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        검색결과 147

        21.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Tour application have a lot of information to offer. Because smart phones’ screen is small, it is necessary to efficiently organize user interface(UI). To have a quantity analysis on human's' attention affected by layout position in tour application UI design, an experiment was proposed and then the data analysis was done. Thirty subjects took part in our experiment and 20 tour application layout images divided into four area of interest (AOI) were taken as the stimulus randomly. Data was recorded by the Tobi Pro X2-30 eye tracker system. The heat maps and gaze plot results were analyzed. And then One-way ANOVA (analysis of variance) statistical method was applied to finding out the significant difference in factor levels. Results show that the active area and eye movements tracking roads within statistic meaning. Moreover, ANOVA (F = 24.28, p = 2.21267e􎂡15 < 0.01) shows that the different positions have significance difference effect on subjects' attention and mean of AOI (4) is a significant difference from other three area. And then the influence degree of AOI (4) (F = 13.90, p = 0.098 > 0.05) is weaker than other regions through the simple test. In conclusion, the tour applications should be considered the layout position effects on improving the attraction for corresponding users.
        4,000원
        22.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, a 2-DOF electromechanical impedance model of PZT material-aluminum interface member is proposed. The primary motivation is to control the effective frequency range in impedance-based local health monitoring practices. The proposed method focuses on the predetermination of the effective frequency band and the wireless impedance sensing possibility for damage detection in structural connections like tendon anchorage, etc. Firstly, a 2-DOF impedance model is proposed for modelling the PZT interface-host structure system. Secondly, the prototype design of the PZT interface is developed based on the analysis of the 2-DOF impedance model and the local dynamic characteristics of the composite aluminum interface-host structure system. Finally, the feasibility of the proposed 2-DOF impedance model is numerically verified by predetermining the effective frequency band for the impedance monitoring in a cable-anchorage connection.
        4,000원
        24.
        2016.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, it suggests how to input what it needs under gesture based which is able to put its text 3 times faster than an existing way with voice based by a person who is a visually impaired person with a smart device that is flat display without a physical button. The suggesting way is a text input method based on gesture that after setting the touch display of the smart phone to 8 directions, then, it inputs number, English/Korean tests and special characters with initial location and central point of input texts following drag motion of the users or it controls and processes all applications in the smart devices naturally. It tries to prove efficiency of this method through real test to the visually impaired.
        4,000원
        25.
        2016.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        CIn this paper, I discuss the minimization of the user interface of the interactive fairy tale content based on BCI and Motion Sensing Technology. For this reason, 3 version intervention interfaces of the interactive fairy tale content with Microsoft's Kinect as a non-contact motion sensing device and NeuroSky's MindWave EEG biosensor device as a BCI interface were produced and experimented. The experiments have been accomplished for four children of the first or the second graders by examining three different interactive intervention interfaces: 1) attention indicator by sparkling light; 2) the attention indicator plus behavior instructions; and 3) an indication bar for the attention level plus behavior instructions. As a result of this experimental observations, it shows that the visualized interface such as icons helps the participating children communicate with the fairy tale content system. In addition, they do communicate well without the visualized graphical interfaces when they are demanded by the realistic actions. Whereas, some communication problems have been found neither the realistic actions are requested nor the attention indicators are provided definitely.
        4,000원
        27.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As a macroscopic research for the interaction of TV Console game platform, I have analyzed the differentiation & characteristic of interaction for each platform. “Odyssey” developed by Ralph Henry Baer in Magnavox was the first console which has the propaedeutic user interaction. Development of graphical technology and the release of the Nintendo Famicom which equipped with Yokoi Gunpei cross key & horizontal Pad had provided an opportunity for the development of user interaction methods like as sound & 2D. Also, multimedia function of Sony PlayStation and Nintendo 64 had brought the era of 3D games and multiplay. Finally, Motion technology triggered by Wii had progressed to the gesture recognition interface throughout the Playstation MOVE of SONY & Xbox 360 Kinect of Microsoft.
        4,000원
        28.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구에서는 미디어아트, 또는 기술 매체와 신체의 인터페이스를 강조하는 인터랙티브 미디어아트의 해석적 틀로서 현상학적 체현인지의 관점을 제시한다. 메를로퐁티의 현상학과 체현인지 이론에서 영향을 받은 최근의 HCI 연구와 매체 미학의 상통하는 개념들을 발굴하여 미디어아트의 현상학적 도식을 제안해 보았다. 체험된 신체, 현상학적 장, 점진적 체화와 지향성, 시선의 이동성과 가상성 등은 미디어아트를 읽어내기 위한 개념 틀과 어휘의 형성에 이바지할 수 있어 보인다. 이는 탈 경계와 혼종성을 중심으로 한 포스트 휴머니즘이나 기술철학적 관점을 대체하기보다는, 서로 상보적인 관계에서 미디어아트 해석의 다양성을 높이는데 기여할 것으로 보인다.
        6,300원
        31.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The demand from customers on better products and systems seems to be ever increasing. To meet the demand, the systems are becoming more and more complicated in terms of both scale and functionality, thereby requiring enormous effort in the development. One bright spot of this trend is that such effort has been the driving forces of the remarkable advancement in modern systems development. On the other hand, safety issues appear to be critical in many large-scale systems such as transportation and weapon systems including high-speed trains, airplanes, ships, missiles/rockets launchers, and so on. Such systems turn out to be prone to a variety of faults and thus the resultant failure can cause disastrous accidents. For the reason, they can be referred to as safety-critical systems. The systems failure can be attributed to either random or systemic factors (or sometimes both). The objective of this paper is on how to reduce potential systemic failure in safety critical systems. To do so, a proper system design is pursued to minimize the risk of systemic failure. A focus is placed on the fact that complex systems have a lot of complicated interfaces among the system elements. To effectively handle the sources of hazards at the complicated interfaces and resultant failure, a method is developed by utilizing a design structure matrix. As a case study, the developed method is applied in the design of train control systems.
        4,000원
        32.
        2014.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        온라인 쇼핑을 이용하는 사람들의 수는 시간이 지날수록 기하급수적으로 증가하고 있다. 그 중에서도 오픈마 켓은 가장 각광받고 있는 온라인 시장이다. 현재 오픈마켓은 너무 많은 상품들로 인해 고객들이 원하는 상품을 찾을 때 많은 어려움을 겪고 있다. 따라서 오픈마켓은 효율적인 상품을 제공할 수 있도록 인터페이스를 개선해 야 한다. 본 연구는 국내 오픈마켓 주요 4사의 메인 화면을 기준으로 웹 인터페이스를 분석하였고, 분석요인에 대한 만족도 평가를 진행하였다. 분석결과, 고객들이 어떠한 요인을 선호하는지에 대해서 알 수 있었으며, 설문 응답자로부터 가장 높은 만족도를 얻은 오픈마켓과 응답자들의 선호 요인이 인과관계를 가짐을 확인하였다.
        4,000원
        33.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to conduct basic research on development of game interface for the elderly by verifying the difference in user experience based on the type of interface. The methodology of playtest combining experimental research and survey was applied with subjects of elderly users consisting of 47 men and 48 women being ages 60 and up. The effects of user experience between natural user interface and the pad-type interface were compared and analyzed through repeated measure MANOVA in terms of emotional response, ease of use and flow. The NUI game showed higher emotional responses such as pleasure and dominance. On the other hand, there was no difference in arousal. The NUI game also presented higher ease of use in the process of game play and it also had higher autotelic experience, action-awareness merging, sense of control and ambiguous feedback experience. These results may contribute to the development of serious game and natural user interface for the elderly by empirically identifying the effects of user experience on NUI.
        4,200원
        34.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study employed the eye-tracking method to investigate the nature of game players' visual attention on the game's GUI(graphic user interface) elements during game play. The genre of the game (shooting and driving games), the points of view of the game (1st person vs. 3rd person POV), and the game player's proficiency were taken into account to examine their effects on the game player's visual attention. A within-between subject experimental study was conducted (N=26). The results illustrate that the game genre was not a meaningful predictor for neither the frequency or the total duration of visual element per interface element. The point of view had a significant main effect on the game player's frequent change of their eye movement across different elements. The proficiency of game player's gaming skill significantly altered the game player's frequency and duration of visual attention. Proficient gamers were more efficient in distributing their visual attention across various elements of the GUI.
        4,000원
        35.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        We present a Microsoft Kinect-based hand recognition algorithm for an interactive image clipping system, which is widely used for environments such as public facilities and security environments where personal capturing devices including mobile phones are not allowed. User-friendly interface and accurate image capturing function are required for an image clipping system. We build the system by combining Microsoft Kinect, HD webcam and projector. The Kinect and webcam are used to capture the motions of users' hand and project is to display the user-selected area from the capturing material. Hand recognition is composed of three steps: (i) the region occupied by users' hand is extracted from an image, (ii) the fingertips of the extracted hand region are analyzed using k-curvature algorithm, and (iii) the height of the fingertip is estimated using the depth image from Kinect. The height of the fingertip informs whether users' finger touched the surface of the target. The region captured by the fingertip is clipped from the image and stored as the target image. The excellence of our hand recognition algorithm is proved through a user test.
        4,000원
        36.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        BCI is called BMI (brain-machine interface) sometimes. It is the interface which controls things with human consciousness. In this paper, we look into several of the headset protocol, and we proposed unified protocol with medical standard MFER (Medical Waveform Format Encording Rules) through the analysis of the protocol. And to prove the excellence of the proposed protocol as a case study, we demonstrate embedded control car so as to; (1) prevent overlapped investment on new BCI input interface development, and (2) help to create BCI-related functional game easily, (3) realize variety services through the each equipment compatibility.
        4,000원
        39.
        2012.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        인터넷 통신의 보편화에 따라 멀티미디어 관련 콘텐츠 서비스가 이루어지고 있으며, 이러한 서비스는 교육용 학습 콘텐츠 및 시스템 분야로 확장되고 있다. 고급화된 멀티미디어 학습 시스템을 지원하기 위해 3D 그래픽스 기반의 학습 서비스 시스템이 개발되고 있지만 대부분의 시스템이 마우스와 키보드와 같은 컨트롤 기반의 콘텐츠를 가지고 있어 현실감이 떨어지는 단점이 있다. 본 논문에서는 Kinect를 이용하여 사용자 손 영역을 추출하고, 추출된 사용자 손영역에서 손 제스처를 인식하여 가상공간에서 전자교과서를 선택하고, 열고, 페이지를 넘기는 시스템을 소개한다.
        4,000원
        40.
        2012.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        기존의 연구에서 많이 논의되고 있는 게임 인터페이스의 일반적 정량화 방안으로는 키 입력수준의 GOMS, 인터페이스 효율성 측정, Fitts' Law, Hick's Law가 있다. 그러나 이러한 이론을 주류가 되고 있는 모바일게임에 바로 대입하는 것은 여러 가지 문제점이 있다. 때문에 본 연구에서는 이들의 개념을 분석하여 문제점을 지적하고, 몇 가지 대안을 제시 하였다. 정량화가 속성 정의에서 여러 논의가 발생할 수 있지만 인터페이스를 개선시키고, 게임성을 증가하여 모바일게임의 인기를 높일 것이다. 향후 플레이어가 가지게 되는 어려움의 요소 중 게임의 영역과 인터페이스의 영역을 구분하여 테스트 할 수 있는 방법을 고려한 실증적 평가 기법에 대한 연구가 필요할 것이다.
        4,000원
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