labs, discussion records, and codes at http://matrix.skku.ac.kr/Math4AI-ChatGPT/. In this model, when students have questions while studying the textbook by themselves, they can ask mathematical concepts, keywords, theorems, examples, and problems in natural language through the ChatGPT interface. Our customized ChatGPT then provides the relevant terms, concepts, and sample answers based on previous students' discussions and/or samples of Python or R code that have been used in the discussion. Furthermore, by providing students with real-time, optimized advice based on their level, we can provide personalized education not only for the Math4AI course, but also for any other courses in college math education. The present study, which incorporates our ChatGPT model into the teaching and learning process in the course, shows promising applicability of AI technology to other college math courses (for instance, calculus, linear algebra, discrete mathematics, engineering mathematics, and basic statistics) and in K-12 math education as well as the Lifespan Learning and Continuing Education.