• Title/Summary/Keyword: Multiple Interfaces

Search Result 250, Processing Time 0.022 seconds

Dynamic Frictional Properties of Geosynthetic Interfaces Involving Only Non-geotextiles (지오텍스타일을 포함하지 않은 토목섬유 경계면의 동적 마찰 특성)

  • Kim Jin-Man
    • Journal of the Korean Geotechnical Society
    • /
    • v.21 no.7
    • /
    • pp.81-89
    • /
    • 2005
  • Relationship between dynamic friction resistances and shear displacement rate, and other frictional characteristics of non-geotextile-involving geosynthetic interfaces was experimentally studied. A cyclic, displacement rate-controlled experimental setup built on a shaking table was used. The subsequent multiple rate tests showed that interfaces that do not involve geotextiles have distinct shearing characteristics that can be differentiated from the interfaces involving geotextiles. Unlike those of the geotextile-involving interfaces, shear behaviors of the interfaces involving only non-geotextiles tend to be not sensitive to shear displacement rate, and are approximately rigid-perfectly plastic.

Digital Content Interactions Using RFID/NFC-based Tangible Interfaces in Augmented Reality Environments (증강현실 환경하에서 RFID/NFC 기반의 탠저블 인터페이스를 활용한 디지털 콘텐츠 상호작용)

  • Seo, Dong Woo;Lee, Jae Yeol;Kim, Jae Sung
    • Korean Journal of Computational Design and Engineering
    • /
    • v.20 no.2
    • /
    • pp.159-170
    • /
    • 2015
  • Radio-Frequency Identification (RFID) or Near Field Communication (NFC) technology has many advantages over other visual interfaces since it does not require line-of-sight alignment, can identify multiple tags simultaneously, and does not destroy the integrity of original objects. In addition, smart devices such as smartphone and smartpad have NFC/RFID readers which can provide mobile and natural interactions with digital and physical contents. Augmented reality has an excellent visual interaction capability with digital contents in a real environment by embedding digital contents into the physical world. In this paper, we propose a new approach to digital content interactions using RFID/NFC-based tangible interfaces in augmented reality environments that utilize invisible interfaces in addition to marker-based visual interfaces. By combining the advantages of invisible and visual interfaces, more intuitive interactions with digital contents can be provided, which can remove the difficulty of using typical AR paddles that are widely used in AR interactions. In particular, a semantic AR ontology is defined to provide more convenient interactions. Through the semantic ontology-based inferencing, physical querying and filtering are effectively supported. We will show the effectiveness and advantage of the proposed approach by demonstrating implementation results.

Scheme for Communication Service in Coastal Area Using Mobile IP Router with Multiple Interfaces (중인터페이스를 가진 이동 IP 라우터를 이용한 해안 지역 통신 서비스 방안)

  • Park, Chun-Kwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.11 no.6
    • /
    • pp.177-182
    • /
    • 2011
  • These days as there are growing the number of vessel sailing, diverse aquaculture industries, fishing works, and leisure activities in coastal area, the diverse communication services have been required for secure voyage information. This paper addresses the scheme for costal area service using mobile IP router with multiple interfaces. For this, this system has the wireless interfaces, such as WiBro, HSDPA, and WLAN that can provides vessels with divers communication services, and can provide the vessels with the diverse information communication services in real-time through wireless communication network installed in costal area. So this can provide the infrastructure that supplies the authorized seamless information communication services.

Development of a Distributed Representative Human Model Generation and Analysis System for Multiple-Size Product Design

  • Lee, Baek-Hee;Jung, Ki-Hyo;You, Hee-Cheon
    • Journal of the Ergonomics Society of Korea
    • /
    • v.30 no.5
    • /
    • pp.683-688
    • /
    • 2011
  • Objective: The aim of this study is to develop a distributed representative human model(DRHM) generation and analysis system. Background: DRHMs are used for a product with multiple-size categories such as clothing and shoes. It is not easy for a product designer to explore an optimal sizing system by applying various distributed methods because of their complexity and time demand. Method: Studies related to DRHM generation were reviewed and the RHM generation interfaces of three digital human model simulation systems(Jack$^{(R)}$, RAMSIS$^{(R)}$, and CATIA Human$^{(R)}$) were reviewed. Results: DRHM generation steps are implemented by providing sophisticated interfaces which offer various statistical techniques and visualization methods with ease. Conclusion: The DRHM system can analyze the multivariate accommodation percentage of a sizing system, provide body sizes of generated DRHMs, and visualize generated grids and DRHMs. Application: The DRHM generation and analysis system can be of great use to determine an optimal sizing system for a multiple-size product by comparing various sizing system candidates.

Design of the menu on a multi-line display (Multi-line Display를 이용하는 제품의 메뉴 설계방안)

  • 유승무;한성호;곽지영
    • Journal of the Ergonomics Society of Korea
    • /
    • v.15 no.1
    • /
    • pp.1-14
    • /
    • 1996
  • Menu-driven interfaces are frequently employed for user interfaces on many electronic products. Due to space constraint, a single or multi-line display is popularly used to show menu items unlike the software interfaces. Single or multi-line display present 8 .approx. 21. characters on an LCD screen and the user selects items using a series of button pushes. Multi-line displays are different from the single-line ones in the following aspects. First, they can present multiple line of information at the same time. Second, they can present menu items in a various way compared to single-line ones. However, due to their space constraint multi-line displays have many limitations compared to ordinary displays which usually use 14" screens. Therefore, guidelines are necessary for designing efficent multi-line display menus interfaces. In this study, a human factors experiment was conducted to examine the effects of three design variables which might affect the usability of a multi-line display menus. Factors investigated include menu structure, number of lines on the display, and item presentation method. Usability of the multi-line display menus was measured quantitatively in terms of four different aspects: speed, accuracy, inefficiency and preference. The analysis of variance was used not only to analyze the main effects of the factors and their interactions but also to see the differences between the single-line display menus and multi-line display ones. A set of design guidelines drawn from this study can be applied to the design of the user interfaces of a various types of electronic consumer products.

  • PDF

Development of Dynamic Route Guidance System for Multiple Shortest Paths Using Genetic Algorithm (유전자알고리듬을 사용하여 다수최적경로를 제공할 수 있는 동적경로유도시스템의 개발)

  • Kim, Sung-Soo;Jeong, Jong-Du;Lee, Jong-Hyun
    • IE interfaces
    • /
    • v.14 no.4
    • /
    • pp.374-384
    • /
    • 2001
  • The objective of this paper is to design the dynamic route guidance system(DRGS) and develop a genetic algorithm(GA) for finding the multiple shortest paths in real traffic network. The proposed GA finds a collection of paths between source and destination considering turn-restrictions, U-turn, and P-turn that are genetically evolved until an acceptable solution is reached. This paper also shows the procedure to find the multiple shortest paths in traffic network of Seoul.

  • PDF

Measurement of Lipid Content of Compost in the fermentation Process using Near-Infrared Spectroscopy

  • Suehara, Ken-Ichiro;Masui, Daisuke;Nakano, Yasuhisa;Yano, Takuo
    • Proceedings of the Korean Society of Near Infrared Spectroscopy Conference
    • /
    • 2001.06a
    • /
    • pp.1254-1254
    • /
    • 2001
  • Near infrared spectroscopy (NIRS) was applied to determination of the lipid content of compost during compost fermentation of tofu(soybean-curd) refuse. The reflected rays in the wavelength range between 800 and 2500 nm were measured at 2 nm intervals. The absorption of lipid observed at 4 wavelengths, 1208, 1712, 2312 and 2352 nm on the second derivative spectra. To formulate a calibration equation, a multiple linear regression analysis was carried out between the near-infrared spectral data and on the lipid content in the calibration sample set (sample number, n=60) obtained using a Soxhlet extraction method. The calibration equation for prediction of lipid, the value of the multiple correlation coefficient (R) was 0.975 when using the wavelengths of 1208 and 1712nm. To validate the calibration equation obtained, the lipid content in the validation sample set (n=35) not used for formulating the calibration equation were calculated using the calibration equations, and compared with the values obtained using the Soxhlet extraction method. Good agreement were observed between the results of the Soxhlet extraction method and those values of the NIRS method. The simple correlation coefficient (r) and standard error of prediction (SEP) were 0.964 and 0.815 %, respectively. Then, the NIRS method was applied to a compost fermentation in which the time course the lipid content were measured and good results were obtained. The study indicates that NIRS is a useful method for process management of the compost fermentation of tofu refuse.

  • PDF

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

  • Park, Hwan-Su;Lee, Dong-Seok
    • Journal of the Ergonomics Society of Korea
    • /
    • v.31 no.1
    • /
    • pp.41-48
    • /
    • 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.

Multi-line display 제품의 메뉴 설계 방안

  • 유승무;한성호;곽지영
    • Proceedings of the ESK Conference
    • /
    • 1995.10a
    • /
    • pp.41-45
    • /
    • 1995
  • Menu-driven interfaces are frequently employed for user -system interfaces on many electronic products. Due to the space and budget constraint, a single or multi-line display is used to show menu items. Single or Multi-line display present 8 .approx. 21 characters on an LCD screen and users select items using a series of button pushes. Multi-line displays are different from the single-line ones in the following aspects. First, they can present multiple menu items at the same time. Second, they can present menu items in a various way, for example, same-depth presentation, sub-depth presentation, previous selection, etc. In this study, a human factors experiment is being conducted to examine the effects of three independent variables on the design of a multi-line display. Factors investigated include menu structure, number of lines on the display, item presentation methodl. Usability of the multi-line display is being measured quantitatively in terms of four different aspects: task completion time, accuracy, inefficiency, user preference. A set of design guidelines will be drawn from this study which can be applied to usef-system interfaces of a various types of consumer products.

  • PDF