• Title/Summary/Keyword: Screen Design

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Airtouch technology smart fusion DID system design (Airtouch 기술을 활용한 스마트융합 DID 시스템 설계)

  • Lee, Gwang-Yong;Hwang, Bu-Hyun
    • Journal of Advanced Navigation Technology
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    • v.17 no.2
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    • pp.240-246
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    • 2013
  • Airtouch technology to integrate the system in the way of information delivery devices, touch screen DID this study is to develop new ways of information delivery systems. Airtouch technology to design and implement a system that can be utilized to view the college campus announcements, education, information, and employment information, and store the remote operation and sharing content, the development of cloud services to sync content via smart technology implementation fusion DID systemto develop. Packs USB interface kinek because you may be used in connection with the information appliances, and low-cost product by leveraging the Kinect sensor, Airtouch technology implementation. Types of input devices paper Airtouch technology systems, the user's hand gestures alone can interact with information appliances, smart fusion system developed by DID by tracking the user's hand movements to manipulate the mouse pointer, and information through the user's hand gestures to command the unit so that you can make. Airtouch technology smart fusion DID system technology utilizing a ripple effect on other industries, such as the online education industry, advertising, information industry increases. Also, replace the existing interface device with the versatility of a wide range of technologies, usability is an infinite expansion.

Interest area of game player through extraction of foreground Image (포그라인드 이미지 추출을 통한 게임 플레이어 관심 영역)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.271-277
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    • 2017
  • In the image processing, foreground image extraction is mainly applied to recognize a moving object or an object. In the game, the objects included in the foreground image can be mainly characters, non player characters, items, and the like. These objects can be the player's primary concern with objects that are the target of players' movement, attack, defense, and collection. In this background, this research is a study to extract players' interest areas. To this end, first, the foreground image is extracted. Second, the extracted foreground image is accumulated for a certain period of time, and the image is displayed as a result image. The accumulated foreground image according to the play time helps to know the location and frequency of screen appearance of game objects. This study can help players design their interest areas and design an efficient UX/UI.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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A study on Interactive-type Exhibition Using Fractal Images (프랙탈 이미지를 활용한 쌍방향 실감형 전시에 관한 연구)

  • Lim, Mi-Jeong;Cho, Hyong-Je;Choi, Gyoo-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.163-168
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    • 2015
  • Recent exhibition's paradigm is changing from the existing unidirectional oriented exhibition form to a form of interactive hands-on exhibits that viewers can get and realistically feel a variety of information. Hands-on exhibit embodies the human interface by utilizing light, sound, pressure, etc. in time and space. In this paper, we have studied the creation of fractal image by the Mandelbrot technique and proposed the interaction method for it to be converted into a variety of forms. By using the proposed method, a variety of image transformation such as printmaking effect, sketch effect, Pop Art effect can be performed, according to clicking a certain fraction on the created fractal image screen by a user mouse. Interactive image generated in this study are expected to be used for trade shows, promotional products, media art design.

A Study on Web-Site Evaluation Factors Affecting Students' Satisfaction Level in Science Class (사용자 중심의 웹사이트 구축을 위한 주요 평가요인에 관한 실증 연구 : 과학관련 사이트를 중심으로)

  • Han, Kwang-Hyun;Ahn, Jung Lyel;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.7 no.3
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    • pp.67-78
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    • 2004
  • Since the 7th National Curriculum was established, ICT has emerged as an indispensable tool for teaching a variety of subjects in K-12 education systems. This paper develops the model for explaining the factors affecting students' satisfaction level in using web contents for science class. Based on data collected from a questionnaire survey from the students who evaluated the web sites providing the information related to the science subject, the structural equation model is presented. From this model, a following conclusion is provided : credibility and understandability/motivation are the most important factors affecting the level of satisfaction, but the presentation method, the screen design as well as contents itself has indirect impact on user satisfaction through understandability/motivation. Other interesting results are also provided. This result might provide the useful guidelines for designing the web-contents for science class in high school.

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User Experience Element Integrated of Diverse Handheld Devices (다양한 Handheld Device의 사용경험 요소 통합화를 위한 연구)

  • Park, Wan-Je;Kim, Joon-Hwan;Jang, Hyun-Kook;Kwon, Hee-Jin;Lee, Jeong-Yeon;Hwang, Ho-Ik
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.512-517
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    • 2007
  • 다양한 디지털 가전제품을 제조하는 회사들은 초기에 제품 하나하나에 제품의 사용경험을 담는데 비중을 높여 개발을 하였다. 하지만 제품이 알려지고 종류가 많아지면서 각 제품들을 아우르는 사용자 경험요소 통합화가 필요하게 되었다. 이에 다양한 화면 사이즈와 Input Device를 가진 Handheld Device들 간의 일관된 사용 경험(user experiences)을 제공하는 것을 목적으로 하는 연구가 진행되었다. 대상이 된 제품들은 Digital Media Broadcasting의 수신, Multimedia 파일이 재생, 파일 creation 등이 가능한 Handheld Devices였고, 각 제품들은 특정 기능에 충실한 UI를 구현하고 있다는 특징이 있다. 따라서, 기존 제품의 사용성을 저해하지 않는 수준의 표준화가 필요하며 기존 UI 사용성과 표준화 UI 사용성 간의 조화가 중요 하였다. 기존 제품의 개별 특징을 분석하고 Handheld Device의 사용자 요구사항을 조사를 통해 사용경험 요소를 발굴하고 Navigation, Menu Hierarchy, Screen Layout 등의 설계를 통해 Prototype 개발을 하고 Usability Test를 통해 보완을 하였다. Usability Test는 한국, 미국, 영국, 중국 4개국에서 광범위한 사용자 조사가 이루어졌다. 국가 선정은 제품의 주요 시장 및 각 대륙을 대표하는 기준으로 선정되었다. 사용자 그룹은 연령, 지식 수준, 성별에 구분되었고 Web Survey 1000명, Usability Test는 각 국가별 총 100명이 넘는 참석자에 의한 데이터 분석이 이루어 졌다. 이렇게 조사된 데이터를 바탕으로 UI 사용경험 요소를 정의하고 제품의 공통 가이드와 개별 가이드를 개발하는 일련의 프로세스를 확립하고 검증하였다. 본 논문을 통해 대상 제품들의 다양한 특성을 살리면서도 user Interface의 일관성 원칙을 설립하기 위해 시도했던 방법과 과정을 기술하고, 이 과정을 통해서 얻은 결과와 실제적인 경험을 소개한다.

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Design and Applications of Graphics Interface on Personal Computer (개인용 컴퓨터상의 그래픽스 인터페이스 설계와 응용)

  • Kim, Jin-Han;Kyung, Chong-Min
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.26 no.1
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    • pp.113-121
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    • 1989
  • A software interface called CGI-K including device driver routines and graphics primitives for the grphic board "K" was designed, implemented in the Design Automation Laboratory of KAIST and installed on IBM PC/AT, using assembly and C language supported by TMS 34010 grphics processor. Several algorithms generating the graphics primitives such as box, circle, pie chord are proposed. The drawing speed of CGI-K on the graphic board K was found out to be three to ten times faster than that of the EGA for several examples. A 2-D graphics editor called GRIM (graphics input and modification) and a 3-dimensional graphics renderer called IPCHE which can draw 3-D objects were developed as two major application programs running on CGI-K. The graphics primitives supported in GRIM include polygon, box, circle, and ace. The IPCHE receives a 3-D objects data file and displays the 3-D object on the screen with hidden surface removal, shading, and perspective scaling.

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Representation of women in visual representation system of fashion photography structuralized by male gaze (남성적 응시에 의해 구조화되는 패션사진의 시각적 재현체제에 기반 한 여성의 재현)

  • Lee, Younghee;Yim, Eunhyuk
    • The Research Journal of the Costume Culture
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    • v.23 no.6
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    • pp.1038-1050
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    • 2015
  • This study is a theoretical research to investigate a methodological framework for analyzing the representation of women in fashion photography. For this study, this article attempts to develop a conceptual framework of the visual representation system through Lacan's gaze theory, and analyze the representational aspects of women configured by gendered characteristics in the visual representation system. Structuralizing the visual representation system based on that theory, the gaze, the image/screen, and the subject of representation in the Lacan's triangle diagram are replaced by the camera as the signifier of gaze, the representational image, and the seeing subject respectively. In the visual representation system, the camera creates a male-oriented visual field and structures a relationship of gendered power between male gaze as the seeing subject and female eye as an object to be seen. Looking into the representational aspects of women in this visual representation system structuralized by male gaze, women are represented in a way that reflects male desire through masquerade to comply with the patriarchal gaze, or differences that emphasizes the uniqueness and autonomy of women released from a patriarchal discourse. This study would be significant in that it provides theoretical basis for an analytic approach to the representation of women in fashion photography which we accept as a fixed one through the ideology of naturalization.

Identification of Linear and Nonlinear Dynamic Stability Characteristics of a Medium-size High-speed Turbocharger Rotor Supported by 3-lobe Bearings (3-로브 베어링으로 지지된 중형 고속 터보차저 로터의 선형 및 비선형 동적 안정성 특성 규명)

  • Lee, An-Sung;Kim, Byung-Ok
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.21 no.6
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    • pp.562-569
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    • 2011
  • In this study linear and nonlinear dynamic stability characteristics of a medium-size high-speed turbocharger, whose rotor is supported by two 3-lobe journal bearings, are analyzed to evaluate and identify the effects of its bearing design variables. The rotor has the rated speed of 40,500 rpm and maximum continuous speed of 45,000 rpm. At first, utilizing the linear stability analysis method, bearing designs of yielding stable or unstable LogDecs as small as possible are searched by manipulating with machined bearing clearances and preloads. As next, utilizing the nonlinear analysis method, limit cycles of the rotor responses at the rated and maximum continuous speeds are simulated to check their acceptances. Results have shown that for the turbocharger rotor-bearing system considered, the 3-lobe journal bearing design with a smaller machined clearance and a larger preload are preferred for the stable rotor responses. More importantly, since there exists a good correlation between the linear and nonlinear stability analysis results, it is concluded that firstly the linear stability analysis method may be applied to screen quickly the ranges of bearing designs for stable or least unstable solutions and then, lastly the nonlinear stability analysis method may be deployed to check an absolute motion stability in terms of the limit cycle.

A Proposal for One-Hand Control Schemes of First-Person Viewpoint Mobile Games (1인칭 시점 모바일 게임의 한 손 조작 방식 제안)

  • Jung, InHoo;Kim, Sun-Jeong;Lee, Seung-Hwan
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.49-58
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    • 2016
  • This paper proposes three schemes of one-hand control that can be used in the First-Person Viewpoint mobile games and evaluates them. Displaying virtual controllers on the screen, the existing mobile games use schema that allows users use both hands. In the First-Person Viewpoint mobile games, however, one-hand control is possible because smaller number of functions for viewpoint movement is required. This research proposes three one-hand control schemes for First-Person Viewpoint movement and rotation, and evaluates them using AHP. The experiment results prove that one-hand control schemes are more useful than both-hands control schemes for the mobile game users.