• Title/Summary/Keyword: Content interaction

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Interactive Effect of Food Compositions on the Migration Behavior of Printing Ink Solvent

  • An, Duek-Jun
    • Preventive Nutrition and Food Science
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    • v.14 no.4
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    • pp.310-315
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    • 2009
  • The partitioning behavior of the five printing ink solvents in nine lab-made cookies with various sugar and water content at 25${^{\circ}C}$ was studied to find out the presence and effects of interaction between the two ingredients on partitioning behavior in cookies. Solvents were ethyl acetate, hexane, isopropanol, methyl ethyl ketone and hexane. It was observed that the partition coefficient (the solvent concentration in food compared to that in air, Kp) decreased as sugar increased in all case and increased as water content increased for all compounds except toluene. Statistical analysis by the F-test method was used to determine the significance of sugar-water interactions, as well as other single factors on partitioning behavior of each solvent. Sugar content alone had no significant effects, but the crystallinity of sugar, as changed by water content, affected the partitioning behavior of the five solvents significantly. Parameter estimation for each significant factor by SAS program yielded a regression equation, which was used to predict the partitioning behavior in the finished cookie. Kp values from the regression equation could be determined more precisely by applying a correction term for the interaction between sugar and water to the Kp values of each ingredient after baking.

Interaction Effect of Temperature and Moisture Content on the Oil Expression of Perilla Seed (들깨종자의 압착착유에 미치는 온도와 수분함량의 상호작용 효과)

  • Min, Young-Kyoo;Jeong, Heon-Sang
    • Applied Biological Chemistry
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    • v.37 no.1
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    • pp.14-18
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    • 1994
  • In order to elucidate the interaction effect between temperature and moisture content on the oil expression of perilla seed, recovery of expressed oil (REO) and volumetric strain of pressed cake (VSPC) of both roasted and unroasted perilla seeds were observed at different temperatures of 30, 40, 50 and $60^{\circ}C$, and different moisture contents of 2.5, 4.5, 6.5 and 8.5% (w.b). And duration of press was 11 min and applied pressure was 50 MPa. At the low temperature REO and VSPC of roasted and unroasted perilla seed increased in high moisture content and at the high temperature those increased in low moisture content. But REO and VSPC at 8.5% moisture content were decreased without relation to temperature. From the analysis of variance between expression factors and REO and VSPC, temperature and moisture contents showed high significance. Also the interaction effect between temperature and moisture content was higher than temperature. In our experimental conditions, the highest interaction effect between expression factors was observed in the range of $2.5{\sim}4.5%$ of moisture content in all temperatures. The maximum REO of unroasted perilla seeds was observed as 84.4% at 2.5% of moisture content and $60^{\circ}C$, and that of roasted one was as 84.3% at 6.5% of moisture content and $30^{\circ}C$.

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Correlation between the Content and Pharmacokinetics of Ginsenosides from Four Different Preparation of Panax Ginseng C.A. Meyer in Rats

  • Jeon, Ji-Hyeon;Lee, Jaehyeok;Lee, Chul Haeng;Choi, Min-Koo;Song, Im-Sook
    • Mass Spectrometry Letters
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    • v.12 no.1
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    • pp.16-20
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    • 2021
  • We aimed to compare the content of ginsenosides and the pharmacokinetics after the oral administration of four different ginseng products at a dose of 1 g/kg in rats. The four different ginseng products were fresh ginseng extract, red ginseng extract, white ginseng extract, and saponin enriched white ginseng extract prepared from the radix of Panax ginseng C.A. Meyer. The ginsenoside concentrations in the ginseng product and the rat plasma samples were determined using a liquid chromatography-tandem mass spectrometry (LC-MS/MS). Eight or nine ginsenosides of the 15 tested ginsenosides were detected; however, the content and total ginsenosides varied depending on the preparation method. Moreover, the content of triglycosylated ginsenosides was higher than that of diglycosylated ginsenosides, and deglycosylated ginsenosides were not present in any preparation. After the single oral administrations of four different ginseng products in rats, only four ginsenosides, such as 20(S)-ginsenosides Rb1 (GRb1), GRb2, GRc, and GRd, were detected in the rat plasma samples among the 15 ginsenosides tested. The plasma concentrations of GRb1, GRb2, GRc, and GRd were different depends on the preparation method but pharmacokinetic features of the four ginseng products were similar. In conclusion, a good correlation between the area under the concentration curve and the content of GRb1, GRb2, and GRc, but not GRd, in the ginseng products was identified and it might be the result of their higher content and intestinal biotransformation of the ginseng product.

A study on the interaction for screen contents manipulation (스크린 콘텐츠 제어를 위한 인터랙션에 관한 연구)

  • Kwon, SeungJoon;Lee, YoungWoon;Jee, HyungKeun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.208-210
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    • 2015
  • 웹 기반의 스마트 교육 서비스 환경에서 스마트 스크린 단말들 간에 혹은 스마트 스크린 단말과 사용자간의 연결성 및 사용자 경험 증대를 위해서는 직관적이고 손쉬운 사용자 인터페이스 기술 등이 필요하다. 본 논문에서 제안된 방법은 단말에 내장된 웹 브라우저위로 사용자의 손가락 제스쳐 인터랙션 등을 통해 웹소켓 기반의 스마트 스크린 단말간 콘텐츠 제어 서비스를 가능하게 한다.

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Implementation of Metaverse User-Avatar Interaction using Real-time Motion Data (실시간 모션 데이터를 활용한 메타버스 사용자-아바타 상호작용 구현)

  • Gang In Lee;Eun Hye Noh;Young Jae Jo;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.4
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    • pp.172-178
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    • 2023
  • With the expansion of metaverse content and hardware platforms, various interactions in the virtual world have been built, raising expectations for an increase in immersion which is a major element of the metaverse. However, among hardware platforms that increase virtual immersion elements, the typical HMD platform can be a barrier to new user inflows due to its high cost. Thus, this paper focused on improving virtual-to-real interactions by extracting motion data using relatively inexpensive webcam equipment in PC environments, utilizing Unity game engines, Photon unity network, multi-platform implementations, and Barracuda neural network inference libraries.

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A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

Addressing the Item Cold-Start in Recommendation Using Similar Warm Items (유사 아이템 정보를 이용한 콜드 아이템 추천성능 개선)

  • Han, Jungkyu;Chun, Sejin
    • Journal of Korea Multimedia Society
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    • v.24 no.12
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    • pp.1673-1681
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    • 2021
  • Item cold start is a well studied problem in the research field of recommender systems. Still, many existing collaborative filters cannot recommend items accurately when only a few user-item interaction data are available for newly introduced items (Cold items). We propose a interaction feature prediction method to mitigate item cold start problem. The proposed method predicts the interaction features that collaborative filters can calculate for the cold items. For prediction, in addition to content features of the cold-items used by state-of-the-art methods, our method exploits the interaction features of k-nearest content neighbors of the cold-items. An attention network is adopted to extract appropriate information from the interaction features of the neighbors by examining the contents feature similarity between the cold-item and its neighbors. Our evaluation on a real dataset CiteULike shows that the proposed method outperforms state-of-the-art methods 0.027 in Recall@20 metric and 0.023 in NDCG@20 metric.

An Exploration of Interaction Factors and Analysis on Interaction-Level of Synchronous Online Education in University (대학 실시간 온라인 교육에서의 상호작용 요소 탐색과 수준 분석)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.14-25
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    • 2021
  • The purpose of this study is to explore what are the interactive factors of synchronous online education in university and identify the level of interaction. This study used mixed research method. As a result of the interaction level, it was recognized that face-to-face education could be more interactive than synchronous online education. Synchronous online education could have better interactive between instructor and learner, and among learners than asynchronous online education. Factors which influencing the interaction were as follows: small group activities and scaffolding, diversification of communication channels and integration of learner's question in learning content. Detrimental elements were distance felt between instructor and learners, low intimacy among learners, content-focused lecture, restrictions on non-verbal communication, unstable systems and misusing microphones. The necessary factors to promote interaction are planning interactive class activities, etc. Based on the results, it was to suggest what kinds of efforts are needed to make interaction more effective in terms of teaching and learning method & activity, tool & system, and environment.

Social TV User's Object Relations Theory Factors Effects of Interaction and Viewing Satisfaction on Psychological Well-being (소셜TV 이용자의 대상관계요인이 상호작용성과 시청만족을 통해 심리적안녕감에 미치는 영향)

  • Kim, Min-Gyu;Byeon, Benjamin;Kwon, Do-Soon
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.243-261
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    • 2021
  • Social TV users and content are increasing day by day. The main purpose was to study the motivation for social television users, but I felt the need to analyze the potential psychological impact of users in various content. This study analyzed the impact on psychological well-being due to the interaction and viewing satisfaction by the object relations theory factors of social TV user in Korea. A survey was conducted on students of N university, ordinary university, and ordinary people who have experience using social TV to prove the observations or experiments of empirical facts in this study. Research result, First, Nonalienation have been have a positive effect on interaction and viewing satisfaction. Second, stable attachment have been have a positive effect on interaction. Third, social competence have been have a positive effect on interaction. Fourth, interaction have been have a positive effect on viewing satisfaction and psychological well-being. Fifth viewing satisfaction have been have a positive effect on Psychological well-being. Through this, This will contribute to the development of subdivided content and user-customized services for social television, and it is necessary to reconfigure and study various events that may occur between users in the future.

Affective Interaction Technologies for Human Care (휴먼 케어를 위한 초실감 감성 상호작용 기술)

  • Kim, J.S.;Park, C.J.;Lee, K.S.;Kim, M.;Yoo, W.Y.;Jee, H.K.;Jeong, I.K.
    • Electronics and Telecommunications Trends
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    • v.36 no.1
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    • pp.43-53
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    • 2021
  • Super-realistic content technology has recently attracted attention as a core of the "new normal" that can overcome the spatial constraints caused by pandemics. It is moreover the core that allows users in remote locations to meet and engage in various social, cultural, and economic activities based on a network. Content technology is rapidly spreading beyond the existing entertainment area to various industries as an innovative tool that can be used to overcome space-time constraints and improve the productivity of industrial sites, because reality and virtual reality are now super-connected with ultra-low latency. However, existing services such as teleconferencing and tele-collaboration do not provide a level of realism that replaces face-to-face services, and various technical requirements have been proposed to overcome this. The trends in core technologies such as XR twins, hyper-realistic reproduction, sensory interaction, and emotional recognition technology, which are necessary for interactive realistic content that leads to feelings, from reproduction to experience and emotion, are explained. In this article, our aim is to present the future of realistic content that enables human care and can even overcome psychological difficulties such as the "Corona blues".