• Title/Summary/Keyword: Graphic Interface

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Performance Evaluation of Workstation System within ATM Integrated Service Switching System using Mean Value Analysis Algorithm (MVA 알고리즘을 이용한 ATM 기반 통합 서비스 교환기 내 워크스테이션의 성능 평가)

  • Jang, Seung-Ju;Kim, Gil-Yong;Lee, Jae-Hum;Park, Ho-Jin
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.4
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    • pp.421-429
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    • 2000
  • In present, ATM integrated switching system has been developed to a mixed modules that complexed switching system including maintenance, operation based on B-ISDN/LAN service and plug-in module, , which runs on workstation computer system. Meanwhile, workstation has HMI operation system feature including file system management, time management, graphic processing, TMN agent function. The workstation has communicated with between ATM switching module and clients. This computer system architecture has much burden messages communication among processes or processor. These messages communication consume system resources which are socket, message queue, IO device files, regular files, and so on. Therefore, in this paper we proposed new performance modeling with this system architecture. We will analyze the system bottleneck and improve system performance. In addition, in the future, the system has many additional features should be migrated to workstation system, we need previously to evaluate system bottleneck and redesign it. In performance model, we use queueing network model and the simulation package is used PDQ and C-program.

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Overlay Rendering of Multiple Geo-Based Images Using WebGL Blending Technique (WebGL 블렌딩 기법을 이용한 다중 공간영상정보 중첩 가시화)

  • Kim, Kwang-Seob;Lee, Ki-Won
    • Journal of the Korean Association of Geographic Information Studies
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    • v.15 no.4
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    • pp.104-113
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    • 2012
  • Followed by that HTML5(Hypertext Markup Language5) was introduced, many kinds of program and services based on this have been developed and released. HTML5 is technical standard specifications for cross platform for personal computers and mobile devices so that it is expected that continuing progress and wide application in the both sides of the academic and the industrial fields increase. This study is to design and implement a mobile application program for overlay rendering with DEM and other geo-based image sets using HTML5 WebGL for 3D graphic processing on web environment. Particularly, the blending technique was used for overlay processing with multiple images. Among available WebGL frameworks, CubicVR.js was adopted, and various blending techniques were provided in the user interface for general users. For the actual application in the study area around the Sejong city, serveral types of geo-based data sets were used and processed: KOMPSAT-2 images, ALOS PALSAR SAR images, and grid data by environment measurements. While, DEM for 3D viewing with these geo-based images was produced using contour information of the digital map sets. This work demonstrates possibilities that new types of contents and service system using geo-based images can be extracted and applied.

A Study of Usability Evaluation and Improvement of Weapon System Display GUI Using Performance Model (Performance Model을 이용한 무기체계 운용화면 GUI 사용성 평가 및 개선에 대한 연구)

  • Jeon, Dong-Ju;Lee, Seung-Ryool;Choi, Young-Won;Lee, Hye-Won;Kim, Doo-Jung
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.3
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    • pp.64-70
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    • 2016
  • The recent development of modern weapon system by SOS (System of System) has required users to have more exact decision making. It is possible to achieve the control of complex weapon system more efficiently and effectively by increasing usability. Accordingly, many studies on graphical display have been conducted for several years in the field of HCI (Human Computer Interaction) and GUI (Graphic User Interface), starting from its design stage. Therefore, this paper focuses on evaluating the system GUI usability and analyzing several important points based on performance model, which is a tool for the evaluation and the improvement of service quality. Performance Model, the main focus of this study, reflects user expectations (which is defined as user importance in this paper). The study consists of four steps. First, 34 checklists are drawn from the existing studies related to GUI usability evaluation by using a heuristic method, and then the checklists are matched with 11 weapon system design factors. Next, the study evaluates the importance of GUI element and the usability of weapon system "A" with the checklists twice respectively. Third, the performance of user importance ($P_i$) and the performance of usability ($P_u$) are calculated by modifying a numerical formula for normalization in this step. Finally, the study compares the approach it takes and the existing usability evaluation method, demonstrating that there is a significant difference between the two methods as a result. In addition, 4 improvement factors are suggested for weapon system "A" as "Shortcut" and "Description of Abbreviation," and so on. Although it is necessary to conduct more studies for higher reliability and validity of the results, this study is meaningful considering it takes a new point of view.

Development of Universal Graphic User Interface Design for MS Windows for Elderly Users (고령사용자를 위한 MS Windows유니버설 GUI디자인 개발)

  • Kim, Mi-Young;Kim, Hyun-Jeong
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.15-26
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    • 2006
  • As the interest and use of computer have been increased among elderly users according to the entry to the aging society, the issue of universal design for computer usability was brought forward. Especially, it is widely recognized that universal UI(User Interlace) design on MS windows is important. The objective of this study is to conceptualize Universal GUI design on MS windows which can be used more easily and intuitively by novice users such as elderly and housewives. Especially, the solution for Universal GUI design on MS windows was developed by reflecting elderly users' needs because elderly users is the group with more difficulties than other user groups in learning and using MS windows. First, elderly user's needs was collected by participant observation as a teaching assistant in computer dass for elderly people for 4 weeks. Secondly, the experimental test and in-depth interview was implemented to find difficulties factors and needs in addition to participant observation. Based on the findings, the new GUI design solution was suggested. The design solution consists of ideas in several categories such as setting default, simplification of function for easy conceptual model making, customization of function and working environment, and intuitive GUI in interaction process. The new MS windows GUI design can be accessed by novice mode when user login in window XP. This study has the significance in finding elderly users detailed needs through in-depth and long term participant observation. However, the usability of the suggested prototype needs to be verified to various user groups besides elderly users in the future.

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A Study on the Advance Effect of Hitting Sense in Shooting Game -Center for 'the Beetlewing' and '1945 Plus'- (슈팅게임에서의 타격감 향상 효과에 관한 연구 -'비틀윙'과 '1945플러스'를 중심으로-)

  • 김남훈;김태완
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.223-230
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    • 2004
  • A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.

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A research on the emotion GUI design of touch mobile for Grooming user by using a multidimensional standard analysis (다차원 척도 분석법을 통한 Grooming 사용자의 터치폰 감성 GUI 디자인에 대한 연구)

  • Kim, Ji-Hye;Whang, Min-Cheol;Kim, Yong-Woo;Lim, Joa-Sang
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.501-510
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    • 2009
  • This study is to establish GUI (graphic user interface) in mobile touch phone for grooming user by using two dimensional emotion model determined by multi-dimensional scale method. The processes conducted in the research were as the followings: First of all, visceral, behavioral, and reflective factors of emotion (Norman, 2002) was defined from investigating the life styles of the Grooming users. Secondly, factor analysis was performed to extract the representative emotional words. In the third step, they were mapped into the two-dimensional emotion model through multi-dimensional scaling. Finally, the mapped emotional words were tried to be related to GUI factors of touch phones and normalizing their relation degree between 0 and 1. This study determined GUI factors significantly related to representative emotions described as special, self-centered, sophisticated, free, passionate, neat for application to mobile touch phone. This study determined the major emotion factors that should be considered the most important while designing the GUI factors.

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Development of the Ship Manoeuvring PC Simulator Based on the Network (네트워크 기반의 간이 선박조종 시뮬레이터 개발)

  • Choi, Won-jin;Kim, Hyo-Il;Jun, Seung-Hwan
    • Journal of Navigation and Port Research
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    • v.43 no.6
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    • pp.403-412
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    • 2019
  • The characteristics of the manoeuvring motion of a ship are dependent on the ship type, as well as draft or speed in the same ship. In recent years, the number of extra-large vessels has increased significantly, which can cause enormous material and environmental damage in the event of a marine accident. Thus, the importance of ship maneuvering is increasing. The IMO has forced the officers to be trained in simulators through the STCW 95 amendment. However, FMSS is costly and difficult to access and the PC-based simulator has the disadvantage that only one person can engage in simulation. The purpose of this study was to solve the shortcomings of the FMSS and PC-based simulators by enabling multiple people to use their PCs to simulate based on a network. The simulator is implemented through the analysis and numerical calculation of the Nomoto model, Radar function mounting, data transfer protocol design, and GUI building. To verify the simulator, the simulation results were compared and analyzed with the test results of T.S. HANBADA according to the criteria of the Korean Register of Shipping(KR) and IMO standards for ship maneuverability. As a result, It showed a relative error of 0%~ 32.1% with an average of 13.7%, and it satisfied the IMO criteria for ship maneuverability.

Nationwide Comprehensive GIS for Natural Environment using Spatial Data Integration Technique (공간데이타 통합 기능을 활용한 국가자연환경 종합 GIS구축)

  • Um, Jung-Sup;Kim, Yeun-Jung
    • Journal of the Korean Association of Geographic Information Studies
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    • v.4 no.1
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    • pp.1-17
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    • 2001
  • This research is primarily intended to develop a decision-making support system about the natural environment in the country by integrating various formats of spatial data into a comprehensive GIS database. The first part of the research is to design GIS database as a means of combining thematic cartographic data with field survey records. Ecosystem records acquired by a field sampling have been reproduced as digital thematic maps. The database also included various natural environment related data (map for forestry, soil, national park etc.) collected from many other agencies. The second part of the research is devoted to the design of efficient man-machine interfaces. A key concern in the GUI (graphic user interface) design process was to address the need to handle and to manage large databases by non-GIS experts. The system has been checked experimentally, enabled the users to quarry the data required simply and execute spatial analysis accommodating versatile alternatives in decision-making process. Detailed visual maps can be generated over large areas quickly and easily. The system will serve to increase the scientific and objective decision-making by overcoming serious constraints suffered from the past non-GIS-based approach. It is anticipated that this research output could be used as a valuable reference in building a nationwide natural environment GIS-DB (database) in the central and local governments.

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Development of K-$Touch^{TM}$ API for kinesthetic/tactile haptic interaction (역/촉감 햅틱 상호작용을 위한 "K-$Touch^{TM}$" API 개발 - 햅틱(Haptic) 개발자 및 응용분야를 위한 소프트웨어 인터페이스 -)

  • Lee, Beom-Chan;Kim, Jong-Phil;Ryu, Je-Ha
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.1-8
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    • 2006
  • This paper presents a development of new haptic API (Application Programming Interface) that is called K-$Touch^{TM}$ haptic API. It is designed in order to allow users to interact with objects by kinesthetic and tactile modalities through haptic interfaces. The K-$Touch^{TM}$ API would serve two different types of users: high level programmers who need an easy to use haptic API for creating haptic applications and researchers in the haptic filed who need to experiment or develop with new devices and new algorithms while not wanting to re-write all the required code from scratch. Since the graphic hardware based kinesthetic rendering algorithm implemented in the K-$Touch^{TM}$ API is different from any other conventional kinesthetic algorithms, this API can provide users with haptic interaction for various data representations such as 2D, 2.5D depth(height field), 3D polygon, and volume data. In addition, this API supports kinesthetic and tactile interaction simultaneously in order to allow users with realistic haptic interaction. With a wide range of applicative characteristics, therefore, it is expected that the proposed K-$Touch^{TM}$ haptic API will assists to have deeper recognition of the environments, and enhance a sense of immersion in environments. Moreover, it will be useful development toolkit to investigate new devices and algorithms in the haptic research field.

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Development of Water Quality Management System in Daecheong Reservoir Using Geographic Information System (GIS를 이용한 저수지의 수질관리시스템 구축)

  • 한건연;백창현
    • Spatial Information Research
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    • v.12 no.1
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    • pp.13-27
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    • 2004
  • The current industrial development and the increase of population in Daecheong Reservoir basin have produced a rapid increase of wastewater discharge. This has resulted in problem of water quality control and management. Although many efforts have been carried out, reservoir water quality has not significantly improved. In this sense, the development of water quality management system is required to improve reservoir water quality. The goal of this study is to design a GIS-based water quality management system for the scientific water quality control and management in the Daecheong Reservoir. For general water quality analysis, WASP5 model was applied to the Daecheong Reservoir. A sensitivity analysis was made to determine significant parameters and an optimization was made to estimate optimal values. The calibration and verification were performed by using observed water quality data for Daecheong Reservoir. A water quality management system for Daecheong Reservoir was made by connecting the WASP5 model to ArcView. It allows a Windows-based Graphic User Interface(GUI) to implement all operation with regard to water quality analysis. The proposed water quality management system has capability for the on-line data process including water quality simulation, and has a post processor far the reasonable visualization for various output. The modeling system in this study will be an efficient NGIS(National Geographic Information System) far planning of reservoir water quality management.

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