• 제목/요약/키워드: Interactive Interface

검색결과 476건 처리시간 0.032초

인터넷 영상지도를 활용한 축척별 도시경관 정보시스템 (Information System for Multi-scale Urban Landscape using Internet Image Map)

  • 엄정섭;최자현
    • 환경영향평가
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    • 제11권4호
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    • pp.289-309
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    • 2002
  • Solutions of many landscape problems depend on area-wide assessment and interpretation of spatial and physical characteristics over the study area. The authors argue that the public awareness for an area-wide urban landscape appears to be very low due to limited chance to the information. Acknowledging these constraints, an operational, user-friendly information system has been developed by combining internet technology with GIS. In particular, integration among satellite data and digital maps takes advantage of each component, and enables the landscape structure to be visualized, interacted with and deployed all on the Web. The 1m resolution IKONOS data realistically identified the major type of landscape by large scale spatial precision while TM data revealed successfully the major parameters that influence an area-wide spatial structure in the study area. This system would play a crucial role in improving the public awareness for area-wide landscape information if it is operationally introduced into the Government since the highly user-friendly interface based on image maps provides a completely new means for disseminating information for area-wide landscape in a visual and interactive manner to the general public.

역추적 기능을 이용한 ODA 문서 포맷터 설계 및 구현에 관한 연구 (A Study on the design implementation of ODA document formatter using backtracking mechanism)

  • 정회경;조인준;김진수
    • 자연과학논문집
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    • 제8권1호
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    • pp.93-100
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    • 1995
  • 본 논문은 서로 다른 시스템들 간에 구조화된 멀티미디어 문서정보 교환을 위한 국제표준 문서구조인 ODA의 문서 포맷터 설계 및 구현에 관한 것이다. 포맷터는 공통배치구조로부터 특정배치구조를 생성함과 동시에 사용자의 상호작용에 따라서 특정배치구조와 특정논리구조의 관계를 설정토록 하였으며, 이를 위해 역추적(backtracking) 메커니즘과 배치 지시자(layout directive)의 처리규칙을 제안하였다. 특히 복잡한 내부구조를 투명하게 보임으로써 보다 용이하게 문서작성을 수행토록 사용자 인터페이스를 대화식 처리방식으로 구현하였다.

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인천항의 효율적 선석운영을 위한 실시간 의사결정지원시스템 구축 (Development of Real-Time Decision Support System for the Efficient Berth Operation of Inchon Port)

  • 유재성
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 1998년도 추계학술대회 및 정기총회
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    • pp.12-16
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    • 1998
  • The purpose of this paper is to develop a knowledge-based real-time decision support system to support decision makers for efficient berth operation of Inchon Port. In these days, the efficient berth operation has been many studied. The berth operation rules differ from port to port and the problem is highly dependent on natural, geographical and operational environment of port. In Inchon Port, the ship's entrance into port and departure from port is extremely affected by the status of dock and berth because of capacity restriction. First, we analyzed the specific characteristics of Inchon Port such as dock based on the data of 1997. And then, we construct the database of experts knowledge for berth utilization. Finally, we build the real-time decision support system for the efficient berth operation of Inchon Port to make the better berth allocation in case of not only regular scheduling but also dynamic scheduling such as delay in berth operation and exchange of ship between berths. The DSS is developed with graphic user interface(GUI) concept to help the user determining user interactive updating of the port status. Then this DSS will be provide decision maker with an efficient and fast way to berth allocation, and reduce wastes of time, space, and manpower in Inchon Port operation.

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원격 강의용 콘텐츠 제작 도구를 위한 동영상 생성 알고리즘 (Video Generation Algorithm for Remote Lecture Recording Tools)

  • 권오성
    • 정보교육학회논문지
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    • 제22권5호
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    • pp.605-611
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    • 2018
  • 무크(Mook) 서비스 정착과 교육부의 원격 수업 확대 정책에 힘입어 대학을 중심으로 온라인 수업이 일반화하고 있으며, 출석 정규 수업의 형태도 일부 원격 방식으로 전환되는 추세이다. 본 논문은 이러한 교육 환경에서 필요한 교육용 콘텐츠를 제작하는 도구에 관한 것으로 이에 필요한 오디오 동기화 방법과 편집 알고리즘을 제안하였다. 제안한 알고리즘을 노트북 등 일반적인 PC 환경에서 그 성능을 측정하였다. 평가 결과, 안정적인 CPU와 Ram 사용량을 보였다. CPU 사용은 평균 9.3% 점유율을 나타냈고 Ram은 평균 87Mega바이트의 안정적인 사용량을 기록하였다(CPU 2.60GHz, 820*600 영역 기준). 본 제안하는 방식을 사용하면 손쉽게 자기 PC로 원격교육을 진행할 수 있을 것으로 판단된다.

인천항의 효율적 선석운영을 위한 실시간 의사결정지원시스템 구축 (Development of Real-Time Decision Support System for the Efficient Berth Operation of Inchon Port)

  • 유재성;김동희;김봉선;이창호
    • 한국항만학회지
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    • 제13권2호
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    • pp.189-198
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    • 1999
  • The purpose of this paper is to develop a knowledge-based real-time decision support system to support decision makers for efficient berth operation of Inchon Port. In these days the berth operation problems have been many studied. The berth operation rules differ from port to port and the problem is highly dependent on natural geographical and operational environment of port. In Inchon Port the ship’s entrance into port and departure from port is extremely affected status of dock. In this paper we analyzed some effects of dock a specific character of Inchon Port with a real data of ship’s in Inchon Port. And reconstruct a previous expert’s knowledge of berth allocating problem in Inchon Port. Also the mechanism for the efficient berth operation has been studied by repeatedly dispatching in order to obtain a best effect of berth allocation, with real-time updated information for delay at service time of a specific berth and changing of a working-berth. The system is developed with graphic user interface(GUI) concept using user interactive approach. And this system will be provide decision support maker with an efficient and fast way to berth allocating and reduce wastes of time space and manpower in Inchon Port operation.

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LASeR 기반 모바일 콘텐츠 저작 도구 (Authoring Tool for Mobile Contents based on LASeR)

  • 김선경;김희선
    • 한국산업정보학회논문지
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    • 제13권3호
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    • pp.31-37
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    • 2008
  • MPEG 4 Part 20 LASeR (ISO/IEC 14496 20) is a specification designed to deliver rich media services in a mobile environment. The specification is an emerging standard that can replace the MPEG 4 BIFS specification designed to deliver PC based heavyweight media contents. The specification describes the representation of scene information in a resource constrained mobile environment. Unlike the BIFS standard designed to deliver heavyweight rich media, the LASeR specification has a restricted description that conforms to the SVG Tiny 1.2 specification. Also, the specification has an advantage of allowing for the efficient conversion of one graphics format to another. In this paper, we present the design and the implementation of a LASeR authoring system that allows for fast and efficient creation of interactive rich media contents in a mobile environment. The Gill interface of the authoring system presented in this paper allows users, who do not have prior knowledge of the scene description language, to conveniently create contents and store the produced scenes using the internal list data structure. The system allows users to navigate scene objects internally stored and to create LASeR XML files in the structured XML format.

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공교육시설의 스마트 교육환경 수요조사 (Feasibility Analysis of ICT for Public Educational Environment)

  • 김승제;김우영
    • 교육시설 논문지
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    • 제18권5호
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    • pp.43-50
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    • 2011
  • There are emerging issues to update the educational environment for schools in terms of information and communication technology in order to provide customized programs to students as well as all participants relating to learning and teaching. The past year has been turbulent as the education facilities has changed and new procurement processes such as BTL have emerged. In this study, the feasibility analysis of ICT for the public educational environment is to analyse the current primary schools by means of collecting parent's opinion. In the web-site questionnaires, it was designed with 70 items such as teaching method, class organization, aptitude drill and educational community. As results, the statistical analysis is to propose the list of priority and orientation covering social agenda in the issue of ICT for education, the benefits schools can achieve by smart environment is to have the advanced learning services and solutions that represents parental engagement with identical local aims of interactive interface between their students and qualified teachers at a school. Both the national curriculum as well as the after-school program initiatives from the ministry of education, science and technology may reduce negative effects of private education so that the program has to be carefully developed for balanced education society revitalizing mutual communication within regional learning participants such as students, teachers and educational experts.

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자모 수정 창을 활용한 효과적인 한글 수정 시스템 (An Effective Hangul Modification System Using Jamo Modification Window)

  • 정희택
    • 한국전자통신학회논문지
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    • 제8권10호
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    • pp.1535-1544
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    • 2013
  • 컴퓨터나 스마트 폰에서 한글 입력을 위해 여러 한글 입력 시스템들이 존재한다. 그러나 기존 한글 입력 시스템은 입력된 글자를 수정하는데 많은 노력을 요구한다. 본 연구에서는 수정 대상글자를 재활용하여 효과적인 글자 수정을 수행 할 수 있는 방안을 제안한다. 본 연구에서 제안한 "자모 수정 창"을 활용한 한글 수정시스템은 한글 구성 체계의 특성을 최대한 반영하면서, 기 입력된 자음과 모음을 최대한 활용하는 수정 시스템이다. 또한 기존 한글 입력 시스템의 입력 체계에 추가적인 수정 없이, 오직 "자모 수정 창"만을 제공함으로써, 효과적인 글자 수정이 가능하다. 특히 협소한 한글 입력 체계를 갖는 스마트폰 환경에서 본 연구 결과가 더 유용하다.

3D 1인칭 슈팅 게임에서의 시각적 요소와 주체 (Screen Image and Subjectivity of 3D First-Person Shooting Game)

  • 전경란
    • 한국게임학회 논문지
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    • 제10권3호
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    • pp.37-45
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    • 2010
  • 이 연구에서는 3D 1인칭 슈팅게임의 시각적 요소를 살펴보고, 그 고유한 특징으로 인해 새롭게 구성되는 주체의 문제를 검토하였다. 3D 1인칭 슈팅게임은 현실 세계에서 인간이 갖는 시각 경험을 재매개함으로써 게이머로 하여금 몰입감을 창조한다. 주관적 시점의 구성, 상대적으로 투명한 인터페이스의 설정 등은 3D 1인칭 슈팅게임의 영상이 지니고 있는 특징이라 할 수 있다. 이러한 게임의 시각적 요소를 통해 구성되는 주체는 영화에서 봉합과 같은 장치를 통해 형성되는 주체와 다른 것이며, 게이머는 주관적 시점과 자율적인 영상 구성을 통해 시선의 주체, 행위의 주체이자 서술의 주체가 된다. 그러나 3D 1인칭 슈팅게임에서 게이머는 완전한 의미의 말하는 주체가 아니라 시야의 제한으로 인해 불완전한 수준의 주체에 머무르게 된다.

스마트 정보시설 디자인 차별화 유형 - 정보시설 배치계획 사례를 중심으로 - (Smart Information Facilities as Knowledge Based Spacial System - Case Study of Information Facility Layout -)

  • 김우영
    • 대한건축학회논문집:계획계
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    • 제34권9호
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    • pp.3-8
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    • 2018
  • In the social information facilities with physical stacks, it is critical to arrange categories of knowledge since there should be conventional methods by which users and visitors can browse index of all sorts of media relating to their topics. The classical index system of knowledge has been developed with primitive libraries and museums and therefore the system can be addressed by analyzing typical cases of precedents. As the forth industrial revolution has emerged, there will be quite innovative approach to provide information to the public as well as the private. The coalition between knowledge and space has always been considered as essential characteristics that remind scholars of hierarchical layout of knowledge resources such as maps, books, documents and diverse specimens. This research assumes that the spatial layout of knowledge can be classified in terms of physical attributes, symbolic entities, and information media and it defines what coalition between knowledge and space is creative in order to enacting interactive dialogue among information navigators. The spaces in between the knowledges function as trasition areas where the index system informs and stimulates, where the interface between the different knowledges is optimized and therefore the library as the public facilities no longer dedicated to the text, but as an information space in which all sorts of media are distributed equally.