• 제목/요약/키워드: Writing on Screen

검색결과 17건 처리시간 0.028초

'스크린 위의 글쓰기' 과정에 나타난 아동의 예상독자 고려 전략 및 댓글에 반영된 의사소통 특성 (Children's Writing on the Screen : Focused on the PAIR Strategies for the Audiences and the Feature of Communication Reflected in Comments)

  • 현은자;김현경;유진경
    • 한국콘텐츠학회논문지
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    • 제14권12호
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    • pp.1100-1116
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    • 2014
  • 본 연구에서는 '스크린 위의 글쓰기' 과정에서 아동이 예상독자를 어떻게 고려하며, 글쓰기 공동체의 의사소통의 중심에 있는 댓글은 독자와의 관계에서 어떤 수행성을 나타내는지 조사하였다. 이를 위해 초등학교 4-6학년 아동의 게시 글에서 635개의 문장과 424개의 댓글을 수집하여 분석하였다. 연구 결과, 아동의 예상독자를 고려한 글쓰기 전략은 끌어들이기 전략이 가장 많이 나타났고, 세부 전략으로는 감정에 호소하는 전략이 가장 많이 사용되었으며, 댓글의 수행행위는 표출 행위가 가장 많이 나타났다. 또한 아동의 PAIR 전략은 회기가 진행되면서 증가하였다가 다시 감소하는 양상을 보였으며, 아동은 게시 글을 작성할 때 다양한 방식으로 복합양식을 사용하는 것으로 나타났다. 한편, 댓글에 나타나는 의사소통의 특성 역시 감정적이고 정서적인 표현에 치우쳐져 있었으며, 아동의 댓글에는 저자 및 제 3의 독자들을 예상한 의사소통이 이루어졌고, 게시 글과 관련된 의견 교류뿐만 아니라, 아동의 일상적인 문화가 반영되어 나타났다.

문서 편집 접근성 향상을 위한 음성 명령 기반 모바일 어플리케이션 개발 (Voice Activity Detection Algorithm using Wavelet Band Entropy Ensemble Analysis in Car Noisy Environments)

  • 박주현;박세아;이무늬;임순범
    • 한국멀티미디어학회논문지
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    • 제21권11호
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    • pp.1342-1352
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    • 2018
  • Voice Command systems are important means of ensuring accessibility to digital devices for use in situations where both hands are not free or for people with disabilities. Interests in services using speech recognition technology have been increasing. In this study, we developed a mobile writing application using voice recognition and voice command technology which helps people create and edit documents easily. This application is characterized by the minimization of the touch on the screen and the writing of memo by voice. We have systematically designed a mode to distinguish voice writing and voice command so that the writing and execution system can be used simultaneously in one voice interface. It provides a shortcut function that can control the cursor by voice, which makes document editing as convenient as possible. This allows people to conveniently access writing applications by voice under both physical and environmental constraints.

책을 기반으로 한 디지털 스토리텔링 및 상호작용 체험 - 디지로그 북 응용 시나리오를 중심으로 (Digital Storytelling and Interaction based on Book - Application Scenario for Digilog Book)

  • 김혜선;우운택
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.552-557
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    • 2008
  • '디지로그 북 (Digilog Book)' 은 아날로그 책과 디지털 콘텐츠의 장점을 통합함으로써, 아날로그적 감성과 디지털 오감을 함께 느끼도록 개발하고자 하는 새로운 개념의 차세대 전자책이다. 기존의 책이라는 콘텐츠 위에 디지털적인 내용을 삽입하여 책을 보는 독자가 시각, 청각, 촉각을 자극하는 다양한 경험을 입체적으로 즐기게 한다. 또한 책에 있는 내용을 디지털 스토리화하여 독자의 선택에 따라 각기 다른 내용을 경험할 수 있으며 책이라는 인터페이스 공간을 통해 상호작용을 할 수 있다. 본 논문은 이러한 개념 연구과정에서 디지로그 북 응용시나리오를 중심으로 디지털스토리텔링 및 상호작용체험의 내용을 만들어 구체화시키고 시각화해 봄으로써 책을 기반으로 한 디지털스토리텔링 및 상호작용의 내용과 범주를 확인할 것이다. 이처럼 응용시나리오에서 확인된 내용은 디지로그 북 저작이 가능하도록 하는 저작도구개발을 위한 내용구성, 화면구성, 저작기능 정의, 저작인터페이스, 저작시스템 구성 등 저작기술개발의 방향과 지침을 만드는 지표로 삼을 수 있을 것이다.

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Designing of Assessment System using Multiple Devices based on NCS Professional Basic

  • Chang, Young-Hyun;Ko, Chang-Bae
    • International journal of advanced smart convergence
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    • 제5권4호
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    • pp.48-53
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    • 2016
  • In this paper, all elements used in integrated infrastructure for job competency assessments of NCS (National Competency Standards) will be merged into assessment system using multiple devices(ASMD). NCS is a systematic approach on required abilities (knowledge, technical expertise, attitude) to process the tasks in the fields by industry. Competiveness of ASMD design is that no limitation of time and space using personal devices like PC, laptop, smartphone, and tablet, while seeing screen, hearing, touching, speaking, and writing. Question type can be limitless to express the situation. To lead technologies and market for domestic and oversea assessment system, supporting on multiple devices with connectivity that will eliminate limitation of time and space is the key feature for design competitiveness. Design of integrated assessment system proposed in this paper can be applied to NCS, fundamental competency evaluation, online test, job aptitude test, and foreign language test which involve listening, reading, writing, and speaking. Compared with existing evaluation method, reduction of investment and operating cost will be greater. Along with development of ICT technologies, the next generation of integrated assessment system will be quickly changed to ASMD, which already involves connected service between internet and smart devices.

고려시대 가구재료 연구 (A Study on the Material of Furniture in Goryeo)

  • 조숙경
    • 한국가구학회지
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    • 제25권1호
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    • pp.19-27
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    • 2014
  • This paper studied the materials of the furniture which the noble men used in Goryeo, based on the furniture material category of solid wood furniture, lacquerware inlaid with mother-of-pearl and hardware. As for the solid wood furniture, the wood and furniture types are inferred based on the documents. The trees used for the wood furniture were zelkova, korean willow, pine, royal paulownia, maidenhair tree, korean pine, chinese juniper and elm. The furniture types were table, chair, wooden bench, small portable table, writing table, and folding screen. As to the types of lacquerware inlaid with mother-of-pearl, most of them were hams with top, which were made of abalone shells. The features of the lacquerware inlaid with mother-of-pearl were in detail and elaborate like the pattern of the full bloomed chrysanthemum. Writing tables were also made of lacquerware as pieces of furniture. Distinctively, the mother-of-pearl furniture material was popular enough to be used even in a horse saddle. Regarding the metal feldspar used as both a practical use and decoration, there are drop handle, hinge, the front basis, and lock seen in the artifacts, which were made of cast iron, bronze, and brass. Their manufacture techniques were eojamoon, bratticing and sheet metal. Through this study of the furniture materials used in Goryeo, it seems that Goryeo furniture focused on the functions rather than on the decorations, and in turn the forms were simple and basic. The technique of mother-of-pearl, a bit elaborate one, was used in the props furniture like kitchen wares, hams, or writing talbes. Probably, the solid wood is inferred to be used in a low wooden bench, a chair, and a table based on the documents.

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Online Digit Recognition using Start and End Point

  • Shim, Jae-chang;Ansari, Md Israfil
    • Journal of Multimedia Information System
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    • 제4권1호
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    • pp.39-42
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    • 2017
  • Communication between human and machine is having been researched from last few decades and still it's a challenging task because human behavior is unpredictable. When it comes on handwritten digits almost each human has their own writing style. Handwritten digit recognition plays an important role, especially in the courtesy amounts on bank checks, postal code on mail address etc. In our study, we proposed an efficient feature extraction system for recognizing single digit number drawn by mouse or by a finger on a screen. Our proposed method combines basic image processing and reading the strokes of a line drawn. It is very simple and easy to implement in various platform as compare to the system which required high system configuration. This system has been designed, implemented, and tested successfully.

스마트폰에서 끌기 기능을 이용한 효과적인 한글 문자 자판 (New Effective Korean Character Keypads using Dragging on Smart Phones)

  • 최재영;임상글;양우철
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제2권6호
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    • pp.423-432
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    • 2013
  • 주로 통화 기능을 제공하던 일반폰과 비교하여 스마트폰은 여러 면에서 기술적으로 진보된 기기이다. 하지만 사용자들은 일반폰에서 사용하던 한글 문자 자판들을 여전히 스마트폰에서 사용하고 있다. 터치스크린이 있는 스마트폰에서 보다 효과적으로 한글을 입력할 수 있는 자판이 요구되고 있다. 먼저 본 논문에서는 표준 한글 문자 자판인 천지인, 나랏글, 그리고 SKY한글에 끌기 기능을 추가하여 확장하였으며, 터치 횟수와 손가락이 움직이는 거리를 기준으로 기존의 한글 자판들과 입력 속도를 비교하여 성능이 향상되는 것을 확인하였다. 또한 추가적으로 스마트폰에 적합한 's-가나'와 's-바다' 한글 자판들을 제안하였다. s-가나 자판에서는 7개의 대표 자음과 5개의 대표 모음들을 순서대로 배치하였으며, s-바다 자판에서는 자음과 모음들을 사용빈도에 따라 많이 사용되는 자판들을 서로 가깝게 배치하였다. 표준 한글 자판들과 비교하여, s-가나 자판은 3~19%, s-바다 자판은 9~24%의 성능이 개선되었다. 마지막으로 본 논문에서는 스마트폰에서 한글 자판들의 사용성을 평가하기 위하여 SELF-T의 5가지 요소들을 설정하였으며, 이 요소들을 기준으로 한글 자판들을 비교하였다.

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • 제10권2호
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

GUI기반 산업용 디지털 기기의 측정값 인식 시스템 (A GUI-based the Recognition System for Measured Values of Digital Instrument in the Industrial Site)

  • 전민식;고봉진
    • 한국항행학회논문지
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    • 제20권5호
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    • pp.496-502
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    • 2016
  • 본 논문에서는 영상처리를 통해 GUI를 기반으로 산업용 디지털 기기의 측정값을 인식하고 기록하는 시스템을 제안하고 구현하였다. 제안한 시스템은 기존의 차량번호판 인식과 달리 산업용 측정기의 LCD화면에 표시되는 값은 디지털 숫자로 표시하고 있어 소수점과 마이너스 표시, LCD보호유리의 반사광등의 여러 가지 장애요인을 고려하였다. LCD화면에 표시된 숫자를 인식하기 위해 블롭 레이블링 (blob-labeling)기법을 사용하였으며, 인식한 숫자 이미지는 템플릿 매칭(template matching)을 통해 숫자가 무엇인지 판별하여, 인식한 측정값을 측정시간과 함께 저장장치에 기록하였다. 본 논문에서 제안한 시스템은 산업현장에서 제품의 내외경이나 높이를 측정하고 기록할 때 수기로 작성하는 번거로움을 줄이고, 수기로 작성 시 잘못 기입하는 경우를 방지함으로써 생산 공정 과정에서 오류가 없는 효율적인 공정관리가 가능하게 하였다.

Analysis of Historical Documents from a Viewpoint of Paper Science

  • Han, Yoon-Hee;Enomae, Toshiharu;Isogal, Akira;Yamamoto, Hirofumi;Hotate, Michihisa
    • 한국펄프종이공학회:학술대회논문집
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    • 한국펄프종이공학회 2006년도 PAN PACIFIC CONFERENCE vol.1
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    • pp.147-152
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    • 2006
  • Restoration of historical documents and arts has become important to inherit cultural properties. Most of historical documents were recorded on paper. Therefore, restoration of ancient papers is demanded and techniques for this purpose must be developed and sophisticated. In our study, several nondestructive methods for analyzing ancient paper have been developed. Image analysis using fast Fourier transform with suitable modifications was applied to optical micrographs of traditionally-handmade Korean and Japanese papers. This analysis determines the angle and anisotropy of fiber orientation of paper surfaces. Fiber orientation of traditionally-handmade Korean and Japanese papers was found to show their own characteristics in accordance with the motion of a papermaking screen made of bamboo splints. Consequently, the information on fiber orientation was found to be possible to distinguish the flow-sheet forming typical of Japanese paper and still-sheet forming typical of Korean paper. Moreover, the anisotropy was always higher for the screen side than for the top side, thus meaning that surface fiber orientation is possible to distinguish the two sides of paper of which papermaking history is unknown. An application of this technique to actual historical documents evidenced that wrapping papers were used as envelops with a lateral side up, namely, after rotating 90 degrees. A variety of cultural habits in writing letters was revealed by discrimination of the two sides.

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