• Title/Summary/Keyword: UI 구성

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A Statistical Study on Doorway Flow-time for Designing Doors of Ui LRT (우이-신설 경전철 출입문 설계를 위한 승하차시간 분석 연구)

  • Oh, Suk-Mun;Jang, Hyeon-Mog;Shin, Han-Chul
    • Journal of the Korean Society for Railway
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    • v.16 no.2
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    • pp.144-150
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    • 2013
  • This paper presents an analysis of door design for the Ui LRT based on experiments to predict doorway flow-time and their analyses results. A similar railway vehicle (from Gimhae LRT) and operational conditions are utilized to assess the doorway flow-time through repetitive experiments. Design of the experiments consists of four scenarios, and the experiments are repeated 39 times in total. We use the results of the experiments to verify the design of doors of Ui LRT (e.g. the required number of doors and their width). Various statistical analyses are carried out for the flow-time with respect to the number of boarding/alighting passengers. We make three category levels of boarding/alighting passengers, and analyze the mean and variance for each category, and then carry out One-Way ANOVA to analyze how the number of boarding/alighting and onboard passengers impact flow-time. The results of this paper can be used for making decisions about doors of the LRT vehicle.

Development of User Interface for High Frequency Digital Oscilloscope based on Python (파이썬기반 고주파 디지털 계측기 사용자 인터페이스 개발)

  • Jeong, Eui-Hoon;Kim, Yong-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.6
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    • pp.37-42
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    • 2022
  • Recently, with the development of mobile communication technologies such as 5G, interest in oscilloscope technology based on high bandwidth and user-friendly UI is increasing. In this paper, we proposed a Python-based UI(user interface) SW for a high-bandwidth digital oscilloscope in connection with the study of a 13GHz band digital oscilloscope system. The proposed UI SW is designed not only to be executed integrally with the oscilloscope, but also to be run on a separate PC or laptop cooperating with the instrument through WiFi communication. Functions of the UI SW consists of displaying and analyzing signal data, storing signal data in an external storage device, generating test signal data, and reconfiguring the toolbar. Finally, we have shown that the proposed digital oscilloscope system operates normally by interworking test with the signal generator.

Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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Development of eTV Binary Format Generator for User Interface of Data Broadcasting (데이터 방송의 사용자 인터페이스를 위한 eTV 바이너리 포맷 생성기의 개발)

  • Kim, Young-Keun;Kwon, Hyeok-Ju;Park, Jin-Ki;Lee, Yang-Sun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.1469-1472
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    • 2007
  • 최근의 방송은 A/V 프로그램만을 보내주던 기존의 방송에서 데이터를 연동하여 서비스하는 방송으로 변화하였다. 데이터 방송은 지상파, 위성, 케이블 등의 방송망을 이용하여 하나의 방송사가 다수의 시청자에게 디지털 멀티미디어 콘텐츠를 여러 종류의 단말기에 전송하는 것이다. 이러한 데이터 방송을 통해 시청자가 직간접적으로 프로그램에 참여할 수 있게 된다. 이러한 서비스를 위해 필요한 여러 기술 중에 사용자의 인터페이스를 제공하기 위한 콘텐츠 표현 기술이 필요하다. 대표적인 콘텐츠의 표현 기술은 HAVi UI와 eTV 시스템이 있다. HAVi UI는 자바 컴포넌트 API로 구성되어 있으며 HAVi 컴포넌트 API로 셋톱박스 어플리케이션(Xlet)을 개발한다. 개발된 Xlet 프로그램은 미들웨어 시스템에 탑재된 자바 가상 머신을 통해 실행된다. eTV 시스템은 범용 마크업 언어인 XML로 어플리케이션을 개발한다. 개발된 eTV 어플리케이션은 eTV 바이너리 생성기를 통해 EBIF가 생성되고 셋톱박스에 탑재된 eTV 리시버에서 실행된다. 본 논문에서는 eTV 시스템을 구성하기 위한 구성요소에서 서버 모듈인 eTV 바이너리 포맷 생성기를 개발하였다. eTV 시스템 개발을 통해서 데이터 방송을 위한 사용자 인터페이스의 기능을 확대 할 수 있으며, 시청자의 선택에 따른 방송을 보다 폭 넓게 제공할 수 있다.

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Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.75-87
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    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

Evaluation of Correlations in Copier's Button and Usability (복사기 조작버튼에 따른 사용성 상관관계 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.595-603
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    • 2013
  • Touchscreen is now installed in the majority of information devices thanks to the developed digital technology. In case of copiers, although touchscreen was installed earlier than any other information device, current user interface indicates that conventional methods have been maintained without any special re-validation. But, since common office devices such as copiers have brief usage time and clear, straightforward purposes, user experience between an user and device is perhaps an important element. Nevertheless, conservativeness of the market and the fact that users and buyers are not always the same are a stumbling block to actively changing UI. Recently, however, as hardware element, buttons, have moved to touchscreen mostly for smartphone, and common and public devices have seen rapid changes in UX, mostly with touchscreen, it has led to high demand for changes in UX of copiers. To remedy the issues with copiers, a literature review was conducted through existing studies and user evaluation based on user survey and prototype was done to examine the copier's UI elements and relevant changes in usage. In particular, a new direction for UX of copiers was suggested by analyzing the impact of differences between software button-oriented UI and hardware button-oriented UI on users and usability. This study findings could be used as basic data for improving the usability of future common devices including copier and UX design.

Correlation between Symbol Mark and Slogan Design in UI(University Identity) Design (대학 UI에서 심벌마크와 슬로건 디자인과의 상관관계)

  • Kwon, Yun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.101-108
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    • 2013
  • Slogan is used widely from the political action to the area of advertisement that brings companies and products out. It gives a good image to the public and customers. In addition, the more the attitude of the public or customers is lukewarm, the more the appeal of the slogan is great. With the advent of the 21st century, it is time for the University where students become consumers to establish a groundbreaking brand identity strategy with increasing the university's brand value and awareness in rapidly changing environment. The UI Emblem of the University is related to University's identity and slogan must be fresh and appealing, should reflect the core values of brand. In this study, I researched the design relationship between emblem and slogan, visual elements of the UI which should be designed as a strategic marketing program with change of era and lifestyle and proposed the ideas which create mutual synergy effect.

A Study on Improving Usability of Webdewey for Learners (학습자를 위한 웹듀이의 사용성 증진 방안 연구)

  • Baek, Ji-won
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.2
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    • pp.75-95
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    • 2022
  • This study was carried out with the aim of analyzing the development and functional changes of Webdewey, which has become a basic tool of classification learning, analyzing it in terms of usability for learners, and suggesting specific ways to improve WebDewey's usability. In order to achieve this research objective, the concepts and principles of UI and usability were first laid out, and Webdewey's structure and key functions were analyzed. Since then, Webdewey's media changes and periodical feature changes have been analyzed. In addition, an opinion survey was conducted on the usability of WebDewey among learners who used WebDewey in the learning process, and proposed ways to improve WebDewey's usability based on the implications and direction of improvement derived from it. In terms of UI, proposals have been made to introduce display methods, visualization devices, the advantages of printed versions, and the development of Korean versions. In terms of the 'Create built number' function, suggestions have been made to improve usability in terms of basic number selection, composite route guidance and error message provision, new reference and route construction, screen and button design, and built-number component guidance.

특집 - 기계류부품 신뢰성평가 기술 - 한국적 신뢰성 인증기법의 개념 -

  • Kim, Hyeong-Ui;Yu, Yeong-Cheol
    • 기계와재료
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    • v.21 no.3
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    • pp.6-19
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    • 2009
  • 소비자의 요구수준 향상으로 제품의 구조 및 성능이 점점 복잡해지고 부품수는 증가함에 따라, 시스템을 구성하는 부품의 고장발생으로 인한 경제적 손실예방, 안전성 확보 등을 위하여 신뢰성 중심의 종합적인 품질보증에 대한 요구가 점점 증대되고 있다. 본 글에서는 이러한 구성부품의 신뢰성 제고를 위하여 신뢰성평가센터가 2000년부터 현재까지 약 10년 동안 지속적으로 수행하고 있는, 기본 성능시험을 비롯한 내환경성시험, 안정성시험, 수명시험 등의 종합적이고 체계적인 신뢰성 시험평가와 신뢰성인증 시스템에 대하여 고찰하고, 그 과정에서 독창적으로 정립한 13단계의 한국적 신뢰성 인증기법에 대해 설명하고자 한다.

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