• Title/Summary/Keyword: User interface Design

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A Study on Characteristics of Knowledge Information Construction & Transfer in the Library Space (도서관 공간의 지식정보 구성 및 전달 특성에 관한 연구)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.220-229
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    • 2013
  • Recently, the volume of knowledge information in the form of electronic media is quickly increasing in the library field along with the advancement of electronic communication technology. Libraries have both printed data and electronic data and are faced with the issue of corresponding with the access and use of knowledge information in terms of the space. This study is for building the layout of a sustainable knowledge information space based on the view that the library is the official infrastructure of the knowledge information based society. It is intended to analyze the meaning of knowledge information in the modern society, characteristics in the spatial organization and the transmission of knowledge information. The goal of this study is to understand and forecast the spatial structure where users access knowledge information and exchange with one another and developing the direction and guidelines for the spatial plan that today's libraries prefer through this analysis. For this, this study firstly prepared the base for the research on library space which can be considered as the physical realization of such concepts, through the theoretical review about the knowledge information and social concepts as well as characteristics of modern society. Also, it seized the characteristics in the transmission of knowledge information by conducting a structural analysis of the information service such as knowledge information and space, space and information media, space and space through the cases of 10 public libraries. The analysis resulted in basic data including the system of organizing knowledge information, system of knowledge information transferring elements and structure, and layout pattern of each library. These results are deemed meaningful for the promotion of communication with the user through the exchange, creation, and experience of knowledge information, the social role of today's public library.

Fashionable Technology in Contemporary Fashion (현대패션에서 패셔너블 테크놀로지 연구)

  • Lee, Seo-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.246-253
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    • 2009
  • Technology and fashion are not as distant from each other as it might first seem. Early wearables were functional but awkward to wear and to look at. Today wearables are rapidly rising to meet the fashion world on its own terms by producing garments that are both stylish and comfortable. Personalization of wearables allows for new modes of self-expression, which is an essential factor in making fashion items that appeal to the public. Embedded technologies in the garment and the functionalities integrated into the electronic textiles influence the ‘wearability', comfort and the aesthetic of a fashionable wearable. Considering these factors is an essential part of the design process when creating user-centered fashionable wearables. Designers have to have a comprehensive understanding of the purpose, the user, the interaction, and in commercial applications, the right price point. An appealing design in combination with an intuitive interface will make for a successful fashionable wearable.

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.

Design and Implementation of an Education Information Search System for Children Using Information Gathering Agents (정보 수집 에이전트를 사용한 어린이 교육 정보 검색 시스템의 설계 및 구현)

  • 전진욱;배인한
    • Journal of Internet Computing and Services
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    • v.3 no.2
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    • pp.97-108
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    • 2002
  • A user with a specific information need will often need to query several search engines before finding relevant documents. To address the problem of navigating the search engines, agents are used. In general, an agent is a program that can perform a particular task automatically, when appropriate or upon request by another program. In this paper, we design and implement the education information search system for children: using Information gathering agent that is called Edulnfo4k. The information gathering agent periodically visits several portal web sites for children: Ggureogi of Yahoo Korea, Junior of Naver and Gaegujaengi of Hanmir, collects the education or learning information for children, stores the collected information into database. Then, causal users can search the education information for children from database through a uniform user interface, conveniently. As the result, we know that Edulnfo4k provides integrated search without query in several search engines.

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Generating Alternative Sewers Based on GIS and Simulation Technique (GIS 및 Simulation 기법에 의한 하수도관거 대안 생성)

  • 김형복;김경민
    • Spatial Information Research
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    • v.5 no.2
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    • pp.185-194
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    • 1997
  • Spatial decision support systems(SDffi), a new class of decision support system(DSS), result from the melding together of GIS and DSS, Planning support systems(PS5) add more advanced spatial analysis functions than GIS and intertemporal functions to the functions of SDSS. This paper reports the development of a planning support system providing a framework that facilitates urban planners and civil engineers in conducting coherent deliberations about the generation of satisficing sewers. 1he planning support system for the generation of satisficing sewers(PS5/GSS) was designed from the understanding that land use and development drive the demand for storm and sanitary sewers. Through four stages of supply, demand, alternative generation, and evaluation, PSS/GSS integrates basic planning, preliminary design, and engineering design of sewer. GIS and graphic user interface are excellent toolboxes for designing sewer networks, estimating the quantity of wastewater, and showing generated alternative sewers. A sewer model using simulation tedmique can generate an initial sewer. Users can define alternative sewers by the direct manipulation of sewer networks or by the manipulation of parameters in the sewer model. The sewer model evaluates the performance of the user defined alternatives.

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Design and Implementation of Web based Traceability Management System for Logistics Vehicle using GPS and RFID (GPS 및 RFID를 이용한 웹 기반 물류차량 이력관리 시스템 설계 및 구현)

  • Jung, Se-Hoon;Sim, Chun-Bo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.12
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    • pp.2737-2746
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    • 2010
  • Recently, Logistics industry has emerged a new u-logistics paradigm combines USN / RFID technology. In this paper offers a vehicle history Web-based logistics management system based on the u-logistics paradigm. The design of this system is considered all events processes as a form of recycling and entire system is to modeling based UML of object oriented. Also It was undergone some process to make sure by logistics vehicles identified that RFID based was identified vehicle logistics. To identify logistics vehicle based RFID, identified the logistics vehicles is a process that will determine. The implementation method designed the interface based web which uses in the manager to C/S methods, consideration of the mobility of the system user implements the user GUI based PDA. As well as, In this paper was separated customer, manufacturer, distributor, administrator, drivers, respectively and focuses to raise a system reusability which is implementation by separately for each feature.

A Design and Implementation of Software Architecture for IPC in Vehicles Using Modeling Methodology (모델링 기법을 이용한 차량용 IPC 소프트웨어구조 설계 및 구현)

  • Song, Bong-Gi;Yu, Yun-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.6
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    • pp.1567-1572
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    • 2012
  • An IPC(instrument panel Cluster) is a useful device that provides driving information to the driver. The information includes the vehicle speed, RPM, mileage, etc. The traditional IPC has been mostly implemented with mechanical technique. According to increment of needs for the convenience of IPC by user, the IPC must provide graphical interface and efficient driving information. Also the user-friendly IPC is needed by drivers. Thus flexible and robust software structure and development methods are required in order to develop IPC. In this paper, we propose software architecture and design method for the IPC using modeling method. We use MVC model and UML to model software architecture because they have flexible and robust characteristics. We can develop the various forms of information screen by separating views from model by using state diagram and class diagram in UML. Through this, the cost saving and ease of maintenance can be expected. The development time and cost can be reduced by using proposed method.

A Design and Implementation of Software Architecture for IPC in Vehicles Using Modeling Methodology (모델링 기법을 이용한 차량용 IPC 소프트웨어구조 설계 및 구현)

  • Song, Bong-Gi;Yu, Yun-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.6
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    • pp.1321-1326
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    • 2012
  • An IPC(instrument panel Cluster) is a useful device that provides driving information to the driver. The information includes the vehicle speed, RPM, mileage, etc. The traditional IPC has been mostly implemented with mechanical technique. According to increment of needs for the convenience of IPC by user, the IPC must provide graphical interface and efficient driving information. Also the user-friendly IPC is needed by drivers. Thus flexible and robust software structure and development methods are required in order to develop IPC. In this paper, we propose software architecture and design method for the IPC using modeling method. We use MVC model and UML to model software architecture because they have flexible and robust characteristics. We can develop the various forms of information screen by separating views from model by using state diagram and class diagram in UML. Through this, the cost saving and ease of maintenance can be expected. The development time and cost can be reduced by using proposed method.

A Study on the Evaluating Model to Analyze the Type of Digital Storytelling in Web Museums (웹 뮤지엄에서 디지털 스토리텔링 유형분석을 위한 평가모형 개발 및 적용 연구)

  • Kim, Mi-Re;Park, Soo-Jin
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.301-312
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    • 2006
  • The advancement of IT technology and the distribution of PC makes a change on the web contents expressions and user's experiments. The advanced web environment makes virtual web museum. We anticipate that demand of virtual web museum is likely to increase. However, most of studies on web museum are case studies about visual expression or graphic interface of virtual space. This paper will be considered about the functions of digital storytelling on web museum and try to develop an self-evaluation model which can evaluate the value of digital storytelling on web museum. The ultimate goal of this study is to verify the validity of the model to evaluate new storytelling of web museum and to classify the digital storytelling based on the evaluated results, with a view to presenting the direction of development by type. The results of this study may provide a reference of applying digital storytelling into web museum and also it can be a checklist for developing the user experience for navigating a web museum.

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A Study on the Application of Graphic Metaphor to the Web Interface - concentrating on the homework supporting domains for higher classes in the elementary schools- (웹 인터페이스에서의 그래픽 메타포 활용에 관한 연구 -초등학교 고학년 숙제도우미 영역을 중심으로-)

  • 이미경;김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.385-394
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    • 2003
  • An investigation by KRNIC (Korea Network Information Center) on the real state of usage of internet has shown that 96.9% of children investigated had experiences of using internet. Especially the firstly ranked item that had been answered by children as a necessity of internet was 'Studying to solve tasks' rated by 83.9%. As seen from the research result, the need as a homework sonics is actually so dominant that it cannot be ignored when considering the profitability at the area of education contents, but any profound research has not been accomplished yet. Internet has been positioned as a more effective and fruitful learning tool, and also all activities done by users for exploring informations and choosing learning items under the on-line circumstances are based on the successive mutual reactions between users and computers. Up to now much of the web based learning circumstances has been introducing the User Interface using metaphor, and the same is found dominantly from the sites for children. But in spite of the availability of metaphor mentioned above the current status is much lack of profound researches about metaphor interface; and what is more, in the case of the site for elementary school students the gap of the ability recognizing metaphor is very large between lower classes and higher classes according to the degree of mental growth but that is used to be simply ignored, then a common concept is adapted to interface for all grades of classes and moreover for infant and kindergarten without any objections. Based on foregoing problems this research has put the main focus on the groping and presenting desirable directions on the prospect design of interface for children-oriented sites by analyzing the status of practical usage of metaphor interface in the field of the sites for children-oriented learning sites with concentration upon homework supporting domains.

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