• 제목/요약/키워드: Design Interaction

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Design Evaluation System with Visualization and Interaction of Mobile Devices Based on Virtual Reality Prototypes

  • Jo, Dong-Sik;Yang, Ung-Yeon;Son, Wook-Ho
    • ETRI Journal
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    • 제30권6호
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    • pp.757-764
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    • 2008
  • In this paper, we present a design evaluation system with visualization and interaction of mobile devices using virtual-reality-based prototypes which can be used to easily change design parameters and simulate embedded software. To evaluate and predict affective-engineering-based design preferences for mobile devices under a virtual environment, we have developed a high quality visualization platform which creates images that look similar to real mobile devices in addition to real-time simulation of realistic motions and functions of mobile devices. To support a quantitative usability test scenario for external design shape, we also have built a system which consists of a mixed-reality-based testing platform for measuring hand load.

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컴퓨터 사이언스 강의실 HCI 도입 : 컴퓨터 사이언스 학생에게 사용자 중심 설계 교육에 관한 사례 연구 (Bringing Human Computer Interaction in Computer Science Classrooms : Case Study on Teaching User-Centric Design to Computer Science Students)

  • 정영주;정구철
    • 한국실천공학교육학회논문지
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    • 제2권1호
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    • pp.164-173
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    • 2010
  • In recent decades, focuses on usability and emphases on user-centric design have become more prevalent in the field of software design. However, it is not always easy for engineers and computer scientists to think in the users' shoes. Human-computer interaction (HCI) is a field of study that focuses on creating technologies easier and more intuitive for the users. This paper is based on teaching HCI skills to undergraduate computer science students in a software application design course. Specifically, this paper employs: first, the HCI skills taught to the students; second, the tendencies and challenges of the students in creating user-centric applications; and lastly, suggestions based on our findings to promote HCI in developing user-friendly software. While more firm conclusions shall be reserved for more formal empirical studies, the findings in this paper still offer implications and suggestions for promoting user-centric approach for software designers and developers in the technology industry.

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웹을 이용한 실내건축 설계 표현 모형 구축에 관한 연구 - 프리젠테이션과 Web3D를 중심으로 - (A Study on Representation Environment of Architectural Interior Design on Web - A Study on the Presentation and Web 3D -)

  • 이종석;이혁준
    • 한국실내디자인학회논문집
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    • 제29호
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    • pp.257-264
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    • 2001
  • To propose the construction of architectural interior design and communication using graphic, web3D, it was studied the kind and character of various representation methods that can be embodied in an architectural interior design on the web, and looks into whether these ways can be adapted to an architectural interior design process. Especially, the use of the current techniques on graphic and CAD data give the most suitable effect by using the integrated data such as vector animation, an interaction of object VR(Virtual Reality), a high quality of panorama VR, and data treatment and its interaction of drawing of cad data. As a result, the single data format shows not only one image representation but also a stream of continuous operation through a change into another format. But this desired study expects that another next studies will go on interaction and integration of digital format with increase of transmission speed expected in the future, and a digital model and its practical methods.

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멀티모달 인터랙션을 위한 사용자 병렬 모달리티 입력방식 및 입력 동기화 방법 설계 (Design of Parallel Input Pattern and Synchronization Method for Multimodal Interaction)

  • 임미정;박범
    • 대한인간공학회지
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    • 제25권2호
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    • pp.135-146
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    • 2006
  • Multimodal interfaces are recognition-based technologies that interpret and encode hand gestures, eye-gaze, movement pattern, speech, physical location and other natural human behaviors. Modality is the type of communication channel used for interaction. It also covers the way an idea is expressed or perceived, or the manner in which an action is performed. Multimodal Interfaces are the technologies that constitute multimodal interaction processes which occur consciously or unconsciously while communicating between human and computer. So input/output forms of multimodal interfaces assume different aspects from existing ones. Moreover, different people show different cognitive styles and individual preferences play a role in the selection of one input mode over another. Therefore to develop an effective design of multimodal user interfaces, input/output structure need to be formulated through the research of human cognition. This paper analyzes the characteristics of each human modality and suggests combination types of modalities, dual-coding for formulating multimodal interaction. Then it designs multimodal language and input synchronization method according to the granularity of input synchronization. To effectively guide the development of next-generation multimodal interfaces, substantially cognitive modeling will be needed to understand the temporal and semantic relations between different modalities, their joint functionality, and their overall potential for supporting computation in different forms. This paper is expected that it can show multimodal interface designers how to organize and integrate human input modalities while interacting with multimodal interfaces.

Effect of element interaction and material nonlinearity on the ultimate capacity of stainless steel cross-sections

  • Theofanous, M.;Gardner, L.
    • Steel and Composite Structures
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    • 제12권1호
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    • pp.73-92
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    • 2012
  • The effect of element interaction and material nonlinearity on the ultimate capacity of stainless steel plated cross-sections is investigated in this paper. The focus of the research lies in cross-sections failing by local buckling; member instabilities, distortional buckling and interactions thereof with local buckling are not considered. The cross-sections investigated include rectangular hollow sections (RHS), I sections and parallel flange channels (PFC). Based on previous finite element investigations of structural stainless steel stub columns, parametric studies were conducted and the ultimate capacity of the aforementioned cross-sections with a range of element slendernesses and aspect ratios has been obtained. Various design methods, including the effective width approach, the direct strength method (DSM), the continuous strength method (CSM) and a design method based on regression analysis, which accounts for element interaction, were assessed on the basis of the numerical results, and the relative merits and weaknesses of each design approach have been highlighted. Element interaction has been shown to be significant for slender cross-sections, whilst the behaviour of stocky cross-sections is more strongly influenced by the material strain-hardening characteristics. A modification to the continuous strength method has been proposed to allow for the effect of element interaction, which leads to more reliable ultimate capacity predictions. Comparisons with available test data have also been made to demonstrate the enhanced accuracy of the proposed method and its suitability for the treatment of local buckling in stainless steel cross-sections.

Tangible AR interaction based on fingertip touch using small-sized non-square markers

  • Park, Hyungjun;Jung, Ho-Kyun;Park, Sang-Jin
    • Journal of Computational Design and Engineering
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    • 제1권4호
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    • pp.289-297
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    • 2014
  • Although big-sized markers are good for accurate marker recognition and tracking, they are easily occluded by other objects and deteriorate natural visualization and level of immersion during user interaction in AR environments. In this paper, we propose an approach to exploiting the use of rectangular markers to support tangible AR interaction based on fingertip touch using small-sized markers. It basically adjusts the length, width, and interior area of rectangular markers to make them more suitably fit to longish objects like fingers. It also utilizes convex polygons to resolve the partial occlusion of a marker and properly enlarges the pattern area of a marker while adjusting its size without deteriorating the quality of marker detection. We obtained encouraging results from users that the approach can provide better natural visualization and higher level of immersion, and be accurate and tangible enough to support a pseudo feeling of touching virtual products with human hands or fingertips during design evaluation of digital handheld products.

Soil-pile interaction effects in wharf structures under lateral loads

  • Doran, Bilge;Seckin, Aytug
    • Structural Engineering and Mechanics
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    • 제51권2호
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    • pp.267-276
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    • 2014
  • Wharfs are essential to shipping and support very large gravity loads on both a short-term and long-term basis which cause quite large seismic internal forces. Therefore, these structures are vulnerable to seismic activities. As they are supported on vertical and/or batter piles, soil-pile interaction effects under earthquake events have a great importance in seismic resistance which is not yet fully understood. Seismic design codes have become more stringent and suggest the use of new design methods, such as Performance Based Design principles. According to Turkish Code for Coastal and Port Structures (TCCS 2008), the interaction between soil and pile should somehow be considered in the nonlinear analysis in an accurate manner. This study aims to explore the lateral load carrying capacity of recently designed wharf structures considering soil-pile interaction effects for different soil conditions. For this purpose, nonlinear structure analysis according to TCCS (2008) has been performed comparing simplified and detailed modeling results.

Development of Reference Scenarios Based on FEPs and Interaction Matrix for the Near-surface LILW Repository

  • Lee, Dong-Won;Kim, Chang-Lak;Park, Joo-Wan
    • Nuclear Engineering and Technology
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    • 제33권5호
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    • pp.539-546
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    • 2001
  • Systematic procedure of developing radionuclide release scenarios was established based on FEP list and Interaction Matrix for near-surface LILW repository. FEPs were screened by experts'review in terms of domestic situation and combined into scenarios on the basis of Interaction Matrix analysis. Under the assumption of design scenario, The system domain was divided into three sections: Near-field, Far-field and Biosphere. Sub-scenarios for each section were developed, and then scenarios for entire system were built up with sub-scenarios of each section. Finally, sixteen design scenarios for near-surface repository were evaluated A reference scenario and other noteworthy scenarios were selected through experts'scenario screening.

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Power Comparison in a Balanced Factorial Design with a Nested Factor

  • Choi, Young-Hun
    • Journal of the Korean Data and Information Science Society
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    • 제19권4호
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    • pp.1059-1071
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    • 2008
  • In a balanced factorial design with a nested factor where crossed factors as well as a nested factor exist simultaneously, powers of the rank transformed FR statistic for testing the main, nested and interaction effects are superior to those of the parametric F statistic. In heavy tailed distributions such as exponential and double exponential distributions, powers of the FR statistic show much higher level than those of the F statistic. Further powers of the F and FR statistic for testing the main effect show the highest level in an absolute size as compared with powers of the F and FR statistic for testing the nested and interaction effects. However powers of the FR statistic for testing the nested and interaction effects rather than the main effect are greater in a relative size than powers of F statistic for the all population distributions.

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