• 제목/요약/키워드: Interaction potential

검색결과 1,527건 처리시간 0.026초

차내 경험의 디지털 트랜스포메이션과 오디오 기반 인터페이스의 동향 및 시사점 (Trends and Implications of Digital Transformation in Vehicle Experience and Audio User Interface)

  • 김기현;권성근
    • 한국멀티미디어학회논문지
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    • 제25권2호
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    • pp.166-175
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    • 2022
  • Digital transformation is driving so many changes in daily life and industry. The automobile industry is in a similar situation. In some cases, element techniques in areas called metabuses are also being adopted, such as 3D animated digital cockpit, around view, and voice AI, etc. Through the growth of the mobile market, the norm of human-computer interaction (HCI) has been evolving from keyboard-mouse interaction to touch screen. The core area was the graphical user interface (GUI), and recently, the audio user interface (AUI) has partially replaced the GUI. Since it is easy to access and intuitive to the user, it is quickly becoming a common area of the in-vehicle experience (IVE), especially. The benefits of a AUI are freeing the driver's eyes and hands, using fewer screens, lower interaction costs, more emotional and personal, effective for people with low vision. Nevertheless, when and where to apply a GUI or AUI are actually different approaches because some information is easier to process as we see it. In other cases, there is potential that AUI is more suitable. This is a study on a proposal to actively apply a AUI in the near future based on the context of various scenes occurring to improve IVE.

Analytical model of EEG by statistical mechanics of neocortical interaction

  • Park, J.M.;M.C. Whang;B.H. Bae;Kim, S.Y.;Kim, C.J.
    • 대한인간공학회:학술대회논문집
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    • 대한인간공학회 1997년도 춘계학술대회논문집
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    • pp.165-175
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    • 1997
  • Brain potential is described by using Euler Lagrange equation derived from Lagrangian based on SMNI(Statistical Mechanics of Neocortical Interaction). It is assumed that excitatory neuron firing is amplitude-modulated dominantly by the sum of two modes of frequency ${\omega}and 2 {\omega}$ . Time series of this neuron firing is numerically calculated. $I_{L}$related to low frequency distribution of power spectrum, $I_{H}$high frequency, and S(standard deviation) are introduced for the effective extraction of the dynamic property in this simulated brain potential. $I_{L}$,$I_{H}$, and S are obtained from EEG of 4 persons in rest state and are compared with thoretical results. It is of importance in various fields related to human well-being such as comfort-pursued industrial design, psychology, medicine to characterize human emotional states by EEG analysis. The pleasant and unpleasant sensation among various emotional states would be demonstrated to be determined in terms of ${\epsilon}$ and ${\gamma}$ parameters estimated by the simulated $I_{L}$-$I_{H}$-S relations.

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관계형 데이타 베이스 채택에 관한 연구 (A Study on The Relational Database Adoption)

  • 김윤기;이재범;양경훈
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 1996년도 추계학술대회발표논문집; 고려대학교, 서울; 26 Oct. 1996
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    • pp.78-88
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    • 1996
  • It is important to understand the process of IT diffusion between organizations for meeting effectively IT progress and its changes. The previous studies provide, the process of IT diffusion between organizational members, organizational factors facilitating the assimilation of IT within the organization, and the organizational members' usage of communication channels in the IT adoption process. But they failed to provide comprehensively the diffusion process of IT between organizations. Therefore, an empirical research through a field survey has been performed to examine the diffusion process of RDB with 64 companies to overcome the limits of the previous studies. The purpose of this study is (1) to empirically examine the interaction of companies(prior adopters and potential adopters), (2) to look into the differences of the factors of organizational structure and the periods of RDB adoption process between OAE(Organizations Adopting Earlier) and OAL(Organizations Adopting Later), and the importance of communication channels used in IT planning stage and adoption stage, (3) to inquire into the difference of RDB performance between OAE and OAL. The results of this study indicate that there is no interaction between the prior adopters and the potential adopters. Also, there are great significant differences with regards to variables of CEO's age, CEO's concern on IT, formalization, centralization compensation systems, CIO's attitudes on changes, RDB adoption periods, performance of RDB. In addition, interpersonal channels have been much more used than mass communication channels in both IT planning stage and adoption stage. This study provides good guidelines to the companies and the vendors in shaping the strategies of IT adoption and IT diffusion respectively.

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점전하 모형에 의한 10Dq 에서의 배치간 작용의 영향 (The Effect of the Configuration Interaction on 10Dq in a Point Charge Model)

  • 김호징;이덕환
    • 대한화학회지
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    • 제21권1호
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    • pp.23-31
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    • 1977
  • Octahedral symmetry 를 지닌 리간드에 의한 영향 아래있는 하나의 d전자를 갖는 금속 착물을 대상으로, 결정장 분리계수 10Dq를 결정장이론에 의하여 이론적으로 계산하였다. 점전하 모형을 쓰되, Shull-Lowdin 함수를 사용하여 배치간 작용을 고려하고, Integral Hellmann-Feynman Theorem을 써서 고차섭동의 영향을 추출하였다. 고차섭동의 영향이 일차섭동의 약 $50{\%}$가 됨을 알았다. Octahedral potential에 의해 3d 함수의 각 성분의 변화가 없고, $E_g\;와\;T_{2g}$상태에서, 동경성분의 변화가 일정하므로 10Dq는 유일한 파라미터로 남을 것이라는 결론을 얻었다.

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Exploring the Effectiveness of Smart Education in a College Writing Course Utilizing Multimedia Learning Tools

  • Si-Yeon Pyo
    • 실천공학교육논문지
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    • 제16권2호
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    • pp.143-150
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    • 2024
  • With the development of AI, multimedia tools in education offer personalized learning environments, which foster individual competencies. This study aims to examine the effectiveness of smart education as perceived by learners through a case study of university writing classes utilizing multimedia learning tools, and to explore potential applications. To achieve this, a writing course incorporating various multimedia tools to promote interaction was designed and implemented over the course of one semester, targeting 42 university students. Through the semester, student reactions and survey results were analyzed to investigate the effects and satisfaction levels regarding the use of multimedia learning tools in writing instruction as perceived by students. The analysis revealed that multimedia-assisted writing classes effectively fostered learners' autonomy by focusing on individual needs, while also promoting interaction and encouraging spontaneous participation. Students reported recognizing the presence of diverse perspectives by comparing and communicating about each other's writing, leading to an expansion of their own thinking. In using ChatGPT, it was found that students attempted to refine their questions until they obtained the desired answers. They reported that this process deepened their understanding of the essence of the questions. These benefits led to results of high levels of students' active class engagement and satisfaction. This study contributes foundational and empirical data regarding the effectiveness and potential applications of learner-centered smart education as part of fourth industrial revolution integration research.

Dynamic response analysis of nanoparticle-nanobeam impact using nonlocal theory and meshless method

  • Isa Ahmadi;Mohammad Naeim Moradi;Mahdi Davar Panah
    • Structural Engineering and Mechanics
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    • 제89권2호
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    • pp.135-153
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    • 2024
  • In this study, the impact response of a nanobeam with a moving nanoparticle is investigated. Timoshenko beam theory is used to model the nanobeam behavior and nonlocal elasticity theory is used to consider the effects of small dimensions. The interaction between the nanoparticle and nanobeam has been described using Lennard-Jones potential theory and the equations are discretized by the radial basis meshless method and a mathematical model is presented for the nanobeam-nanoparticle system. Validation of the proposed model is achieved by comparing the obtained natural frequencies with reference values, demonstrating good agreement. Dimensionless frequency analysis reveals a decrease with increasing nonlocal parameter, pointing out a toughening effect in nanobeam. The dynamic response of the nanobeam and nanoparticle is obtained by time integration of equations of motion using Newmark and Wilson-𝜃 methods. A comparative analysis of the two methods is conducted to determine the most suitable approach for this study. As a distinctive aspect in this study, the analysis incorporates the deformation of the nanobeam resulting from the nanoparticle-nanobeam interaction when calculating the Lennard-Jones force in the nanobeam-nanoparticle system. The numerical findings explore the impact of various factors, including the nonlocal parameter, initial velocity, nanoparticle mass, and boundary conditions.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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구리박막에서 수은 클러스터의 충돌거동에 대한 분자동역학적 연구 (Molecular Dynamics Study on Collision Behaviors of Cluster of Mercury on Thin-Film of Copper)

  • 정흥철;고선미;최경민;김덕줄
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2007년도 춘계학술대회B
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    • pp.2678-2683
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    • 2007
  • The interaction between metal molecules and liquid metal molecules was modeled in the molecular scale and simulated by the molecular dynamics method in order to understand behaviors of the cluster on metallic surface in collision process. Lennard-Jones potential had been used as intermolecular potential, and only attraction 때 d repulsion had been used for the behavior of the cluster on the metal surface. As results, the behavior of the cluster was so much influenced by the cluster of liquid metal temperature and function of molecules forces, such as attraction and repulsion, in the collision progress. These results of simulation will be the foundation for the micro fabrication manufacturing by using spray application technology.

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Logistic Analysis를 이용하여 분석한 인공유산이 속발성불임에 미치는 영향 (The Study of the Influence of Induced Abortion on Secondary Infertility analyzed by Logistic Regression)

  • 이원철
    • Journal of Preventive Medicine and Public Health
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    • 제15권1호
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    • pp.179-186
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    • 1982
  • The methods controlling the confounding factors were discussed using the data of secondary infertility with induced abortion. Mantel-Haenszel method and logistic model were applied in the analysis to find out which factors were confounding and/or effect modification variables. In the logistic analysis, the main effect of induced abortion, spontaneous abortion, age and interaction effect between induced abortion and spontaneous abortion were chosen as independent variables being regressed into logistic functions. Spontaneons abortion was interpreted as a potential confounder and at the same time potential effect modifier and age was interpreted as potential confounder. Spontaneous abortion was shown to be more important influencing factor than age to the secondary infertility. In the course of logistic analysis, the problem of parameter estimation and hypothesis testing, assessing the fitness of a model, and selection of the best model were briefly explained. For the program of logistic model, FUNCAT Procedure of SAS package was chosen.

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Effects of HLB value on oil-in-water emulsions: Droplet size, rheological behavior, zeta-potential, and creaming index

  • Hong, In Kwon;Kim, Su In;Lee, Seung Bum
    • Journal of Industrial and Engineering Chemistry
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    • 제67권
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    • pp.123-131
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    • 2018
  • Using mixed nonionic surfactants Span/Tween, we investigated the effects of HLB value on the O/W emulsion stability and rheological behaviors. In this study, MS-01 (Span 60 & Tween 60) and MS-02 (Span 80 & Tween 80) was used as mixed nonionic surfactants. We considered required HLB value 10.85 and selected corresponding HLB value range 8-13. The droplet size distributions, droplet morphology, rheological properties, zeta-potential and creaming index of the emulsion samples were obtained to understand the mechanism and interaction of droplets in O/W emulsion. The results indicated that optimal HLB number for O/W emulsions was 10.8 and 10.7, while using MS-01 surfactant and MS-02 surfactant respectively. MS-01 (HLB = 10.8) sample and MS-02 (HLB = 10.7) sample showed smallest droplet size and highest zeta-potential value. Rheological properties are measured to understand rheological behaviors of emulsion samples. All emulsion samples showed no phase separation until 30 days storage time at $25^{\circ}C$.