• Title/Summary/Keyword: User Script

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Interactive Conflict Detection and Resolution for Personalized Features

  • Amyot Daniel;Gray Tom;Liscano Ramir;Logrippo Luigi;Sincennes Jacques
    • Journal of Communications and Networks
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    • v.7 no.3
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    • pp.353-366
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    • 2005
  • In future telecommunications systems, behaviour will be defined by inexperienced users for many different purposes, often by specifying requirements in the form of policies. The call processing language (CPL) was developed by the IETF in order to make it possible to define telephony policies in an Internet telephony environment. However, user-defined policies can hide inconsistencies or feature interactions. In this paper, a method and a tool are proposed to flag inconsistencies in a set of policies and to assist the user in correcting them. These policies can be defined by the user in a user-friendly language or derived automatically from a CPL script. The approach builds on a pre-existing logic programming tool that is able to identify inconsistencies in feature definitions. Our new tool is capable of explaining in user-oriented terminology the inconsistencies flagged, to suggest possible solutions, and to implement the chosen solution. It is sensitive to the types of features and interactions that will be created by naive users. This tool is also capable of assembling a set of individual policies specified in a user-friendly manner into a single CPL script in an appropriate priority order for execution by telecommunication systems.

The Framework Design for Expansion in UCG Authoring Tool (확장성을 고려한 UCG 저작도구의 구조 설계)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.75-85
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    • 2008
  • For the activation and wide distribution of User Created Contents (UCC) sites have diversified user-created possibilities. Among these contents, User Created Game (UCG) sites are places where users can create and share their game contents with others. The method of UCG development can be classified into two categories according to the uses' level of professionalism. First, the method of using the authoring tools is suggested for those unfamiliar with the development or creation of contents. Although the authoring tool is easy to use, there are many functional limitations. Second, development using program languages is suggested for trained advanced users but has the limitation of a prolonged development period. This paper proposes a new method, generating the script which will expand the current functional limitations entailed behind the authoring tools used by first time and less trained users. In order to verify the proposed method in a real UCG development environment, a framework encompassing GUI, script generating function and program source generating function were constructed.

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Joint Script Approach for Mixed-initiative Collaboration (혼합주도 협력을 위한 상호 스크립트 접근 방법)

  • Kang, Dong-Yeop;Choi, Ho-Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.453-456
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    • 2007
  • 노인 복지 환경에서 혼합주도 협력(mixed-initiative collaboration)이 가능한 로봇의 지능 개발이 본 연구의 궁극적인 목표이다. 본 논문에서는 다양한 담화(discourse)으로부터 협력 과정들을 분석하여 상호 주도 협력을 위한 이슈들을 찾아내고, 이러한 주요 요소를 바탕으로 상대 인지시스템의 사용자 모델(user model)을 포함할 수 있는 상호 스크립트 모형(joint script model)을 제안하고 이를 이용한 로봇 계획법(robot planning)의 방법론과 실험에 대한 접근법을 제시한다.

Effects of Menu Arrangement and User Script on Task Using Smartphone Applications (메뉴의 배열과 사용자 스크립트가 스마트폰 애플리케이션 과제 수행에 미치는 효과)

  • Min, Sungki;Park, Soo-Young;Lee, Sangil
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.67-76
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    • 2021
  • Three research hypotheses expected when working with a mobile app were verified. As follows: (1) Usability varies depending on the external structure of the tree-view menu. (2) If the menu arrangement is different from the script expected by users, the usability is poor. And (3) the effects of each of these two hypotheses vary depending on the complexity of the task. To this end, a script for booking accommodations expected by undergraduate students was written, and an experiment was designed with the task completion time and error rate as dependent variables. The experiment was conducted by implementing a prototype for reservation system on a smartphone As a result, while the overall performance was unfavorable when the task was complicated, the superiority of sectional menu was prominent when the task was complicated, and positive responses were observed when the menu arrangement in a complicated task matched user expectations. By discussing these results, it was found that when designing a procedural menu on a mobile screen, we come up with measures to minimize the burden of working memory, consider what tree-views are for the task, and that in complex tasks, menus should be arranged according to the scripts expected by users.

Design of an Alpine Skiing Game Using ActionScript 3.0

  • Bai-Tiantain, Bai-Tiantain;Park, Jong-Hoon;Kim, Chul-Won
    • Journal of information and communication convergence engineering
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    • v.10 no.2
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    • pp.168-174
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    • 2012
  • Flash is the most popular 2D animation and game development software, supporting vector and media technology at the core, which enables the development of small and pithy games. It is widely used in Web animation, courseware, TV commercials, game development, and other works of design. In this paper, we propose a control movement function and auxiliary functions for an alpine skiing game based on ActionScript 3.0. The control movement function is designed with moving phases (i.e., free fall, sliding, projectile, and landing). The auxiliary functions include drawing path, start/restart movement, and saving the highest score. In addition, for the visual design of our game, we designed animations in connection with a character and background. In order to facilitate testing the friction, users can input a chosen friction value. Without user input, the friction default is set at 0.97.

TVML (TV program Making Language) - Automatic TV Program Generation from Text-based Script -

  • Masaki-HAYASHI;Hirotada-UEDA;Tsuneya-KURIHARA;Michiaki-YASUMURA
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.151-158
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    • 1999
  • This paper describes TVML (TV program Making Language) for automatically generating television programs from text-based script. This language describes the contents of a television program using expression with a high level of abstraction like“title #1”and“zoom-in”. The software used to read a script written in TVML and to automatically generate the program video and audio is called the TVML Player. The paper begins by describing TVML language specifications and the TVML Player. It then describes the“external control mode”of the TVML Player that can be used for applying TVML to interactive applications. Finally, it describes the TVML Editor, a user interface that we developed which enables users having no specialized knowledge of computer languages to make TVML scripts. In addition to its role as a television-program production tool. TVML is expected to have a wide range of applications in the network and multimedia fields.

The Design and Implementation of Template Markup Language Script Processor for Electronic Shopping Mall based on XML (XML기반 전자 쇼핑몰을 위한 템플릿 마크업 언어 스크립트 처리기의 설계 및 구현)

  • 김규태;이수연
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.2
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    • pp.169-174
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    • 2002
  • According to the expansion of the E-Commerce based on Internet, the Interoperability between shopping malls and the expansibility of B2B has been needed. Also, Intelligent User Interface has been needed. The XML based Script Processor, the solution of the problem, is good for Interoperability and if a shopping mall is build by it, it is possible to do customer oriented display that an XML document is displayed with different looks by other style sheet according to customer's preference. In the proposed system, the TMP(Template Markup Language), an auto XML generation script, is defined by XML and the script processor is implemented to work on the shopping mall on the Web.

An Interface Technique for Avatar-Object Behavior Control using Layered Behavior Script Representation (계층적 행위 스크립트 표현을 통한 아바타-객체 행위 제어를 위한 인터페이스 기법)

  • Choi Seung-Hyuk;Kim Jae-Kyung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.33 no.9
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    • pp.751-775
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    • 2006
  • In this paper, we suggested an avatar control technique using the high-level behavior. We separated behaviors into three levels according to level of abstraction and defined layered scripts. Layered scripts provide the user with the control over the avatar behaviors at the abstract level and the reusability of scripts. As the 3D environment gets complicated, the number of required avatar behaviors increases accordingly and thus controlling the avatar-object behaviors gets even more challenging. To solve this problem, we embed avatar behaviors into each environment object, which informs how the avatar can interact with the object. Even with a large number of environment objects, our system can manage avatar-object interactions in an object-oriented manner Finally, we suggest an easy-to-use user interface technique that allows the user to control avatars based on context menus. Using the avatar behavior information that is embedded into the object, the system can analyze the object state and filter the behaviors. As a result, context menu shows the behaviors that the avatar can do. In this paper, we made the virtual presentation environment and applied our model to the system. In this paper, we suggested the technique that we controling an the avatar control technique using the high-level behavior. We separated behaviors into three levels byaccording to level of abstract levelion and defined multi-levellayered script. Multi-leveILayered script offers that the user can control avatar behavior at the abstract level and reuses script easily. We suggested object models for avatar-object interaction. Because, TtThe 3D environment is getting more complicated very quickly, so that the numberss of avatar behaviors are getting more variableincreased. Therefore, controlling avatar-object behavior is getting complex and difficultWe need tough processing for handling avatar-object interaction. To solve this problem, we suggested object models that embedded avatar behaviors into object for avatar-object interaction. insert embedded ail avatar behaviors into object. Even though the numbers of objects areis large bigger, it can manage avatar-object interactions by very efficientlyobject-oriented manner. Finally Wewe suggested context menu for ease ordering. User can control avatar throughusing not avatar but the object-oriented interfaces. To do this, Oobject model is suggested by analyzeing object state and filtering the behavior, behavior and context menu shows the behaviors that avatar can do. The user doesn't care about the object or avatar state through the related object.

A Storytelling approach to user affective interface design (감성적 인터페이스 디자인을 위한 스토리텔링 접근)

  • Hwang, Sin-Woong;Lee, Sun-Ah;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.12 no.1
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    • pp.19-32
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    • 2009
  • Recently emotional relationships between industrial products and user experience are getting more attention than ever. However, current user interface design has focused just on the mechanical and logical aspects. This research proposed a new approach to improve user's emotional experience to interface design and introduced storytelling as a new possibility. Four types of user interface - logical interface, picture added interface, storytelling-applied interface, and storytelling-applied interface with a story script - were used for this research. Eighty college students participated in this research. Each participant was randomly assigned to one of four types of user interfaces. Additionally, their individual differences in affect intensity were measured. he results show that users reported more emotional experience in the storytelling-applied interface and storytelling-applied interface with a story script than the logical interface and just picture added interface. The results also suggest that the higher satisfaction was experienced for the storytelling-applied interface. And all those results are differentiated by the users' affect intensity. The users who have higher affect intensity expressed heavier emotional experience and deeper satisfaction for the storytelling-applied interface.

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Script-based cloud integration mechanism to support hybrid cloud implementation (하이브리드 클라우드 구축을 지원하기 위한 스크립트 기반의 클라우드 결합 기법)

  • Kim, Ungsoo;Park, Joonseok;Yeom, Keunhyuk
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.5
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    • pp.80-92
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    • 2017
  • The popularity of cloud computing has led to the emergence of various types of cloud services, and the hybrid cloud, a deployment model that integrates public cloud and private cloud and offset their shortcomings, is in the spotlight recently. However, the complexity of different clouds integration and the lack of related integration solutions have delayed the adoption of hybrid cloud and cloud strategy by companies and organizations. Therefore, in this paper, we propose a cloud integration mechanism to solve the integration complexity problem. The cloud integration mechanism proposed in this paper consists of integration script that solves the cloud integration by the script based on the hybrid cloud function, a process of creating and executing it, and a script creation model applying the software design pattern. By integrating the various cloud services, we can quickly generate scripts that meet the user's needs. It is expected that the introduction of hybrid cloud and the acquisition of cloud strategy can be accelerated through this proposed integration mechanism.