• Title/Summary/Keyword: Digital Desk

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A Study on Mutual Reciprocity Degree of Digital Publishing Process by Active and Cluster Analysis Method (행동분석 및 군집분석을 통한 전자출판 과정의 상호 관련도에 관한 연구)

  • 김소연;이경숙;박길철
    • Journal of Korea Society of Industrial Information Systems
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    • v.7 no.5
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    • pp.159-166
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    • 2002
  • Today print media survives in tough struggle for existence and is deep to development of new technology as well as edit style and manufacture environment improvement that utilize actively a computer to establish new phase, and Desk Top Publishing or information industry department and link development are required. Propose analysis and solution way that this paper is examining concept of electronic publishing and manufacture progress, and analyze reciprocity degree of electronic publishing process through active and cluster analysis, and electronic publishing knows.

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Self-Propulsion Testing Technique in KRIS Towing Tank (자항추진시험(自航推進試驗) 기법(技法)의 개발(開發))

  • Seung-Il,Yang;Eun-Chan,Kim
    • Bulletin of the Society of Naval Architects of Korea
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    • v.17 no.3
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    • pp.29-35
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    • 1980
  • With installation of the computerized data acquisition system on the towing carriage of KRIS towing tank, the testing techniques of resistance test, propeller open-water test, self-propulsion test and wake survey at propeller disk were remarkably improved and automated. For the self-propulsion test a new method was developed with aid of a digital desk-top computer. This method is based on extracting advantages both from British method and Continental method, that is, the accuracy from the constant speed method and the effciency from the constant load method. The KRIS method has been successfully practized with the improved accuracy, stability and efficiency. Details of the new method are described in this paper.

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An Effective Pre-refresh Mechanism for Mobile Handhold Device′s Embedded Web Browser

  • Li, Hua-Qiang;Kim, Young-Hak
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10e
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    • pp.151-153
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    • 2002
  • Mobile handhold devices such as PDA(Personal Digital Assistant) and Cellular Phone are more and more popular for personal web surfing. But today, most mobile handheld devices have relatively poor web browsing capability because of the small bandwidth of wireless connection, the small speed of CPU, the small capacity of RAM and Flash ROM, the small display size of LCD and the short lifecycle of battery. Users have to endure bigger communication latency than Desk PC's one because of these factors. In this paper, we propose an effective pre-refresh mechanism for handheld device's embedded web browser so as to make user's web surfing faster. The experiment was done using the simulator designed by ourselves and the experiment result demonstrates the proposed mechanism has a good performance to make web surfing faster.

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Real-time Fingertip Gesture Recognition on the Digital Desk (디지털 데스크에서의 실시간 Fingertip Gesture 인식)

  • Moon, Chae-Hyun;Kang, Hyun;Kim, Hang-Joon
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2003.06a
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    • pp.26-29
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    • 2003
  • 최근 컴퓨팅 환경의 동향은 사람과 컴퓨터간의 좀더 자연스러운 인터페이스와 사용자의 눈에 보이지 않는 하드웨어의 계발이다. 디지털 데스크는 이 두 아이디어가 결합된 컴퓨팅 환경의 대표적인 예이다. 즉, 디지털 데스크에서 아무 장치도 하지 않은 사용자의 fingertip을 컴퓨터의 입력 장치로 사용하는 것이다. 본 논문은 디지털 데스크에서 사용자 fingertip의 이동경로를 추출하고, 추출된 이동경로로 symbolic gesture를 인식하는 방법을 제안한다. 제안된 방법은 Fingertip tracker, Gesture mode selector, 그리고 Symbolic gesture recognizer 세 개의 모듈로 구성된다. Fingertip tracker는 카메라로부터 입력되는 영상에서 사용자 fingertip의 이동경로를 추출하고, Gesture mode selector는 추출한 fingertip의 이동경로가 symbolic gesture인지를 구분한다. Symbolic gesture recognizer는 추출된 fingertip의 이동경로로 symbolic gesture를 인식한다. 이 방법을 문서교정 부호를 인식하여 전자문서를 교정하는 시스템에 적용해 본 결과 좋은 인식 결과를 얻을 수 있었다.

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Foreground Objects Detection on DigitalDesk using Color Information (색상 정보를 이용한 디지털데스크 상의 전경물체 검출)

  • Kim, Sang-Ho;Kang, Hyun;Lee, Chang-Woo;Jung, Kee-Chul;Kim, Hang-Joon
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.520-522
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    • 2003
  • 디지털데스크는 일반 책상 표면에 프로젝션 화면을 만들어 가상물체를 사람이 직접 조작할 수 있는 인터페이스를 제공한다. 이러한 인터페이스를 구축하기 위해서는 전경물체 검출이 필수 과정인데, 지금까지는 조명과 배경의 변화로 인한 색상의 변화로 인하여 색상 정보를 사용하지 못하였다. 본 논문에서는 디지털데스크 상에서 색상 정보를 이용하여 전경물체를 검출하는 방법을 제안한다. 디지털데스크의 화면은 프로젝터를 통해 책상 표면에 투사되고, 투사된 화면은 카메라를 통해 영상으로 획득되는데, 이때 많은 왜곡이 존재하게 된다. 우리는 이런 왜곡을 기하 왜곡과 색 휘도의 왜곡 두가지로 정의하여 모델링하였고. 실험 결과에서 제안된 방법의 실효성을 입증하였다.

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Case Study Analysis of Digital Education Design to Basic Concept Design Trend by Target of Education Needs in UK and Sweden (디지털 교육매체의 기초 컨셉디자인 동향 파악을 위한 선진국 사례 분석 - 영국과 스웨덴의 사용자 니즈를 중심으로 -)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.345-366
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    • 2014
  • From the beginning of Digital text book in 2007, there are many kinds of digital text book such as English, Science etc at Public education. Above many problems at the beginning like just using paper text book's scan data as digital text book, now use special contents and design for only digital text book. But only for digital text book not for other. There is gap between advanced country of education and us. This is research based on LG europe design center in London, UK target is UK, Sweden by heuristic analysis, question investigation to get Target's UX with digital education media. Advancement of digital and interest of education bring the world development of digital education device. UK, where is education advanced nation, is using lot's of digital education device which is interactive board, digital desk etc. Result of Analysis of Digital Education Design trend by Target of Education Needs apply rough Design by LG europe design center. We can get more sophisticated needs and UX result by target then Korea that can use for our future Digital education design plan. Also help to reduce gap between advanced country and Korea.

A Study on the Student Surveys for CAAD(Computer Aided Architectural Design) (건축 CAD 과목에 대한 학생 설문평가에 관한 연구)

  • Nam, Yun-Cheol
    • Journal of The Korean Digital Architecture Interior Association
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    • v.12 no.4
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    • pp.117-124
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    • 2012
  • The importance of the digital architecture is increasing more ever. Currently, CAD and 3D programs are used as design fields, but the BIM (building information modeling) is gradually interested. BIM is mandatory on the project more than 50 billion won ordered by the government since 2012, it will be expanded to a total of government orders by 2016. University needs to evaluate teaching methods and computer-aided design environments such as CAD and BIM. In this paper, we surveyed computer-aided design environments and teaching methods for 73 students at the J University of Department of architectural engineering. Main results are as follows: 1. Hardlock is uncomfortable but necessary program for the computer management. 2. The desk placement considering the behavior of the design students results in higher satisfaction. 3. Because a CAD subject was a difficult course content and progress is fast, students thought it is difficult to follow. Especially, first-year students answered it is difficult to learn program and understand the structure of the building at the same time. 4. First-year students want to learn CAD more. Second-, third-, fourth-year students want to learn Photoshop more. Supplement for these classes is required. 5. Students answered that a teaching method of a CAD subject would be good to their own practice after the professor demonstrates for students. The senior's assistance is also a high effective way in the class. 6. During class, students' activities such surfing the web and Kakao Talk on a smartphone disrupt the class, there is a need to regulate by a rule such as disconnect computers from a network and against using smartphone. Although the Internet with the popularization of smartphones confers a benefit on modern life, it causes damage to us. This is a hard part for a salaried workers as well as students studying equally. The self management is required and a professor needs to control and restraint in a university classroom. The professor's continuing interest to students can increase the effectiveness of learning.

SmartPuck System : Tangible Interface for Physical Manipulation of Digital Information (스마트 퍽 시스템 : 디지털 정보의 물리적인 조작을 제공하는 실감 인터페이스 기술)

  • Kim, Lae-Hyun;Cho, Hyun-Chul;Park, Se-Hyung
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.4
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    • pp.226-230
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    • 2007
  • In the conventional desktop PC environment, keyboard and mouse are used to process the user input and monitor displays the visual information as an output device. In order to manipulate the digital information, we move the virtual cursor to select the desired graphical icon on the monitor The cursor represents the relative motion of the physical mouse on the desk. This desktop metaphor does not provide intuitive interface through human sensation. In this paper, we introduce a novel tangible interface which allows the user to interact with computers using a physical tool called "Smartpuck". SmartPuck system bridges the gap between analog perception and response in human being and digital information on the computer. The system consists of table display based on a PDP, SmartPuck equipped with rotational part and button for the user's intuitive and tactile input, and a sensing system to track the position of SmartPuck. Finally, we will show examples working with the system.

Android Electronic Bulletin Board Based on Plug-in Technique (플러그인 기법 기반의 안드로이드 전자게시판 솔루션)

  • Hong, Dong-In;Lee, Sang-Joon
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.449-459
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    • 2013
  • The software which is used for electronic bulletin boards have shortcomings that the addition of new function and new information's type to the order point software is very difficult, and the aggressive adaption of newly introduced type of media is impossible because the software is developed by custom solution. Eventually new cost and time are required to enhance functionality or performance to software of DID(Digital Information Display). In this paper, we proposed the scheme to package DID's contents and to customize it using plug-in method. We conducted a case study of this scheme. The platform which can install Apps to DID as one of content was designed. Apps can be inserted by plug-in type on DID platform and run separately with DID framework. As a result, We got advantage that various contents, functions and Apps which are drived on Android can be displayed without any restriction and dependency because Apps itself is one of dynamic notice object. This solution increase reusability of Apps or contents, and can be used easily in various places such as airports, stations, terminals, and front desk by customizing.

Projector-based Tangible Menu System in Virtual Environment (가상환경에서의 프로젝터 기반 텐저블 메뉴 시스템)

  • Lee, Young-Bo;Yun, Chang-Ok;Yun, Tae-Soo;Lee, Dong-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.277-280
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    • 2006
  • 본 논문에서는 가상현실(Virtual Reality) 환경에서 사용자의 입력을 처리할 수 있는 프로젝터 기반의 텐저블 메뉴 시스템을 제안한다. 텐저블 메뉴 시스템이란 텐저블 인터페이스(Tangible Interface)의한 형태로서 가상현실을 체험하고 있는 사용자가 프로젝터를 통해 메뉴 스크린에 투영된 영상을 보면서 디지털 정보를 제어하는 직관적인 상호작용을 지원하는 장치이다. 텐저블 인터페이스의 또다른 형태로서, 디지털 데스크(Digital Desk) 시스템의 경우 프로젝터의 영상이 투영되는 대상이 되는 데스크의 위치가 항상 고정되어 있기 때문에 본 논문에서 제안하는 휴대 가능한 메뉴 시스템에 적용하지 못하는 단점을 가지고 있다. 따라서 본 논문에서는 가상 환경에서의 사용자의 입력이 가능한 메뉴의 위치를 실시간으로 추적하여 메뉴 스크린에 투영되는 영상을 자동으로 보정할 수 있는 방법을 제시한다. 제안된 시스템은 가상 환경상에서 높은 몰입감을 유지할 수 있으며, 가상현실 및 증강현실에서 사용자와의 유연한 상호작용이 가능한 인터페이스 시스템으로 사용 될 수 있다.

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