• Title/Summary/Keyword: button design

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User Interface Experiment Model Design for Touch-Screen Based on Navigation System (터치스크린 기반 항해 시스템을 위한 사용자 인터페이스 실험 모델 설계)

  • Jeon, Hyun-Min;An, Jae-Yong;Oh, Seung-Yup;Park, Peom
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.11
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    • pp.503-510
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    • 2014
  • With the development of electronic communication technology, the ship's navigational equipment is being digitized, and it has being studied touch-screen-based navigation user interface. However, due to the influence of environmental factors such as waves, it has a potential problem hazardous marine accident occurs due to incorrect operation, the systematic research in consideration of this be done do not. In this paper, we provide a user interface experimental model to verify the stability that takes into account the external environment of the touch-screen input on. Further, we simulated to verify that the interface of the touch screen, the effect of applying the input delay time and the size of the button is obtained through the experimental model proposed. It will be able to greatly contribute to studies of the interface robust touch screen user errors that can be analyzed by the experimental model is proposed to improve the ship, the overall system stability.

A Research Study on the Wearing Conditions and Preferences of Slim Fit Tailored Jacket Consumers - Focused on the comparison by body shape among the women in their 30s - (슬림 핏 테일러드 재킷의 소비자 착용실태 및 선호 조사연구 - 30대 여성 체형별 비교 중심으로 -)

  • Jeong, JaeChul;Park, SunKyung
    • Fashion & Textile Research Journal
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    • v.17 no.4
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    • pp.588-596
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    • 2015
  • This study aims to provide the basic reference necessary in improving the fitness of a ready-to-wear brand jacket through a research on the wearing conditions and preferences regarding a tailored jacket by body shape of the women in their 30s. The following results were drawn by implementing the research method of the self-administered type survey targeting 201 women in their 30s from August 14~28, 2014. First, the female consumers in their 30s preferred one button slim fit jacket when purchasing a tailored jacket and chose a close-fitting size. Second, the slim fit tailored jacket consumers preferred a jacket with some extra portion in the bust and hip areas but tightly fit in the waist area. Third, when purchasing a jacket under the ready-to-wear size system, the women with a triangle shape similar to a standard body silhouette had less instances of mending a jacket while the women with a big or small rectangle shape different from a standard body silhouette had more experiences of mending a jacket. Accordingly, it is expected of the manufacturers to increase the fitness satisfaction of the consumers by identifying the problems concerning the fitness and suggesting the improvement plans to produce a jacket of a good fitness reflecting the properties of different body shapes through such research on the wearing conditions and preferences regarding a tailored jacket by body shape of the women in their 30s.

An Analysis of the Cotton Fabric armour(綿甲) in the late Joseon Korea - with Emphasis on the Remaining Artifact in the National Museum of Korea - (조선 후기 면갑(綿甲) 유물 분석 - 국립중앙박물관 소장 유물을 중심으로 -)

  • Park, Ga Young;Song, Mi Kyung
    • Journal of the Korean Society of Costume
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    • v.63 no.4
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    • pp.158-167
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    • 2013
  • The cotton fabric armour for lower class soldiers can be found from the historical records of the mid-Joseon Korea. And the records show that the form and the structure of the armour was modified in the late 19th century in order to provide better protection from gunshots for the soldiers in the midst of the invasions from the West. This is a survey and research of the only artifact of the cotton fabric armour remaining in Korea - for its form, dimensions, and design. Using the historical records as reference, we can confirm the structure and characteristics of the cotton fabric armour of the Joseon period. This cotton fabric armour, preserved in National Museum of Korea, is a vest-type armour made of 30 layers of cotton. On the right shoulder, there is a button for tying knots and strings were tied under both armpits. On the surface of the cotton fabric armour there were some characters and patterns stamped in black. Presently, this artifact in Korea is the only specimen relic of its sort, but there are some other related relics in foreign countries including helmets and belts. Continuous researches would help extend the scope of armour study beyond the traditional researches that only focuses on the armours of the officials, thus helping us to understand the military costumes in traditional Korea.

The Design and Implementation of ECU Simulator for the Smart Vehicle based on FOTA (FOTA 기반 지능형 자동차를 위한 범용 ECU 시뮬레이터 설계 및 구현)

  • Park, In-Hye;Ko, Jae-Jin;Kwak, Jae-Min
    • Journal of Advanced Navigation Technology
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    • v.18 no.1
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    • pp.22-28
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    • 2014
  • This paper presents the design and development of ECU simulator in order to verify automatic firmware update system of ECU SW on the vehicle. We designed and developed general-proposed ECU simulator as devide into HW and SW parts. HWadopt 32bit MPU, CAN, LIN, LCD, and touch-pad button to satisfy general-proposed ECU level. And SW constructed as finite-state-machine structure in order to support HW spec. We developed ECU manager which deliveries update data to verify validity of operation. And we tested ECU simulator with ECU manager. For test of validity of ECU simulator, we set 4 scenarios between ECU simulator and manager. As the result, we confirmed validity of operation in ECU simulator for automatic SW update system.

Design and Implementation of Channel Filtering System Based on TV Watching Patterns (TV 시청 패턴을 고려한 채널 필터링 시스템 설계 및 구현)

  • Park, Woo-Ram;Park, Tae-Keun
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1413-1422
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    • 2010
  • With the emergence of digital TV broadcasting, various channels are provided to a TV audience. But it is getting hard for the audience to find his or her preferred TV programs due to the huge number of TV channels. In order to mitigate the difficulty, TV broadcasting companies provide an electronic program guide (EPG), which is a digital guide to scheduled broadcast TV programs. However, it results in the information overload problem and the time-consuming problem since the number of TV channels and programs is gradually on the increase. In this paper, we design and develop a channel filtering system, which recommends a small number of channels by filtering TV channels based on the watching pattern of the TV audience. The channel filtering system does not require the replacement or upgrade of existing TV or set-top box. In addition, it increases usability by skipping the channels that broadcast the audience's non-preferred TV programs while the TV audience presses the channel up/down button.

Arduino hardware and Android ADK software combination (아두이노 하드웨어와 안드로이드 ADK 소프트웨어의 결합)

  • Lee, Sung-jin;Choi, Chul-kil;Lee, Kyung-mu;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.336-339
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    • 2013
  • Arduino is for design based on open source prototyping platform, artist, designer, hobby activists, etc, i has been designed for all those who are interested in the environment construct. Arduino adventage you can easily create applications hardware, without deep knowledge about the hardware. Configuration of arduino using AVR microcontroller ATmage 168, software to action arduino using arduino program, MATLAB, Processing. Arduino is open source base, you can hardware production directly and using shield additionally, the arduino can be combined. Android AKD is open source. You can create android smart phone application. By the way compatible and can be used android ADK add arduino Manifast. Using arduino program, arduino bread-board design on hardware., create button click, connection with each other. In this paper, sortware was used for arduino program and android ADK, hardware was used for arduino MegaADK board, After making one accessory using the software and hardware verification.

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Comparison of Jumper and Jacket Preference of Senior Females according to their Ages (노인여성의 연령별 점퍼와 재킷선호도 비교)

  • Kim, Jeam-Hae;Lee, Young-Ju
    • Fashion & Textile Research Journal
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    • v.14 no.1
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    • pp.90-99
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    • 2012
  • The purpose of this study is to compare female members's jumper and jacket preferences for five different styles of Fall/Winter jumpers and jackets, divided into three age groups(65-69 yr, 70-74 yr, over 75 yr). Total 324 senior females, ages over 65 in Kimhae and Busan area were chosen for the study. The major findings of this study were as follow; For the age group, 65 to 69, in the jumper category, it was important for them to look slender and sophisticated. Jumpers with quilted thin fabrics, jumpers with hooded jumpers zippers, and short chinese collar in the short blouson style were preferred in the age group. Jacket needed to be designed in A-line styles, short or long with one or two buttons and of various length. For those in the 70 to 74 age group, the jumper designs need to be tidy and clean with box-shaped pockets. In addition, various formal style jumpers with increasing length up to hip lines. For jackets, it is necessary to increase the number of designs with convertible collars with three button in front, elegantly covered pocket, long enough to cover the hip line. For those in the age group of 75 or over, it was essential for jumpers and jackets to be of increasing length in box style, loose-fit with, front-closure or snap buttons and out pockets that allows one to put their hands in the jumper. They preferred jacket length down to the hip-line, wing collar for jumpers, tailored collar for jackets more than the other age groups.

A Study on the Morphological Feature of Baeja Excavated from the Tomb of Sim, Su-ryun(沈秀崙) (심수륜(沈秀崙)묘 출토 배자(背子)의 형태적 특징 고찰)

  • Lee, Young Min;Cho, Woo Hyun
    • Journal of the Korean Society of Costume
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    • v.64 no.8
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    • pp.55-66
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    • 2014
  • Baeja(背子), which was excavated from the tomb of Sim, Su-ryun(沈秀崙, 1534-1589), a civil official, has a distinctive pattern. Two rectangles are connected by button knots on both shoulders and below the armpits, and surround the front and back of the upper body. Also, the back is shorter than the front, while the center-front is not opened. It also has a round neckline without a collar. Jeojuji(楮注紙), which is a traditional Korean paper made from mulberry bark, is put between the outer shell and lining of this clothing as an interlining. The purpose of this study is to perform a morphological feature analysis of the Baeja to examine its characteristics and name, and clothes with similar features, attire relic, pictorial and ceramic materials as well as precedent studies were used in the analysis. The Baeja, which was excavated from the tomb of Sim, Su-ryun, has the same pattern as Yangdang(裲檔), which was worn in the ancient northern region and China. Its composition and the way it was worn are very simple. Also, the shorter back length can be used as evidence that it was worn as everyday outer clothing, and not in a ceremony. Jeojuji, used as an interlining, made it easy to sew and maintain attire pattern and played a role of maintaining warmth. Therefore, this Baeja is presumed to be an outer clothing simply worn in the everyday life for convenience and warmth. In regards to its morphological feature, it was most likely a Yangdang in Joseon Dynasty.

Tactile Sensing for Virtual Interaction as a Part of Ubiquitous Game Development (유비쿼터스게임의 상호작용 구성요소 개발을 위한 촉각응용)

  • Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.6
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    • pp.1062-1068
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    • 2007
  • In order to design and develop a ubiquitous game, it is necessary to develop a natural and flexible interface between the real world and the virtual world, based on social and physical context awareness. We design user interface model and the tactile sensing system that performs virtual interaction and collection of the sensor data. It is sensitive so the collected data should be filtered, rearranged and analyzed. This information is quite different from stylus input, keyboard, button or mouse for interaction. We detect kicked 3D force position of a ball, moment of area, moment of inertia and modified ball shape using tactile sensing system and analyzed data. The results demonstrate that the proposed approach is desirable and robust as well as the results can be used realistic actions and reactions considering attack force and to make interesting environments for ubiquitous game.

Comparative Analysis on Smart Features of IoT Home Living Products among Korea, China and Japan (한·중·일 IoT홈 가전생활재의 지능형 기능성 비교연구)

  • Zhang, Chun Chun;Lee, Yeun Sook;Hwang, Ji Hye;Park, Jae Hyun
    • Design Convergence Study
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    • v.15 no.2
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    • pp.237-250
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    • 2016
  • Along with rapid development, progress of the network technology and digital information technology, human are stepping into the intelligent society of internet. Thereby the quality of living environment and working environment are keep improving. Under the big background of internet era, the timeliness and convenience of smart home system has been improved greatly. While lots of smart products have gradually penetrated into people's daily life. The household appliances are among most popular ones. This paper is intended to compare smart features of household living products among most representative brands in China, Japan and South Korea. The smart features include self-learning, self-adapting, self-coordinating, self-diagnosing, self-inferring, self-organizing, and self adjusting. As result, most smart features of these products showed great similarity. While some features were dominated according to countries such as remote control feature in Korea, energy saving feature in Japan, and one button operation feature in China.