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      • 음성인터페이스 시스템들에 대한 장애인 사용자들의 수용성 조사

        진대환(Daehwan Jin),안동현(Donghyun An),김지영(Jeeyung Kim),허완(Wan Heo),윤명환(Myung Hwan Yun) 대한인간공학회 2018 대한인간공학회 학술대회논문집 Vol.2018 No.11

        Objective: The aim of this study is to investigate handicapped users’ acceptance of the voice user interface systems. Background: There are many systems operated by voice user interface. Voice user interface is a useful tool to enhance accessibility of elderly people and handicapped people in human computer interaction. However, there are few studies investigating handicapped users’ acceptance of voice user interface. Studies on handicapped users’ acceptance of voice user interface systems are needed to improve the systems for them. Method: We did questionnaire survey analysis with 49 handicapped people, who have used a voice user interface system at least once. Factor analysis was used to find factors affecting handicapped users’ acceptance of the voice user interface systems. Results: Through the reliability analysis with Cronbach’s α, we concluded that our questionnaire survey analysis was reliable and found that all the items of the questionnaire were proper to be used for factor analysis. There were some common factors among questionnaires by KMO and Bartlett’s test. We got 5 common factors, which were Intention to Use/Recommend, Expectancy, Reliability, Usefulness, and Ease of Use. Those 5 factors had all high reliability. Conclusion: By analyzing opinion of participants, the main reason for using the voice user interface systems was their usability. On the other hand, the main reason for not using the voice user interface systems was their reliability. Therefore, it is expected that the design of a voice user interface system to accurately recognize the commands and provide the appropriate results will greatly help the use and recommendation of the voice user interface system of handicapped users. Application: The result of this study can be a guideline to the design of a voice user interface system for handicapped users.

      • KCI등재

        인터페이스의 담론과 문채

        조윤경 ( Yun Kyung Cho ) 한국기호학회 2009 기호학연구 Vol.25 No.-

        This paper is to deal with interfaces as a starting point of humanitarian thinking which exist near but are barely recognized by us. An interface means, as it stands for, an in-between area (`inter-`) as well as a surface (`face`), functions a door to the other world, and leads us to focus on where the nature of human or of objects are diverted from their inherent qualities. As a sort of `in-between text`, an interface brings us to a fresh realization of human faces and to re-establishments of the relationships which a human keeps with other humans or the world or the objects around him. The interesting duality of interfaces, that is, both a frame or filter and a screen or text, leads the changes to the faces of all things in the world and gets them to be perceived. An interface which has been created as a metaphor for life, in turns, affects life, and it now seems that life is rather a metaphor for an interface. Since surfacing and being overlapped by different worlds, interfaces allow us to do some repetitions, comparisons, and simulations, thereby re-contextualizing existing metaphors. Although new interfaces have brought about some unprecedented expansions of human life, we should admit that their standardization also distort it, leaving humans as an extension of technology. The limitations of Human Interface which is popular these days, come from the mechanical understanding of the concept intuition. It should supply the basis for us to invent interfaces which encourage diverse thinking, and not be used for creating ones which lays an emphasis on ease of use, or unnecessity of learning or thinking as is the case today. In the long run, the beauty of interfaces lies not in the neatness from avoiding discomforts of use by adopting perfect data or sensors, but in the capacity to mediate something beyond the data, errors not to be calculated, and unnecessary human manipulations. Human-Computer Interactions raise a question about whether a human and a computer are actually two equivalent agents. Human-Machine Interface including computers has been eliminating the interface itself which traditionally means an in-between area to mediate the two entities or worlds, by way of mechanizing humans and personifying machines. One of the radical effects brought about by a touchscreen, an example of Haptic Interface, is not only the fact that the screen reflects immediate reality, but also the one that humans control into the system just by touching it. The same things happen to humans: quantitative measurements and data of human bodies and lives let our bodies and lives controllable from the outside. Originally a connecting phase or a surface to enter the other world through, an interface now becomes `in-face`, allows from-outside-to-inside controls, and comes into being as a so-called `interfaceless interface` through total immersion. In sum, Conversational Interface Model is being replaced by Contact Model of Directness.

      • KCI등재

        Interface Shear Behaviour between Precast and New Concrete in Composite Concrete Members: Effect of Grooved Surface Roughness

        Erjun Wu,Olawale Olatunde Ayinde,Guangdong Zhou 대한토목학회 2022 KSCE Journal of Civil Engineering Vol.26 No.6

        A major condition for the quality performance of connected-concrete layers is enough shear strength at the interface. Research shows that the interface shear behaviour is highly dependent on the texture of its interface. Although, several research on the effect of surface roughness on the interface shear behaviour of concrete to concrete connection using different interface patterns exists; however, there is scant literature on studies using quantitatively controlled interface texture, especially studies considering the roughness tooth geometrical parameters. In this study, seven different interface roughness geometries were designed and utilised as the study parameters for the interface shear behaviour, as well as the initial confining pressure. The double-sided shear test was used to determine the shear behaviour, failure mode, shear transfer mechanism, alongside the friction and cohesion values for all the studied interface types. The test results showed that both the interface roughness geometry and the magnitude of the confining pressure have a significant effect on the interfacial shear behaviour. Using different formations of the interface geometry provided a 15.4% difference in interfacial shear strength. For most of the interface geometries, interface cracking load increases linearly with the increase of initial confining pressure, while for the shear strength, the increase in confining pressure is more effective at lower pressure values. The friction and cohesion coefficients are influenced by the roughness tooth angle and tooth distribution.

      • KCI등재

        제품 연동의 인터페이스 디자인을 위한 상호작용 블루프린트 제안

        송지원 인제대학교 디자인연구소 2019 Journal of Integrated Design Research (JIDR) Vol.18 No.3

        Background : Interface design and user experience of device association have become important issues. Although many researchers have discussed interface design factors, user mental models, and technological solutions for wireless device connection, design tools for multi-device experience and interface have not studied enough. The lack of design tools is one of the major challenges standing in the way of advanced user experience of connecting devices. In this paper, I propose a design tool, an interface design blueprint framework, in order to help designers design and review the overall user-device interaction for the procedure of wireless device association. Methods : This study has been conducted via understanding device association interaction and suggesting the blueprint framework iteratively. First, user-device interaction with regard to wireless network connection has been studied from references. Second, the initial components of the blueprint have been drawn up from reference to the Service Blueprint framework. Third, I studied the features of device association interaction, applying the components toward diagramming the interaction of three selected cases, and the framework has been updated to reflect the found features. Fourth, the blueprint framework has been evaluated by a design workshop in which designers used the diagram to anticipate user experience and design device interfaces. Finally, the improved interface design blueprint has been suggested as a design tool for visualizing the overall user-device interaction of device connections. Result : The proposed interface design blueprint diagrams a user and device interaction following an association procedure. The device interaction is presented in forestage and backstage so that the framework helps designers efficiently review not only visible interaction but also invisible interaction. The arrows between a user and devices present the interaction flow. The framework also helps designers review the user interface in detail with displayed visual interface and user action for all related devices. Conclusion : The proposed interface design blueprint framework efficiently visualizes the complex interaction of a user and connecting devices in order to help designers preview the user experience and iterate the interface design in the early stages of design. 연구배경: 제품들 간의 무선 결합이 빈번해 짐에 따라 이를 위한 인터페이스 디자인과 사용자 경험이 중요한 문제가 되고 있다. 제품 연동의 인터페이스를 위한 디자인 요인, 사용자 멘탈 모델, 기술적 제안들이 활발하게 논의되고 있는 데에 비하여 실제 인터페이스 디자인 과정에서 효율적으로 사용자 상호작용을 예측하고 검토할 수 있도록 도울 디자인 도구에 대한 연구는 부족한 상황이며, 이러한 도구의 부족은 인터페이스 디자인의 혁신을 어렵게 하는 중요한 요인으로 지적되고 있다. 이에 본 연구에서는 무선 제품들의 결합을 초기 설정하는 연동 과정에 대하여 전체적인 사용자-기기 상호작용을 시각화할 수 있는 프레임워크를 개발하여 효율적인 인터페이스 디자인과 검토를 돕는 도구로 제시하고자 한다. 연구방법: 본 연구는 제품 연동 상호작용과 시각화에 대한 이해와 해결안인 상호작용 블루프린트 프레임워크의 제시를 반복하는 과정을 통해 수행되었다. 첫째, 무선 연동의 과정에서 발생하는 사용자-기기 상호작용의 특성을 이해하고, 둘째, 서비스 블루프린트의 체계를 참고하여 제품 연동 상호작용의 컴포넌트들을 도출하고 초기 프레임워크를 제시하였으며, 셋째, 3건의 사례에 컴포넌트들을 적용하는 과정을 통하여 제품 연동 상호작용의 특징을 이해하고 이를 반영하도록 프레임워크를 구체화하였다. 넷째, 워크숍을 통하여 사용자-기기 간 상호작용을 예측하고 디자인하는 과정에서 프레임워크의 유용성을 평가하고 개선 요구사항을 이해하여, 최종적으로 기기 연동 상호작용의 인터페이스 디자인을 위한 상호작용 블루프린트 프레임워크를 제안하였다. 연구결과: 제안된 상호작용 블루프린트 프레임워크는 무선 연동의 프로세스를 따라 사용자와 기기들 간의 상호작용을 다이어그램으로 나타내며, 가시적 상호작용과 비가시적 상호작용을 전방영역과 후방영역으로 나누어 디자이너의 효율적 검토를 돕는다. 상호작용의 흐름과 프로세스에 따른 순차적 진행을 논리적으로 검토할 수 있도록 제시되었으며, 제품들의 시각적 인터페이스 및 사용자 인풋을 자세히 나타내어 인터페이스 디자인을 제안하고 검토할 수 있는 도구로 제시되었다. 결론: 본 연구는 제품들을 무선 결합하는 과정에서 여러 기기와 사용자 사이에서 발생하게 되는 복잡한 상호작용을 전체적으로 파악할 수 있도록 도식화하는 프레임워크를 디자인 도구로 제안하였으며, 이를 통해 디자이너들이 사용자-기기 상호작용을 효율적으로 검토하고 디자인을 향상하도록 도울 수 있다.

      • KCI등재

        MMOPRG의 UI (Uesr Interface) 방신 변천(變遷) 에 관한 연구

        권용만 한국컴퓨터게임학회 2014 한국컴퓨터게임학회논문지 Vol.27 No.2

        As a macroscopic research for the interface of MMORPG(Massive Multiplayer Online Role Playing Game) in Korea, I have analyzed the introduction background & mutual characteristic of each interface according to the development shifts of MMORPG. The MMORPG of Korea, in the mid-1990s, was started while taking a foreign MUD (Multi User Dungeon) games, which used 'Text Interface' based on the keyboard. When Information and communication infrastructure was expanded in earnest in the late 1990s, Computer games interface was rapidly changed to GUI(Graphic User Interface) based on 2D graphic from text-based UI. So, Games of this period used the 'Point & Click Interface' that uses the mouse only to move character and carry out combat. Since graphic technology was changed to 3D in the middle of 2000's, The interface of MMOGPG for three-dimensional representation was naturally changed to 'keyboard control Interface' which used both mouse and keyboard. Recently, 'Action Control Interface' that was hardly used to MMORPG was appeared due to progress of game programming technology. And 'Diversity of play pattern' & 'Non-targeting' are attributes of 'Action Control Interface', which is differentiated with other interfaces.

      • KCI등재

        뇌-종교 인터페이스: 갓 헬멧과 종교경험을 중심으로

        박상준 한신대학교 종교와문화연구소 2019 종교문화연구 Vol.- No.33

        This article is focused on a Brain-Computer Interface that connects the brain with the computer. The technology of Brain-Computer Interface is able to operate a computer and a machine as a user’s thinking. It is a promising field in the era of the fourth industrial revolution. In this article, I suggest to a Brain-Religion Interface that combines the Brain-Computer Interface with the religious studies. For example, the disabilities are able to get a job with peripheral devices with the Brain-Computer Interface. This technology is also used for drug addiction treatment. If we apply this technology to the study of religious experience, we can open the domain in this field that we have never been to before. As an example of the Brain-Religion Interface, I analyzed the study of the God Helmet. Michael A. Persinger, who made this helmet and used it in his experiments, stimulated the temporal lobe of the subject's brain with a weak magnetic field and then examined the subject's experience. He reported that some subjects experienced a presence sense that could be considered as a religious experience. In this paper, I analyzed the God Helmet study as an example of the Brain-Religion Interface. I also examined the hypotheses in the study of God helmet such as the experimental group and control group, a published research paper. This article was also dealt with the refuted research papers towards the God Helmet study. The analysis of God Helmet, therefore, is used to estimate what the Brain-Religion Interface could make when the Brain-Religion Interface combined with artificial intelligence. Hence, the Brain-Religion interface deals with the desire to be connected with others. We have an instinct to connect with other people, artifacts, nature, animals, and supernatural beings. If the Brain-Computer Interface connects the brain with computers and machines, the Brain-Religion Interface have a contact with everything. 본 논문은 뇌와 컴퓨터를 연결하는 ‘뇌-컴퓨터 인터페이스’에 주목한다. 뇌-컴퓨터 인터페이스는 사용자의 생각만으로 컴퓨터를 작동하고 기계를 움직일 수 있어, 4차 산업혁명 시대의 유망 분야로 주목받고 있다. 본 논문에서는 ‘뇌-컴퓨터 인터페이스’를 종교학 연구와 결합한 ‘뇌-종교 인터페이스’를 제안한다. 뇌-종교 인터페이스의 사례로 본 논문에서는 갓 헬멧(God Helmet) 연구를 분석한다. 이 헬멧을 제작하고 실험에 활용한 마이클 퍼싱어는 갓 헬멧으로 피험자 뇌의 측두엽에 약한 자기장으로 자극을 준 다음 피험자의 경험을 조사했다. 이 연구에서 일부 피험자는 종교경험이라고 간주할 수 있는 존재감 또는 깊은 몰입을 경험했다고 보고했다. 본 논문에서는 갓 헬멧 연구에서 제기될 수 있는 가설, 실험군과 대조군 설정, 실제로 발표된 연구 논문, 갓 헬멧 실험을 향한 반박 연구를 검토하면서 ‘뇌-종교 인터페이스’의 사례로 갓 헬멧을 분석한다.

      • KCI등재

        MMORPG의 UI(User Interface) 방식 변천(變遷)에 관한 연구

        권용만(Yong Man Kwon) 한국컴퓨터게임학회 2014 한국컴퓨터게임학회논문지 Vol.27 No.2

        As a macroscopic research for the interface of MMORPG(Massive Multiplayer Online Role Playing Game) in Korea, I have analyzed the introduction background & mutual characteristic of each interface according to the development shifts of MMORPG. The MMORPG of Korea, in the mid-1990s, was started while taking a foreign MUD (Multi User Dungeon) games, which used 'Text Interface' based on the keyboard. When Information and communication infrastructure was expanded in earnest in the late 1990s, Computer games interface was rapidly changed to GUI(Graphic User Interface) based on 2D graphic from text-based UI. So, Games of this period used the 'Point & Click Interface' that uses the mouse only to move character and carry out combat. Since graphic technology was changed to 3D in the middle of 2000's, The interface of MMOGPG for three-dimensional representation was naturally changed to 'keyboard control Interface' which used both mouse and keyboard. Recently, 'Action Control Interface' that was hardly used to MMORPG was appeared due to progress of game programming technology. And 'Diversity of play pattern' & 'Non-targeting' are attributes of 'Action Control Interface', which is differentiated with other interfaces.

      • KCI등재

        사물 인터넷 환경에 따른 스마트 세탁기 인터페이스 디자인 연구

        오도의 ( Wu Daoyi ),최명식 ( Choi Myoung Sik ) 한국산업디자이너협회(한국인더스트리얼디자인학회) 2018 산업디자인학연구 Vol.12 No.2

        사물 인터넷과 인공지능의 급속한 발전에 따라 향후 스마트 세탁기는 예민한 감지 능력, 스마트 컨트롤 능력과 자연적인 인터랙션 방식을 갖추게 될 것이다. 본 연구는 스마트 세탁기 인터페이스 디자인에서의 마이크로 인터랙션 체험 및 지능형 관리와 감정 요구의 발전에 기대 독일 SIEMENS, 일본 PANASONIC 한국 SAMSUNG, LG, 중국 HAIER 등의 스마트 세탁기의 인터페이스 디자인을 비교하여 인터페이스의 구조 및 분포 특징, 정보 체계 및 이동 스마트 서비스 등을 분석하였다. 이를 통해 스마트 세탁기 인터페이스 스마트 컬러 스크린의 감각체험, 계면 스크린 터치 컨트롤 인터랙션 방식, 이동식 스마트 시스템과 인터페이스 시각 체험의 디자인 전략을 제안하였다. 본 연구에서 시도한 다양한 디자인 전략을 설명하면 다음과 같다. 우선, 사용자 인지 능력 및 행동 연구를 통해 사용자 행동에 부합되는 세탁기 인터페이스 역할 및 기능 버튼 조합 방식을 분석하여 인터페이스 디자인의 핵심을 부각시켰고 조작 인터페이스의 인식도, 기능 특징, 인터랙션 피드백을 강화했으며 사용자 조작의 가용성 및 편리성을 향상시켰다. 다음으로는 스마트 세탁기에 스마트폰 컨트롤 기능을 추가하는 것 외 최소 기능 선택, 스마트 세탁, 원거리 컨트롤, 정보 표시, 설비 관리, 수도 및 전기 관리, 고장 감측 등의 기능을 포함시켜 사물 인터넷 기능을 구비한 세탁기를 컨트롤하고 관련 서비스를 제공받을 수 있게 함으로써 스마트 세탁기의 전방위적 인터렉션을 실현시켰다. 마지막으로는 세탁기 사용자 인터페이스 디자인에서는 버튼 및 회전 버튼 등을 최대한 간소화시켜 컬러터치 스크린을 적용하고 시스템 및 설정을 숨겨 조작화면의 전체성 및 조작감을 높였다. Based on the future development trend of micro-interaction experience, intelligent management and emotional appeal in intelligent washing machines’ interface design, together with the comparison and analysis of the interface design, structure layout, logic system of information and mobile intelligent service. This paper presents an interface design strategy with better interface color screen sensory experience, fully touch-enabled interaction, mobile intelligent terminal system service and interface information logic to realize the micro-interaction between the end users and the user interface of intelligent washing machines. By studying user cognitive ability and behavioral logic, this research analyzes the interface division and function button combination of washing machine which users can use easily. That is how the key parts of interface design can be highlighted, distinguishing degree, function characteristics and interaction feedback of operation interface is strengthened, and more usable and available services can be provided to customers on operation interface. Developing mobile phone client-side application of smart washing machine. The client-side application system includes washing, function choice, smart washing, remote control, information reminding, equipment management, water and electricity management and trouble removal, which are used to control washing machine with IOT function and acquire related value-added service. In terms of user interface design of smart washing machine, the button and rotary knot are being gradually weakened. The function of touch-control and color screen display is adopted, operation process and set-up menu are hidden, sand the integrity and operation sense of the interface information can be improved.

      • KCI등재

        스마트홈 사용자의 상황에 따라 적합한 멀티모달 인터페이스의 디자인 탐색

        박주연,연명흠 커뮤니케이션디자인학회(구 시각디자인학회) 2020 커뮤니케이션 디자인학연구 Vol.73 No.-

        본 연구는 멀티모달 인터페이스의 이해를 바탕으로, 스마트홈에 멀티모달 인터페이스의 기술이 적용되었을 때 사용자의 선호도에 관한 연구를 하였다. 그리고 스마트홈이 사용자에게 다른 성격의 정보를 제공할 때 상황에 따라 어떤 멀티모달 인터페이스의 조합이 사용자에게 긍정적인 영향을 미치는지, 어떠한 조합의 멀티모달 인터페이스를 제공하는 것을 사용자가 가장 선호하는지 알아보는 것을 목적으로 한다. 문헌 연구 조사를 통해 스마트홈의 인터페이스 채널들을 분류하였다. 설문 구성을 위해 유저 다이어리를 진행하여 사용자들의 행동 분석을 통해 상황 시나리오를 스토리보드로 작성하고, 선행 연구를 바탕으로 설문지를 구성하여 설문을 진행하였다. 마지막으로 설문의 답변을 통계적 분석을 하여 스마트홈에서 발생하는 상황에 따라 사용자의 멀티모달 인터페이스 피드백 선호도와 사용자에게 4가지 항목(상황인지, 정보도움, 피로감, 적절성)에 있어 멀티모달 인터페이스가 끼치는 영향을 분석하였다. 이를 통해 사용자가 단일모달 인터페이스보다 멀티모달 인터페이스를 선호하는 것을 알 수 있었다. 상황인지, 정보도움, 피로감에 있어 멀티모달 인터페이스가 높은 점수를 가지는 패턴을 보였는데 적절성은 긴급하지 않은 상황에서는 멀티모달 인터페이스의 점수가 낮은 것을 확인할 수 있었다. 스마트홈에서 발생하는 상황에 따라 사용자가 선호하는 멀티모달 인터페이스 간의 차이가 존재한다. 따라서 스마트홈에서 멀티모달 인터페이스가 사용자의 상황에 맞춰서 적절하게 제공되는지 확인해야 한다. 더 나아가 본 연구가 향후 스마트홈의 인터랙션 관점에서 사용자에게 적합한 멀티모달 인터페이스를 설계할 때 활용이 가능할 것으로 기대된다. In this study, based on the understanding of the multi-modal interface, a study on the user's preference. when the technology of the multi-modal interface is applied to the smart home. In addition, when smart home provides users with information of different characteristics, it is necessary to find out which combination of multi-modal interfaces positively affects the user according to the situation, and which combination of multi-modal interfaces the user prefers most to provide. The interface channels of smart home were classified through literature research. To organize a user diary was run, the situation scenario was written as a storyboard through the analysis of users' behavior, and a questionnaire was formed based on previous studies to conduct the questionnaire. Finally, statistical analysis of the answers to the questionnaire is performed and the multi-modal interface affects the user's multi-modal interface feed back preference and four items (Situation Cognition, Information Help, Fatigue, Appropriateness) according to the situation occurring in the smart home. The impact was analyzed. This shows that users prefer multimodal interfaces over single modal interfaces. The multi-modal interface showed a high score in Situation Cognition, Information Help, and Fatigue, but the Appropriateness was confirmed that the score of the multimodal interface was low in non-urgent situations. Depending on the situation occurring in the smart home, there is a difference between the user's preferred multimodal interface. Therefore, it is necessary to check whether the multimodal interface is appropriately provided according to the user's situation in the smart home. Furthermore, this study is expected to be utilized when designing a multi-modal interface suitable for users from the perspective of interaction of smart home in the future.

      • KCI등재

        Micro-Interactive Interface Design of Intelligent Washing Machines in IOT Environment

        오도의,최명식 한국인더스트리얼디자인학회 2018 산업디자인학연구 Vol.12 No.2

        Based on the future development trend of micro-interaction experience, intelligent management and emotional appeal in intelligent washing machines’ interface design, together with the comparison and analysis of the interface design, structure layout, logic system of information and mobile intelligent service. This paper presents an interface design strategy with better interface color screen sensory experience, fully touch-enabled interaction, mobile intelligent terminal system service and interface information logic to realize the micro-interaction between the end users and the user interface of intelligent washing machines. By studying user cognitive ability and behavioral logic, this research analyzes the interface division and function button combination of washing machine which users can use easily. That is how the key parts of interface design can be highlighted, distinguishing degree, function characteristics and interaction feedback of operation interface is strengthened, and more usable and available services can be provided to customers on operation interface. Developing mobile phone client-side application of smart washing machine. The client-side application system includes washing, function choice, smart washing, remote control, information reminding, equipment management, water and electricity management and trouble removal, which are used to control washing machine with IOT function and acquire related value-added service. In terms of user interface design of smart washing machine, the button and rotary knot are being gradually weakened. The function of touch-control and color screen display is adopted, operation process and set-up menu are hidden, sand the integrity and operation sense of the interface information can be improved.

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