• 제목/요약/키워드: user-friendly design

검색결과 408건 처리시간 0.028초

모델링 기법을 이용한 차량용 IPC 소프트웨어구조 설계 및 구현 (A Design and Implementation of Software Architecture for IPC in Vehicles Using Modeling Methodology)

  • 송봉기;유윤식
    • 한국전자통신학회논문지
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    • 제7권6호
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    • pp.1321-1326
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    • 2012
  • 자동차용 IPC는 운전자에게 차량의 속도, RPM, 주행 거리 등의 운행 정보를 제공하는 장치이다. 기존의 전통적인 IPC의 경우 주로 기계식으로 구현되고 있으나 현재 사용자의 편의성 증대를 위한 요구 증가에 따라 IPC에도 그래픽 요소와 효율적인 정보제공을 위한 사용자친화적인 형태로의 변화가 필요하다. 이를 위해서는 모델링 기법을 이용하여 소프트웨어의 유연성과 강건성을 갖는 IPC의 소프트웨어 구조가 필요하다. 이에 본 논문에서는 MVC 모델과 UML을 이용하여 IPC 소프트웨어 구조를 설계하고 구현한다. 뷰를 분리하여 개발함으로써 다양한 형태의 정보 화면을 개발할 수 있고 또한 UML의 상태 다이어그램을 통해 뷰의 전환 등을 간단한 상태의 변화로 처리하여 개발이 용이하다. 제안하는 IPC 시스템은 개발 기간의 단축을 통한 비용 절감 및 MVC 모델 구조에 따른 유지보수의 용이성을 기대할 수 있다.

피아제 인지발달단계에 따른 어린이 박물관 선호전시체험과 어린이의 심리특성에 맞춘 관람동선에 관한 연구 (A Study on the Movements of Based on the Psychological Characteristics of Children and Analysis of Preferred Experience of Children's Museum according to Piaget's cognitive development process)

  • 양혜진;김남효
    • 한국실내디자인학회논문집
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    • 제19권1호
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    • pp.37-45
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    • 2010
  • Children likes to play and learn by playing at anywhere as a psychological trait. Children's museum is designed for limited age of 'children,' they learn more actively by playing at the museum with interactive display. In this paper, we analyze Movement of Based on the Psychological Characteristics of Children and Analysis of Preferred Experience of Children's Museum according to Piaget's cognitive development process. It is significant study to investigate user's needs space proposal by grasping user's mentality. After itinerary tracking, we found children's preferred and non-preferred experience displays and as a result, we divided children's Museums into three types, M museum is represented by preoperational period, called 'Go around play' type ; Y museum is represented by 'concrete operational period', called 'Smart road play' type ; and H museum is represented by 'formal operational period' called 'Open search play' type. The conclusions are children's cognitive development stages depending on the age discrimination that the development of play, and preferred plays are different by children cognitive development process. In order to take advantage of children playing in the children's museum by taking into account the developmental aspects will have to be designed. Efficient for viewing by age should be different on the basis. This study has shown that, when planning a children's museum, Planners should discriminate the movements of children and analysis of preferred experience of children's museum according to three museum types friendly to children's cognitive development process.

인터네트상의 멀티미디어 전자우편 시스템의 설계 및 구현 (Design and Implementation of a Multimedia Mail System in Internet)

  • 나성주;한선영
    • 한국정보처리학회논문지
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    • 제2권6호
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    • pp.866-878
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    • 1995
  • 요즈음 하드웨어의 급격한 발전과 함께 멀티미디어에 대해 많은 관심이 집중 되고 있다. 컴퓨터 네트워크를 통한 정보 전달 서비스에서도 멀티미디어를 보다 효율적이고 편리하게 이용하기 위한 관심이 폭발적으로 증대되고 있다. 본 논문에서는 RFC822를 수정 확정하여 기존의 전자우편 망인 SMTP(Simple Mail Transfer Protocol)를 통하 여 멀티미디어 데이타를 전송할 수 있도록 한 MIME (Multipurpose Intedent Mail Extensions)을 기반으로 멀티미디어 전자우편 시스템을 설계 구현하였다. 복수개의 멀티미디어 메세지를 하나의 전자우편안에 포함시켜 전송할 수 있으며, 오디오, 이미지, 그래픽스와 같은 멀티미디어 데이타를 전자우편을 통한 자료교환에서 기존의 텍스트와 같이 손쉽게 처리할 수 있도록 하여, 기존의 전자우편망을 이용한 멀티미디어 전송, 처리를 사용자가 손쉽게 할 수 있는 전자우편 시스템을 설계, 구현 하였다. 이에 보다 나은 멀티미디어 전자우편 시스템의 개발에 근간이 될 수 있도록 한다.

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Design and simulation of an RCN Controller to improve steady state behavior of a self-excited induction generator

  • Garg, Anjali;Sandhu, Kanwarjit Singh;Saini, Lalit Mohan
    • Journal of international Conference on Electrical Machines and Systems
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    • 제1권4호
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    • pp.464-471
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    • 2012
  • Self-excited induction generators (SEIG) are gaining importance as compared to conventional generators due to their capability toconvert wind energy into electrical energy for a wide range of variation in operating speed. The performance of such a generator depends upon the load, rotor speed and excitation capacitance. Therefore, depending upon the operating conditions, the output voltage and frequency of this machine goes on changing and this imposes a restriction on its usage. In order to maintain constant voltage and frequency, it need controllers, which make the circuit complicated and also increases the overall cost of power generation. This paper presents a simple controller to regulate the output voltage and frequency of SEIG for variation in its operating conditions due to any change in load, rotor speed and excitation capacitance (R, N, C) and their combination. The controller presented is simple in design, user friendly and is also less expensive, as the elements used in the controller are only resistors, inductors and capacitors. A block of SEIG for steady state operation is also modeled and presented in this paper. SEIG, Controller and other components are modeled and simulated using Matlab/Simulink.

ECOTECT 시뮬레이션을 활용한 학교건축의 창호계획에 관한 연구 -기상데이터 기반 동적 자연채광 시뮬레이션을 기반으로- (A Study on the Window Planning of School Building Using ECOTECT Simulation -By Dynamic Daylight Simulation Using Weather Data-)

  • 최우람;한석종;윤영일
    • KIEAE Journal
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    • 제13권6호
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    • pp.77-82
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    • 2013
  • Light environment in the school building is one of the most important elements of the plan in order to improve student's ability to learn and the healthy growth. Thus, the window plan of the school building is a great addition to improve environmental-friendly performance through the daylight control. Daylight is highly beneficial for improving the indoor environmental quality and reducing building energy consumption, daylighting applications are scarcely considered, especially during the school building design process, because of lack of previous studies on the light environment of student and complex simulation process. Therefore, daylighting process were performed using ECOTECT, which has various advantage such as easy user interface and simple simulation processes. ECOTECT simulation were performed using weather data. As a result, ECOTECT simulation are performed for daylight autonomy and useful daylight illuminance. Using this data, Window planing is to propose and effective method in the early stages of design.

휴머노이드 로봇플랫폼 HUBO2+의 기술 개선 추이 (Improvement Trend of a Humanoid Robot Platform HUBO2+)

  • 임정수;허정우;이정호;배효인;오준호
    • 제어로봇시스템학회논문지
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    • 제20권3호
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    • pp.356-363
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    • 2014
  • This paper covers improvement of the humanoid robot platform HUBO2, known as the HUBO2+. As a necessity of the growth of the humanoid platform, a robust, reliable and user friendly platform is needed. From this standpoint, HUBO2+ is the most improved humanoid robot platform in the HUBO series. The mechanical design has been changed to increase the movable range and to stop joint compulsion. Additionally, all of the electrical parts are re-designed to be un-breakable in an unexpected situation. A smart power controller with robot status check panel is attached on the back. Additionally, a diagnosis tool, the HUBO-i, has been developed. Moreover, each joint motor controller of HUBO2+ has a Protection Function and a PODO system is provided for handling the robot easily.

상황인식 기술을 적용한 종합 복지센터 공간 계획 연구 - 종합 복지센터 로비 공간 중심으로- (A Study on the Application of Context-Awareness for the General Welfare Center - Focus on the General Welfare Center Lobby -)

  • 최정원;이형우;안길재;김용성
    • 한국실내디자인학회논문집
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    • 제19권3호
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    • pp.251-259
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    • 2010
  • The purpose of this study is to show the characteristics of integrated welfare center space by applying Context-Awareness technology in order to provide user-friendly services for efficient use of integrated welfare centers as more and more people are interested in using welfare integrated welfare centers which have increasingly been supplied. For this study, we propose the spaces which provide users of integrated welfare centers with proper services by applying Context-Awareness after reviewing the theory of Context-Awareness through literature study as well as case analysis and choosing the reasonable Context-Awareness technology for integrated welfare centers. As it is possible to efficiently provide users with safety service, information service and convenient service by the analysis of space, users' movement in lobby where Context-Awareness is applied and the lobbies of integrated welfare centers in Munsan area, Paju-si out of domestic cases about integrated welfare centers, the different type of spaces from the existing one is expected.

멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심 (Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities)

  • 원혜민;이경미
    • 한국콘텐츠학회논문지
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    • 제11권3호
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    • pp.116-127
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    • 2011
  • 본 논문에서는 유아를 위한 체감형 게임 개발에 필요한 요소로 콘텐츠, 디자인, 음향, 동작인식, 음성인식 기술을 제안하였다. 유아용 체감형 게임은 유아의 감성에 맞춘 교육적 요구가 반영된 콘텐츠와 밝고 친근감 있으면서 사용이 편리한 디자인 요소들이 반영되어야 하고 유아가 친숙하고도 쉽게 게임을 할 수 있게 유도할 수 있는 배경음악과 설명 대사가 사용되는 것이 좋다. 만약 동작 인식과 음성인식 시스템을 유아용 체감형 게임에 사용할 경우 게임 사용자의 연령에 맞는 동작 데이터와 음성 데이터를 사용해 인식률을 높여야 한다. 특히, 본 논문에서는 피부색과 유아 신체 모델을 사용하여 유아의 얼굴과 손을 인식한 후 그 위치를 고려하여 유아의 동작을 인식하였고 유아의 음성 데이터를 수집해 신경망을 이용한 음성인식 기술을 게임에 적용해 신체 놀이 중심 활동의 줄넘기 게임인 '신나게 폴짝'을 개발하였다.

The Design and implementation of the game for improving disabled children's intelligence

  • Kim, Jong Kyum;Kweon, Soon Nyu
    • 한국컴퓨터정보학회논문지
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    • 제21권6호
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    • pp.39-46
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    • 2016
  • In this paper, I proposed the general children's games and showed the design and implementation of children's games which are non-violent, emotionally helpful and good for the development of intelligence. I designed the user interface of the game for children, proposed relevant algorithms, and showed resultant screens of the game. Most of contemporary games are violent to children. To solve such problems, I designed and implemented the game which is not violent but educative and child-friendly. These days, entertainment games or Internet online games have been developed highly biased to children's interest and amusement rather than children's intellectual development. Usually, disabled children are inferior to normal children in movement of their hands and bodies. Therefore, it is hard for them to follow speedy games. This paper shows that the proposed intellectual development of the game can help disabled children not to be violent and to be more intelligent. That was proved by the results through the question investigation. According to the survey, disabled children's any violent actions were not reported after they played this game. Also, this game helped their intellectual development in accordance with the results of this study.

PDA 기반 천식관리 시스템 개발에 관한 연구 (Study of PDA based Personal Asthma Management System Development)

  • 박종천;황동국;이우람;전병민;김경아;차은종
    • 한국산학기술학회:학술대회논문집
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    • 한국산학기술학회 2006년도 추계학술발표논문집
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    • pp.216-219
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    • 2006
  • Self management of chronic asthma is of great importance, since the disease could lead the patient into an emergent situation. In the present study, we describe design and implementation of a personal digital assistant(PDA) based asthma management system for personal application including symptom and medication to prevent from the potential exac-erbation of the disease. The software program was written by the Visual C++ tool in the mobile computing environment and Object Store was applied for data management. User friendly GUI environment was provided for the patient to input his/her daily condition and self treatment such as medication for suc-cessful management. The input screen design substituted for keyboard input to a mouse in order to easy to select an item and minimize the keyboard input. The implementation results of this system., Real-time data collection and process were possible and be able to have been carried effectively out a continuous symptom, a medication of asthma patients, risk management.

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