• Title/Summary/Keyword: Design Interaction

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Statistical Issues in Genomic Cohort Studies (유전체 코호트 연구의 주요 통계학적 과제)

  • Park, So-Hee
    • Journal of Preventive Medicine and Public Health
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    • v.40 no.2
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    • pp.108-113
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    • 2007
  • When conducting large-scale cohort studies, numerous statistical issues arise from the range of study design, data collection, data analysis and interpretation. In genomic cohort studies, these statistical problems become more complicated, which need to be carefully dealt with. Rapid technical advances in genomic studies produce enormous amount of data to be analyzed and traditional statistical methods are no longer sufficient to handle these data. In this paper, we reviewed several important statistical issues that occur frequently in large-scale genomic cohort studies, including measurement error and its relevant correction methods, cost-efficient design strategy for main cohort and validation studies, inflated Type I error, gene-gene and gene-environment interaction and time-varying hazard ratios. It is very important to employ appropriate statistical methods in order to make the best use of valuable cohort data and produce valid and reliable study results.

Direct strength method for high strength steel welded section columns

  • Choi, Jong Yoon;Kwon, Young Bong
    • Steel and Composite Structures
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    • v.29 no.4
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    • pp.509-526
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    • 2018
  • The direct strength method adopted by the AISI Standard and AS/NZS 4600 is an advanced design method meant to substitute the effective width method for the design of cold-formed steel structural members accounting for local instability of thin plate elements. It was proven that the design strength formula for the direct strength method could predict the ultimate strength of medium strength steel welded section compressive and flexural members with local buckling reasonably. This paper focuses on the modification of the direct strength formula for the application to high strength and high performance steel welded section columns which have the nominal yield stress higher than 460 MPa and undergo local buckling, overall buckling or their interaction. The resistance of high strength steel welded H and Box section columns calculated by the proposed direct strength formulae were validated by comparison with various compression test results, FE results, and predictions by existing specifications.

Development of a Human Error Hazard Identification Method for Introducing Smart Mobiles to Nuclear Power Plants

  • Lee, Yong-Hee;Yun, Jong-Hun;Lee, Yong-Hee
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.261-269
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    • 2012
  • Objective: The aim of this study is to develop an analysis method to extract plausible types of errors when using a smart mobile in nuclear power plants. Background: Smart mobiles such as a smart-phone and a tablet computer(smart-pad) are to be introduced to the various industries. Nuclear power plant like APR1400 already adopted many up-to-date digital devices within its main control room. With this trend, various types of smart mobiles will be inevitably introduced to the nuclear field in the near future. However nuclear power plants(NPPs) should be managed considering a big risk as a result of the trend not only economically but also socially compared to the other industrial systems. It is formally required to make sure to reasonably prevent the all hazards due to the introduction of new technologies and devices before the application to the specific tasks in nuclear power plants. Method: We define interaction segments(IS) as a main architect of interaction description, and enumerate all plausible error segments(ES) for a part of design evaluation of digital devices. Results: We identify various types of interaction errors which are coped with reasonably by interaction design using smart mobiles. Conclusion: According to the application result of the proposed method, we conclude that the proposed method can be utilized to specify the requirements to the human error hazards in digital devices, and to conduct a human factors review during the design of digital devices. Application: The proposed method can be applied to predict the human errors of the tasks related to the digital devices; therefore we can ensure the safety to apply the digital devices to be introduced to NPPs.

The Effects of Clothing Styles and Colors on a Body Image Perception (의복스타일과 색이 신체이미지 지각에 미치는 영향)

  • Kim, Hyo-Sook;Choi, Chang-Seok;Lee, Eun-Sil
    • Journal of the Korean Home Economics Association
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    • v.41 no.9
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    • pp.135-148
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    • 2003
  • The purpose of this study was to examine the effect of clothing colors, clothing styles on women's body image perception. The experimental design was 2${\times}$2${\times}$9(perceiver's gender ${\times}$clothing styles${\times}$clothing colors) factorial design with between-subjects design. Subjects were 320 college students in the metropolitan area of Seoul. Perceiver's gender, clothing styles, and clothing colors gave a significant influence on the 3 variables of shoulder, the upper half of the body, and bust. Shoulder and the upper half of the body had an interaction effect by clothing styles and clothing color. Perceiver's gender gave a significant influence on hip size, length of leg, height, clothing styles did a significant influence on hip size, length of leg, height, and slender figure. Clothing colors gave a significant influence on length of leg, height, and slender figure. Length of leg and slender figure had an interaction effect by perceiver's gender and clothing styles. Hip size had an interaction effect by perceiver's gender and clothing color. Hip size had an interaction effect by clothing styles and clothing color. The results of this study support that coloration of clothing and clothing style affects perception of stimulus persons wearing apparel.

Soil-structure interaction vs Site effect for seismic design of tall buildings on soft soil

  • Fatahi, Behzad;Tabatabaiefar, S. Hamid Reza;Samali, Bijan
    • Geomechanics and Engineering
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    • v.6 no.3
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    • pp.293-320
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    • 2014
  • In this study, in order to evaluate adequacy of considering local site effect, excluding soil-structure interaction (SSI) effects in inelastic dynamic analysis and design of mid-rise moment resisting building frames, three structural models including 5, 10, and 15 storey buildings are simulated in conjunction with two soil types with the shear wave velocities less than 600 m/s, representing soil classes $D_e$ and $E_e$ according to the classification of AS1170.4-2007 (Earthquake actions in Australia) having 30 m bedrock depth. Structural sections of the selected frames were designed according to AS3600:2009 (Australian Standard for Concrete Structures) after undertaking inelastic dynamic analysis under the influence of four different earthquake ground motions. Then the above mentioned frames were analysed under three different boundary conditions: (i) fixed base under direct influence of earthquake records; (ii) fixed base considering local site effect modifying the earthquake record only; and (iii) flexible-base (considering full soil-structure interaction). The results of the analyses in terms of base shears and structural drifts for the above mentioned boundary conditions are compared and discussed. It is concluded that the conventional inelastic design procedure by only including the local site effect excluding SSI cannot adequately guarantee the structural safety for mid-rise moment resisting buildings higher than 5 storeys resting on soft soil deposits.

Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.3
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    • pp.1-15
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    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.

Comparison with Perception of Interaction between Finishing Materials and Lighting according to Preference of one's Spatial Sensitivity (공간감 선호에 따른 조명과 마감재 인터랙션의 지각정도 비교 분석)

  • Seo, Ji-Eun
    • Korean Institute of Interior Design Journal
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    • v.23 no.6
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    • pp.42-50
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    • 2014
  • The purpose of this study is to analyze the change of perception and to measure the degree of interaction between the lighting and the finishing materials according to preference types and the impacted factors to the spatial sensitivity of users. To do that, the this change was grasped through the experiment with Likert Scale and ANOVA of SPSS program to the simulated images. The result of this study is as following. Firstly, the personal difference in the perception of space comes from 'attention' in information processing process. The degree of the perception of users change strongly by lighting in the space expressed the 'modern natural'. Secondly, the atmosphere and the degree of perception are different in the preference of users to the spatial sensitivity and in impacted factors which are thought by users in the space sensitives. The users who prefer the 'decoration' feel the mood more strongly in the space. But the users who prefer the 'active' and 'intimacy' are opposite to that. The difference to the degree of perception is greater in the 'classic natural' than the others under the lighting turns on. Thirdly, an in-depth research which is considered of the interaction among the various factors is needed for finding the design methods for inducing the sensitivity of users in the space. And the ranking of the impacted factors should be understanded and applied to the research regarding the changes of perception in the space. Finally, this study has the limitation to be adapted to all of the situation for the space design methods. But this will be a basic data to study the design methods for users's sensitivity in the space.

Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.3
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

Aeroacoustic Characteristics and Noise Reduction of a Centrifugal Fan for a Vacuum Cleaner

  • Jeon, Wan-Ho;Rew, Ho-Seon;Kim, Chang-Joon
    • Journal of Mechanical Science and Technology
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    • v.18 no.2
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    • pp.185-192
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    • 2004
  • The aeroacoustic characteristics of a centrifugal fan for a vacuum cleaner and its noise reduction method are studied in this paper. The major noise source of a vacuum cleaner is the centrifugal fan. The impeller of the fan rotates at over 30000 rpm, and generates very high-level noise. It was revealed that the dominant noise source is the aerodynamic interaction between the rotating impeller and stationary diffuser. The directivity of acoustic pressure showed that most of the noise propagates backward direction of the fan-motor assembly. In order to reduce the high tonal sound generated from the aerodynamic interaction, unevenly pitched impeller and diffuser, and tapered impeller designs were proposed and experiments were performed. Uneven pitch design of the impeller changes the sound quality while the overall sound power level (SPL) and the performance remains similar. The effect of the tapered design of impeller was evaluated. The trailing edge of the tapered fan is inclined. This reduces the flow interaction between the rotating impeller and the stationary diffuser because of some phase shifts. The static efficiency of the new impeller design is slightly lower than the previous design. However, the overall SPL is reduced by about 4 dB(A). The SPL of the fundamental blade passing frequency (BPF) is reduced by about 6 dB (A) and the 2$\^$nd/ BPF is reduced about 20 dB (A). The vacuum cleaner with the tapered impeller design produces lower noise level than the previous one, and the strong tonal sound was dramatically reduced.

Architectural Design using Visual and Tactile Guide in the Virtual Table (가상테이블상에서 비쥬얼 및 택타일 가이드를 이용한 건축 디자인)

  • 이선민;최수미;권두영;김명희
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.2
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    • pp.189-198
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    • 2004
  • As display devices evolve, computer-based work environments are also becoming better suited to actual application tasks. This paper discusses the development of an architectural design system using the virtual table, which is a table-type projection system. It consists of the interactive VR modeler, the hybrid tracker and the architectural interpreter. The interactive VR modeler offers visual and tactile guide such as grid interaction, a tangible transparent prop and reference objects, so that a user can design architectural 3D models more easily and intuitively on the virtual table. The hybrid tracker includes two types of tracking methods for viewpoint according to the user's view and hand interaction: namely, vision-based tracking and magnetic tracking. The architectural interpreter automatically transforms simple 3D masses into a basic construction form that has architectural knowledge. The proposed system has advantage in the sense that it is suitable for collaboration among several users, allowing them to view graphical objects in stereoscopic view with direct 3D manipulation. Thus, it can be effectively used for architectural simulation and user-participated design.