• Title/Summary/Keyword: smart interface

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Securing of Potential Users of Smartphone UI due to the Philosophy of its Design (스마트 폰 UI의 디자인 철학에 따른 잠재적 사용자 확보)

  • Kim, Su-Hee;Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.503-513
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    • 2016
  • Innovator and Early Adopter are main clients of smart phone until now, but the silver generation enjoying price stability and the Internet emerges, so a strategy of the importance, systematic classification, and focus of a neglected class is needed. It is necessary to analyze UI that can departmentalize not a neglected class limited to the silver generation but potential users who can be voluntarily users and can secure them. To secure them, the researcher analyzes how Windows, Icons, Mouse Pull-Down-Menus(WIMP) of UI has been applied in the process that skeuomorphism UI of iPhone, Metro UI of MS, and Material UI of Google change. As a result of an analysis, skeuomorphism is not entirely new and has secured potential users slowly with a method to compensate and improve a part that users disregard. As a concept of touch UI, Metro UI considered potential users from the beginning but did not secure them with new and epoch-making UI. However, Material UI of Google compensates the weaknesses of skeuomorphism UI and Metro UI and emphasizes cost-effectiveness, so has developed into UI that can secure final consumers of potential users. Therefore, to secure potential users, it should make users themselves understand why they should use smart phone, and it should approach with more organized studies on UI through feedback of observation and direct talks.

Design of Serendipity Service Based on Near Field Communication Technology (NFC 기반 세렌디피티 시스템 설계)

  • Lee, Kyoung-Jun;Hong, Sung-Woo
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.293-304
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    • 2011
  • The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.

A Study on Customer Satisfaction for Smart Trunk using the Kano Model (카노모델을 이용한 스마트 트렁크 기능의 고객 만족에 관한 연구)

  • Kim, Dong-Yeon;Shin, Hoon-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.115-123
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    • 2021
  • In recent years, the automobile industry has been facing a major change with the introduction of new technologies represented by autonomous driving, electrification, and digitalization. Major domestic and overseas automakers are trying to use a systematic approach to customer satisfaction through user interfaces to provide customers with a special experience and value beyond just making products with high performance. This study proposes the Kano model as a systematic and qualitative research method for satisfaction. As a case study, 17 functions of a product were sorted (3 operation functions, 7 safety functions, and 7 convenience functions). This was done by analyzing the use case and the customers' requirements for a smart trunk system. 18 new functions were derived via creative ideation codes. In addition, a scientific analysis method is proposed for product quality attributes and the strength of customer satisfaction. Using the Kano methodology, 25 functions were classified into quality attributes: 18 attractive qualities, 3 one-dimensional qualities, and 4 complex qualities, which are combinations of one-dimension qualities and must-have qualities. The functions that have one-dimensional quality and complex qualities were found to have higher customer ratings than the functions that have attractive qualities. Based on this, enterprises could effectively reduce customer complaints and enhance customer satisfaction.

Representation of a Conceptual Design for a Rectilinear Motion Polymer Actuator

  • Koo, Ja-Choon;Jung, Kwang-Mok;Park, Jong-Kil;Nam, Jae-Do;Lee, Young-Kwan;Jeon, Jae-Wook;Choi, Hyouk-Ryeol
    • International Journal of Control, Automation, and Systems
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    • v.5 no.4
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    • pp.429-435
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    • 2007
  • A number of different alternative actuation methods have been under active development for some specific applications where the traditional electromechanical actuators are difficult to apply. Recently, many of these substitutes are trying to employ new smart materials like electroactive polymers. However most of the polymeric materials are flexible and vulnerable so that they normally can not sustain external forces. Although the materials have shown a good potential to be used for alternative actuation mechanisms, no tangible industrial application is yet presented because of the reason. A conceptual design for a rectilinear motion actuator using dielectric elastomer is presented in this article. The introduced design concept might enable to produce fairly controllable rectilinear motions for various applications and the presented prototype actuator system is fully packaged in a small unit and controlled by a standard communication interface.

Digital Content Interactions Using RFID/NFC-based Tangible Interfaces in Augmented Reality Environments (증강현실 환경하에서 RFID/NFC 기반의 탠저블 인터페이스를 활용한 디지털 콘텐츠 상호작용)

  • Seo, Dong Woo;Lee, Jae Yeol;Kim, Jae Sung
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.2
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    • pp.159-170
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    • 2015
  • Radio-Frequency Identification (RFID) or Near Field Communication (NFC) technology has many advantages over other visual interfaces since it does not require line-of-sight alignment, can identify multiple tags simultaneously, and does not destroy the integrity of original objects. In addition, smart devices such as smartphone and smartpad have NFC/RFID readers which can provide mobile and natural interactions with digital and physical contents. Augmented reality has an excellent visual interaction capability with digital contents in a real environment by embedding digital contents into the physical world. In this paper, we propose a new approach to digital content interactions using RFID/NFC-based tangible interfaces in augmented reality environments that utilize invisible interfaces in addition to marker-based visual interfaces. By combining the advantages of invisible and visual interfaces, more intuitive interactions with digital contents can be provided, which can remove the difficulty of using typical AR paddles that are widely used in AR interactions. In particular, a semantic AR ontology is defined to provide more convenient interactions. Through the semantic ontology-based inferencing, physical querying and filtering are effectively supported. We will show the effectiveness and advantage of the proposed approach by demonstrating implementation results.

Thermal Characteristics of the Optimal Design on 20W COB LED Down Light Heat Sink

  • Kwon, Jae-Hyun;Lee, Jun-Myung;Huang, Wei;Park, Keon-Jun;Kim, Yong-Kab
    • International journal of advanced smart convergence
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    • v.2 no.2
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    • pp.19-22
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    • 2013
  • As the demand of the LED for lighting that emits light by p-n junction is increasing, studies on heatproof plate technology is being conducted to minimize the temperature of the LED lighting. As for the temperature of the LED devices, their light emitting efficiency decreases and the maximum lifespan drops down to 1/5. Therefore there are heat dissipation studies going on to minimize the heat. For LED heat dissipation, aluminum heat sink plates are mostly used. For this paper, we designed heat sink that fits residential 20W COB LED Down Light; packaged the heat sink and 20W COB and analyzed and evaluated the thermal properties through a Solidworks flow simulation. We are planning to design the optimal heat sink plate to solve the thermal agglomeration considering TIM(Thermal Interface material).

Design and Implementation of Learning Content Authoring Framework for Android-based Three-Dimensional Shape (안드로이드 기반 입체도형 학습 콘텐츠 제작용 프레임워크의 설계 및 구현)

  • Kim, Eun-Gil;Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.1
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    • pp.67-76
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    • 2011
  • In this paper, a touch interface of a smart device using, learner controlled by three-dimensional learning content for more realistic learning environment will be constructed. Fabrication of three-dimensional learning content is difficult. So teachers and learners to create content and share content, a framework was designed. The framework consists of an XML language and intuitive. Android-based devices are available from the playback and authoring. Server environment for content sharing was established. The proposed framework is verified through expert evaluation. In result, it was positively evaluated in terms of usability.

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Home Monitoring Server System using Smart Interface over Wireless Networks (무선네트워크 통신을 활용한 스마트 연동 홈 모니터링 서버 시스템)

  • Choi, Sung-Ja;Kang, Byeong-Gwon
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.225-231
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    • 2012
  • In this paper, we implement a wireless home monitoring system using physical computing platform with the open source type for house environment management. Sensors for temperature, optics and ultrasonic waves are used for home environment elements detection and control for the home safety. To obtain information related with home and transmit it to RIA Windows server system, XBee wireless communication system is used and the transmitted information is saved in mySQL database for history management. The possibility of prevention against fire disaster of a house situated in a dense buildings area and highly populated environments is suggested by adopting the proposed system.

Hybrid Multi-System-on-Chip Architecture as a Rapid Development Approach for a High-Flexibility System

  • Putra, Rachmad Vidya Wicaksana;Adiono, Trio
    • IEIE Transactions on Smart Processing and Computing
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    • v.5 no.1
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    • pp.55-62
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    • 2016
  • In this paper, we propose a hybrid multi.system-on-chip (H-MSoC) architecture that provides a high-flexibility system in a rapid development time. The H-MSoC approach provides a flexible system-on-chip (SoC) architecture that is easy to configure for physical- and application-layer development. The physical- and application-layer aspects are dynamically designed and modified; hence, it is important to consider a design methodology that supports rapid SoC development. Physical layer development refers to intellectual property cores or other modular hardware (HW) development, while application layer development refers to user interface or application software (SW) development. H-MSoC is built from multi-SoC architectures in which each SoC is localized and specified based on its development focus, either physical or application (hybrid). Physical HW development SoC is referred to as physical-SoC (Phy-SoC) and application SW development SoC is referred to as application-SoC (App-SoC). Phy-SoC and App-SoC are connected to each other via Ethernet. Ethernet was chosen because of its flexibility, high speed, and easy configuration. For prototyping, we used a LEON3 SoC as the Phy-SoC and a ZYNQ-7000 SoC as the App-SoC. The proposed design was proven in real-time tests and achieved good performance.

Study for Mathematics App development for Senior (스마트 기기 활용 시니어 수학 자료 개발 연구)

  • Ko, Ho Kyoung;Lee, Hyeungju
    • Communications of Mathematical Education
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    • v.30 no.3
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    • pp.309-333
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    • 2016
  • This study is part of app development research based on user centered design which targets silver generation learners. The mathematical contents provided by Senior math application focus on Numeracy issues. In order to finalize the user interface and the mathematical contents which is for developing the mathematic application, teaching experiment was carried out through 9 senior learners. Also CIPP program evaluation model was used for monitoring the result of this teaching experiment. Factors such as 'educational objectives' 'requirement analysis' 'educational environment' 'curriculum' 'learning content' 'learning matter' 'interaction' 'program administration' 'supporting environment' 'satisfaction' 'study result' 'substantiality of learning' were checked and as a result the Senior Mathematic application was developed through these feedbacks.