• Title/Summary/Keyword: 페이스 조절

Search Result 107, Processing Time 0.031 seconds

Expert System for Stress Diagnosis of Cucumber and Tomato Using FoxPro (FoxPro를 이용한 오이와 토마토의 생육장해 진단 전문가 시스템 개발)

  • 고병진;서상룡;최영수
    • Journal of Bio-Environment Control
    • /
    • v.12 no.1
    • /
    • pp.30-37
    • /
    • 2003
  • An expert system was developed for the stress diagnosis of cucumber and tomato using FoxPro. The principle points in building the system were integration with Korean, effective processing of mass information, and easy access for non-experts such as farmers. The method of inferencing was forward chaining based on pattern matching. Knowledge base was expressed with IF∼THEN rules and was expressed in the form of tree. Also, the expert system was designed so that additions and modifications of all information could easily be performed on windows. The results tested by farmers with the developed system showed that the expert system was reliable for the practical use. It was expected the expert system could be directly applied to the stress diagnosis of other vegetable plants by modifying only data bases.

Vaccine Cold Chain Monitoring System Using IoT Vaccine Fridge for Developing Countries (IoT 백신 냉장고를 사용한 개발도상국 백신 콜드체인 모니터링 시스템)

  • Lyu, Jang-Hyeon;Park, Samuel;Yu, Jong-Ha;Wang, Xin-Lin;Im, Hyuck-Soon;Rhee, Hyop-Seung;Ahn, Sung-Hoon
    • Journal of Appropriate Technology
    • /
    • v.7 no.1
    • /
    • pp.26-32
    • /
    • 2021
  • In the process of vaccine delivery and vaccination, temperature is mostly controlled by an insulated containers containing ice. Moreover, amount of wasted vaccine is significant because the temperature of the vaccine is not properly controlled. A core challenge of vaccination is temperature data monitoring, since it is critical for managing and operating strategical vaccination by health organizations. In this research, a real-time monitoring vaccine carrier system was developed. Temperature, location, and power consumption data of the vaccine carrier were monitored and working performances of the vaccine carrier were tested in both Korea and Tanzania (Arusha and Kilimanjaro regions). For both places, Short Message Service (SMS) communication method was used to send information of the carrier's status. As a result, the monitoring system was able to transmit and receive real-time data of the vaccine carrier status while the vaccine carrier was tested. The vaccine status data can be accessed from any location through the cloud server and web-based user interface.

Moderating Effects of User Gender and AI Voice on the Emotional Satisfaction of Users When Interacting with a Voice User Interface (음성 인터페이스와의 상호작용에서 AI 음성이 성별에 따른 사용자의 감성 만족도에 미치는 영향)

  • Shin, Jong-Gyu;Kang, Jun-Mo;Park, Yeong-Jin;Kim, Sang-Ho
    • Science of Emotion and Sensibility
    • /
    • v.25 no.3
    • /
    • pp.127-134
    • /
    • 2022
  • This study sought to identify the voice user interface (VUI) design parameters that evoked positive user emotions. Six VUI design parameters that could affect emotional user satisfaction were considered. The moderating effects of user gender and the design parameters were analyzed to determine the appropriate conditions for user satisfaction when interacting with the VUI. An interactive VUI system that could modify the six parameters was implemented using the Wizard of OZ experimental method. User emotions were assessed from the users' facial expression data, which was then converted into a valence score. The frequency analysis and chi-square test found that there were statistically significant moderating gender and AI effects. These results implied that it is beneficial to consider the users' gender when designing voice-based interactions. Adult/male/high-tone voices for males and adult/female/mid-tone voices for females are recommended as general guidelines for future VUI designs. Future analyses that consider various human factors will be able to more delicately assess human-AI interactions from a UX perspective.

Personalized Virtual Storytelling with Responsive Multimedia System (반응형 멀티미디어 시스템을 이용한 개인화된 스토리텔링 기법)

  • Lee, Young-Ho;Oh, Se-Jin;Park, Young-Min;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.118-123
    • /
    • 2006
  • 본 논문에서는 반몰입형 가상현실 시스템인 반응형 멀티미디어 시스템(RMS: Responsive Multimedia System)을 이용한 개인화된 스토리텔링 기법을 제안한다. 인간은 글, 그림, 영상 기술 등을 이용한 다양한 스토리텔링 기법을 개발해 왔으며, 가상 현실 기술을 통하여 기존의 멀티미디어보다 한차원 높은 수준의 스토리텔링을 가능하게 하였다. 제안된 스토리텔링 기법은 테이블 형태의 다감각 사용자 인터페이스, 사용자 정보 처리와 위치기반 이벤트를 결정하는 컨텍스트 인식 응용 모델 (vr-UCAM), 그리고 가상환경 네비게이션과 변화, 캐릭터의 애니메이션을 가능케 하는 가상공간 관리기로 구성된다. 제안된 스토리텔링 기법은 다감각 사용자 인터페이스를 통하여 직관적인 상호작용을 가능하게 한다. 그리고 컨텍스트 인식 응용 모델을 활용하여 사용자 개인정보를 스토리에 적용하여 개인화된 스토리가 전개될 수 있도록 한다. 그리고 가상 환경의 네비게이션, 가상 캐릭터, 날씨 및 환경의 변화 등을 조절하여 실감있게 스토리가 전개되도록 한다. 제안된 스토리텔링 환경을 검증하기 위해 운주사에 얽힌 설화를 기반으로 가상 운주사 체험 시스템을 구현하였다. 이를 통해, 반응형 멀티미디어 시스템을 이용한 스토리텔링의 가능성을 검증하였으며, 컨텍스트 인식 응용 모형을 활용한 개인화된 스토리텔링을 선보였다. 제안된 스토리텔링 기법은 문화교육, 에듀테인먼트, 예술 분야에 활용될 것으로 기대된다.

  • PDF

Residual Neuromuscular Sensing Platform Development using Sensor of Nerve Stimulation Response Measurement during Anesthesia (신경자극반응 측정 센서를 이용한 마취 시 잔여근이완 감지 플랫폼 구현)

  • Shin, Hyo-Seob;Kim, Young-Kil
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.14 no.6
    • /
    • pp.1505-1510
    • /
    • 2010
  • Response to nerve stimulation platform for implementing measures to detect finger movement has been functioning as an important factor. The finger movement of the muscle response to nerve stimulation and sensing Actuator for the H/W development is needed. In addition, a low power embedded CPU based on the top was used. H/W configuration portion of the isolation power, constant current control, High impedance INA, amplifier parts, and the stimulus mode and the Micro-control the status of current, AD converter Low Data obtained through the processing system is implemented.

High-Resolution Tiled Display System for Visualization of Large-scale Analysis Data (초대형 해석 결과의 분석을 위한 고해상도 타일 가시화 시스템 개발)

  • 김홍성;조진연;양진오
    • Journal of the Korean Society for Aeronautical & Space Sciences
    • /
    • v.34 no.6
    • /
    • pp.67-74
    • /
    • 2006
  • In this paper, a tiled display system is developed to get a high-resolution image in visualization of large-scale structural analysis data with low-resolution display devices and low-cost cluster computer system. Concerning the hardware system, some of the crucial points are investigated, and a new beam-projector positioner is designed and manufactured to resolve the keystone phenomena which result in distorted image. In the development of tiled display software, Qt and OpenGL are utilized for GUI and rendering, respectively. To obtain the entire tiled image, LAM-MPI is utilized to synchronize the several sub-images produced from each cluster computer node.

The Effect of Inflow Into a Site Via Facebook on Customers' Revisit : Drawing on the Moderating Effects of the Average Site Visit-Depth (기업 페이스북을 통한 사이트 유입이 고객 재방문에 미치는 영향 : 사이트 평균 방문깊이의 조절효과를 중심으로)

  • Lee, Jung Won;Park, Cheol
    • Journal of Information Technology Services
    • /
    • v.18 no.2
    • /
    • pp.1-16
    • /
    • 2019
  • Social media is one of the important marketing channels for companies, changing the way interacting with customers. Marketers attract participation from customers' in social media platforms by producing branded content, which helps them gain various marketing results such as brand awareness, web traffic, and sales. The number of the empirical studies on the effects of social media on marketing performance is still low although various success stories and studies have been published. In particular, IT companies are trying to attract users onto their websites with social media content and promotions; however, they regard the number of the visitors as a vanity metric, which has little effectiveness. The study examined the Effect of the site introduced via Facebook, a typical social medium, on customers' revisit. Precedent studies proved that revisit, one of forms of major visit for satisfactory results of a website, is suitable for analyzing the operational output on Facebook pages. The results of the study demonstrated that Facebook content has a positive impact on website inflows and revisits. Also, it turns out that the higher the average website visit depth reinforces the positive relationship between the rate of the inflow and that of the site revisit.

Far-End Crosstalk Compensation for High-Speed Interface (고속 인터페이스를 위한 원단누화 보상 기술 동향)

  • Lee, Won-Byoung;Kong, Bai-Sun
    • Journal of IKEEE
    • /
    • v.23 no.3
    • /
    • pp.1046-1053
    • /
    • 2019
  • In a multi-channel single-ended system, the far-end crosstalk (FEXT) due to mutual inductance and mutual capacitance between two adjacent channels critically limit the bandwidth. FEXT causes crosstalk-induced jitter (CIJ) and crosstalk-induced glitch (CIG) which leads to timing margin and voltage margin degradations, respectively. Therefore, FEXT must be compensated in order to increase eye opening and achieve high data-rate. It can be compensated in transmitter by controlling the timing of the data or reshaping the waveform of the signal. Also, FEXT can be compensated in receiver by generating mimicked FEXT using high-pass filter. In this paper, recent techniques to compensate FEXT are investigated, with discussions of their pros and cons.

An Interface Technique for Avatar-Object Behavior Control using Layered Behavior Script Representation (계층적 행위 스크립트 표현을 통한 아바타-객체 행위 제어를 위한 인터페이스 기법)

  • Choi Seung-Hyuk;Kim Jae-Kyung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Software and Applications
    • /
    • v.33 no.9
    • /
    • pp.751-775
    • /
    • 2006
  • In this paper, we suggested an avatar control technique using the high-level behavior. We separated behaviors into three levels according to level of abstraction and defined layered scripts. Layered scripts provide the user with the control over the avatar behaviors at the abstract level and the reusability of scripts. As the 3D environment gets complicated, the number of required avatar behaviors increases accordingly and thus controlling the avatar-object behaviors gets even more challenging. To solve this problem, we embed avatar behaviors into each environment object, which informs how the avatar can interact with the object. Even with a large number of environment objects, our system can manage avatar-object interactions in an object-oriented manner Finally, we suggest an easy-to-use user interface technique that allows the user to control avatars based on context menus. Using the avatar behavior information that is embedded into the object, the system can analyze the object state and filter the behaviors. As a result, context menu shows the behaviors that the avatar can do. In this paper, we made the virtual presentation environment and applied our model to the system. In this paper, we suggested the technique that we controling an the avatar control technique using the high-level behavior. We separated behaviors into three levels byaccording to level of abstract levelion and defined multi-levellayered script. Multi-leveILayered script offers that the user can control avatar behavior at the abstract level and reuses script easily. We suggested object models for avatar-object interaction. Because, TtThe 3D environment is getting more complicated very quickly, so that the numberss of avatar behaviors are getting more variableincreased. Therefore, controlling avatar-object behavior is getting complex and difficultWe need tough processing for handling avatar-object interaction. To solve this problem, we suggested object models that embedded avatar behaviors into object for avatar-object interaction. insert embedded ail avatar behaviors into object. Even though the numbers of objects areis large bigger, it can manage avatar-object interactions by very efficientlyobject-oriented manner. Finally Wewe suggested context menu for ease ordering. User can control avatar throughusing not avatar but the object-oriented interfaces. To do this, Oobject model is suggested by analyzeing object state and filtering the behavior, behavior and context menu shows the behaviors that avatar can do. The user doesn't care about the object or avatar state through the related object.

A study on the weight control behavior according to cluster types of the motivation to use social media among university students in the Jeonbuk area (전북지역 대학생의 소셜미디어 이용동기 유형에 따른 체중조절 행태 연구)

  • Jiyoon Lee;Sung Suk Chung;Jeong Ok Rho
    • Journal of Nutrition and Health
    • /
    • v.56 no.2
    • /
    • pp.203-216
    • /
    • 2023
  • Purpose: This study examines the weight control behavior depending on university students' motives of using social media. Methods: The participants were 447 university students in the Jeonbuk area. Collected data were analyzed using factor analysis, cluster analysis, analysis of variance, and χ2 tests with SPSS v. 26.0. Considering the motives of using social media, we investigated the usage of social media, dietary behavior related to social media, and weight control behavior. Results: Using the K-clustering method, the motives to use social media were categorized into three clusters: cluster 1 was the interest-centered group, cluster 2 was the multipurpose information-seeking group, and cluster 3 was the relationship-centered group. Among the various social media sites, YouTube (86.8%), Instagram (76.1%), and Facebook (61.1%) were the most visited by the subjects. The dietary behavior related to social media in cluster 2 was significantly higher than clusters 1 and 3 (p < 0.001). Clusters 1 and 2 showed a significantly higher dissatisfaction with one's weight (p < 0.05) and consequent interest in weight control than cluster 3 (p < 0.001). Cluster 2 used weight control-related information from social media significantly more than other clusters (p < 0.05). Weight control experiences in cluster 1 and 2 were significantly higher than in cluster 3 (p < 0.001). Conclusion: Differences in dietary behavior related to social media and weight control behavior were observed between cluster types of motivation to use social media. Based on the usage motives of university students and their behaviors, we propose that educational programs should be conducted for weight control using social media.