• Title/Summary/Keyword: Mobile Interface Design

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Serious Game Design and Implementation for Kids (유아용 기능성게임 설계 및 구현)

  • You, GiWon;Yoon, SeonJeong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.19-28
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    • 2015
  • According to the Infant Educational Law, learning of the children are encouraged through playing, but there are not many tools to learn. Educational Serious Game is a game developed for the purpose of learning. And so, in this paper, we produced serious games for education learning for young children. Contents of the game is the digestive system. And we utilized touch and drag which are kinds of intuitive interface of the mobile platform being able to play easy. At the end of each stage, and it contained a scene that can learn the characteristics of the digestive system. After producing this game, we supplemented something that is inadequate through testing. In addition, the learning effect of the game was confirmed by interviews with the teachers. We hope this will be a fun and informative game for the digestive tract to the children.

A Design of Low Cost Differential GPS System based on Web-Service (웹서비스 기반의 저가형 위성항법보정시스템 설계)

  • Jung, Se-Hoon;Seo, Ho-Seok;Park, Dong-Gook;Sim, Chun-Bo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.3
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    • pp.487-498
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    • 2013
  • A variety of location-based services applications, such as missing children search, emergency rescue requests and so on that requiring high-precision location information are increasing. Precision of GPS that can be used in most systems, however, is still low. In this paper, we design and propose a low cost differential global positioning system(DGPS) based on Web services using object-oriented modeling technique which can offer useable location service, variety device and safe service in wireless environment. The proposed system is designed with UML based on object-oriented modeling to maximize system recyclability and system scalability. In addition, we would like to improve the precision of the GPS in accordance with mobile station location when build low cost mobile station, location differential framework and server. We implement a communication interface based on web-service which is available in the form of a variety of services and can offer stable according to mobile environments. Finally, as performance evaluation results, we can obtain precision location within 1 ~ 2m through proposed system and 88.5% probability of less than 2m.

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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Protocol Design for Opportunistic Direct M2M Communication in Wearable Computing Environment (웨어러블 단말과 이웃 단말 간 기회기반 직접 사물통신 프로토콜 설계)

  • Oh, Young-Ho;Lee, Jae-Shin;Kang, Soon-Ju
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.2
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    • pp.151-163
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    • 2014
  • The recent wearable device's applications concentrates on providing diverse services such as location based service, context aware service to the users. These various services are implemented by the interactions between the wearable device and the user. In the legacy system, the interaction requires certain explicit configuration from the user. If the user is unfamiliar with the IT technology, it will be impossible to get the wanted service. Therefore, a new autonomous communication concept among neighbor devices is essential for people who is unfamiliar with the IT technology. The implicit human computer interface enables the user to acquire the services, even though the user don't know the IT technology. In this paper, we propose two BLE based protocols (B-LIDx protocol, B-PniP). B-LIDx protocol is the protocol for locationing the mobile device in indoor. B-PniP is a zero-configure opportunistic direct M2M communication protocol between neighbor devices to achieve the autonomous communication concept with zero-configuration. The protocol's evaluations are performed by measuring the time for finding the location of a mobile device in actual environment and aligning the time spent in services using the B-PniP.

A Design and Implementation of Personal Vessel Monitoring System Based on Context Aware (상황인식 기반 개인 선박 상태감시시스템 설계 및 구현)

  • Shin, Do-Sung;Lee, Seong-Ro
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.3
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    • pp.112-118
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    • 2011
  • Ship can be faced with more dangerous situations than ground vehicles due to the opened surroundings, sea. Therefore, it is very important to prevent the ship emergency by finding risk factor. In this paper, We propose context-aware monitoring system which that frequently check the condition of ship using the data that get through the installed sensor in the ship as gyro-sensor, strain-gage sensor. We analyzed sensor data through backpropagation algorithm and the Condition and Safety Information of sailing ship is transmitted to the crew's personal mobile device in the ship. Thus, moving crew can check the ship's condition in real time. As a result, we obtained about 95% accuracy for fire risk context and about 89% accuracy for body of Ship risk context in the simulated experiments.

Development of an Analysis System for Biosignal and Driving Performance Measurements (운전 생체신호 및 운전 수행도 분석 System 개발)

  • Lee, Won-Sup;Park, Jang-Woon;Kim, Su-Jin;Yoon, Sung-Hye;Yang, Xiaopeng;Lee, Yong-Tae;Son, Joon-Woo;Kim, Man-Ho;You, Hee-Cheon
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.1
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    • pp.47-53
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    • 2010
  • An analysis of biosignal and performance data collected during driving has increasingly employed in research to explore a human-vehicle interface design for better safety and comfort. The present study developed a protocol and a system to effectively analyze biosignal and driving performance measurements in various driving conditions. Electrocardiogram (ECG), respiration rate (RR), and skin conductance level (SCL) were selected for biosignal analysis in the study. A data processing and analysis protocol was established based on a comprehensive review of related literature. Then, the established analysis protocol was implemented to a computerized system so that immense data of biosignal and driving performance can be analyzed with ease, efficiency, and effectiveness for an individual and/or a group of individuals of interest. The developed analysis system would be of use to examine the effects of driving conditions to cognitive workload and driving performance.

Mobile game meet Reality (모바일 게임, 현실과 만나다)

  • Park, Joon-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.215-220
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    • 2006
  • 오늘날 우리는 모바일 기기의 눈부신 성장과 보급으로 인해 누구나 손쉽게 모바일 게임을 즐길 수 있게 되었다. 많은 게임 제작 업체들은 모바일 게임개발에 총력을 기울이고 있고, 단말기 제조업체들 역시 게임 전용폰을 출시하는 등 모바일 게임에 대한 호응이 고조되고 있는 상황이다. 이는 모바일 게임이 시간과 공간적 개념을 뛰어넘는 이동성(Mobility)이라는 큰 장점을 가지고 있기 때문이다. 그러나 이러한 장점에도 불구하고 현재까지 모바일 게임의 컨텐츠는 기존의 다른 게임에 비해 그다지 큰 차별성을 가지고 있지 않다. 고스톱이나 단순한 퍼즐게임 등이 호응을 얻고 있기는 하지만 '이동성' 이라는 큰 장점을 살리기 위해서는 거 적극적이고 새로운 개념의 접근이 필요하기 때문이다. 더구나 요즘은 PSP 와 같은 막강한 휴대용 게임기가 등장하면서 휴대폰에서 즐기는 모바일 게임은 작은 화면이나 낮은 메모리 등의 한계로 인해 점점 더 그 자리를 내어주고 있는 실정이다. 그렇다면 '이동성'을 적극적으로 활용할 수 있는 모바일 개임 제작에 대한 새로운 접근방식은 어떻게 이루어져야 할까? 이를 위한 효과적인 방법으로 본 논문에서는 게임의 무대를 우리가 살고 있는 '현실-Reality'로 옮겨 올 것을 제안한다. 그렇게 되면 게이머는 모바일 기기가 가진 제약에서 벗어나 그 자신이 직접 현실세계를 배경으로 한 게임캐릭터가 되고, 물리적 이동에 따라 게임이 진행되는 전혀 새로운 방식의 모바일 게임을 경험할 수 있게 될 것이다. 현재 국내외적으로 이러한 실험적 시도가 조금씩 이루어지고 있기는 하지만 아직 호응은 그리 높지 않다. 그리하여 본 논문에서는 그러한 사례들을 조망하고 가장 효과적인 방법을 국내의 현실에 적합하게 적용할 새로운 모바일 게임의 방식을 제안하고자 한다. 연구사례로 제안 할 모바일 게임은 인터넷 미니홈피, GPS, 멀티미디어 메시지, 카메라 폰, 전자상거래의 기능을 통합하여 활용하는 'Dice Adventure Meeting'이라는 이름의 모바일 미팅 게임이며, 게임의 구체적인 시나리오를 살펴보면서 현실을 배경으로 한 새로운 모바일 개임의 제작에 대한 접근방법을 제시하고자 한다.

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Mobile Augmented Reality for Teaching Bar Placing (철근 배근 교육을 위한 증강현실 컨텐츠 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.18 no.5
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    • pp.471-477
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    • 2018
  • The purpose of this study is to develop an mobile augmented reality for students to learn bar placing work, which is increasingly utilized in the construction field. In order to improve the understanding of the structural drawing, a structural drawing is used as a marker image, and an augmented reality is realized by superimposing a virtual 3D bar placing model that is placed according to the structural drawing on the screen. In addition to the 3D modeling, the contents are developed so as to help students to learn the interpretation method of 2D drawings, the development and splices of reinforcing steel, bar fabricating practice according to KCI structural concrete design code, and the process of bar placing. The results show that the augmented reality is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. The augmented reality is worth to be introduced because it has advantages of visualization and interaction in terms of education.

A Design of Protocol for Credit Card Transaction on PDA Using ECC (타원곡선 암호를 이용한 PDA 기반의 신용카드 결제 프로토콜 설계)

  • Yu, Seong-Jin;Kim, Seong-Youl;Youn, Chun-Kyun;Chung, Il-Yong
    • The KIPS Transactions:PartD
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    • v.10D no.6
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    • pp.1033-1040
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    • 2003
  • In order to provode information services on M-Commerce, a payment solution with security function should be required. User's mobile terminals for using M-Commerce services are diversifying to cellular phone, PDA, Smart phone etc. Among them, intergration of PDA's interface and mobile connection overcomes the weak point of existing cullular phone depending on information via the internet. In this paper, the protocol for a credit card transaction on PDA using ECC is presented. Secure Card module on this protocol encrypts user's information such as private information, delivery information and credit card information and store them on PDA in order to free from inputting information whenever it is used. This scheme also offers security services on M-Commerce including authentication, confidentiality, integration, non-repudiation and so on.

A study of Ubiquitous Education Support System (유비쿼터스 교육 지원 시스템)

  • Shin, Ki-Sub;Choi, Yong-Won;Choi, Yeon-Sung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.4
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    • pp.3-12
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    • 2009
  • In recent years, the development of ubiquitous computing environment, according to the time, place, regardless of the environment changes dynamically based on providing a service. In particular, ubiquitous computing environment, education support services in the fields of education according to the principal of each member is required to provide personalized information. Therefore, this paper describes the education support system which provide adaptive information to member of education. The structure of the proposed system consists of mobile agents multi-agent system platform, JADE (Java Agent DEvelopment framework) is based. Also, we describes the design of agents for application services and the interaction model. In this paper, the performance of proposed system to verify availability, classroom teachers, students and parents and administrators as a service application based on the user's role to provide appropriate information system was implemented. Finally, we shows the result of user interface GUIs according to adaptive education services.

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