• Title/Summary/Keyword: 스마트 인터페이스

Search Result 680, Processing Time 0.028 seconds

Designing an Agricultural Data Sharing Platform for Digital Agriculture Data Utilization and Service Delivery (디지털 농업 데이터 활용 및 서비스 제공을 위한 농산업 데이터 공유 플랫폼 설계)

  • Seung-Jae Kim;Meong-Hun Lee;Jin-Gwang Koh
    • The Journal of Bigdata
    • /
    • v.8 no.1
    • /
    • pp.1-10
    • /
    • 2023
  • This paper presents the design process of an agricultural data sharing platform intended to address major challenges faced by the domestic agricultural industry. The platform was designed with a user interface that prioritizes user requirements for ease of use and offers various analysis techniques to provide growth prediction for field environment, growth, management, and control data. Additionally, the platform supports File to DB and DB to DB linkage methods to ensure seamless linkage between the platform and farmhouses. The UI design process utilized HTML/CSS-based languages, JavaScript, and React to provide a comprehensive user experience from platform login to data upload, analysis, and detailed inquiry visualization. The study is expected to contribute to the development of Korean smart farm models and provide reliable data sets to agricultural industry sites and researchers.

Analysis of service strategies through changes in Messenger application reviews during the pandemic: focusing on topic modeling (팬데믹 기간 Messenger 애플리케이션 리뷰 변화를 통한 서비스 전략 분석 : 토픽 모델링을 중심으로)

  • YuNa Lee;Mijin Noh;YangSok Kim;MuMoungCho Han
    • Smart Media Journal
    • /
    • v.12 no.6
    • /
    • pp.15-26
    • /
    • 2023
  • As face-to-face communication has become difficult due to the COVID-19 pandemic, studies have been conducted to understand the impact of non-face-to-face communication, but there is a lack of research that examines this through messenger application reviews. This study aims to identify the impact of the pandemic through Latent Dirichlet Allocation (LDA) topic modeling by collecting review data of 메신저 applications in the Google Play Store and suggest service strategies accordingly. The study categorized the data based on when the pandemic started and the ratings given by users. The analysis showed that messenger is mainly used by middle-aged and older people, and that family communication increased after the pandemic. Users expressed frustration with the application's updates and found it difficult to adapt to the changes. This calls for a development approach that adjusts the frequency of updates and actively listens to user feedback. Also, providing an intuitive and simple user interface (UI) is expected to improve user satisfaction.

A comparative study on user interface experience, product attitudes and intention to repurchase for each smartphone manufacturer (스마트폰 제조사별 UI(User Interface)경험과 제품태도 및 재구매의도에 관한 비교 연구)

  • Youm, Dongsup;Park, Kyoung-Ha
    • Journal of Digital Convergence
    • /
    • v.12 no.9
    • /
    • pp.359-367
    • /
    • 2014
  • This study aimed to identify empirically the differences of user interface experience factors for such manufacturers as Samsung, LG, Sky, Apple, etc., which are fiercely competing in the mobile market at home and abroad. In addition, this study aimed to verify how different the impact of such user interface experience factors on product attitudes and intention to repurchase would be for each manufacturer. As a result of the study, it was verified that there was a difference in the user experience between the manufacturers for all of the factors forming user satisfaction experience, which included information, interaction, useful experience and design experience satisfaction. Second, it was also verified that there was a difference between the manufacturers in terms of product attitudes. Lastly, it was verified that there was a difference between the manufacturers in terms of intention to repurchase. Specifically, it was found that Samsung had a higher degree of intention to repurchase than LG and Sky, whereas Apple had a higher degree hereof then Samsung. It is expected that the above results of study will provide the aforementioned manufacturers useful implications for establishing UI strategies through the contemplation of differences for each manufacturer in addition to the expansion of studies related to UI experience.

A MDA-based Approach to Developing UI Architecture for Mobile Telephony Software (MDA기반 이동 단말 시스템 소프트웨어 개발 기법)

  • Lee Joon-Sang;Chae Heung-Seok
    • The KIPS Transactions:PartD
    • /
    • v.13D no.3 s.106
    • /
    • pp.383-390
    • /
    • 2006
  • Product-line engineering is a dreaming goal in software engineering research. Unfortunately, the current underlying technologies do not seem to be still not much matured enough to make it viable in the industry. Based on our experiences in working on mobile telephony systems over 3 years, now we are in the course of developing an approach to product-line engineering for mobile telephony system software. In this paper, the experiences are shared together with our research motivation and idea. Consequently, we propose an approach to building and maintaining telephony application logics from the perspective of scenes. As a Domain-Specific Language(DSL), Menu Navigation Viewpoint(MNV) DSL is designed to deal with the problem domain of telephony applications. The functional requirements on how a set of telephony application logics are configured can be so various depending on manufacturer, product concept, service carrier, and so on. However, there is a commonality that all of the currently used telephony application logics can be generally described from the point of user's view, with a set of functional features that can be combinatorially synthesized from typical telephony services(i.e. voice/video telephony, CBS/SMS/MMS, address book, data connection, camera/multimedia, web browsing, etc.), and their possible connectivity. MNV DSL description acts as a backbone software architecture based on which the other types of telephony application logics are placed and aligned to work together globally.

A Study on the Context of Affordance in Smart-phone Interface (스마트폰 인터페이스의 어포던스 맥락에 관한 연구)

  • Kim, Hyung Woo
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.5
    • /
    • pp.663-670
    • /
    • 2015
  • In this study, I have researched the theories about Gibson's real affordance and Norman's perceived affordance which are central fact of affordance, And I have examined the context of affordance in smart-phone interface which was consist of affordance and signifier with viewpoint of amalgamation of Gibson & Norman. The results of this study are as follows; The first, Gibson's real affordance is a physical space in ubiquitous environment that interact through the behavioral space is composed with physical space and electronic space. Norman's perceived affordance is mediated to electronic space and signifier makes a behaviroal space which provide the clue of interaction. The second, signifier can be categorized into visceral, behavioral and reflective signifier based on three brain actions which are visceral, behavior, and reflection. Through the categorization, we can grasp that behavioral and reflective signifies generate visceral signifier. The third, the context of affordance in smart-phone has the structure of circulation. The structure of circulation is as follows: Real affordance makes the perceived affordance, the perceive affordance makes the signifiers and the signifiers make new real affordance. This study could provide the theoretical basis for using signifier in smart-phone interface design.

Design and Implementation of Learning Content Authoring Framework for Android-based Three-Dimensional Shape (안드로이드 기반 입체도형 학습 콘텐츠 제작용 프레임워크의 설계 및 구현)

  • Kim, Eun-Gil;Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
    • /
    • v.15 no.1
    • /
    • pp.67-76
    • /
    • 2011
  • In this paper, a touch interface of a smart device using, learner controlled by three-dimensional learning content for more realistic learning environment will be constructed. Fabrication of three-dimensional learning content is difficult. So teachers and learners to create content and share content, a framework was designed. The framework consists of an XML language and intuitive. Android-based devices are available from the playback and authoring. Server environment for content sharing was established. The proposed framework is verified through expert evaluation. In result, it was positively evaluated in terms of usability.

  • PDF

Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
    • /
    • v.12 no.3
    • /
    • pp.11-24
    • /
    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.

Fuzzy Inductive Learning System for Learning Preference of the User's Behavior Pattern (사용자 행동 패턴 선호도 학습을 위한 퍼지 귀납 학습 시스템)

  • Lee Hyong-Euk;Kim Yong-Hwi;Park Kwang-Hyun;Kim Yong-Su;Jung Jin-Woo;Cho Joonmyun;Kim MinGyoung;Bien Z. Zenn
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 2005.11a
    • /
    • pp.175-178
    • /
    • 2005
  • 스마트 홈과 같은 유비쿼터스 환경은 다양한 센서 및 제어 네트워크가 밀집되어 있는 복잡한 시스템이다. 본 논문에서는 이러한 환경하에서 복잡한 인터페이스의 사용에 대한 사용자의 인지 부담(cognitive load)를 줄이고 개인화된(personalized) 서비스를 자율적으로 제공하기 위한 사용자 행동 패턴 선호도 학습 기법을 제안한다. 이를 위해 지식 발견(Knowledge Discovery)을 위한 평생 학습(life-long learning)의 관점에서 퍼지 귀납(Fuzzy Inductive)학습 방법론을 제안하며, 이것은 수치 데이터로부터 입력 공간에 대한 효율적인 퍼지 분할(fuzzy partition)을 얻어내고 일관성있는(consisitent) 퍼지 상관 룰(fuzzy association rule)을 얻어내도록 한다.

  • PDF

Implementation of Web based Integrated development environment for Supporting Multi Platform (멀티 플랫폼 지원을 위한 웹 기반 통합개발환경 구현)

  • Lee, MyeongChun;Sin, Saim;Jang, Dalwon;Lee, JongSeol;Jang, Sei-Jin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2015.07a
    • /
    • pp.150-152
    • /
    • 2015
  • 본 논문은 개발자에게 멀티플랫폼 지원을 위한 웹언어 기반의 하이브리앱 개발환경을 제안한다. 최근 웹 기술의 발달로 웹 언어 기반의 애플리케이션이 증가 하고 있다. 그러나 웹 언어로 구현된 모바일 애플리케이션의 경우 디바이스의 플랫폼에서 제공하는 고유의 자원들에 대한 사용이 어려우며, 애플리케이션 마켓에서 배포가 어려운 단점이 있다. 본 논문에서는 이러한 문제를 해결하기 위해 통합개발환경을 구현하여 개발자들이 웹언어로 다양한 플랫폼에서 애플리케이션을 개발할 수 있는 환경을 제공한다. 제안하는 통합개발환경은 안드로이드와 타이젠 운영체제를 지원하며, 브라우저 기반의 웹 에뮬레이터와 애플리케이션 패키징 인터페이스를 지원하여 개발되는 소스코드를 테스트할 수 있도록 한다. 또한, 웹 에뮬레이터에서 디바이스 고유의 리소스를 사용하기위한 API를 설계한다. 제안하는 방법의 검증을 위해 타이젠 기반의 IVI 디바이스와 안드로이드 스마트폰을 사용하여 웹 언어로 작성된 애플리케이션을 테스트 한다.

  • PDF

A Mashup Customization Technique of Mobile Service based on RESTful (RESTful 기반의 모바일 서비스 매쉬업 커스터마이제이션 기법)

  • Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.7
    • /
    • pp.3182-3187
    • /
    • 2012
  • Business needs of companies to require smart work have been increased use of mobile services and the research for the mobile service architecture to respond to the diverse needs of business operations is required. For providing variety of mobile services, customization research for the mobile platform should be performed. Mobile service to provide integration services and device continuity should be able to integrated(Mashup) among services using open interface(Open API). This paper provides the mashup customization technique that can meet a variety of requirements by integration among such services.