• Title/Summary/Keyword: desktop system

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A Development of Simulation System based on Scenario for Evaluation of e-Navigation MSP (e-Navigation MSP 평가를 위한 시나리오 기반 시뮬레이션 시스템 개발)

  • Shin, Il-Sik;Hwang, Hun-Gyu;Lee, Jang-Se;Yu, Yung-Ho
    • Journal of Advanced Marine Engineering and Technology
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    • v.39 no.1
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    • pp.86-93
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    • 2015
  • Recently, the development of Maritime Service Portfolios (MSPs) for the safe navigation of ship has been discussed internationally. For the successful service of the MSPs, first of all, studies for the standardization about the structure and data structure of MSPs should be preceded. Also, it is necessary to evaluate and assess whether the services are effective for safe navigation, and provided data and portrayal methods are proper. However, because great dangers will be accompanied when untested MSPs about their effectiveness and safety are applied in real ship navigation, it is necessary that effectiveness and safety of the MSPs should be proven under various navigational conditions and environments by simulation. In this paper, we propose a 3D navigation simulation system using desktop PC environment, which is proper for evaluating the effectiveness of MSPs. The system consists of three modules which are simulation scenario editor, 3D visualization of navigational environment and 2D navigational equipment. The scenario editor module provides an environment setting for simulation, such as properties, routes and positions of vessels and aids to navigations. It also provides functions to create a scenario for the simulation to operate. Additionally, the 3D visualization module provides 3D navigational environment which shows interplay between geographical and navigational environment based on the created scenario. The 2D navigational equipment module provides visualization functions of various navigational equipment, shows the interaction between ship's navigational equipment and ship's environment. The simulation scenario, in which various kinds of ships are routing in the port, is created by the developed simulation system, and experimented whether this developed system is appropriate to evaluate and assess the MSPs developed by the International Maritime Organization.

A Phoneme-based Approximate String Searching System for Restricted Korean Character Input Environments (제한된 한글 입력환경을 위한 음소기반 근사 문자열 검색 시스템)

  • Yoon, Tai-Jin;Cho, Hwan-Gue;Chung, Woo-Keun
    • Journal of KIISE:Software and Applications
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    • v.37 no.10
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    • pp.788-801
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    • 2010
  • Advancing of mobile device is remarkable, so the research on mobile input device is getting more important issue. There are lots of input devices such as keypad, QWERTY keypad, touch and speech recognizer, but they are not as convenient as typical keyboard-based desktop input devices so input strings usually contain many typing errors. These input errors are not trouble with communication among person, but it has very critical problem with searching in database, such as dictionary and address book, we can not obtain correct results. Especially, Hangeul has more than 10,000 different characters because one Hangeul character is made by combination of consonants and vowels, frequency of error is higher than English. Generally, suffix tree is the most widely used data structure to deal with errors of query, but it is not enough for variety errors. In this paper, we propose fast approximate Korean word searching system, which allows variety typing errors. This system includes several algorithms for applying general approximate string searching to Hangeul. And we present profanity filters by using proposed system. This system filters over than 90% of coined profanities.

Steep Slope Management System integrated with Realtime Monitoring Information into 3D Web GIS (상시계측센서정보와 3차원 Web GIS를 융합한 급경사지관리시스템)

  • Chung, Dong Ki;Sung, Jae Ryeol;Lee, Dong Wook;Chang, Ki Tae;Lee, Jin Duk
    • Journal of Korean Society of Disaster and Security
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    • v.6 no.3
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    • pp.9-17
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    • 2013
  • Geospatial information data came recently in use to build the location-based service in various fields. These data were shown via a 2-D map in the past but now can be viewed as a 3-D map due to the dramatic evolution of IT technology, thus improving efficiency and raising practicality to a greater extent by providing a more realistic visualization of the field. In addition, many previous GIS applications have been provided under desktop environment, limiting access from remote sites and reducing its approachability for less experienced users. The latest trend offers service with web-based environment, providing efficient sharing of data to all users, both unknown and specific internal users. Therefore, real-time information sensors that have been installed on steep slopes are to be integrated with 3-D geospatial information in this study. It is also to be developed with web-based environment to improve usage and access. There are three steps taken to establish this system: firstly, a 3-D GIS database and 3-D terrain with higher resolution aerial photos and DEM (Digital Elevation Model) have been built; secondly, a system architecture was proposed to integrate real-time sensor information data with 3D Web-based GIS; thirdly, the system has been constructed for Gangwon Province as a test bed to verify the applicability.

Augmented Reality System using Planar Natural Feature Detection and Its Tracking (동일 평면상의 자연 특징점 검출 및 추적을 이용한 증강현실 시스템)

  • Lee, A-Hyun;Lee, Jae-Young;Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.4
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    • pp.49-58
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    • 2011
  • Typically, vision-based AR systems operate on the basis of prior knowledge of the environment such as a square marker. The traditional marker-based AR system has a limitation that the marker has to be located in the sensing range. Therefore, there have been considerable research efforts for the techniques known as real-time camera tracking, in which the system attempts to add unknown 3D features to its feature map, and these then provide registration even when the reference map is out of the sensing range. In this paper, we describe a real-time camera tracking framework specifically designed to track a monocular camera in a desktop workspace. Basic idea of the proposed scheme is that a real-time camera tracking is achieved on the basis of a plane tracking algorithm. Also we suggest a method for re-detecting features to maintain registration of virtual objects. The proposed method can cope with the problem that the features cannot be tracked, when they go out of the sensing range. The main advantage of the proposed system are not only low computational cost but also convenient. It can be applicable to an augmented reality system for mobile computing environment.

A Study on Manipulating Method of 3D Game in HMD Environment by using Eye Tracking (HMD(Head Mounted Display)에서 시선 추적을 통한 3차원 게임 조작 방법 연구)

  • Park, Kang-Ryoung;Lee, Eui-Chul
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.2
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    • pp.49-64
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    • 2008
  • Recently, many researches about making more comfortable input device based on gaze detection technology have been done in human computer interface. However, the system cost becomes high due to the complicated hardware and there is difficulty to use the gaze detection system due to the complicated user calibration procedure. In this paper, we propose a new gaze detection method based on the 2D analysis and a simple user calibration. Our method used a small USB (Universal Serial Bus) camera attached on a HMD (Head-Mounted Display), hot-mirror and IR (Infra-Red) light illuminator. Because the HMD is moved according to user's facial movement, we can implement the gaze detection system of which performance is not affected by facial movement. In addition, we apply our gaze detection system to 3D first person shooting game. From that, the gaze direction of game character is controlled by our gaze detection method and it can target the enemy character and shoot, which can increase the immersion and interest of game. Experimental results showed that the game and gaze detection system could be operated at real-time speed in one desktop computer and we could obtain the gaze detection accuracy of 0.88 degrees. In addition, we could know our gaze detection technology could replace the conventional mouse in the 3D first person shooting game.

Design and Performance Evaluation of Software On-Demand Streaming System Providing Virtual Software Execution Environment (가상 소프트웨어 실행 환경을 제공하는 주문형 소프트웨어 스트리밍 시스템 설계 및 성능평가)

  • Kim Young-Man;Park Hong-Jae;Han Wang-Won;Choi Wan;Heo Seong-Jin
    • The KIPS Transactions:PartC
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    • v.13C no.4 s.107
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    • pp.501-510
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    • 2006
  • Software streaming allows the execution of stream-enabled software on desktop or portable computing devices like PC, PDA, laptop, cellular phone, etc., even while the transmission/streaming from the server may still be in progress. In this paper, we present an efficient streaming system called Software On-Demand(SOD) streaming system to transmit stream-enabled applications in addition to automatic installation of program registry, environment variables, configuration files, and related components. In particular, we design and implement a SOD system in Linux to provide the user with the instant look-and-click software execution environment such that software download and installation are internally proceeded in a completely user-transparent way. Therefore, the SOD system relieves the user from the tricky, failure-prone installation business. In addition, the software developer now obtains a new, powerful means to advertise and propagate their software products since the user can use software packages via user-friendly UI window or web browser by look-and-click interactive operation. In the paper, we also make a couple of SOD streaming experiments using a spectrum of popular softwares. Based on the analysis of the experiment results, we also propose two performance improvement schemes.

Extracting Flick Operator for Predicting Performance by GOMS Model in Small Touch Screen

  • Choi, Mikyung;Lee, Bong Geun;Oh, Hyungseok;Myung, Rohae
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.2
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    • pp.179-187
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    • 2013
  • Objective: The purpose of this study is to extract GOMS manual operator, except for an experiment with participants. Background: The GOMS model has advantage of rapid modeling which is suitable for the environment of technology development which has a short life cycle products with a fast pace. The GOMS model was originally designed for desktop environment so that it is not adequate for implementing into the latest HCI environment such as small touch screen device. Therefore, this research proposed GOMS manual operator extraction methodology which is excluded experimental method. And flick Gesture was selected to explain application of proposed methodology to extract new operator. Method: Divide into start to final step of hand gesture needed to extract as an operator through gesture task analysis. Then apply the original GOMS operator to each similar step of gesture and modify the operator for implementation stage based on existing Fitts' law research. Steps that are required to move are modified based on the Fitts' law developed in touch screen device. Finally, new operator can be derived from using these stages and a validation experiment, performed to verify the validity of new operator and methodology by comparing human performance. Results: The average movement times of the participants' performance and the operator which is extracted in case study are not different significantly. Also the average of movement times of each type of view study is not different significantly. Conclusion: In conclusion, the result of the proposed methodology for extracting new operator is similar to the result of the experiment with their participants. Furthermore the GOMS model included the operator by the proposed methodology in this research could be applied successfully to predict the user's performance. Application: Using this methodology could be applied to develop new finger gesture in the touch screen. Also this proposed methodology could be applied to evaluate the usability of certain system rapidly including the new finger gesture performance.

A Study on the types of PDA Icons and their Communication Capacity (개인용 정보단말기(PDA)에 사용되는 아이콘의 직관적 의미전달능력에 관한 연구)

  • 신명희
    • Archives of design research
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    • v.17 no.2
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    • pp.269-278
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    • 2004
  • This research categorizes various icons that used in PDAs according to symbolization patterns, operating systems and support for color display. Since different icons vary in communication capacity I executed this research to verify it positively. In result, PDA loons were found to have different intuitive communication capacity according to its functions, symbolization pattern, operating system and use of color. \circled1 Icons which have similar object as ones that are used on desktop computer and icons with accurate, simple expression seems to have higher intuitive communication capacity among the icons categorized by functions. \circled2 Among the icons categorized by symbolization pattern, ones that express the action related to their functions have the highest recognition accuracy and longer delay before recognition. \circled3 Among the icons categorized by operating systems, ones that have concrete expression of object and a number of representation elements have higher recognition accuracy and longer delay before recognition. \circled4 Among the icons categorized by color and grayscale, ones with color have superior communication capacity due to additional stimulation although LCDs in most PDAs have limited color depth.

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Analysis of Sediment Reduction with VFS and Diversion Channel with Enhancements in SWAT Landuse-Subbasin Overland Flow and VFS Modules

  • Park, Youn-Shik;Kim, Jong-Gun;Kim, Nam-Won;Engel, Bernie;Lim, Kyoung-Jae
    • Proceedings of the Korea Water Resources Association Conference
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    • 2009.05a
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    • pp.752-757
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    • 2009
  • In the last decade, many methods such as greet chamber, reservoir, or debris barrier, have been utilized to manage and prevent muddy water problem. The Vegetative Filter Strip (VFS) has been thought to be one of the most effective methods to trap sediment effectively. The VFS are usually installed at the edge of agricultural areas adjacent to stream or drainage ditches, and it has been shown that the VFS effectively removes pollutants transported with upland runoff. But, if the VFS is installed without any scientific analysis of rainfall-runoff characteristics, soil erosion, and sediment analysis, it may not reduce the sediment as much as expected. Although Soil and Water Assessment Tool (SWAT) model has been used worldwide for many hydrologic and Non-Point Source Pollution (NPSP) analysis at a watershed scale. but it has many limitations in simulating the VFS. Because it considers only 'filter strip width' when the model estimates sediment trapping efficiency, and does not consider the routing of sediment with overland flow option which is expected to maximize the sediment trapping efficiency from upper agricultural subbasin to lower spatially-explicit filter strip. Therefore, the SWAT overland flow option between landuse-subbasins with sediment routing capability was enhanced with modifications in SWAT watershed configuration and SWAT engine. The enhanced SWAT can simulate the sediment trapping efficiency of the VFS in the similar way as the desktop VFSMOD-w system does. Also it now can simulate the effects of overland flow from upper subbasin to reflect the increased runoff volume at the receiving subbasin, which is what is occurring at the field if no diversion channel is installed. In this study, the enhanced SWAT model was applied to small watershed located at Jaun-ri in South Korea to simulate diversion channel and spatially-explicit VFS. It was found that approximately sediment can be reduced by 31%, 65%, 68%, with diversion channel, the VFS, and the VFS with diversion channel, respectively.

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Study on Disaster Recovery Efficiency of Terminal PC in Financial Company (금융회사 단말PC 재해복구 효율에 관한 연구)

  • Yi, Seung-Chul;Yoon, Joon-Seob;Lee, Kyung-Ho
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.1
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    • pp.211-224
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    • 2015
  • Financial companies have invested a lot in their disaster recovery system and exercised training more than once a year to comply related laws and regulations. But massive PCs(Personal Computers) became disrupted simultaneously and it took a lot of time to recover massive PCs concurrently when March 20 cyber attack occurred. So, it was impossible to meet the tartgeted business continuity level. It was because the importance of PC recovery was neglected compared to other disaster recovery areas. This study suggests the measure to recover massive branch terminal PCs of financial companies simultaneously in cost-effective way utilizing the existing technology and tests recovery time. It means that in the event of disaster financial companies could recover branch terminal PCs in 3 hours which is recommended recovery time by regulatory body. Other financial companies operating similar type and volume of branches would refer to the recovery structure and method proposed by this study.