• Title/Summary/Keyword: 컴퓨터 디자인

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Efficient way to input text through eye gazing method. (시선입력 인터페이스 시스템의 효율적 문자입력 방법)

  • Kwon, O-Jae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.289-298
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    • 2007
  • The EGI system is a new communication method in limelight for helping disabled users to input and handle information on the computer more easily. However, due to the EGI system's "JEM(Jittery Eye Movements)" generation, it actually increases heavy psychological and physiological stresses for the user to input or perceive the target information on a machine. This study illustrates how to resolve this "JEM" issue and suggests a method that is easy and simple to be controled by anyone. A demo tool was built and tested to find and prove the reasons for "JEM" This test shows that that the case with snap up is less stressful than without to input text as a final result of the test evaluation in both psychological snap up and physiological brain wave test. Postnatal or naturally acquired, it is found that the disabled can have opportunities for smoother communication, and a possible efficient system development for better communication.

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Dynamic Textual Information Presenting Methods on Digital Displays (디지털 디스플레이에서의 동적 문자정보 제시 방법)

  • Lee, Kyong-Hee;Cheng, Hong-In
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.45-52
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    • 2005
  • Displays, playing an essential role in HCI, have been developed to deliver more vivid and live pictures. LCD and PDP have the most common usage among various displays to present the dynamic textual information in restricted and open places. Important and unsolicited information is being provided by hundreds of displays while we don't even perceive the information. Watching context, effective color combinations of the text and background, speeds of presentation, contexts, and types of display for leading method, moving words cross the display from right to left, were investigated with readability, comprehensibility, and overall satisfaction were compared. LCD peformed better than PDP on all comparisons u4th typical text (black, white) and background (white, black) color better than other color combinations. Normal and fast text presentation was believed more preferred when only textual information was given while slower presentation was evaluated more efficient if multimedia contents were presented with textual information.

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Correlation of Jacques Lacan's Mirror Stage and the process of Remediation on Image Media (쟈크 라캉의 거울단계와 영상미디어의 매개과정과의 연관성)

  • Ahn, Sang-Hyuk
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.147-154
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    • 2005
  • In this paper, I am going to analyze a correlation of Jacques Lacan's Mirror Stage and the process of remediation on image media. It is because the remediation process of various digital media is letting people pass through one time of mirror stage again. Remediation for the Internet of traditional media, conflict with the virtual world and real world, identification that a virtual image changes a practical image is for it to be caused a remediation process by mutual link of various image media. The Narcissism which occurs in the relation a self with a idealized self searches a new own expression and forms a skillful mania culture. Reflexivity of active mania culture same as a Jacques Lacan's Mirror Stage is to be the possibility becoming the feature of media culture of today. However, if digital media culture generation spends extremely wasting time from the image media, these image media generations cannot grow into new future-type man. According to this, it is necessory to have a study on Visual Literacy that it is related to a Jacques Lacan's Mirror Stage.

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Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.817-822
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    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

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Framework for Socially Intelligent Agent using Three-Layered Affect Functioning Model (3단계의 사고 작용 모델을 응용한 사회적 감성지능 에이전트 프레임워크)

  • Shin, Hun-Yong;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.522-527
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    • 2008
  • Socially Intelligent agent is the agent not only having the ability to recognize and to process human affect through learning and adaptation, but also having human-like social intelligence. By making human feel familiar with the computer, the agent is expected to enhance human-computer interaction (HCI) by providing users with the personalized services and interfaces. This paper proposes the framework for socially intelligent agents behaving socially according to the emotions recognized by ID3 algorithm and psychological OCC model. Also, the agent could process with the emotion to make socially intelligent response through three layered affect functioning model. Finally, the proposed agent can be applied for the development and application of socially intelligent agent in wide areas as the agent framework having similar affect and cognitive structure with human being.

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A Study on the types of PDA Icons and their Communication Capacity (개인용 정보단말기(PDA)에 사용되는 아이콘의 직관적 의미전달능력에 관한 연구)

  • 신명희
    • Archives of design research
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    • v.17 no.2
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    • pp.269-278
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    • 2004
  • This research categorizes various icons that used in PDAs according to symbolization patterns, operating systems and support for color display. Since different icons vary in communication capacity I executed this research to verify it positively. In result, PDA loons were found to have different intuitive communication capacity according to its functions, symbolization pattern, operating system and use of color. \circled1 Icons which have similar object as ones that are used on desktop computer and icons with accurate, simple expression seems to have higher intuitive communication capacity among the icons categorized by functions. \circled2 Among the icons categorized by symbolization pattern, ones that express the action related to their functions have the highest recognition accuracy and longer delay before recognition. \circled3 Among the icons categorized by operating systems, ones that have concrete expression of object and a number of representation elements have higher recognition accuracy and longer delay before recognition. \circled4 Among the icons categorized by color and grayscale, ones with color have superior communication capacity due to additional stimulation although LCDs in most PDAs have limited color depth.

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A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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A study on the Development of TUI(Tangible User Interface) System Model (TUI 시스템 모델 개발에 관한 연구)

  • 임창영;최민영
    • Archives of design research
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    • v.16 no.4
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    • pp.355-364
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    • 2003
  • The TUI system Modeling Language(TML) developed in this research can be used for designing TUI system with concerning about TUI's characters. For design to be concerned about physical property of tangibles and control device and digital media, TML can be a framework to give a definition of each property and be used for designing action and reaction process separately. And it would be the guideline to represent interaction's dynamic property through showing parallel information flows among objects. Finally, for verification TML's suitability, TUI system to which TML was applied was developed.

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Appraising the Interface Features of Web Search Engines Based on User-defined Relevance Criteria (이용자정의형 적합성 기준을 토대로 한 웹검색엔진 인터페이스 평가)

  • Kim, Yang-Woo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.1
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    • pp.247-262
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    • 2011
  • Although research has shown a significant amount of work identifying various dimensions of relevance along with exhaustive lists of relevance criteria, there seem to have been less effort to apply the findings to improve actual systems design. Based on this assumption, this paper investigates to what extent those relevance criteria have been incorporated into the interface features of major commercial Web search engines, suggesting what can/should be done more. Before stepping into the actual system features, this paper compares recent relevance research in Information Science with other human factor studies both in Information Science and its neighboring discipline (HCI), as an attempt to identify studies that are conceptually similar to the relevance research, but not named as such way. Similarities and differences between these studies are presented. Recommendations suggested to support applicable interface features include: 1) further personalization of interface designs; 2) author-supplied meta tags for the Web contents; and 3) extensions of beyond-topical representations based on link structure.

OpenVolMesh: Generic and Efficient Data Structure for 3D Volumetric Meshes (OpenVolMesh: 삼차원 볼륨 기반의 메쉬 표현을 위한 범용적이고 효과적인 자료 구조)

  • Kim, Jun-Ho;Seo, Jin-Seok;Oh, Sei-Woong
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.85-92
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    • 2008
  • Meshes are the most appropriate data structures for representing 3D geometries. Surface meshes have been frequently used for representing 3D geometries, which only samples data on the surfaces of the given 3D geometries. Thanks to the improvements of computing powers, it is required to develop more complicated contents which utilize the volumetric information of 3D geometries. In this paper, we introduce a novel volumetric mesh libraries based on the half-face data structure, called OpenVolMesh, and describe its designs and implementations. The OpenVolMesh extends the OpenMesh, which is one of the most famous mesh libraries, by supporting volumetric meshes. The OpenVolMesh provides the generic programming, dynamic allocations of primitive properties, efficient array-based data structures, and source-level compatibility with OpenMesh. We show the usefulness of the OpenVolMesh in the developments of 3D volumetric contents with prototypic implementations such as volumetric mesh smoothing and CW-cell decompositions.