• Title/Summary/Keyword: button design

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Hunminjungum Keypad (훈민정음 글자판)

  • Kim, Sungwook
    • Journal of Internet Computing and Services
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    • v.22 no.4
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    • pp.29-49
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    • 2021
  • This paper proposes the Hunminjungum Keypad that applied the creation principle of Hunminjungum to the design of keypad. The proposed keypad arranged 28 letters of Hunminjungum to have correlations with each other between consonants, between vowels, and between consonants and vowels. That is, Consonant buttons are arranged by grouping letters of the same sound by sounds of five voices. And the vowel buttons are arranged at the bottom and the right side of the consonant area according to the position where a vowel is attached to the consonant. In the meantime, Hangul keypads have mainly used 12 button keypads in 4 lines and 3 columns. These keypads have structurally disadvantageous in the touch count and moving distance. Recently, keypads with many letter buttons such as QWERTY and single-vowel are also used a lot. If the number of letter buttons provided in the keypad increases, touch count decreases. And If the letter buttons are arranged to have a correlation with each other, the moving distance becomes smaller. The experimental results show that the proposed keypad has high efficiency in all evaluation factors such as touch count, moving distance and input time.

Selective Advertisement Transmission System Design Using Smart Sensor

  • Lim, Myung-Jae;Chung, Dong-Kun;Kim, Kyu-Dong;Kwon, Young-Man
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.66-71
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    • 2021
  • In this paper, we sought ways to accept and reject advertisements using the function of a smartphone gyro sensor to enable selective transmission and reception of YouTube advertisements by linking the gyro function of mobile phones. In the case of YouTube advertisements, the skip button is activated after the advertisement is played for a certain period of time (about 5 seconds) before and after the video is played. During the time the advertisement is maintained, it can be used to achieve various goals such as increased website traffic, brand awareness, and sales induction. Since this type of advertisement is not a setting in which the transition takes place immediately, it can be seen as the most suitable setting to strengthen brand awareness. However, due to the nature of the YouTube advertising system, it is often discarded through users' skipping behavior in the process of sharing and reproducing information. Therefore, in this paper, we implemented an optional advertisement transmission system that applies the principle of gyroscope to minimize wasted advertisements and selectively maintain desired advertisements in consideration of the transmission and reception aspects of advertisement broadcasts. It measures rotational repulsive force with directional stability and car wash characteristics, and uses algorithms to identify the slope and angular speed of mobile phones to ensure that advertisements are transmitted and received. Through this, it is expected that advertisement transmission can be performed on the side of an advertisement provider, and selective advertisement reception can be performed on the side of a user.

A Study on Improving Usability of Webdewey for Learners (학습자를 위한 웹듀이의 사용성 증진 방안 연구)

  • Baek, Ji-won
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.2
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    • pp.75-95
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    • 2022
  • This study was carried out with the aim of analyzing the development and functional changes of Webdewey, which has become a basic tool of classification learning, analyzing it in terms of usability for learners, and suggesting specific ways to improve WebDewey's usability. In order to achieve this research objective, the concepts and principles of UI and usability were first laid out, and Webdewey's structure and key functions were analyzed. Since then, Webdewey's media changes and periodical feature changes have been analyzed. In addition, an opinion survey was conducted on the usability of WebDewey among learners who used WebDewey in the learning process, and proposed ways to improve WebDewey's usability based on the implications and direction of improvement derived from it. In terms of UI, proposals have been made to introduce display methods, visualization devices, the advantages of printed versions, and the development of Korean versions. In terms of the 'Create built number' function, suggestions have been made to improve usability in terms of basic number selection, composite route guidance and error message provision, new reference and route construction, screen and button design, and built-number component guidance.

Design of Vision Based Punching Machine having Serial Communication

  • Lee, Young-Choon;Lee, Seong-Cheol;Kim, Seong-Min
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2430-2434
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    • 2005
  • Automatic FPC punching instrument for the improvement of working condition and cost saving is introduced in this paper. FPC(flexible printed circuit) is used to detect the contact position of K/B and button like a cellular phone. Depending on the quality of the printed ink and position of reference punching point to the FPC, the resistance and current are varied to the malfunctioning values. The size of reference punching point is 2mm and the above. Because the punching operation is done manually, the accuracy of the punching degree is varied with operator's condition. Recently, The punching accuracy has deteriorated severely to the 2mm punching reference hall so that assembly of the K/B has hardly done. To improve this manual punching operation to the FPC, automatic FPC punching system is introduced. Precise mechanical parts like a 5-step stepping motor and ball screw mechanism are designed and tested and low cost PC camera is used for the sake of cost down instead of using high quality vision systems for the FA. 3D Mechanical design tool(Pro/E) is used to manage the exact tolerance circumstances and avoid design failures. Simulation is performed to make the complete vision based punching machine before assembly, and this procedure led to the manufacturing cost saving. As the image processing algorithms, dilation, erosion, and threshold calculation is applied to obtain an exact center position from the FPC print marks. These image processing algorithms made the original images having various noises have clean binary pixels which is easy to calculate the center position of print marks. Moment and Least square method are used to calculate the center position of objects. In this development circumstance, Moment method was superior to the Least square one at the calculation of speed and against noise. Main control panel is programmed by Visual C++ and graphical Active X for the whole management of vision based automatic punching machine. Operating modes like manual, calibration, and automatic mode are added to the main control panel for the compensation of bad FPC print conditions and mechanical tolerance occurring in the case of punch and die reassembly. Test algorithms and programs showed good results to the designed automatic punching system and led to the increase of productivity and huge cost down to law material like FPC by avoiding bad quality.

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TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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Models for Determining the Vehicle and Pedestrian Volumes for the installation of Pedestrian Pushbuttons (보행자 작동신호기 설치기준 정립을 위한 적정 차량 및 보행자 교통량 추정모형)

  • YOON, Seung Sup;YANG, Jae Ho;KIM, Nam Seok
    • Journal of Korean Society of Transportation
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    • v.33 no.5
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    • pp.488-496
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    • 2015
  • The main reason to install pedestrian pushbuttons is improving traffic operations. The current guideline for the installation of signal systems with pedestrian pushbuttons is car-oriented. It is difficult to clearly understand the guideline because there isn't an in-depth study to compare the pros and cons of the pedestrian- and vehicle-oriented methods in terms of waiting time. Thus, this study aims to estimate the waiting times of pedestrians and vehicles. The two delay times are compared considering the hypothetical circumstances such as geometry, pedestrian crossing time, pedestrian/vehicle counts and arrival distribution. The results show that when the pedestrian traffic volume exceeds 97 ped/h in the case of a two-lane road (one lane in each direction) the pushbutton system is effective and beneficial to pedestrians. It means that the total waiting time of pedestrians is less than the one of vehicles. Additional four scenarios are designed and tested by varying the number of lanes and design speeds. In conclusion, the pushbutton signal is more beneficial for pedestrians when the number of pedestrians is less than or equal to 85, 70, and 70 ped/h for the three-lane scenario, the four-lane with the design speed of 80km/h scenario, and the four-lane with the design speed of 100km/h, respectively.

Design and Implementation of Virtual Reality Prototype Crane Training System using Unity 3D (Unity 3D를 이용한 가상현실 프로토타입 크레인 훈련 시스템 설계 및 구현)

  • Heo, Seok-Yeol;Kim, Geon-Young;Choi, Jung-Bin;Park, Ji-Woo;Jeon, Min-Ji;Lee, Wan-Jik
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.569-575
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    • 2022
  • It is most desirable to build a crane training program in the same evvironment as the actual port, but it has problem such as time constraint and cost. To overcome these limitations, next-generation training programs based on AR/VR are receiving a lot of attention. In this paper, a prototype of a harbor crane training system based on virtual reality was designed and implemented. The system implemented in this paper consists of two elements: an Arduino-based IoT terminal and an HMD equipped with a Unity application program. The IoT terminal consists of 2 controllers, 2 toggle switches, and 8 button switches to process data generated according to the user's operation. The HMD uses Oculus Quest2 and is connected to the IoT terminal through wireless communication to provide user convenience. The training system implemented in this paper is expected to provide trainees with a training environment independent of time and place through virtual reality and to save time and money.

Design and Implementation of Mobile Vision-based Augmented Galaga using Real Objects (실제 물체를 이용한 모바일 비전 기술 기반의 실감형 갤러그의 설계 및 구현)

  • Park, An-Jin;Yang, Jong-Yeol;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.85-96
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    • 2008
  • Recently, research on augmented games as a new game genre has attracted a lot of attention. An augmented game overlaps virtual objects in an augmented reality(AR) environment, allowing game players to interact with the AR environment through manipulating real and virtual objects. However, it is difficult to release existing augmented games to ordinary game players, as the games generally use very expensive and inconvenient 'backpack' systems: To solve this problem, several augmented games have been proposed using mobile devices equipped with cameras, but it can be only enjoyed at a previously-installed location, as a ‘color marker' or 'pattern marker’ is used to overlap the virtual object with the real environment. Accordingly, this paper introduces an augmented game, called augmented galaga based on traditional well-known galaga, executed on mobile devices to make game players experience the game without any economic burdens. Augmented galaga uses real object in real environments, and uses scale-invariant features(SIFT), and Euclidean distance to recognize the real objects. The virtural aliens are randomly appeared around the specific objects, several specific objects are used to improve the interest aspect, andgame players attack the virtual aliens by moving the mobile devices towards specific objects and clicking a button of mobile devices. As a result, we expect that augmented galaga provides an exciting experience without any economic burdens for players based on the game paradigm, where the user interacts with both the physical world captured by a mobile camera and the virtual aliens automatically generated by a mobile devices.

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A Study on form of 'collar' in the China and Mongolian Traditional OverCoat & National Costume -Focusing on 13th Century's- (중국 및 몽고제국의 포제와 민족복에 나타난 ' 깃 (옷깃)'에 대한 연구 -13세기를 중심으로-)

  • 김은주
    • Journal of the Korean Society of Costume
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    • v.19
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    • pp.209-240
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    • 1992
  • The costume of any nation is an attribute of a culture. This study concerns chinese and Mongolian costume's 'collar' form according to the observation of some reports about import folk materials and the pictures of the genuine objects, the author has investigated and rearranged them focusing on 13th Century's. 1. Traditional OverCoat or National costume on the poing of won dynasty in china such as Jacket, Coat, Mantle for making classical matching color, lacing, pearl pieces, and all costume shall be properly decorated and disigned. The example, Chinese Women's Gown and Double Jacket, on top of alignment of plaid, focus shall be placed on chinese classical form and color-matching, such as flowers and bireds, butterflies, made wishing ornaments, which shall be either hand painted or embroidered on collars, fronts, sleeves openings, and lower portion of gown. 2. Mongolian Costume, the stone status of a person, are seen at the territory of the Republic of Mongolia was a powerful country of Asia. So during the Mongolian Empire a lot of Missions from many countries came to kharakorom for establishing official relations between Mongolia and a country represented by mission. In particularly, the costume of mongols on the point of Chinggis khan Empire which the upper clothes in cluded ; a several kinds of the Caftan as compared with in Korea as to material (Silk caftan, Cotton Caftan, Fur Caftan) with closing to the right due to overlapping and Stand-up-Shawl Collars will pancho style & Round or V Neckline. 3. As compared with in Korea it is said that this a sort of Simui was brought in prior to the middle of Koryeo dynasty. Korean Simui system was complied with chinese system through confucian domestic behaviour. This was respected for court dress of confucian scholars, as it was, Chumri can ordinary dress of schloars) and Hakchangui ( a uniform of confucian student). Generally its form or shape of the outer lapels of Korean jacket were used together Squar-Tray-Collar. In late Yi-dynasty the inside collar length was longer than the outside collar length and the width of the collar was gradually narrow. And so the Traditional costume's outer collar of Jacket and OverCoat became small while the width and length of breast-tie became large. The same thing as the form of the collar on these days had been appeared by the design method or adjust one's dress. Therefore the form of collar in the china and Mongolian Traditional OverCoat & National Costume is fix arranged according to Stand up Collar, Without Collar, Clothing to the Right, Central opening, Horizontal Row of Button with Round or V Neckline and so on.

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Interactive Statistics Laboratory using R and Sage (R을 활용한 '대화형 통계학 입문 실습실' 개발과 활용)

  • Lee, Sang-Gu;Lee, Geung-Hee;Choi, Yong-Seok;Lee, Jae Hwa;Lee, Jenny Jyoung
    • Communications of Mathematical Education
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    • v.29 no.4
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    • pp.573-588
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    • 2015
  • In this paper, we introduce development process and application of a simple and effective model of a statistics laboratory using open source software R, one of leading language and environment for statistical computing and graphics. This model consists of HTML files, including Sage cells, video lectures and enough internet resources. Users do not have to install statistical softwares to run their code. Clicking 'evaluate' button in the web page displays the result that is calculated through cloud-computing environment. Hence, with any type of mobile equipment and internet, learners can freely practice statistical concepts and theorems via various examples with sample R (or Sage) codes which were given, while instructors can easily design and modify it for his/her lectures, only gathering many existing resources and editing HTML file. This will be a resonable model of laboratory for studying statistics. This model with bunch of provided materials will reduce the time and effort needed for R-beginners to be acquainted with and understand R language and also stimulate beginners' interest in statistics. We introduce this interactive statistical laboratory as an useful model for beginners to learn basic statistical concepts and R.