• 제목/요약/키워드: User-Led Development

검색결과 112건 처리시간 0.029초

형태적 관점의 콘텐츠 UI구조 분석 방법 설계 (Design of method to analyze UI structure of contents based on the Morphology)

  • 윤봉식
    • 스마트미디어저널
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    • 제8권4호
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    • pp.58-63
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    • 2019
  • 모바일디바이스시장의 성장은 교육시장의 변화를 가져왔고 다양한 미디어 교육의 양적 성장으로 이어지고 있다. 특히 기존 PC나 콘솔에 비해 인터렉션이 우수한 태블릿 등 스마트디바이스는 사용자의 사용성을 높일 수 있는 콘텐츠 양산에 이바지하고 있고 다양한 유형의 교육형 콘텐츠들이 개발되어 소비자들의 전통적 교육방법에 변화를 유도하고 있다. 최근 많은 연구들이 콘텐츠의 유력한 개발방법이나 마케팅 요소를 제안하고 있으나 아직까지는 교육형 게임 개발을 위한 사용성을 개발기업이나 개발자의 감각에 의존하고 있어 실제 사용자의 스마트디바이스기반 사용성과 경험환경에 대한 연구가 필요하다. 본 연구는 사용자 경험환경 분석을 위한 기반 연구로 기 출시된 인기 게임을 대상으로 게임형 교육콘텐츠의 사용성 분석을 위한 직관적 통계처리방법을 형태적 관점에서 제안하고자 한다. 특히 게임산업은 충분한 시료를 가지고 있어 빅데이터기반 연구가 가능한 유사 범주의 시료가 확보 가능하여 본 연구에서 제시하는 분석기법을 통해 다수의 공동 개발인력 간 즉각적인 의사결정을 위해 사용이 가능하며 반복되는 개발과정 간 누적된 데이터를 활용할 수 있는 긍정적인 자료원 확보에도 긍정적이어서 이업종 간 소통이 가능한 분석모델로 기대된다.

증강현실 기반의 물체 인식을 통한 게임형 인지 재활 시스템 (Game-type Recognition Rehabilitation System based on Augmented Reality through Object Understanding)

  • 임명재;정희웅;이기영
    • 한국인터넷방송통신학회논문지
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    • 제11권3호
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    • pp.93-98
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    • 2011
  • 본 논문은 마커 기반의 증강현실 시스템을 이용하여 사용자의 지능 개발을 위한 게임형 인지 재활 시스템을 제안한다. 기존의 인지 재활은 타인의 도움을 받거나 키보드나, 마우스 조작을 필요로 하는 불편을 해소 하고자, 마커 카드 제어만을 통해 진행 되는 방식을 적용하였다. 이를 위해 카메라를 통해 얻은 영상의 보정을 위한 영상처리 과정과 마커 검출 및 증강 표현이 가능하도록 하였다. 제시된 완성 모형의 회전을 통해 전체 형태를 확인하고, 멀티 마커의 조합을 통해서 원하는 오브젝트 완성이 가능하며, 대화형 방식으로 처리되어 사용자에게 흥미와 치료에 대한 집중도를 증진할 수 있도록 하였다.

세드릭 프라이스의 건축에 나타나는 사이버네틱스의 영향 -'펀 팰리스' 프로젝트를 중심으로- (A Study on the Influence of Cybernetics in Architecture of Cedric Price -Focused on 'Fun Palace' Project-)

  • 김정수
    • 건축역사연구
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    • 제26권5호
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    • pp.7-18
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    • 2017
  • The 1960s in Britain was the period of rapid economic and social change. Under this circumstance, the visionary architect Cedric Price designed the Fun Palace, of which idea came from the theatre producer, Joan Littlewood. They hoped this place to be an improvisational learning space, so Price proposed the building as 'kit of parts' which can respond to programmatic indeterminacy. Cybernetics was introduced to control this flexibility dramatically changed the character of the project from 'theatre of people' to 'interactive machine'. That resulted in the change of the status of user from subjective human beings to abstract data in the cybernetic algorithm as well, and led the project to a completely opposite direction from that Price intended. After Fun Palace, cybernetics technology could still be found in his other projects, and it can be assumed that this was because the algorithmic system of cybernetics were on the same line of thought of Price's idea - anti-building or 'kit of parts'. The effects of cybernetics varied in projects; Similar negative effect in Fun Palace can be found in Generator project, but on the other hand, in Potteries Thinkbelt project, cybernetics showed a positive aspect by contribution to the development of project on the formal analogy of algorithmic network.

햅틱기술을 이용한 피시봇 개발 (Development of the Fishbot Using Haptic Technology)

  • 이영대;강정진;문찬우
    • 한국인터넷방송통신학회논문지
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    • 제10권4호
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    • pp.77-82
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    • 2010
  • 본 연구에서는 가상낚시시스템(VFS, Virtual Fishing System)을 위해 제작된 햅틱장치인 FishBot을 개발한다. FishBot는 XY테이블에 휠축을 장착한 3자유도 로봇으로 구성된다. 물고기의 동작을 모사하기 위해 XY 축 제어는 토크값을 가변적으로 제한하는 모션 위치 제어 모드로 하고 휠 축은 힘제어 모드로 하였다. 낚싯대는 실제 낚싯대에 LED를 장착하고 웹 카메라를 튜닝하여 낚싯대의 위치를 인식할 수 있도록 하였다. 결과적으로 제작된 Fishbot은 물고기와 같이 위치와 속도를 변화하고 DAC를 통해 낚는 힘을 제어할 수 있으며 낚싯대 끝단의 위치를 관측하여 가상현실시스템(Virtual Reality System)상에서 연동할 수 있게 하였다.

인터넷 기반의 원격 제어를 이용한 RP 시스템 개발 (Tele-Control of Rapid Prototyping Machine System Via Internet)

  • 최태림;송용억;강신일
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2001년도 춘계학술대회 논문집
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    • pp.24-27
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    • 2001
  • Nowadays, increasing demand of the customized products has led to an increased usage of rapid prototyping in the product development. However, the acquisition price of a rapid prototyping equipment is still too high that not every body can afford to buy one. To offer a wide access to the users who need physical prototypes, a connection of the rapid prototyping equipment to the Internet is a viable step. It would allow a large group of customers all over the world to use the manufacturing capability of a service provider offering this kind of manufacturing service. To realize how such an e-manufacturing concept can look like, a LOM-type 3D printer developed at KIST has been used as test site and connected to the Internet. A possible user can log on to the server of the equipment and view his STL file and start the building operation from a remote place. To see whether the operation runs properly, a CCD camera is used to transmit the actual state of operation online. The result so far proves the feasibility of rapid prototyping on the Internet as well as an order-adaptive manufacturing system via web.

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Safe Bike : Secure your Bicycle with this smart Arduino based GPS device

  • Godfrey, Daniel;Song, Mi-Hwa
    • International journal of advanced smart convergence
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    • 제5권3호
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    • pp.16-26
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    • 2016
  • This proposed project is about a bicycle anti theft devised system which helps people protect the bicycle from theft and helps to track the stolen bicycle's location using a smart phone. Safety bike uses two main devices to keep the bicycle secured, the vibration sensor and GPS sensor. The purpose of this project is to put all these small devices into one well connected system which will help the bicycle owner have more control over the security of his own bicycle. The whole system can be divided into two main parts. The first part is about the hardware development whereby all electronics components are connected via the circuit design using wire wrapping technique. This hardware part includes, a vibrations sensor, a GPS receiver, a toggle switch, LED light, Bluetooth and a buzzer. Wireless Bluetooth signals are used as the means of communication between the smartphone and the microcontroller. The second part is the software part which is being to program and control the whole system. The program is written using MikroBasic, a full-featured Basic compiler for microcontroller based systems. In conclusion, this system is designed to enable user to have control in securing his/her bicycle also being able to find and locate it at any time using GPS receiver and mobile android application.

IoT 시대 효과적인 커뮤니케이션을 위한 스마트미러 UX 평가 연구 (Evaluation Research on Smart Mirror UX for Efficient Communication of the IoT Generation)

  • 오문석
    • 디지털산업정보학회논문지
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    • 제11권1호
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    • pp.121-133
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    • 2015
  • IoT utilized network vitalization between objects are being rapidly established within current IT communication environment. Therefore the worth of smart mirrors is rising for it is a tool to allow online network between objects to be possible in human communication environment. For effective IoT generation's communication, this research intends to evaluate the smart mirror's value for practical uses based on the users' experiences. For the UX evaluation according to the locations where it will be used, Peter Morville's Honeycomb model and Jocob Nielsen's usage evaluation principles were referred to analyze effectiveness of 4 factors, utilization convenience, communication effectiveness, mass interest and space adequateness on households, public places and work places. Hence, we have were led to an objective result through statistical analysis method based on survey. As a result, we have confirmed the smart mirror's positive influence on the users' effective communication in all places. Especially in households, utilization convenience and space adequateness appeared to be high that confirmed sufficient users' need for the home-automation services. In public places, the communication effectiveness and space adequateness ranked high to confirm that the smart mirror utilization is adequate to provide location information. Also, in work places, the mass adequateness was high that we were able to confirm that supply of work place-specific service contents would bring meaningful results to the users. The smart mirrors are the adequate method to provide effective communication in IoT generation with high possibilities in further development.

Ansys를 이용한 셀카봉 해석 및 새로운 설계 제안 (Selfie-stick Analysis through Ansys and New Design Proposal)

  • 이정혁;장호익
    • EDISON SW 활용 경진대회 논문집
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    • 제4회(2015년)
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    • pp.467-475
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    • 2015
  • In this paper, the FREECAD 0.14 was used for modeling conventional Selfie-stick and the newly proposed Selfie-stick design. The purpose of this paper is to demonstrate the utility of FREECAD 0.14, which is open-source and still in development for further use. After modeling the conventional Selfie-stick, CatiyaV5 was used to assemble FREECAD 0.14 drawn elements. Main advance in newly designed Selfie-stick is the portability. To improve portability of the Selfie-stick, folding mechanism was adopted from folding LED stands. Several mechanisms were adopted to improve user convenience as well. Ansys 14.0 was used for structural analyses of conventional Selfie-stick model and the newly designed model as well. Several simplifications for the models were needed to process the analyses. When analyzing the newly designed model various materials were used one by one to find compatible composition. Using Aluminum alloys for the stick and the hand grip was found to be compatible. FREECAD was useful for suggestion of the newly designed model but not so much useful to design an actual product. Various efforts would make FREECAD the best choice for industrial use for free as it is named.

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The Effect of Mongolian Mobile Banking Service Quality on User Satisfaction

  • DAGVADORJ BOLOR ERDENE;Min Jung Kang
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.226-232
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    • 2024
  • This study attempted to demonstrate the role of perceived value and trust in the relationship between mobile banking service quality and use satisfaction. A survey was conducted on customers of Mongolian banks, and an analysis was conducted based on the collected data With the development of the fintech industry, the Internet-based mobile banking market is striving to provide convenient services to consumers. The result led to the introduction of an online-oriented Internet bank that can operate 24 hours a day regardless of time and space. The characteristic of operating only with the Internet has a positive aspect of providing services quickly and conveniently, but at the same time, including concerns about security and personal information leakage. This can make you hesitate to use the service. Therefore, we attempted to find out how the quality of mobile banking service affects the perceived value and satisfaction of using trust. A survey was conducted to verify the contents of the research model and hypothesis. This is to secure data to be used for empirical analysis of research hypotheses. The survey was conducted with 124 consumers in Ulaanbaatar, the capital of Mongolia. Based on the analysis results, we understood the satisfaction of consumers using mobile banking and suggested ways for consumers to improve their actual satisfaction using mobile banking. Specifically, service quality sensitivity, security, convenience, and design had a positive effect on perceived value or trust, ultimately leading to consumer satisfaction.

디지털 데이터의 동적 질의형 시각화에 관한 연구 -개발 요소, 표현, 인터페이스 중심으로- (The Study on Dynamic Query Visualization of Digital Data - Focusing on Developing Element, Expression and Interface -)

  • 최홍석;김성곤
    • 디자인학연구
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    • 제17권2호
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    • pp.437-450
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    • 2004
  • 컴퓨터 시스템의 발전과 정보를 표현할 수 있는 미디어의 발달은 사용자와 제작자 모두에게 다량의 디지털데이터 속에서 원하는 정보를 어떻게 얻을 것인가 하는 문제를 안겨줬다. 이에 제작자에게는 정보시각화 프로세스의 표준을 제시하고 사용자에게는 효율적인 인터페이스를 제공할 수 있는 연구가 필요하다. 따라서 본 논문에서는 동적 다이어그램과 컴퓨터 소프트웨어의 분석을 통해 정보시각화의 개발과정과 개발결과물을 조사하고 연구하였다. 정보시각화의 주요 개발형식에는 요소, 표현, 인터페이스가 포함된다. 정보시각화물의 개발을 위해서는 첫째, 그래픽을 포함한 다양한 미디어에서 사용되어지는 여러 요소들을 찾는다. 둘째, 3차원 컴퓨터그래픽, 디지털애니메이션 및 가상현실시스템 기술을 통해 효과적으로 데이터를 표현할 수 있는 형식을 찾는다. 마지막으로 원하는 결과를 찾기 위해 컴퓨터 프로그램에서 사용하는 다양한 인터페이스 컴포넌트 중에서 필요한 인터페이스를 선택 적용한다. 본 소고에서는 이러한 세 가지의 주요 시각화개발형식에 관하여 구체적인 예제와 함께 제시하였다.

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