• Title/Summary/Keyword: Screen Layout

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User experience of responsive web on multi-device environment (멀티 디바이스 환경에서 반응형 웹의 사용자 경험)

  • Kang, Jae-Shin;Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.465-470
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    • 2018
  • This study investigated how layouts can be arranged to improve the user experience in response to changes in the size of responsive webs in a multi - device environment. The layout elements of the responsive web are largely divided into a header, a main concept image, a main content, a sub-content, and a footer. As the screen becomes smaller, the use of drawers and the menu of the scrolling menus rather than the vertical menus will help improve the user experience. The main concept image should be consistent and not lose readability through the use of system fonts. The main content and the sub content should be prevented from being long in the vertical scroll, and the card UI, the table list and the grid list could be alternatively presented for this purpose. Another problem with vertical scrolling is that the placement of user-selectable menus, such as more or new content corrections, is helpful in improving the user experience.

Study on the Painting of Gyeongwoo-gung Shrine (景祐宮圖) (국립문화재연구소 소장 '경우궁도(景祐宮圖)'에 관한 연구)

  • Kim, Kyung Mee
    • Korean Journal of Heritage: History & Science
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    • v.44 no.1
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    • pp.196-221
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    • 2011
  • The Royal Private Shrines or the Samyo(私廟), were dedicated to members of Choseon's royal family who could not be enshrined at the (official) Royal Ancestral Shrine, the Jongmyo(宗廟). The Samyo were constructed at the national level and were systematically managed as such. Because these private Shrines were dedicated to those who couldn't belong to the Jongmyo but were still very important, such as the ruling king's biological father or mother. The details of all royal constructions were included in the State Event Manuals, and with them, the two-dimensional layouts of the Samyo also. From the remaining "Hyunsa-gung Private Tomb Construction Layout Record(顯思宮別廟營建都監儀軌)" of 1824, which is the construction record of Gyeongwoo-gung Shrine(景祐宮) dedicated to Subin, the mother of King Sunjo(純祖), it became possible to investigate the so far unknown "The Painting of Gyeongwoo-gung Shrine", in terms of the year produced, materials used and other situational contexts. The investigation revealed that the "The Painting of Gyeongwoo-gung Shrine" is actually the "Hyunsa-gung Private Tomb Layout" produced by the Royal Construction Bureau. The bureau painted this to build Hyunsa-gung Private Shrine in a separately prepared site outside the court in 1824, according to the royal verdict to close down and move the temporary shrine inside the courtyard dedicated to Subin who had passed away in 1822. As the Construction Bureau must have also produced the Gyeongwoo-gung Shrine Layout, the painter(s) of this layout should exist among the official artists listed in the State Event Manual, but sadly, as their paintings have not survived to this day, we cannot compare their painting styles. The biggest stylistic character of the Painting of Gyeongwoo-gung Shrine is its perfect diagonal composition method and detailed and neat portrayalof the many palace buildings, just as seen in Donggwoldo(東闕圖, Painting of a panoramic view for Changdeokgung and Changgyeonggung Palaces). A well-perceiving architectural painting employs a specific point of view chosen to fit the purpose of the painting, or it can opt to the multi-viewpoint. Korean traditional architectural paintings in early ages utilized the diagonal composition method, the bird-eye viewpoint, or the multi-viewpoint. By the 18th century, detailed but also artistic architectural paintings utilizing the diagonal method are observed. In the early 19th century, the peak of such techniques is exhibited in Donggwoldo(Painting of a panoramic view for Changdeokgung and Changgyeonggung Palaces). From the perfect diagonal composition method employed and the details of the palace buildings numbering almost two hundreds, we can determine that the Painting of Gyeongwoo-gung Shrine also belongs to the same category of the highly technical architectural paintings as Donggwoldo(Painting of a panoramic view for Changdeokgung and Changgyeonggung Palaces). We can also confirm this hypothesis by comparing the painting techniques employed in these two paintings in detailthe way trees and houses are depicted, and the way ground texture is expressed, etc. The unique characteristic of the Painting of Gyeongwoo-gung Shrine is, however, that the area surrounding the central shrine building(正堂), the most important area of the shrine, is drawn using not the diagonal method but the bird-eye viewpoint with the buildings lying flat on both the left and right sides, just as seen in the "Buildings Below the Central Shrine(正堂以下諸處)" in the State Event Manual's Painting Method section. The same viewpoint method is discovered in some other concurrent paintings of common residential buildings, so it is not certain that this particular viewpoint had been a distinctive feature for shrine paintings in general. On the other hand, when the diagonalmethod pointing to the left direction is chosen, the top-left and bottom-right sections of the painting become inevitably empty. This has been the case for the Painting of Gyeongwoo-gung Shrine, but in contrast, Donggwoldo shows perfect screen composition with these empty margins filled up with different types of trees and other objects. Such difference is consistent with the different situational contexts of these two paintings: the Painting of Gyeongwoo-gung Shrine is a simple single-sheet painting, while Donggwoldo is a perfected work of painting book given an official title. Therefore, if Donggwoldo was produced to fulfill the role of depiction and documentation as well as the aesthetic purpose, contrastingly, the Painting of Gyeongwoo-gung Shrine only served the purpose of copying the circumstances of the architecture and projecting them onto the painting.

FDM Full Color 3D Printer GUI Design Development of Checklist for Usability (FDM 풀 컬러 3D프린터 GUI디자인 사용성을 위한 체크리스트 개발)

  • Park, Ji-Hoon;Jang, Jung-Sik
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.123-134
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    • 2020
  • With the recent development of 3D printers, there is a growing need to make them similar to real products. As a result, FDM full-color 3D printers have been developed and actively distributed, but GUI design has fallen short of that, causing confusion among users. Accordingly, this study conducted a literature survey, and through a case study, the current status of FDM full-color 3D printers was identified and the components of GUI design were analyzed based on prior research. The draft checklist was drawn up according to the components of the derived GUI design, and 24 items were deleted through the three Delphi surveys and the validity of the remaining 26 items was verified. As a result, the layout should consist of intuitive screen configuration and menus with high frequency of use, and the text should be intuitive and clearly communicated. In addition, the icon should be placed in a visible position and used in real life to image it. Finally, we could see that the color should be used to give feedback to the user using the highlight color and not overlap the output.

Development and Formative Evaluation of Web-based Contents for Engineering Mathematics Based on a Computer Algebra System (컴퓨터 대수 시스템 기반의 이공계 수학용 웹 콘텐츠 개발과 형성 평가)

  • Jun, Young-Cook;Kim, Jin-Young;Kwon, Sun-Kweol;Heo, Hee-Ok
    • Journal of the Korean School Mathematics Society
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    • v.10 no.1
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    • pp.27-43
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    • 2007
  • The aim of this paper is to develop a web-based learning system in order to motivate college students in the area of science and engineering to study college calculus. We designed and developed web-based contents, named MathBooster, using Mathematica, webMathematica and phpMath taking advantages of rapid computation and symbolic computation. The features of MathBooster consists of four parts: graphical representation of calculus concepts, textual illustrations of conceptual understanding, example-based step-by-step learning with phpMath, and quizzes with diagnostic feedback. After the MathBooster was practiced with engineering students, the formative evaluation was conducted with survey items composed in four categories: user responses, screen layout, practicing examples and diagnostic feedback in solving quizzes. The overall level of user satisfaction was statistically measured using SPSS. Those results indicate which parts of MathBooster are needed for future enhancement.

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gABC: A Text Entry Framework using Gamepad (gABC: 게임패드를 이용한 문자 입력 방법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.67-76
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    • 2007
  • As the performance of game consoles is so highly progressed that services such as internet browsing become available on the consoles, the need for text input schemes on game consoles is rapidly raised. In this paper, we present a text input method of alphabet characters and several symbols using a gamepad, which is a widely used input device for most game consoles. Just like other text input methods using gamepad, our method allows users to enter texts by manipulating the gamepad with a user interface displayed on the screen of the console. A key idea of this paper is to present the user interface that is similar to the $4{\times}3$ keypad on mobile phones. The motivation of this idea is a principle that the experience of using a text input tool can be transferred to another tool that has similar interface. Another motivation is that the keyboard-based interface is too complex to be easily manipulated by simple input from a keypad, which is four orthogonal directions and several fire signals. Since most of keys on keypad of $4{\times}3$ keys are represented by a combination of two orthogonal directions, users feel easier in entering texts using keypad-based interface. We prove this argument in this paper by a user test of ten subjects. After about two experiment sessions, subjects reach 13 WPM in average, which proves that the proposed text input method enables much faster text input than the existing keyboard-based text input methods.

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A Study on Transformation of iOS GUI Design in the view of Affordance (iOS GUI 디자인의 변화에 대한 어포던스 관점의 고찰)

  • Yang, Yun;Kim, Hyung Woo
    • Smart Media Journal
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    • v.5 no.4
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    • pp.96-102
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    • 2016
  • The purpose of this study is to investigate the transformation of affordance in iOS GUI design and the relationship of affordances. We figured out variety kinds of Affordance concepts and choosed six Affordances(Visceral, Behavioral, Reflective, Explicit, Metaphorical, Pattern Affordance) Based on the previous studies. The result of investigating the transformation of iOS GUI design which based on the viewpoint of these 6 Affordance we have chosen is as follows. Firstly, the Visceral Affordance of iOS GUI design has already sufficiently become to the Reflective Affordance. So we can ignore or ellipsis the Visceral Affordance and the addition of specific Explicit Affordance can be possible. Secondly, due to the use experience of iOS, Behavioral Affordance and Pattern Affordance have already become to a kind of Reflective Affordance. Through this evolution, new kind of Pattern Affordance is formed. At the mean time, it also applied the basic field of Metaphorical Affordance. Thirdly, investigating the Flat Design of iOS based on the viewpoint of Affordance, we have figured out that Visceral Affordance has been reduced. So that the constrains of visual performance has also been reduced. This is the reason that there are more space remained in screen layout design, the color has become more natural and more Explicit Affordance has been provided, ect. Futhermore, in this thesis we have also figured out that there are some interactions and relationships between each Affordance. With the development of iOS, some Affordances have transformed to other Affordances. With the accumulation of use experience, Visceral Affordance has transformed to Reflective Affordance based on the field of Metaphorical Affordance. With the disappearance or reduction of Visceral Affordance, iOS provide Explicit Affordance instead. As a result of this kind of process, a new Pattern Affordance has been formed.

Usability Test of Serious Game Robot App for Hospitalized Children (입원 아동 환자를 위한 로봇용 기능성 게임 앱 사용성 평가)

  • Jin, Mei-Ling;Kim, Jeong-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.228-234
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    • 2019
  • This study was conducted to evaluate the usability of serious-game apps for robots that are being developed for hospitals to add familiarity to hospital life for hospitalized patients. We conducted a usability test of 10 experts and 12 elementary school students with inpatient experience. The usability evaluation of the developed apps was based on the professional (MARS) evaluation tool and the user (uMARS) evaluation tool. The results of the usability test of the serious game robot app were $3.67{\pm}0.342$ for professionals and $3.68{\pm}0.592$ for children. The expert group obtained the highest score in the aesthetics category, and the user group obtained the highest score in the functionality category. In the subjective comments, the experts pointed out the game layout and the consistency of the style. According to the children, the methods were easy to learn, and the screen movement was mainly described. Both groups received low ratings in terms of engagement through participation. This study will provide useful reference material when the functional game app is actually installed in the robot and the usability test is conducted again after the results obtained in this study are considered.

Design and Implementation of IP Video Wall System for Large-scale Video Monitoring in Smart City Environments (스마트 시티 환경에서 대규모 영상 모니터링을 위한 IP 비디오 월 시스템의 설계 및 구현)

  • Yang, Sun-Jin;Park, Jae-Pyo;Yang, Seung-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.9
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    • pp.7-13
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    • 2019
  • Unlike a typical video wall system, video wall systems used for integrated monitoring in smart city environments should be able to display various videos, images, and texts simultaneously. In this paper, we propose an Internet Protocol (IP)-based video wall system that has no limit on the number of videos that can be monitored simultaneously, and that can arrange the monitor screen layout without restrictions. The proposed system is composed of multiple display servers, a wall controller, and video source providers, and they communicate with each other through an IP network. Since the display server receives and decodes the video stream directly from the video source devices, and displays it on the attached monitor screens, more videos can be simultaneously displayed on the entire video wall. When one video is displayed over several screens attached to multiple display servers, only one display server receives the video stream and transmits it to the other display servers by using IP multicast communications, thereby reducing the network load and synchronizing the video frames. Experiments show that as the number of videos increases, a system consisting of more display servers shows better decoding and rendering performance, and there is no performance degradation, even if the display server continues to be expanded.