• 제목/요약/키워드: Mobile Interface Design

검색결과 429건 처리시간 0.022초

Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • 대한인간공학회지
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    • 제31권4호
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.

모바일 기기 신호 인터페이스용 MIPI 디지털 D-PHY의 저전력 설계 (Low Power Design of a MIPI Digital D-PHY for the Mobile Signal Interface)

  • 김유진;김두환;김석만;조경록
    • 한국콘텐츠학회논문지
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    • 제10권12호
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    • pp.10-17
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    • 2010
  • 본 논문에서는 모바일 기기 신호 인터페이스용 MIPI(Mobile industry processor interface)의 D-PHY의 디지털 블록의 저전력 설계를 제안한다. MIPI는 고속 데이터 전송을 위한 HS(high-speed)모드와 주로 제어에 사용되는 LP(low-power)모드의 두 가지 동작 모드를 갖는다. 저전력 소모를 위해 디지털 블록 내부 구성요소를 각 동작에 따라 선택적으로 스위칭 할 수 있는 클럭 게이팅(Clock gating) 기법을 적용했다. 저전력 동작의 설계에 대한 동작을 시뮬레이션을 통해 검증하고 기존의 일반적인 MIPI D-PHY 디지털 블록과 전력소모를 비교했다. HS 모드 데이터 전송동작에 대해서는 저전력 설계를 통하여 전력소모가 송신단(TX: transmitter)과 수신단(RX: receiver) 각각 74%와 31% 감소하여 전체적으로 전력소모가 50%로 줄었고, LP 모드 동작에 대해서도 전력소모가 TX와 RX 각각 79%와 40% 감소하여 전체적으로 51.5% 줄어들었다. 제안된 저전력 MIPI D-PHY 디지털 칩은 $0.13{\mu}m$ CMOS 공정에서 1.2V의 전원을 갖도록 설계 및 제작되었다.

Designing Coherent User Interfaces of N-Screen Services Reflecting Users' Task Knowledge

  • Park, Hwan-Su;Lee, Dong-Seok
    • 대한인간공학회지
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    • 제31권1호
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    • pp.41-48
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    • 2012
  • Objective: Companies want to expand their business by providing their services at other devices and new services based upon existing services. Therefore, they look for building brand identity by providing same experience throughout devices and services. Background: Many services are available to use at multiple devices including mobile phones, tablet, personal computers, and televisions, thanks to proliferation of n-screen and cloud technology. Method: It was discussed that consistency, which emphasizes the regularity and has been one of essential aspects of user interface design, seems not effective to be applied to n-screen services, owing to different screen size, input and output peripherals, usage environment and users' attitude. Results: A new definition of same experience among different devices and services, called coherence, was introduced and abstraction levels of user interfaces were proposed as the denominator of defining coherence. Then types of users' task knowledge at each abstraction level were discussed with examples. Conclusion: This paper concluded by discussing design requirements for designing coherent user interfaces among devices and services.

모바일 인터페이스와 테이블탑 타일드 디스플레이를 연동한 FishBowl 게임 개발 (Development of the FishBowl Game Employing a Tabletop Tiled Display Coupling With Mobile Interfaces)

  • 공영식;박경신
    • 한국게임학회 논문지
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    • 제10권2호
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    • pp.57-66
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    • 2010
  • 기존의 테이블탑 시스템 연구에서는 주로 프로젝션 기반의 테이블 표면에 컴퓨터 영상을 디스플레이하고 그 테이블 표면에서 사용자는 멀티 터치(Multi-touch)나 탠저블 물체 (Tangible object)로 인터랙션을 한다. 본 연구에서는 확장 가능한 테이블탑 타일드 디스플레이 시스템에서 적외선 카메라 트래킹과 PDA 모바일 인터페이스를 이용하여 다중 사용자의 인터랙션을 지원하는 FishBowl 게임을 개발하였다. 이 게임은 고화질 테이블탑 가상환경과 PDA 모바일 인터페이스가 함께 연동하여 사용자의 상호작용성과 체감을 향상시키고 상하였다. 본 논문에서는 FishBowl 게임과 시스템 설계 및 구현에 대해서 설명한다. 그리고 사용자 관찰을 통하여 발견된 시스템 유용성과 개선점을 토론하고 결론과 향후 연구 방향에 대해 논한다.

모바일 시스템을 위한 MDDI 프로토콜 설계 및 구현 (Design and Implementation of MDDI Protocol for Mobile System)

  • 김종문;이병권;정회경
    • 한국정보통신학회논문지
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    • 제17권5호
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    • pp.1089-1094
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    • 2013
  • 본 논문에서는 모바일 디스플레이장치에 필요한 MDDI(Mobile Display Digital Interface) 프로토콜 패킷생성방법을 소프트웨어로 구현하는 것을 제안한다. 최소한의 하드웨어 구성을 가지며, 소프트웨어를 이용하여 MDDI 프로토콜 패킷을 생성한다. 이의 구현을 위해 고속 마이크로프로세와 FPGA(Field-Programmable Gate Array)로 하드웨어를 설계하였다. 소프트웨어로 생성한 패킷은 FPGA를 통해 LVDS(Low-Voltage Differential Signaling) 신호로 변환되어 출력된다. 제안하는 방식의 장점은 다양한 패킷을 소프트웨어로 쉽게 만들 수 있다는 것이다. 단점은 패킷전송에 걸리는 시간이 기존에 제안된 방식보다 빠르지 않았다. 이는 향후 개선되어야 할 과제로 남았다.

모바일 기기를 위한 안전한 유비쿼터스 스토리지 시스템 (A Secure Ubiquitous Storage System for Mobile Devices)

  • 태유슈;이은유;이훈재;임효택
    • 한국정보통신학회논문지
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    • 제12권2호
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    • pp.269-275
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    • 2008
  • 최근 유비쿼터스 기술의 급속한 성장으로 모바일 컴퓨팅 분야에서의 스토리지 용량에 대한 요구가 증가하였다. 가상 스토리지 프로토콜인 iSCSI(Internet Small Computer Interface)는 이러한 문제를 효율적으로 해결하기 위한 방안이 될 수 있다. 그러나, 이 프로토콜의 불안전한 특성은 스토리지 시스템을 불안하고 외부에 노출되게 할 우려가 있다. 따라서, 본 논문에서는 모바일 기기를 위한 안전하고도 가벼운 iSCSI 기반의 가상 스토리지 스킴을 설계하고 제안하고자 한다. 성능평가를 통해 제안된 알고리즘은 기존의 IPsec보다 100% 읽기/쓰기 성능개선을 보여주고 있다.

A Study on UI/UX and Understanding of Computer Major Students

  • JOO, Heon Sik
    • International journal of advanced smart convergence
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    • 제6권4호
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    • pp.26-32
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    • 2017
  • In this study, we showed understanding and production ability of the interface about internet, operating system, contents, and devices. This study aimed to make a list of 18 items in 4 areas for basic knowledge of UI/UX, establishment of design research, design concept, and design production for 22 sophomore, junior and senior students in IT departments, and the results of understanding were divided into three groups of excellent, normal, and insufficient, and evaluated. It was found that excellent was 18.39%, average was 38.52% and insufficient was 43.07%. Therefore, 18.39% of the students understood UI/UX, and 81.61% of students did not understand UI/UX well. In particular, in the comparison analysis of four areas, the design research area was 44 points, the design content area was 29 points, and the design production area was 11 points which was found to be the lowest. Next, the 10 evaluation items in the mobile UI/UX build guide evaluation were evaluated in the same way as the UI/UX understanding, and the excellent score was 3 points, the average score was 73.3 points, and the poor score was 155 points. The UI/UX build guides showed worse evaluation than UI/UX understanding. Therefore, to cultivate UI/UX understanding and content production ability, UI/UX experts should be fostered with professional course organization and systematic curriculum.

임베디드 기반의 모바일 LCD 모듈 검사장비 설계 및 구현 (A Design and Implementation of a Mobile Test Device Based-on Embedded System)

  • 김홍규;이기화;문승진
    • 제어로봇시스템학회논문지
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    • 제14권6호
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    • pp.523-529
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    • 2008
  • In this paper, we proposed mobile LCD module test device on embedded based, when operating the existing LCD, divide flicker clearly in full frame, and configuration so as to support between other CPU interface, MDDI, SPI, 24Bit RGB interface, etc. that is based on a high-speed CPU. In addition, when demand to test about each pixel of LCD, it is possible to change IP design of H/W, FPGA, but proposed system is application possible without other design changing. Proposed system is made smaller and equipped with battery, so secure with mobility for effective test the LCD/OLED module and it is able to test the pattern by the client program, for example exiting picture, mpeg, simple pattern test and test per pixel, scale, rotation, Odd/Even pixel per video, etc. From now on, if integrating with independent test system and it is configured that is able to mutual communication and test, it is expected to reduce consumption of human resources and improve productivity for LCD module test.

Axiomatic design study for automatic ship-to-ship mooring system for container operations in open sea

  • Kim, Yong Yook;Choi, Kook-Jin;Chung, Hyun;Lee, Phill-Seung
    • Ocean Systems Engineering
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    • 제1권2호
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    • pp.157-169
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    • 2011
  • To provide more rational design solutions at conceptual design level, axiomatic design method has been applied to solve critical part of a new engineering problem called Mobile Harbor. In the implementation, the Mobile Harbor, a functional harbor system that consists of a vessel with container crane approaches to a container ship anchored in the open sea and establishes a secure mooring between the two vessels to carry out loading and unloading of containers. For this moving harbor system to be able to operate successfully, a reliable and safe strategy to moor and maintain constant distance between the two vessels in winds and waves is required. The design process of automatic ship-to-ship mooring system to satisfy the requirements of establishing and maintaining secure mooring has been managed using axiomatic design principles. Properly defining and disseminating Functional Requirements, clarifying interface requirements between its subsystems, and identifying potential conflict, i.e. functional coupling, at the earliest stage of design as much as possible are all part of what need to be managed in a system design project. In this paper, we discuss the automatic docking system design project under the umbrella of KAIST mobile harbor project to illustrate how the Axiomatic Design process can facilitate design projects for a large and complex engineering system. The solidified design is presented as a result.