• Title/Summary/Keyword: User Environment

Search Result 5,415, Processing Time 0.034 seconds

A Study on the Types and Usages of PDA Users (PDA사용자의 유형 및 사용방법에 관한 연구)

  • Shon Young-Woo;Kim Jeong-Han
    • Journal of Digital Contents Society
    • /
    • v.3 no.2
    • /
    • pp.211-220
    • /
    • 2002
  • It has not been long since the current form of PDA began to be used widely. The PDA, which first came out in a recognizable form in the market a decade ago, multiplying the number of users, has recently been developed in various forms. It began to make cutting-edge technology available in PDA, and to be subdivided into various forms appropriate for special purposes, which reflected the recent intense competition in the market. It included the function of mobile phone, in tandem with the original function of PDA, by which it brought about other synergy effects and corresponded with the purpose more solidly. Due to these recent changes, PDA has had a dramatically increasing number of users, as well as the wider scope of usage and practical application by introducing new technology. However, research is required in the fields of basic usage and interface. It is important to recognize that PDA is an apparatus that stores for the users contents and information suitable for them, and that responds to them in case of need. PDA therefore needs to convey what the users require more easily and speedily without errors, and to provide them with appropriate information and contents. This paper examined the extent to which the interface of PDA including the input of contents required by the user would be efficient by questionnaires. In addition, alternatives concerning a general application environment of PDA were suggested based on the result of this survey.

  • PDF

Development of a Haptic Modeling and Editing (촉감 모델링 및 편집 툴 개발)

  • Seo, Yong-Won;Lee, Beom-Chan;Cha, Jong-Eun;Kim, Jong-Phil;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.373-378
    • /
    • 2007
  • 최근 들어 햅틱 분야는 디지털 콘텐츠를 만질 수 있게 촉감을 제공함으로써 의학, 교육, 군사, 엔터테인먼트, 방송 분야 등에서 널리 연구되고 있다. 그러나 햅틱 분야가 사용자에게 시청각 정보와 더불어 추가적인 촉감을 제공함으로써 보다 실감 있고 자연스러운 상호작용을 제공하는 등 여러 가지 장점을 가진 것에 비해 아직은 일반 사용자들에게 생소한 분야다. 그 이유 중 하나로 촉감 상호작용이 가능한 콘텐츠의 부재를 들 수 있다. 또한 최근에 가상환경(Virtual Environment, VR)에 관심이 증가 되고, 가상환경에 햅틱이라는 기술을 접목시키는 시도가 많이 일어나고 있어서, 촉감 모델링에 대한 욕구 또한 증대 되고 있다. 일반적으로 촉감 모델링은 Material properties를 가지고 있는 그래픽 모델들로 구성이 된다. 그래픽 모델링은 일반적인 모델링툴 (MAYA, 3D MAX, 기타 등)으로 할 수 있다. 하지만 촉감 관련된 촉감 모델들은 콘텐츠를 제작한 이후에 일일이 수작업으로 넣어 주어야 한다. 그래픽 모델링에서는 사용자가 직접 눈으로 확인 하면서 작업을 이루어 지기 때문에 직관적으로 이루어질 수 있다. 이와 비슷하게 촉감 모델링은 직관적인 모델링을 하기 위해서 사용자가 직접 촉감을 느껴 보면서 진행이 되어야 한다. 또한 그래픽 모델링과 촉감 모델링이 동시에 진행이 되지 않기 때문에 촉감 콘텐츠를 만드는데 시간이 많이 걸리게 되고 직관적이지 못하는 단점이 있다. 더 나아가서 이런 촉감 모델링을 포함한 모델링 높은 생산성을 위해서 신속히 이루어져야 한다. 이런 이유들 때문에 촉감 모델링을 위한 새로운 인터페이스가 필요하다. 본 논문에서는 촉감 상호작용이 가능한 촉감 콘텐츠를 직관적으로 생성하고 조작할 수 있게 하는 촉감 모델러를 기술한다. 촉감 모델러에서 사용자는 3 자유도 촉감 장치를 사용하여 3 차원의 콘텐츠 (정적 이거나 동적이거나 Deformation이 가능한 2D, 2.5D, 3D Scene)를 실시간으로 만져보면서 생성, 조작할 수 있는 촉감 사용자 인터페이스 (Haptic User Interface, HUI)를 통해서 콘텐츠의 표면 촉감 특성을 직관적으로 편집할 수 있다. 촉감 사용자인터페이스는 마우스로 조작하는 기존의 2 차원 그래픽 사용자 인터페이스를 포함하여 3 차원으로 사용자 인터페이스도 추가되어 있고 그 형태는 촉감 장치로 조작할 수 있는 버튼, 라디오버튼, 슬라이더, 조이스틱의 구성요소로 이루어져있다. 사용자는 각각의 구성요소를 조작하여 콘텐츠의 표면 촉감 특성 값을 바꾸고 촉감 사용자 인터페이스의 한 부분을 만져 그 촉감을 실시간으로 느껴봄으로써 직관적으로 특성 값을 정할 수 있다. 또한, XML 기반의 파일포맷을 제공함으로써 생성된 콘텐츠를 저장할 수 있고 저장된 콘텐츠를 불러오거나 다른 콘텐츠에 추가할 수 있다. 이러한 시스템은 햅틱이라는 분야를 잘 모르는 사람들도 직관적으로 촉감 모델링을 하는데 큰 도움을 줄 수 있을 것이다.

  • PDF

A Study on Designing a System for Effective Anaesthetic Procedure in the Near Future (근 미래 수술실에서 효율적인 마취과정을 위한 시스템 디자인 연구)

  • Yang, Sung-Ho
    • Journal of the HCI Society of Korea
    • /
    • v.3 no.1
    • /
    • pp.19-26
    • /
    • 2008
  • In the medical environment today, new technology has compelled new work paradigm, as it has been other areas of our lives. However it is very difficult to see the changes that have been taken place, even though new computer technology has changed the medical industry so rapidly. In this study, new concept of human computer interaction focusing on tangible interaction for anaesthetic procedure in an operating theatre has been explored with a 5 years technological and social perspective. This project is not intended to redesign the equipment itself but to focus on enhanced human computer interaction concepts. The exper iment shows that how new technology affects anaesthetic nurses' work in an operating theatre in the near future to improve quality of the medical service by helping to increase work efficiency and enhance patient satisfaction. As a result of the study, the KEY brings new visions to the anaesthetic nurses via various types of interaction. Thanks to the KEY, the nurse is really free from the machines so that he can keep attention to patient most of the time during the whole operation. The discussion in this study is still preliminary, and further elaboration is strongly needed. It might be certain that additional further studies, such as high-fidelity prototyping and logistical user testing, should be followed not only to refine and communicate the ideas to audiences, but as a means of stimulating and generating further ideas.

  • PDF

Games for Elderly People using u-Table (유테이블을 활용한 노인용 게임)

  • Hwang, Tae-Doo;Roh, Young-Tae;Lee, Jun;Park, Sung-Jun;Shin, Hae-Won;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
    • /
    • v.13 no.4
    • /
    • pp.13-19
    • /
    • 2007
  • Computer games for elderly people can be utilized as a tool not only for enjoying themselves but also for improving their health and quality of lives. It is reported that such games could be played in order to stimulate and enhance mental and physical capabilities of elderly people. It is also reported that traditional folk games are preferred to be played by elderly people rather than modern computer games. In this paper, we propose to use a tabletop interface, u-Table, and its corresponding natural gestures as a user interface for playing traditional folk games by elderly people. Since a table is a good place for people to get together, talk to each other and share their experiences, a tabletop interface can be used for playing games of cooperation, conversation and sharing. A set of traditional folk games were digitalized using u-Table. It was demonstrated that its users had better experiences of playing games with u-Table comparing to playing games using a mouse of a conventional computer.

  • PDF

Prediction Model of Remaining Service Life of Concrete for Irrigation Structures by Measuring Carbonation (중성화 측정을 통한 콘크리트의 잔존수명 예측 모델)

  • Lee, Joon-Gu;Park, Kwang-Soo;Kim, Han-Joung;Lee, Joung-Jae
    • Journal of the Korea Concrete Institute
    • /
    • v.15 no.4
    • /
    • pp.529-540
    • /
    • 2003
  • Recently, the researches on the durability design of concrete structures have been studied. As the examples, models to evaluate the service life prediction of the structure have been developed. The purpose of this article is to develop the model for predicting remaining service life. The final aim is to provide the user time for repairing the concrete structures. In addition, it makes possible to maintain the concrete structure economically. 70 reservoirs out of the inland concrete structures were selected and concrete structures of their components were surveyed. Two methods were used for measuring carbonation; TG/DTA method and Phenolphtalein indicator and, the value of pH was measured by the pH meter, After deriving correlations of calcium carbonate and used year, duration from completion year to 2002, pH value, and concrete cover depth the model was developed for predicting remaining service life by measuring data as small as possible. The conventional models had been developed on the basis of experiment data obtained from the restricted lab environment like as carbon gas exposure. On the other hand this model was developed on the basis of measuring data obtained from the real field that the complex deterioration actions are occurred such as freezing and thawing, carbonation, steel corrosion, and so on. The reliability of the developed model will be evaluated high in this point and this model can help to maintain concrete structures economically by providing the manager time to repair the deteriorated concrete structures in site of facility management.

Analysis of Change Rate of SBP and DBP Estimation Fusion Algorithm According to PTT Measurement change PPG Pulse Wave Analysis (PPG 맥파 분석의 PTT 측정변화에 따른 SBP, DBP 추정 융합 알고리즘 변화율 분석)

  • Kim, Seon-Chil
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.7
    • /
    • pp.35-40
    • /
    • 2020
  • Recently, devices such as smart watches capable of measuring small biosignals have been released. Body composition, blood pressure, heart rate, and oxygen saturation can be easily obtained. However, the part that is not trusted by the user is accuracy. These biosignals are sensitive to the external environment and have large fluctuations depending on the conditions inside the subject's body. Blood pressure measurements, in particular, still give different results, depending on how the conditions in the body are handled. Therefore, in this study, PPG was analyzed to measure PTT at two points of 80% and 100%, the highest in PTT measurement. The effect of the measured value on SBP and DBP was analyzed and a method was proposed to increase the accuracy. As a result of the study, the measured value of PTT at 80% of the peak PPG is more effective in estimating blood pressure of SBP and DBP than the value measured at 100%. In the regression analysis of the rate of change blood pressure estimation, the coefficient of determination of SBP (80%) was 0.6946, and DBP (100%) was 0.547.

Implementation of the ZigBee-based Homenetwork security system using neighbor detection and ACL (이웃탐지와 ACL을 이용한 ZigBee 기반의 홈네트워크 보안 시스템 구현)

  • Park, Hyun-Moon;Park, Soo-Hyun;Seo, Hae-Moon
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.46 no.1
    • /
    • pp.35-45
    • /
    • 2009
  • In an open environment such as Home Network, ZigBee Cluster comprising a plurality of Ato-cells is required to provide intense security over the movement of collected, measured data. Against this setting, various security issues are currently under discussion concerning master key control policies, Access Control List (ACL), and device sources, which all involve authentication between ZigBee devices. A variety of authentication methods including Hash Chain Method, token-key method, and public key infrastructure, have been previously studied, and some of them have been reflected in standard methods. In this context, this paper aims to explore whether a new method for searching for neighboring devices in order to detect device replications and Sybil attacks can be applied and extended to the field of security. The neighbor detection applied method is a method of authentication in which ACL information of new devices and that of neighbor devices are included and compared, using information on peripheral devices. Accordingly, this new method is designed to implement detection of malicious device attacks such as Sybil attacks and device replications as well as prevention of hacking. In addition, in reference to ITU-T SG17 and ZigBee Pro, the home network equipment, configured to classify the labels and rules into four categories including user's access rights, time, date, and day, is implemented. In closing, the results demonstrates that the proposed method performs significantly well compared to other existing methods in detecting malicious devices in terms of success rate and time taken.

A study on Parallel Interference Cancellation scheme based sorting method for a Multi-carrier DS/CDMA System (MC-DS/CDMA 시스템에서 정렬기법을 이용한 병렬형 간섭제거기법의 성능개선에 관한 연구)

  • Park Jae-Won;Park Yong-Wan
    • Journal of the Institute of Electronics Engineers of Korea TC
    • /
    • v.42 no.1
    • /
    • pp.17-27
    • /
    • 2005
  • In this paper, we introduce a Parallel Interference Canceller (PIC) based sorting method to improve performance in the MC-DS/CDMA environment. A conventional PIC estimates and subtracts out all of the MAI (Multiple Access Interference) for each user in parallel. The parallel process ensures the low delay for the detection of all users. Also this scheme requires more stages for having better performance. Since the performance of PIC is strongly related to the correct MAI estimation, we introduce the IC (Interference Cancellation) scheme to estimate the accurate weaker signal group than the desired signal using conventional PIC. The principle of the proposed receiver sorts in descending order by the strength of signal and subtracts the MAI of the strong interferers from the desired signal for the accurate estimate of the weaker signals. Following this, the proposed scheme cancels out the improved weaker interference from the desired signal, using the output of the pre-step. In this result, the proposed system obtains better BER performance than the conventional PIC because the accuracy of the strong signal is improved. However, a disadvantage exists in that the processing time has slightly longer delay than the PIC owing to the power sorting and the MAI estimation process. The system performance evaluates and compares other non-liner It according to the number of sub-carriers in the limited-bandwidth.

Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design (FPS게임 레벨디자인에서 Choke Point유형과 Cover Pattern속성의 관계)

  • Choi, GyuHyeok;Jin, HyungWoo;Kim, Mijin
    • Journal of Korea Game Society
    • /
    • v.14 no.4
    • /
    • pp.27-36
    • /
    • 2014
  • Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.

A study on specializing the University Museum in the Perspective of Culture, Arts, and Science (문화.예술.과학의 관점에서 대학박물관의 특성화를 위한 기초연구)

  • Choe, Jong-Ho
    • KOMUNHWA
    • /
    • no.68
    • /
    • pp.25-39
    • /
    • 2006
  • This article attempts to define identity, role and functions of a university museum and to suggest specialization of the university museum in the perspective of culture, arts, and science. A university museum is defined as a center for the service of the university community and its development which acquires, researches, communicates, exhibits and educates, for purposes of eduinfotainment,29 material evidence of people and their environment. The target user of the today's university museum are not only professors, students, university workers, but also university neighbourhood such as the related professionals, patrons, parents, school children and villagers. A multi-dimensional and multi-purpose university museum can be established and managed in a real world and / or a cyber world in the perspective of culture, arts, and science. Based on a ubiquitous system30 in a cyber world vis-a-vie a real world, the university museum can be easily utilized by users anywhere, anytime and any device. In order to specialize the university museum in the perspective of culture, arts and science, it is desirable that the university museum director with the CEO of the university community promote the specialization of the university museum based on philosophy and strategies of university community management after they definitely evaluate the components and resources of the university museum such as human powers, museum collections, organizational, technological, capital, spacial and symbolic resources, The specialization of the university museum should be projected and executed in the direction of maintaining the typical scope of museum activities and managing the effective museum management. Specializing the university museum in the perspective of culture, arts, and science can contribute not only to establish the identity of the university community and to perform role and functions of the university museum but also to encourage academic development, to revaluate the brand of the university community and to promote the marketing for the university.

  • PDF