• 제목/요약/키워드: Physical user interface

검색결과 228건 처리시간 0.026초

WCDMA Simulator Engine for 3G Wireless Network

  • Rashld Zainol Abidin Abdul;Ramaiah Karamchand Babu Atchitha
    • 정보통신설비학회논문지
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    • 제2권3호
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    • pp.36-47
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    • 2003
  • Wideband Code Division Multiple Access (WCDMA) is one of the air interface techniques proposed for the third generation (3G) mobile communication system. WCDMA was selected because it fulfills the IMT-2000 requirements for higher data rate trans mission, support of multimedia capabilities and other flexible services due to its variable bit rates and larger bandwidth, improved capacity and coverage, efficient power control and support for advanced and improved detector structures. Performance evaluation of 3G wireless network through simulation plays an important role in the design and implementation of the actual system, aiding the wireless system designer by providing them the necessary performance conformance statistics prior to implementation. In accordance with this goal, a simulator engine was developed entirely on a MATLAB platform to emulate the behaviour of the WCDMA air interface for both the uplink and downlink in a real world fading mobile environment. This paper discuss the development of the simulator along with a brief description of its functionalities and user interface. The WCDMA air interface mode focused in this paper is in accordance to the 3GPPs frequency division duplex (FDD) mode and restricted to the physical layer description. Performance results for the selected cases for the downlink, uplink, varying mobile velocity and sampling rates are also provided.

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체감형 FPS 게임에서 보조 Display의 활용성 (Using Secondary Display in Interactive FPS Game and Its Availability)

  • 박창범;박원배;백두원
    • 한국게임학회 논문지
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    • 제10권2호
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    • pp.29-36
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    • 2010
  • 게임 기술이 발전함에 따라 다양한 기술들이 사용자의 몰입과 편의성을 위해 사용되고 있다. 그 중 한 가지 방법인 사람이 직접 몸을 움직여 프로그램을 제어하는 체감형 게임이 증가하고 있다[5]. 또한 게임에서 사용자에게 제공되는 정보의 양이 증가함에 따라 사용자 인터페이스를 효율적으로 제공하는 방법에 대한 연구가 진행되고 있다. 본 논문에서는 Wii 컨트롤러 기반의 체감형 FPS 게임과 참여자에게 필요한 게임 정보를 따로 표시해주는 보조 Display를 장착한 컨트롤러를 제안한다. 그리고 기존의 마우스와 키보드를 이용한 FPS 게임 시스템과 제안된 시스템의 몰입감과 편의성, 흥미를 사용자 설문을 통하여 비교 분석하였다.

소형 원통형 디스플레이를 위한 사용자 정의 핸드 제스처 (User-Defined Hand Gestures for Small Cylindrical Displays)

  • 김효영;김희선;이동언;박지형
    • 한국콘텐츠학회논문지
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    • 제17권3호
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    • pp.74-87
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    • 2017
  • 본 연구는 아직 제품으로 등장하지 않은 플렉시블 디스플레이 기반의 소형 원통형 디스플레이를 위한 사용자 정의 기반의 핸드 제스처 도출을 목표로 한다. 이를 위하여 먼저 소형 원통형 디스플레이의 크기와 기능을 정의하고, 해당 기능 수행을 위한 태스크를 도출하였다. 이후 가상의 원통형 디스플레이 인터페이스와 이를 조작하기 위한 물리적 오브젝트를 각각 구현하여 사용자들이 실제 원통형 디스플레이를 조작하는 것과 유사한 환경을 제작하였고, 제스처 도출을 위한 태스크를 수행했을 경우 발생하는 결과를 가상의 원통형 디스플레이에 제시하여 사용자들이 해당 조작에 적합하다고 판단되는 제스처를 정의할 수 있도록 하였다. 도출된 각 태스크 별 제스처 그룹에서 빈도수를 토대로 대표 제스처를 선정하였으며, 각 제스처에 대한 의견 일치 점수를 도출하였다. 마지막으로 제스처 분석 및 사용자 인터뷰를 기반으로 제스처 도출에 활용되는 멘탈 모델을 관찰 하였다.

이 기종 시스템간의 CAD 데이터 교환 (CAD Data Exchange among Different Commercial Packages)

  • 김태욱;황병억
    • 한국산업융합학회 논문집
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    • 제7권4호
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    • pp.377-382
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    • 2004
  • This research was about implementing STEP for data exchange among different commercial package(CAD system). STEP was used to share CAD data as follows. ST-Developer implement Solid model was used with a physical file of STEP and represented in a CAD system. And then STEP conversion utility was used to make a neutrality format form in a component modeling. Analysis of Solid model was made possible for CAD system to read in and analyzed Solid model. This research are summarized as follows 1. A basis Model development used Visual C++ for a neutrality data of a programming interface general-use CAD system, and produced Box and Cylinder to a physical file, the result was implemented this in a programming interface to general-use CAD system, it is represented in CAD system as identical one modeling object. 2. STEP was used in different CAD system to utilize to its of each CAD system maximum, CATIA V5R9 user was able to analyze MDT 6 Modeling Arm. 3. STEP was used able to interpret and remodel the existing Solid model.

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공간에서의 인터랙션 디자인 개념 적용에 대한 연구 (A Study on Applying the Concepts of Interaction Design to Space)

  • 강성중;권영걸
    • 한국실내디자인학회논문집
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    • 제14권3호
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    • pp.234-242
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    • 2005
  • Interface is a medium or channel to communicate between human and things, while interaction is the manner of communication between them. Interaction design is designing experience of user through the interaction process for human, thing, system, and space. Richard Buchanan suggests four kinds of interaction: interface (person to thing interaction), transaction (person to person interaction), human interaction (human and environment interaction) and participation (human to cosmos interaction). With digital technology, architecture and space design have made various experiments at form, function, and content of space. Space evolves from a physical container to a stage to provide narrative and create new experience to users. Since understanding users, creating experience, efficient space design, content planning, and applicable technology are required for interaction design in space, multi-disciplinary research and cooperation is needed.

Tangible Media Aided Design System

  • Kim, Gwon-Pil;Park, Min-Chul
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -1
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    • pp.437-439
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    • 2002
  • Tangible user interfaces have attracted strong attention in the HCI(Human and Computer Interface) community for their ability to take advantage of skills humans develop in the real world. We are developing "tangible media aided design system" which employs physical objects i.e., brick as interfacing media for 3D graphic modeling. This system is targeting for persons who are afraid of experiencing 3D graphic modeling and virtual space, or have a sense of reluctance in approaching to them. Our approach suggests the easiest way for people to experience computer system and virtual space carefree while developing and improving their space sense. This work is one of initial explorations of media aided design system using tangible user interfaces.

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강판의 곡가공 시뮤레이션을 위한 전산시스템 개발 (Development of Software System for Plate Forming Simulation)

  • 이주성
    • 한국해양공학회지
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    • 제13권1호통권31호
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    • pp.79-87
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    • 1999
  • As it is well appreciated plate forming by line heating takes an important role in ship production process. The paper deals with the development of line heating simulator which can produce the resultant deformation due to line heating in a few minute adn with which user can see the result graphically. For the present purpose mechanical modelling is adopted which can explicitly represent the physical resultant of line heating. In developing the present line heating simulator several program modules are integrated by adopting GUI concept such that the simulator can produce resultant deformation with keeping high accuracy. Application example is illustrated for the twisted shape surface which can be frequently seen in ship and offshore structures.

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IMT-2000 망에서 AAL-2 구조의 트래픽 제어 및 시스템 성능 (System Performance and Traffic Control for the AAL Type 2 Traffic in IMT-2000 Networks)

  • 유병한;안지환;백장현
    • 산업공학
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    • 제13권2호
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    • pp.178-187
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    • 2000
  • In this paper, we investigate the system performance when the voice traffic is constructed as the ATM Adaptation Layer type 2(AAL-2) and then it is transmitted to the Base Station Controller(BSC) from the Base Station Transceiver Subsystem(BTS) through El link in International Mobile Telecommunication-2000 (IMT-2000) network. For this purpose, we first briefly describe the architecture of the BTS and the BSC, and then model it as a queueing network. By simulation study, we present the required processing time at traffic control blocks and the timeout time which should be set for multiplexing the user packets in the LIU(Line Interface Unit). Further, we evaluate the performance of physical links and the timeout probability that user packets can not be multiplexed within the established timeout time, and the multiplexing gain. Finally, we present the number of voice users who can be simultaneously admitted on one El link and 99.9% value of the transmission delay from the Radio Channel Element(RCE) to the Selector & Transcoder Subsystem(STS).

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실버세대를 위한 기능성 게임 디자인 방법 (A Method of Functional Game Design for the Silver Generation)

  • 김은석;이현철;김범석;허기택
    • 한국멀티미디어학회논문지
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    • 제13권1호
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    • pp.143-152
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    • 2010
  • 생활수준의 향상과 더불어 의료 기술의 발달로 우리나라도 2018년에는 노인인구가 전체의 14%이상이 고령화 사회로 진입할 것으로 예상되고 있으며, 실버세대가 생산과 소비의 주체로서 경제적으로 차지하는 비율도 증가할 것이다. 실버세대들은 신체적 노화로 지각능력, 학습능력, 운동능력이 상대적으로 낮으므로, 신체적?정신적 기능 유지, 여가 시간 활용과 함께 기능성 운동을 지속적으로 제공할 수 있는 게임 콘텐츠 개발의 중요성이 강조되고 있다. 본 논문에서는 실버세대의 여가 활용과 건강을 유지할 수 있는 하체 운동 효과를 갖는 게임 콘텐츠를 개발하기 위한 방법을 제안한다. 제안 방법은 실버세대의 인지능력, 신체 활동 능력에 맞는 기능적 디자인 요소와 개별적인 특성에 따른 맞춤형 게임 진행 방법, 그리고 실버세대들이 사용하기 쉬운 체감형 인터페이스를 통해 실버세대에게 게임으로서의 재미와 함께 지속적인 신체 활동에 도움이 될 수 있을 것이다.

증강현실을 활용한 상황인지기반의 편재형 자동차 정비 서비스 (Ubiquitous Car Maintenance Services Using Augmented Reality and Context Awareness)

  • 이규원;서동우;이재열
    • 한국CDE학회논문집
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    • 제12권3호
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    • pp.171-181
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    • 2007
  • Ubiquitous computing is a vision of our future computing lifestyle in which computer systems seamlessly integrate into our everyday lives, providing services and information in anywhere and anytime fashion. Augmented reality (AR) can naturally complement ubiquitous computing by providing an intuitive and collaborative visualization and simulation interface to a three-dimensional information space embedded within physical reality. This paper presents a service framework and its applications for providing context-aware u-car maintenance services using augmented reality, which can support a rich set of ubiquitous services and collaboration. It realizes bi-augmentation between physical and virtual spaces using augmented reality. It also offers a context processing module to acquire, interpret and disseminate context information. In particular, the context processing module considers user's preferences and security profile for providing private and customer-oriented services. The prototype system has been implemented to support 3D animation, TTS (Text-to-Speech), augmented manual, annotation, and pre- and post-augmentation services in ubiquitous car service environments.