• Title/Summary/Keyword: 페이스 조절

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Production of GABA-rich Tomato Paste by Lactobacillus sp. Fermentation (유산균 발효에 의한 GABA 함유 토마토 페이스트의 생산)

  • Cho, Seok-Cheol;Kim, Dong-Hyun;Park, Chang-Seo;Koh, Jong-Ho;Pyun, Yu-Ryang;Kook, Moo-Chang
    • The Korean Journal of Food And Nutrition
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    • v.25 no.1
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    • pp.26-31
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    • 2012
  • For the purpose of production of GABA-rich tomato paste, this study was carried out to investigate GABA producing lactic acid bacteria from Korean traditional fermented food, Kimchi and optimize the culture conditions. As a result of fermentation, Lactobacillus brevis B3-20 among lactic acid bacteria isolated at the pre-experiments was the best producer of GABA at the tomato paste medium with 50%(wet-base) levels of dionized water. At the result of fermentation on the tomato paste medium with 0.5%(w/w) yeast extract, as a source of nitrogen, 3%(w/w) MSG(monosodium glutamate) and dionized water(the ratio of tomato paste and water was 2:8), Lb. brevis B3-20 produced the maximum GABA concentration, 143.38 mM. GABA-rich tomato paste showed the activity of free radical scavenging. Because GABA-rich tomato paste have functional ingredients such as ascorbic acid, lycopene, carotenoid, as well as GABA by lactic acid bacteria fermentation, GABA-rich tomato paste can be considered high functional materials.

Design of Backrest and Seat Pan of Chairs on the Basis of Haptics-Aided Design Method (햅틱 보조 설계 기법에 기반한 의자의 등판 및 좌판의 설계)

  • Jin, Yong-Jie;Lee, Sang-Duck;Song, Jae-Bok
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.34 no.5
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    • pp.527-533
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    • 2010
  • The feeling that is evoked when products are handled has become increasingly important in the design of products primarily used by humans. In the traditional product design process, prototypes are built several times in order to evaluate the feeling evoked during use. However, these design processes can be optimized by adopting a haptic simulator that can serve as a prototype. The design method based on the use of the haptic simulator is called haptics-aided design (HAD), which is the main subject of this paper. Here, a new HAD method that can be effectively used to design a custom-made chair is proposed. A haptic simulator, which is composed of a haptic chair and an intuitive graphical user interface, was developed. The simulator can adjust the impedance of the backrest and seat pan of a chair in real time. The haptic chair was used instead of real prototypes in order to evaluate the comfort of the initially designed seat pan and backrest on the basis of their stiffness and damping values. It was shown that the HAD method can be effectively used to design a custom-made chair and can be extended to other product design processes.

A Study on Virtual Assembly Simulation Using Virtual Reality Technology (가상현실 기술을 이용한 가상 조립 시뮬레이션에 대한 연구)

  • Kim, Yong-Wan;Park, Jin-Ah
    • Journal of Korea Multimedia Society
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    • v.13 no.11
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    • pp.1715-1727
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    • 2010
  • Although a hand haptic interaction which provides direct and natural sensation is the most natural way of interacting with VR environment, the hand haptic interaction has still limitations with respect to the complexity of articulated hand and related hardware capabilities. Particularly, virtual assembly simulation which refers to the verification process of digital mockup in product development lifecycle is one of the most challenging topics in virtual reality applications. However, hand haptic interaction is considered as a big obstacle, because difficulty initial grasping and non-dextrous manipulation remain as unsolved problems. In this paper, we propose that common hand haptic interactions involves two separate stages with different aspects. We present the hand haptic interaction method enables us to stably grasp a virtual object at initial grasping and delicately manipulate an object at task operating by one's intention. Therefore, proposed method provides the robustness using grasping quality and dextrous manipulation using physically simulation. We conducted experiments to evaluate the effectiveness of our proposed method under different display environments -monoscopic and stereoscopic. From 2-way ANOVA test, we show that the proposed method satisfies two aspects of hand haptic interaction. Finally, we demonstrated an actual application of various assembly simulation for relatively complex models.

EEG-based Subjects' Response Time Detection for Brain-Computer-Interface (뇌-컴퓨터-인터페이스를 위한 EEG 기반의 피험자 반응시간 감지)

  • 신승철;류창수;송윤선;남승훈
    • Journal of KIISE:Software and Applications
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    • v.29 no.11
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    • pp.837-850
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    • 2002
  • In this paper, we propose an EEG-based response time prediction method during a yes/no cognitive decision task. In the experimental task, a subject goes through responding of visual stimulus, understanding the given problem, controlling hand motions, and hitting a key. Considering the subject's varying brain activities, we model subjects' mental states with defining CT (cut time), ST (selection time), and RP (repeated period). Based on the assumption between ST and RT in the mental model, we predict subjects' response time by detection of selection time. To recognize the subjects' selection time ST, we extract 3 types of feature from the filtered brain waves at frequency bands of $\alpha$, $\beta$, ${\gamma}$ waves in 4 electrode pairs combined by spatial relationships. From the extracted features, we construct specific rules for each subject and meta rules including common factors in all subjects. Applying the ST detection rules to 8 subjects gives 83% success rates and also shows that the subjects will hit a key in 0.73 seconds after ST detected. To validate the detection rules and parameters, we test the rules for 2 subjects among 8 and discuss about the experimental results. We expect that the proposed detection method can be a basic technology for brain-computer-interface by combining with left/right hand movement or yes/no discrimination methods.

Implementation of Segway Using Pressure Sensors (압력센서를 이용한 세그웨이 개발)

  • Jo, Sung-Chan;Kang, Su-Min;Huh, Kyung-Moo;Joo, Young-Bok
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.1
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    • pp.285-290
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    • 2013
  • As well as the advanced development of modern society, and the environmental problems caused by the use of fossil fuels is emerging. So do not reap the performance level of the car to be able to replace existing fossil fuel and low-emission energy and technology development are continually strives. Therefore, this study aims to present the direction of the new interface 21st century Mobile Auto Electric Segway technology in the field of security and disadvantages based. The Segway is a problem because the control itself skewed by certain slope where the slope in the wrong adjustment tipping. In this study, the year saw the introduction of two pressure sensors(Load cell) used to solve these drawbacks, according to the ratio of the weight control methods. In addition, the ramps operate in a straightforward, using an acceleration sensor and a gyro sensor in order to compensate for the slope value in free control method to study looked. Measured by calculating the value of the occupant's weight and according to the inclination of the pressure sensor pressure sensing experiment results this year, we can see that the control variable for the change in body weight is greater than the inclination. Segway is also easy to control, and the stability of the ramps, etc. As a result, created using a pressure sensor.

Desigining a Feedback for Exercises Using a Wearable Device (웨어러블 디바이스를 활용한 운동 중 피드백 방식 연구 - 근력 운동에 대한 멀티 모달 피드백 적용을 중심으로 -)

  • Yoo, Hyunjin;Maeng, Wookjae;Lee, Joongseek
    • Journal of the HCI Society of Korea
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    • v.11 no.3
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    • pp.23-30
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    • 2016
  • The landscape of the current fitness trackers is not only limited to the aerobic exercises but also the weight training is comparatively excluded. Recently, a few weight training fitness tracker was released, human-computer interaction was not well designed due to the lack of considering the context. Because body movement would be intense while doing exercises, having exercise performers hold or operate a device makes a negative experience. As the wearable device is always inseparable to body, it could provide effective feedback because holding or operating a device is not necessary. Therefore, this study aims to make the exercise performers feel a natural feedback through the wearable device to do effective exercises. As a result, this study identified three findings. First, the information which exercise performers most needed was 'during exercise.' and the most necessary information for exercise performers through wearable device's sensory feedback was about 'pace control' with counting and motivation. Second, the order of the most preferred presentation type of sensory feedback was auditory feedback, haptic feedback and visual feedback. Third, the satisfaction, utility, usefulness score of sensory feedback as same as the personal trainer's feedback. In conclusion, this study illustrated the feedback design implications using a wearable device while doing weight training and the possibilities that wearable device could be substitute for personal trainer.

A Study on the Contextual Layout Process of Exhibit Space With a Focus on the expo Comm Wireless Korea '99-KT Pavilion (전시공간 맥락화 구성 프로세스 사례연구 expo Comm Wireless Korea '99 -한국통신관을 중심으로)

  • 김준호
    • Archives of design research
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    • v.13 no.1
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    • pp.121-130
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    • 2000
  • This study can be expressed by gathered and formed into the exhibition space's structure practical progress/ application. For the one model of fascinating exhibition's space thru inter-space's pertinent adjustment, production between spactator and exhibition constituent on an exhibition story-line, I adjusted the focus to follow mentioned methods systematically for the example; An exhibition space is completed to be very impressive and attractive space by proper adjustment and production of M-M/C interface in exhibition storyline. Quantity space is transfered into quality space through the transmission of an exhibition which can be define as the point of an exhibition structure. And also could de transferd into a bodily sensation space that inherent full of interactive constituent. Changeable exhibition constituents (exhibition item and text) that sporadically expatiated (not trimed, the original form) in the process of an exhibition structure draw much higer quality of the optimal solution in optimize process which is given when aggregate again to contextual flow of synthetic exhibition scenario. Reconstruction of individual exhibition constituents to the new story, that is, transference of exhibition text to exhibition context is inspirit to an exhibition by maximize the exhibition effect in connection can be systematized through carrying out an outcentripetalpart. However, since pattern of an exhibition structure that consequtively meet variety spacetime of an exhibittion environmental can't be exist, this study presents centralizing the exhibition plan of Korea communication pavilion of the annual Expo Comm Wireress Korea, sustained process from design proposal, research and analysis to synthesis, development, transmission and management to an example of an applying crystallization.

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Effects of sonication on physicochemical properties and pore formation of maize starch (초음파처리가 옥수수전분의 이화학특성과 기공 형성에 미치는 영향)

  • Choi, Eun-Hee;Lee, Jae-Kwon
    • Korean Journal of Food Science and Technology
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    • v.49 no.5
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    • pp.507-512
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    • 2017
  • The physicochemical properties of maize starch sonicated at various amplitudes (100, 200, and 300 W) and times (10, 30, and 50 min) were examined. The amount of enzyme-susceptible starch increased marginally after sonication. Sonication increased the amount of oil absorbed in the starch although the degree of oil absorption decreased with an extension of the sonication time, implied that different types and extent of damages occurred. Scanning electron microscopy revealed that ultrasound sonication did not form pores on the surfaces, but caused damages such as depression and erosion. Pasting viscosity of starch decreased with an increase in the severity of sonication conditions because of the weakened polymer network. X-ray diffraction suggested that the crystalline domains in starch were not susceptible to sonication and were more resistance to degradation. Sonicated starch formed more pin-holes on the surfaces in the initial glucoamylase reaction; subsequently, as the reaction proceeded, porous starch with enlarged pores was formed and finally, disrupted granular fragments were observed.

Design of a Compact GPS/MEMS IMU Integrated Navigation Receiver Module for High Dynamic Environment (고기동 환경에 적용 가능한 소형 GPS/MEMS IMU 통합항법 수신모듈 설계)

  • Jeong, Koo-yong;Park, Dae-young;Kim, Seong-min;Lee, Jong-hyuk
    • Journal of Advanced Navigation Technology
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    • v.25 no.1
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    • pp.68-77
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    • 2021
  • In this paper, a GPS/MEMS IMU integrated navigation receiver module capable of operating in a high dynamic environment is designed and fabricated, and the results is confirmed. The designed module is composed of RF receiver unit, inertial measurement unit, signal processing unit, correlator, and navigation S/W. The RF receiver performs the functions of low noise amplification, frequency conversion, filtering, and automatic gain control. The inertial measurement unit collects measurement data from a MEMS class IMU applied with a 3-axis gyroscope, accelerometer, and geomagnetic sensor. In addition, it provides an interface to transmit to the navigation S/W. The signal processing unit and the correlator is implemented with FPGA logic to perform filtering and corrrelation value calculation. Navigation S/W is implemented using the internal CPU of the FPGA. The size of the manufactured module is 95.0×85.0×.12.5mm, the weight is 110g, and the navigation accuracy performance within the specification is confirmed in an environment of 1200m/s and acceleration of 10g.

The Influence of Task Orientation and Preferred Self-View Size on Self-View Preference: Testing the Moderated Mediating Effect of Social Anxiety (과업지향정도 및 선호하는 화면크기가 비디오 피드백 기능 선호도에 미치는 영향: 사회불안의 조절된 매개효과 검증)

  • Peck, Soojin;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.3-14
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    • 2022
  • With the increase of video conferencing users and the development of technology, the situations where video conferencing is used and the layout of video conferencing interfaces are diversifying. Social anxiety affects video conferencing communication and is closely related to the self-view function, which is characteristic of video conferencing. The self-view function is part of the video conferencing interface that provides a small preview of one's own camera feed. Self-view is known to degrade work performance and cause fatigue; however, it is set as the default function on video conferencing software in a way that users generally prefer. This study used an online survey to study the effect of task orientation, preferred self-view size, and social anxiety on video feedback preference. Participants responded to questions assessing work orientation, social anxiety level, preferred self-view size, and self-view preference. The results showed that preferred self-view size mediates task orientation and video feedback preference. There was no significant difference in the mediating effect of the preferred self-view size according to the degree of social anxiety. These results offer insights into the interactions between users and video conferencing software and provide information that can be useful for designing video conferencing interfaces.