• Title/Summary/Keyword: Interactive Input

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A Web-based Virtual Experiment Kit for Digital Logic Circuits Using Java Applet (자바 애플릿을 이용한 웹 기반 디지털 논리회로 가상실험키트)

  • Kim Dong-Sik;Kim Ki-Woon
    • Journal of Engineering Education Research
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    • v.6 no.2
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    • pp.5-14
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    • 2003
  • In this paper, we developed an efficient virtual experiment kit with creative and interactive multimedia contents, which can be used to enhance the quality of education in the area of digital logic circuits. Since our virtual experiment kit is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. Also, our web-based virtual experiment kit is designed to enhance the efficiency of both the learners and the educators. The learners will be able to achieve high learning standard and the educators save time and labor. The virtual experiment is performed according to the following procedure: (1) Circuit Composition on the Bread Board (2) Applying Input Voltage (3) Output Measurements (4) Checkout of Experiment Results. Furthermore, the circuit composition on the bread board and its corresponding online schematic diagram are displayed together on the virtual experiment kit for the learner's convenience. Finally, we have obtained several affirmative effects such as reducing the total experimental hours and the damage rate for experimental equipments and increasing learning efficiencies as well as faculty productivity.

Sensing and Control Virtual Environment Using Zigbee Sensor Technology (지그비 센서를 활용한 가상현실 제어)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.243-247
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    • 2007
  • User interface is one of important factors to enhance one's presence in virtual reality systems. Due to the performance improvement of hardware, the virtual reality system is extensively utilized in games, broadcastings, educations, cultural contents, and so on. And, it is enlarged the necessity for researches on mobile interface to control the virtual reality system guaranteeing user's unrestricted movement. In this paper, we present a mobile interface, ZA sensor which is constructed with a Zigbee module and a Accelerometer to control the virtual environment. And, we propose a method of constructing the virtual reality system using the ZA sensor as a input device and practical applications of the system.

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Analyzing the Efficient Elements on Multi-Touch Based Device for Web Application (웹 어플리케이션을 위한 멀티터치 기반 시스템의 효율적 요소 분석)

  • Cho, Jae-Joon;Jang, Hyun-Su;Cho, Ok-Hue;Lee, Won-Hyung
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.915-920
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    • 2009
  • In terms of development of intelligent information devices, the most important element is the function which is able to deliver the information user wants to input on the device without complexities. By using the mean such as our voice, expression, gesture and physical contact we use in our daily routine, we are able to interact with device easily and simply. In this paper, we are initiated to present interactive surface system, in which allows users to use their hand gesture as a function of mouse and keyboard free, to be interacted within the platform of web application.

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A Study on Interaction of Gaze-based User Interface in Mobile Virtual Reality Environment (모바일 가상현실 환경에서의 시선기반 사용자 인터페이스 상호 작용에 관한 연구)

  • Kim, Mingyu;Lee, Jiwon;Jeon, Changyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.39-46
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    • 2017
  • This study proposes a gaze-based user interface to provide user oriented interaction suitable for the virtual reality environment on mobile platforms. For this purpose, a mobile platform-based three-dimensional interactive content is produced, to test whether the proposed interface increases user satisfaction through the interactions in a mobile virtual reality environment. The gaze-based interface, the most common input method for mobile virtual reality content, is designed by considering two factors: the field of view and the feedback system. The performance of the proposed gaze-based interface is analyzed by conducting experiments on whether or not it offers motives for user interest, effects of enhanced immersion, differentiated formats from existing ones, and convenience in operating content.

A Study on Quantitative Models for Evaluating Interactivity in Cyber Learning (사이버 교수-학습과정에서 상호작용성 평가방법에 관한 탐색적 연구)

  • Kim, Mi-Ryang;Chang, Chung Moo;Han, Kwang-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.7 no.1
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    • pp.79-88
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    • 2004
  • Since computer integrated technology was introduced to the field of education, it has offered an expanding range of interactive possibilities which are remarkably powerful and helpful for the learners, especially constructing the cyber learning environments. Interactivity, the critical element in cyber learning, is categorized into three dimensions: student-to-contents, student-to-student and student-to-instructors. Six surrogate variables are introduced, and two quantitative model are developed for evaluating the degree of interactivity. The first model, which is called Data Envelopment Analysis model, is a linear programming based technique for measuring the relative performance of organizational units where the presence of multiple inputs and outputs makes comparison difficult. DEA model allows each unit to adopt a set of weight that shows it in the most favorable light in comparison to the other unit. The Second model employes the weighted average of standardized input variables for evaluation. Actual data have been collected from the Cyber IT university and these two models are applied for comparison. The analysis shows that the results from these two models are very much similar to each other, and are highly correlated to the level of class satisfaction.

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Implementation of Digital Light Drawing System based on Stereo Vision (스테레오 비전 기반 Light Drawing 시스템 구현)

  • Park, Won-Bae;Park, Chang-Bum;Paik, Doo-Won
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.130-137
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    • 2010
  • Light Drawing is a photographic technique which exposures are made at night or in a darkened room usually by moving a hand-held light source[1]. Due to the limitations of equipment and environment, users having difficulty in drawing a picture in 3D space. If user take a light drawing, they need a camera that have function and darkened environment. Alternative solution is that we can make a light drawing picture by using the computer drawing tool as in Photoshop. Nevertheless, this solution will let the User lose their interest in drawing because this solution cannot synchronize between the real action of human hand motion and the electronic input devices such as mouse and keyboard. This paper proposed a digital content that can make light drawing easier. We used a digital content that will facility Light Drawing easier. We can measure the light spot position by using the stereo camera. Based on the measured position of the light spot, we reproduce light drawing in virtual space by using drawing effect method.

The Interaction Expressed in 21st Century's Digital Fashion - Focused on the Luminescence digital fashion designs - (21세기 디지털 패션에 나타난 인터랙션 - 발광형 디지털 패션디자인을 중심으로 -)

  • Heo, Seungyeun;Lee, Younhee
    • Journal of the Korean Society of Costume
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    • v.63 no.4
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    • pp.17-29
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    • 2013
  • The purpose of this study is to analyze the factors of action and reaction through the examples of luminescence digital fashion design, which is a part of the interactive digital paradigm in 21st century, and to classify types of interaction expressed in luminescence digital fashion design. The significance of this study is to provide an effective database for researches on new ideas and expression methods of fashion design using luminescence digital device. The contents are as follows. First, identifying the concepts of interaction, digital fashion, and luminescence digital device. Second, analyzing the factors that put the luminescence digital device into effect through materials such as the collected photos and the stimulus behind the materials. Third, analyzing and classifying types of reaction according to the types of stimulus in luminescence digital fashion design. Detailed use of luminescence digital devices in Fashion designs did not start until after 2000 so the scope of this study starts from 2000 and on. The methods of this study are as follows. The theoretical frameworks of digital fashion and interaction were setup by using information from various related books, papers, and internet sites. In addition, the empirical analysis was performed using collected photos and explanations through related Internet sites of digital fashion. Through the study, the interaction types in 21st century's luminescence digital fashion design can be expressed variously according to the current input type, biometric recognition type, environment recognition type.

A STUDY ON THE IMPLEMENTATION OF ARTIFICIAL NEURAL NET MODELS WITH FEATURE SET INPUT FOR RECOGNITION OF KOREAN PLOSIVE CONSONANTS (한국어 파열음 인식을 위한 피쳐 셉 입력 인공 신경망 모델에 관한 연구)

  • Kim, Ki-Seok;Kim, In-Bum;Hwang, Hee-Yeung
    • Proceedings of the KIEE Conference
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    • 1990.07a
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    • pp.535-538
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    • 1990
  • The main problem in speech recognition is the enormous variability in acoustic signals due to complex but predictable contextual effects. Especially in plosive consonants it is very difficult to find invariant cue due to various contextual effects, but humans use these contextual effects as helpful information in plosive consonant recognition. In this paper we experimented on three artificial neural net models for the recognition of plosive consonants. Neural Net Model I used "Multi-layer Perceptron ". Model II used a variation of the "Self-organizing Feature Map Model". And Model III used "Interactive and Competitive Model" to experiment contextual effects. The recognition experiment was performed on 9 Korean plosive consonants. We used VCV speech chains for the experiment on contextual effects. The speech chain consists of Korean plosive consonants /g, d, b, K, T, P, k, t, p/ (/ㄱ, ㄷ, ㅂ, ㄲ, ㄸ, ㅃ, ㅋ, ㅌ, ㅍ/) and eight Korean monothongs. The inputs to Neural Net Models were several temporal cues - duration of the silence, transition and vot -, and the extent of the VC formant transitions to the presence of voicing energy during closure, burst intensity, presence of asperation, amount of low frequency energy present at voicing onset, and CV formant transition extent from the acoustic signals. Model I showed about 55 - 67 %, Model II showed about 60%, and Model III showed about 67% recognition rate.

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An image used by cross concept of two images - Gap of image space2 - (두가지 영상의 교차개념을 도입한 영상설치작품 - 상 공간의 틈새2 -)

  • Cho Ok-Hue;Lee Jun-Eui;Kim Hyung-Gi
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.205-208
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    • 2006
  • This work is a interactive digital art work which used the multiplex of jitter. It is an work which used a cross concept of two images. This work shows two kinds of images. One is on the wall through the gap of fluorescent lamp screen, and the other is on the fluorescent lamp screen. Two images are intercepted and comes out to the length as the multiplex of the jitter. The appearance of the spectator be recognized on the fluorescent lamp screen or on the wall, by two branch image which comes out intersecting of a length with multiplex function of the jitter. Two branch features of the image which it produces and the spectator which is input at real-time is equally divided, or in impression of juxtaposition goes in the spectator. It expresses the duplicity of the human being, with physical existence space divides the time space which we feel and there is a governing grammar which is different with each other and to express the thing it becomes. It used the image of the screen which it produces with the fluorescent lamp and cross concept.

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Development of TASS Code for Non-LOCA Safety Analysis Licensing Application (Non-LOCA 인허가 해석용 TASS 코드의 개발)

  • Yoon, Han-Young;Auh, Geun-Sun;Kim, Hee-Cheol;Kim, Joon-Sung;Park, Jae-Don
    • Nuclear Engineering and Technology
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    • v.27 no.1
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    • pp.53-66
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    • 1995
  • Since the current licensed system codes for Non-LOCA safety analysis are applicable only for a specific type PWR, it is necessary to develope a new system analysis code applicable for all apes of PWRs. As a R&D program, KAERI is developing TASS code as an interactive and faster-than-real-time code for the NSSS transient simulation of both CE and Westinghouse plane. It is flexible tool for PWR analysis which gives the user complete control over the simulation through convenient input and output options. In this paper the code applicability to Westinghouse ape plants was verified by comparing the TASS prediction to plant data of loss of AC power and loss of load transients, and comparing to the prediction of RELAP5/MOD3 for feedline break, locked rotor, steam generator tube rupture and steam line break accidents.

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