• Title/Summary/Keyword: Interactive Interface

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A Simulation Tool for Ultrasonic Inspection

  • Krishnamurthy, Adarsh;Mohan, K.V.;Karthikeyan, Soumya;Krishnamurthy, C.V.;Balasubramaniam, Krishnan
    • Journal of the Korean Society for Nondestructive Testing
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    • v.26 no.3
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    • pp.153-161
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    • 2006
  • A simulation program SIMULTSONIC is under development at CNDE to help determine and/or help optimize ultrasonic probe locations for inspection of complex components. SIMULTSONIC provides a ray-trace based assessment for immersion and contact modes of inspection. The code written in Visual C++ operating in Microsoft Windows environment provides an interactive user interface. In this paper, a description of the various features of SIMULTSONIC is given followed by examples illustrating the capability of SIMULTSONIC to deal with inspection of canonical objects such as pipes. In particular, the use of SIMULTSONIC in the inspection of very thin-walled pipes (with 450 urn wall thickness) is described. Ray trace based assessment was done using SIMULTSONIC to determine the standoff distance and the angle of oblique incidence for an immersion mode focused transducer. A 3-cycle Hanning window pulse was chosen for simulations. Experiments were carried out to validate the simulations. The A-scans and the associated B-Scan images obtained through simulations show good correlation with experimental results, both with the arrival time of the signal as well as with the signal amplitudes.

Web-based 3D Virtual Experience using Unity and Leap Motion (Unity와 Leap Motion을 이용한 웹 기반 3D 가상품평)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.2
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    • pp.159-169
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    • 2016
  • In order to realize the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the appropriate visualization and interaction of the products, and the vivid simulation of user interface (UI) behaviors in an interactive 3D virtual environment. In this paper, we propose an approach to web-based 3D virtual experience using Unity and Leap Motion. We adopt Unity as an implementation platform which easily and rapidly implements the visualization of the products and the design and simulation of their UI behaviors, and allows remote users to get an easy access to the virtual environment. Additionally, we combine Leap Motion with Unity to embody natural and immersive interaction using the user's hand gesture. Based on the proposed approach, we have developed a testbed system for web-based 3D virtual experience and applied it for the design evaluation of various digital products. Button selection test was done to investigate the quality of the interaction using Leap Motion, and a preliminary user study was also performed to show the usefulness of the proposed approach.

JAVA BASED WEB APPLICATION FOR THE ASTRONOMICAL CATALOGUES (천문학 카탈로그 자료의 통합검색 DB 구축)

  • Sung, Hyun-Il;Sang, Jian;Kim, Bong-Gyu;Yim, In-Sung;Kim, Sang-Chul;Ahn, Young-Suk
    • Publications of The Korean Astronomical Society
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    • v.20 no.1 s.24
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    • pp.85-95
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    • 2005
  • We collected eleven large astronomical catalogues, which include 2MASS, USNO B1.0, GSC 2 catalogues and so on. Most of these catalogues are the frequently used by astronomers for all sorts of applications. But the researches are faced with the problem of accessing these databases because these catalogues contain from tens millions up to thousands of millions of records. So we developed a web application system to manage these large catalogues, the main purpose of the web application is to allow a powerful and efficient querying activity on these catalogues through internet by using a simple web interface. User could retrieve the query result in variety of formats including plain text, HTML, Microsoft Excel format (XLS), and VOTable. Furthermore, user also could display and analyze result graphically by using a powerful interactive visualization tools named VOPlot which was developed by the Virtual Observatory-India (VOI) project.

Preference-based User Interface Model for Personalized EPG (개인화된 전자프로그램가이드를 위한 선호도 기반의 사용자 인터페이스 모델)

  • Jung, Moon-Ryul;Park, Youn-Sun;Kim, Jung-Hwan;Na, Hee-Joo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.416-423
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    • 2006
  • 본 논문은 개인별 프로그램 선호도와 채널 선호도를 기반으로 프로그램을 추천해주는 선호프로그램편성표를 구성하여 이를 효과적으로 보여주는 사용자인터페이스(UI) 모델을 제안한다. 현재 개인 맞춤화 전자프로그램가이드(PEPG)에 대한 다양한 연구가 이루어지고 있으나 주로 추천 알고리즘 연구에 그 초점이 맞춰져 있는 실정이다. 동일한 추천 알고리즘에 의해 추출된 프로그램이라 할지라도 정렬 순서와 디스플레이 방법에 따라 편성표를 이용하는 사용자의 용이성이 달라질 수 있다. 이에 본 논문은 추천 알고리즘에 의해 추출된 프로그램들의 선호도에 현재시간 기준으로 가중치를 부과하여 그 프로그램들의 선호도를 합산한 값으로 정렬한 편성표를 구성하였다. 이러한 선호프로그램편성표는 시청자가 가장 선호하는 프로그램과 채널이 최우선으로 보여지게 되므로 쉽고 빠르게 원하는 프로그램을 찾아갈 수 있다는 장점이 있다. 따라서, 사용자는 원하는 프로그램이 시작할 때까지 기다리거나 하는 시간의 낭비없이 시청이 가능하다. 본 논문을 통해 향후 등장하게 될 많은 개인 맞춤화된 서비스들을 개발하는데 도움이 될 수 있길 바란다.

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A Study on development of advanced usability test method with the mobile phone log data (로그데이터를 활용한 모바일 폰의 사용성 평가 방법 연구)

  • Kim, Dae-Eop;Kim, Sung-Jin;Lee, Kun-Pyo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.203-208
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    • 2006
  • 디자인의 여러 프로세스중 중요 행위는 사용자가 바라는 점을 파악하여, 제안하는 행위 중심으로 이루어진다. 사용자의 니즈를 파악하는데 있어, 사용성 평가를 활용하면, 논리적이고, 구체적인 불편요소를 파악하는데 도움을 받을 수 있다. 또한, 디자인 개선안의 효용성을 파악하는데도 디자이너에게 유용한 디자인 개발 프로세스로 자리 잡았다. 사용성 평가를 통해 사용자의 불편요소를 파악하는 방법으로는 크게 두가지 방법이 있는데, 하나는 데스크 탑 컴퓨터를 활용한 시뮬레이션 기법을 들수 있고 다른 하나는 모바일 폰을 활용하는 모습을 직접 촬영하여, 분석하는 방법을 들 수 있다. 데스크 탑 컴퓨터를 활용한 시뮬레이션 기법은 화면의 해상도와 인터렉션 방법이 상이하고, 직접 촬영 방법의 경우, 피 시험자가 카메라를 의식하거나, 분석상에 연구자의 바이어스가 개입할 여지가 많아 각각의 단점이 있다. 본 연구에서는 디자이너가 해결안을 프로토타이핑 하는 방법으로 모바일 폰의 프로세서를 활용한 로그를 남기는 방법으로 사용성 평가를 진행할 수 있는 도구를 만들고 이를 통한 사용성 평가 기법의 방안을 제안하였다. Mobile phone 의 Software User Interface 의 개선안을 검증할 수 있는 툴로 제작된 Interactive Mobile Phone Logger 라는 프로그램을Visual Basic 과 JAVA를 이용하여 개발하였다. 이를 활용하면, 디자이너의 해결안을 자동으로 JAVA Class 파일의 패키지로 생성해주고, 서버를 이용하여 패키지를 전송, JAVA를 지원하는 모바일 폰이면 어떠한 모델이든 실험에 참가할 수 있도록 제작 되어있다. 또한, 실험의 결과 데이터는 종료시 자동으로 실험자의 서버를 통해 분석될 수있도록 제작되었다.

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An Educational Program for Reduction of Transmission Network (송전망 축약을 위한 교육용 프로그램 개발)

  • Song, Hyoung-Yong;Jeong, Yun-Won;Won, Jong-Jip;Park, Jong-Bae;Shin, Joong-Rin
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.153-154
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    • 2008
  • This paper presents a window-based software package for the education and training for the reduction of power system by using locational marginal price (LMP), clustering, and similarity indices of each bus. The developed package consists of three modules: 1) the LMP module, 2) the Clustering module and 3) the Reduction module. Each module has a separated and interactive interface window. First of all, LMPs are created in the LMP module, and then the Clustering module carries out clustering based on the results of the LMP module. Finally, groups created in this Clustering module are reduced by using the similarity indices of each bus. The developed package displays a variety of tables for results of the LMPs of base network, voltages, phases and power flow of reduced network so that the user can easily understand the reduction of network. To demonstrate the performance of the developed package, it is tested for the IEEE 39-bus power system.

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Development and Evaluation of e-EBPP(Evidence-Based Practice Protocol) System for Evidence-Based Dementia Nursing Practice (근거중심 치매 간호실무를 위한 e-EBPP 시스템 개발 및 평가)

  • Park, Myonghwa
    • Korean Journal of Adult Nursing
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    • v.17 no.3
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    • pp.411-424
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    • 2005
  • Purpose: The purpose of this study was to develop and evaluate e-EBPP(Evidence-based Practice Protocol) system for nursing care for patients with dementia to facilitate the best evidence-based decision in their dementia care settings. Method: The system was developed based on system development life cycle and software prototyping using the following 5 processes: Analysis, Planning, Developing, Program Operation, and Final Evaluation. Result: The system consisted of modules for evidence-based nursing and protocol, guide for developing protocol, tool for saving, revising, and deleting the protocol, interface tool among users, and tool for evaluating users' satisfaction of the system. On the main page, there were 7 menu bars that consisted of Introduction of site, EBN info, Dementia info, Evidence Based Practice Protocol, Protocol Bank, Community, and Site Link. In the operation of the system, HTML, JavaScript, and Flash were utilized and the content consisted of text content, interactive content, animation, and quiz. Conclusion: This system can support nurses' best and cost-effective clinical decision using sharable standardized protocols consisting of the best evidence in dementia care. In addition, it can be utilized as an e-learning program for nurses and nursing students to learn use of evidence based information.

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Media Art Case Analysis and Implementation Applying Mirror Metaphor (거울 메타포를 활용한 미디어아트 사례분석과 작품제작 : 인식론적 사고를 중심으로)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.159-166
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    • 2013
  • This paper aims to not giving one time pleasure nor curiosity, but applying and sharing philosophical discourse for contemporary citizens with reflectivity in a realm of media art. This paper shows the result from the class which the author conducted with philosophical discourse, case analysis, ideation and progress into practical works. Through the process of doing ideation and realization of media art work with students, this paper shows that theory and practice can be harmonized and penetrated into deeper level with diverse interface experiments.

Design and Implementation of a Real-time Region Pointing System using Arm-Pointing Gesture Interface in a 3D Environment

  • Han, Yun-Sang;Seo, Yung-Ho;Doo, Kyoung-Soo;Choi, Jong-Soo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.290-293
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    • 2009
  • In this paper, we propose a method to estimate pointing region in real-world from images of cameras. In general, arm-pointing gesture encodes a direction which extends from user's fingertip to target point. In the proposed work, we assume that the pointing ray can be approximated to a straight line which passes through user's face and fingertip. Therefore, the proposed method extracts two end points for the estimation of pointing direction; one from the user's face and another from the user's fingertip region. Then, the pointing direction and its target region are estimated based on the 2D-3D projective mapping between camera images and real-world scene. In order to demonstrate an application of the proposed method, we constructed an ICGS (interactive cinema guiding system) which employs two CCD cameras and a monitor. The accuracy and robustness of the proposed method are also verified on the experimental results of several real video sequences.

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Development of Embedded Vessel Monitoring System Using NMEA2000 (NMEA2000을 이용한 임베디드 선박 모니터링 시스템의 개발)

  • Lee, Chang-Ui;Kim, Dal-Yong;Yu, Yung-Ho;Shin, Ok-Keun
    • Journal of Advanced Marine Engineering and Technology
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    • v.33 no.5
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    • pp.746-755
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    • 2009
  • Recently, NMEA2000 became the de facto standard of the communication protocol for the instrument level network in vessels, and it is anticipated that most of the vessels will be equipped with the sensors and actuators based on this protocol. The conventional serial communication specifications such as RS-232, RS-485, or even NMEA0183 are single-talker/multiple-listener and interconnection among multiple sensors and/or actuators usually results in a bundle of wires. On the other hand, NMEA2000 is a true bus type(multiple-talker/multiple-listener) protocol and theoretically up to 256 instruments can be hot-plugged. With the advent of the protocol, it is necessary to consider a new type of monitoring system for the instruments in vessels: In most traditional serial communication environments, a dedicated monitor or user interface was necessary for each sensor or actuator as it was simply not easy to collect data in a single place. With NMEA2000, the collection of various types of information is simple. An embedded system can be employed to combine, to arrange and to display informations from various types of devices. Assuming that the actuators and sensors on a vessel are interconnected by NMEA2000 standard, we devise a tentative interactive vessel monitoring system in which the following 4 kinds of informations are collected and delivered: the navigation, engine, weather and tanks informations.