• Title/Summary/Keyword: 페이스 조절

Search Result 107, Processing Time 0.027 seconds

A study on the readability of web interface for the elderly user -Focused on readability of Typeface- (고령사용자를 위한 웹 인터페이스에서의 가독성에 관한 연구 -Typeface의 가독성을 중심으로-)

  • Lee, Hyun-Ju;Woo, Seo-Hye;Park, Eun-Young;Suh, Hye-Young;Back, Seung-Chul
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.315-324
    • /
    • 2007
  • The fast development of the information technology makes Korea one of the most advanced countries in information communication in the world in a short period of time. However, the gap between the aged and the young has been seriously increased. Those who are less than 10% of the older adults are using the internet at present. It means the elderly has many difficulties in using the internet because of their physical and cognitive differences. The purpose of this study is that the aged can easily achieve and use information by developing a guidelines for the Korean typography in the web interface. A literature search was conducted on the web interface design guidelines for older adults. These guidelines were classified by interface component and the study subjects needed for the Korean internet environment were selected. The subjects are a more comfortably readable typeface according to the sizes, a proper text size of Gulim and Batang, a more comfortably readable leading size, the appropriate letter spacing, the proper line length of body, the suitable size proportion between a title and a body, and a more comfortably readable text alignment. Survey questions were made and these Questions were improved after the pretest. Both online and offline survey programs were written and the aged and the young were tested with these programs. The result of this survey shows that there are satisfaction differences between the aged and the young in the readability and legibility of the web contents. Therefore these universal guidelines to be used in the Korean typographical environment for the future aged population were specified. It is expected that this study will be used as basic data for the universal web interface where the older adults can easily use and acquire information.

  • PDF

Facial Expression Animation which Applies a Motion Data in the Vector based Caricature (벡터 기반 캐리커처에 모션 데이터를 적용한 얼굴 표정 애니메이션)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.5
    • /
    • pp.90-98
    • /
    • 2010
  • This paper describes methodology which enables user in order to generate facial expression animation of caricature which applies a facial motion data in the vector based caricature. This method which sees was embodied with the plug-in of illustrator. And It is equipping the user interface of separate way. The data which is used in experiment attaches 28 small-sized markers in important muscular part of the actor face and captured the multiple many expression which is various with Facial Tracker. The caricature was produced in the bezier curve form which has a respectively control point from location of the important marker which attaches in the face of the actor when motion capturing to connection with motion data and the region which is identical. The facial motion data compares in the caricature and the spatial scale went through a motion calibration process too because of size. And with the user letting the control did possibly at any time. In order connecting the caricature and the markers also, we did possibly with the click the corresponding region of the caricature, after the user selects each name of the face region from the menu. Finally, this paper used a user interface of illustrator and in order for the caricature facial expression animation generation which applies a facial motion data in the vector based caricature to be possible.

A Comparative Study of Aggregation Schemes for Concurrent Transmission over Multiple WLAN Interfaces (다중 무선랜 인터페이스 전송을 위한 결합 방식의 성능 연구)

  • Saputra, Yuris Mulya;Hwang, Hwanwoong;Yun, Ji-Hoon
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.51 no.7
    • /
    • pp.18-25
    • /
    • 2014
  • To increase wireless capacity, the concurrent use of multiple wireless interfaces on different frequency bands, called aggregation, can be considered. In this paper, we focus on aggregation of multiple Wi-Fi interfaces with packet-level traffic spreading between the interfaces. Two aggregation schemes, link bonding and multipath TCP (MPTCP), are tested and compared in a dualband Wi-Fi radio system with their Linux implementation. Various test conditions such as traffic types, network delay, locations, interface failures and configuration parameters are considered. Experimental results show that aggregation increases throughput performance significantly over the use of a single interface. Link bonding achieves lower throughput than MPTCP due to duplicate TCP acknowledgements (ACKs) resulting from packet reordering and filtering such duplicate ACKs out is considered as a possible solution. However, link bonding is fast responsive to links' status changes such as a link failure. It is shown that different combinations of interface weights for packet spread in link bonding result in different throughput performance, envisioning a spatio-temporal adaptation of the weights. We also develop a mathematical model of power consumption and compare the power efficiency of the schemes applying different power consumption profiles.

Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.9
    • /
    • pp.75-87
    • /
    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

Design of Cold-junction Compensation and Disconnection Detection Circuits of Various Thermocouples(TC) and Implementation of Multi-channel Interfaces using Them (다양한 열전쌍(TC)의 냉점보상과 단선감지 회로설계 및 이를 이용한 다채널 인터페이스 구현)

  • Hyeong-Woo Cha
    • Journal of IKEEE
    • /
    • v.27 no.1
    • /
    • pp.45-52
    • /
    • 2023
  • Cold-junction correction(CJC) and disconnection detection circuit design of various thermocouples(TC) and multi-channel TC interface circuit using them were designed. The CJC and disconnection detection circuit consists of a CJC semiconductor device, an instrumentation amplifier(IA), two resistors and a diode for disconnection detection. Based on the basic circuit, a multi-channel interface circuit was also implemented. The CJC was implemented using compensation semiconductor and IA, and disconnection detection was detected by using two resistor and a diode so that IA input voltage became -0.42V. As a result of the experiment using R-type TC, the error of the designed circuit was reduced from 0.14mV to 3㎶ after CJC in the temperature range of 0℃ to 1400℃. In addition, it was confirmed that the output voltage of IA was saturated from 88mV to -14.2V when TC was disconnected from normal. The output voltage of the designed circuit was 0V to 10V in the temperature range of 0℃ to 1400℃. The results of the 4-channel interface experiment using R-type TC were almost identical to the CJC and disconnection detection results for each channel. The implemented multi-channel interface has a feature that can be applied equally to E, J, K, T, R, and S-type TCs by changing the terminals of CJC semiconductor devices and adjusting the IA gain.

Using High Brightness LED Light Source Controller for Machine Vision (고휘도 LED를 이용한 머신비전용 조명광원 제어기 개발)

  • Park, Yang-Jae
    • Journal of Digital Convergence
    • /
    • v.12 no.4
    • /
    • pp.311-318
    • /
    • 2014
  • This paper is to introduce a lighting source controller using high brightness LED to create a clear and reliable condition for an accurate measurement and testing, which is a core technology in clinical image system and mechanical automation system. This controller is designed to supply a stable power in a constant-current system by installing a high brightness LED driver, and to improve the reproducibility of brightness by using 32-bit ARM processor core, dividing brightness quantity into 256 levels, making the remote control and the external interface possible, and preventing and digitizing the brightness inaccuracy caused by errors of resistance values. This controller enables the lighting range to be wide and possible in a low lighting level compared to analog, adds the RS-485 communication function, and makes it for the users to control the on-off function and the dimming level by receiving date from an external device.

Robotic String Musical Instrument as an Interactive Game Prototype (체감형 게임 원형으로서의 로봇 현악기 설치미술)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
    • /
    • v.12 no.1
    • /
    • pp.57-65
    • /
    • 2012
  • Interactive games allow users to obtain embodied experience using the bodies as controllers. The same is true in interactive media arts where users engage in active participation. In contrast to video games, physical body feedback is desired and such practice can be found in robotic arts. I suggest that interactive media arts and interactive games should share common foundations. In this context, I introduce and explain an interactive robotic art work implemented. This work is a musical instrument that employs a robot which travels sitting on two strings in response to audience positions. In results, the robot modulates the vibrations of the strings by causing the effective lengths of the strings changed. The robot uses an economic multi-cell proximity sensor in order to track the audience. In the interaction, phenomenological tension could take place in the performative narrative space. In this paper, I discuss this interactive robotic work in the context of interactive games with a few examples.

A Study on Neuroactive Response Measurement Platform using Mechano Sensor (Mechano sensor를 이용한 신경자극반응 측정 플랫폼에 관한 연구)

  • Kim, Woo-Ram;Kim, Young-Kil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.05a
    • /
    • pp.198-201
    • /
    • 2012
  • This is a study about a platform realization measuring the extent of reaction in nerve, as giving a electrical impulse on a nerve pulp regulating a function of muscle, about a measurement of nerve reaction in the amount of current, the lasting time of current, and the position of electrode from a electrical impuls. The position of an electrode in a electrical nerve impuls have nothing to do with all nerves from exercise to all things. There is the Single Twitch Stimulation, Train-of-four, and Double Burst Stimulation in the form of nerve stimulation. This report is needed for selecting MCU of low electric power for a base in embedded system and measuring the extent of reaction after making a sensor interface to know sensitivity of measuring sensor in basic reaction of nerve impuls. The platform is realized to select a high efficiency AD Convertor for raising accuracy in measured data. As the platform in this report was developed for a medical appliances, it was designed to consider user safety in electric power Isolation when making electric power circuit.

  • PDF

The Conducting Motion Recognizing System Using Acceleration Sensors for the Virtual Orchestra (가속도 센서를 이용한 지휘 동작 인식 시스템)

  • Son, Dong-Kwan;Lee, Hui-Sung;Noh, Young-Hae;Wohn, Kwang-Yun;Goo, Bon-Cheol
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.124-129
    • /
    • 2006
  • 음악은 소리를 즐긴다는 뜻을 담고 있다. 감상자에게 단순한 청각적 자극을 넘어 즐거움을 주기 위해선 음악적인 경험이 뒷받침되어야 한다. 가상 현실을 이용한 사용자와 시스템 간의 상호작용을 음악 경험 제공에 접목하려는 시도는, 새로운 경험을 통해 일반인들이 보다 쉽게 음악을 접하고 체험함으로써 음악을 통해 즐거움을 얻을 수 있도록 도움을 주는 데에 그 목적이 있다. 가상 오케스트라를 구현하고 지휘 동작을 재현하는 것은 이러한 가능성을 극대화하는 연구이다. 본 논문에서는 가상 오케스트라를 구현하기 위해 필수적인 중간 단계로, 사용자의 지휘 동작을 감지하여 연주의 박자(속도)를 제어하는 지휘 시뮬레이션 시스템을 제시한다. 실제의 지휘 동작을 분석하고, 동작의 변화를 인식하기 위하여 가속도 센서를 이용, 공간상에서 지휘봉의 움직임을 가속도 정보로 수집하여 이에 상응하는 박자의 제어를 구현한다. 사용자의 박자 명시에 따라 변화하는 상하 방향의 가속도를 센서를 통해 전압 신호로 입력 받고, DSP 의 A/D conversion 모듈에서 디지털 신호로 변환, 일정 수준 이상의 신호를 박자 정보로 직렬통신을 통해 컴퓨터에 전달한다. 컴퓨터에서는 Max/MSP를 이용하여 각 박자 사이의 시간 간격을 측정하고 상응하는 MIDI 음악을 재생하는 방식으로 시스템이 구현된다. 기존 연구에서 사용된 CCD 카메라에 의한 Motion Tracking 을 보완하여 동작의 크기에 따라 음량을 조절한다. 본 논문에서 제시되는 시스템은 지휘 동작에서 가장 특징적으로 나타나는 상하 방향의 급격한 가속도 변화를 직접 입력 받기 때문에 기존 시스템에 비해 지휘 동작의 인식 성공률을 높일 수 있으며, 화상 처리 및 계산에 의한 지연을 최소화할 수 있다. 또한, 장치의 규모를 소형화하여 보다 지휘봉의 형태에 가까운 인터페이스를 제공하며, 적합한 응용 콘텐츠를 접목할 경우 게임 컨트롤러로의 발전 가능성이 있다.

  • PDF

Systems of the Remote Control via the Web (웹을 통한 원격제어 시스템)

  • Lee, Chang-Hee;Lee, Kwang-Je;Won, Yong-Jin;Ryu, Hee-Sahm
    • Journal of the Institute of Electronics Engineers of Korea TE
    • /
    • v.39 no.3
    • /
    • pp.65-70
    • /
    • 2002
  • This paper discusses the work-in-progress of a system to control a moving robot over the WWW(World Wide Web). That is, we describes the experimental results and control methods of system over the world wide web. The remote control of the system is controlled by accessing a simple form of interface that is connected to the server. For this application, a remote operator should have a general-purpose computer with Internet connection and a WWW browser to remotely operate the line-tracer through the Internet. As a remote operator summits an input by operating html files in the server, the program written in java is operated the equipment is being connected to the serial port. By being transmitted to the line-tracer through the infra-red sensor, the remote controlled signal is operated in distance. As a tool in order to identify the system's operation of the over the web is used the line-tracer.