• Title/Summary/Keyword: Interactive Method

Search Result 1,098, Processing Time 0.026 seconds

A Game Theory Based Interaction Strategy between Residential Users and an Electric Company

  • Wang, Jidong;Fang, Kaijie;Yang, Yuhao;Shi, Yingchen;Xu, Daoqiang;Zhao, Shuangshuang
    • Journal of Electrical Engineering and Technology
    • /
    • v.13 no.1
    • /
    • pp.11-19
    • /
    • 2018
  • With the development of smart grid technology, it has become a hotspot to increase benefits of both residential users and electric power companies through demand response technology and interactive technology. In this paper, the game theory is introduced to the interaction between residential users and an electric company, making a mutually beneficial situation for the two. This paper solves the problem of electricity pricing and load shifting in the interactive behavior by building the game-theoretic process, proposing the interaction strategy and doing the optimization. In the simulation results, the residential users decrease their cost by 11% mainly through shifting the thermal loads and the electric company improves its benefits by 5.6% though electricity pricing. Simulation analysis verifies the validity of the proposed method and shows great revenue for the economy of both sides.

Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
    • /
    • v.13 no.4
    • /
    • pp.876-892
    • /
    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

Design and Analysis of an Interactive Motion Simulator in Space Entertainment System

  • Hsu, Kuei-Shu;Cho, Wei-Ting;Lai, Chin-Feng;Wang, Xiaofei;Huang, Yueh-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.6 no.1
    • /
    • pp.446-467
    • /
    • 2012
  • In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, simulation and a motion simulator control scheme. The space entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The space entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a steering wheel to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator. In addition, we develop a calculated method to evaluate the Ratio of the simulation results. It is shown that the proposed control scheme can improve the performance of the visual entertainment system. Experiments are conducted on the virtual reality entertainment system to validate the theoretical developments.

Numerical simulation of soil-structure interaction in framed and shear-wall structures

  • Dalili, M.;Alkarni, A.;Noorzaei, J.;Paknahad, M.;Jaafar, M.S.;Huat, B.B.K.
    • Interaction and multiscale mechanics
    • /
    • v.4 no.1
    • /
    • pp.17-34
    • /
    • 2011
  • This paper deals with the modeling of the plane frame structure-foundation-soil system. The superstructure along with the foundation beam is idealized as beam bending elements. The soil medium near the foundation beam with stress concentrated is idealized by isoparametric finite elements, and infinite elements are used to represent the far field of the soil media. This paper presents the modeling of shear wall structure-foundation and soil system using the optimal membrane triangular, super and conventional finite elements. Particularly, an alternative formulation is presented for the optimal triangular elements aimed at reducing the programming effort and computational cost. The proposed model is applied to a plane frame-combined footing-soil system. It is shown that the total settlement obtained from the non-linear interactive analysis is about 1.3 to 1.4 times that of the non-interactive analysis. Furthermore, the proposed model was found to be efficient in simulating the shear wall-foundation-soil system, being able to yield results that are similar to those obtained by the conventional finite element method.

The Issue-network: A Study of New User Research Method in the Context of a Car Navigation Design (이슈 네트워크를 활용한 사용자 조사 방법론: 자동차 내비게이션 디자인을 중심으로)

  • Kim, Dongwhan;Lee, Dongmin;Ha, Seyong;Lee, Joonhwan
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.4
    • /
    • pp.502-514
    • /
    • 2019
  • Existing user research methods are subject to a variety of research conditions such as the amount and variety of data collected and the expertise of the facilitator of a group research session. In this study, we propose a new user research methodology using an 'Issue-Network' system, which is developed based on the theory and methods of social network analysis. The Issue-Network is designed to define problem spaces from the issues raised by users in a group research session in a form of an interactive network graph. The system helps to break out of ordinary perspectives of looking into problem spaces by enabling an alternative and more creative way to connect issues in the network. In this study, we took a case study of generating the Issue-Network on behalf of the problems raised by users in various driving-related situations. We were able to draw three navigation usage scenarios that cover relatively important problem spaces: safety and being ready for the unexpected, smart navigation and notifications, making use of the spare time. In the future, the Issue-Network system is expected to be used as a tool to identify problems and derive solutions in group research sessions involving a large number of users.

Multi-scale and Interactive Visual Analysis of Public Bicycle System

  • Shi, Xiaoying;Wang, Yang;Lv, Fanshun;Yang, Xiaohang;Fang, Qiming;Zhang, Li
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.13 no.6
    • /
    • pp.3037-3054
    • /
    • 2019
  • Public bicycle system (PBS) is a new emerging and popular mode of public transportation. PBS data can be adopted to analyze human movement patterns. Previous work usually focused on specific scales, and the relationships between different levels of hierarchies are ignored. In this paper, we introduce a multi-scale and interactive visual analytics system to investigate human cycling movement and PBS usage condition. The system supports level-of-detail explorative analysis of spatio-temporal characteristics in PBS. Visual views are designed from global, regional and microcosmic scales. For the regional scale, a bicycle network is constructed to model PBS data, and an flow-based community detection algorithm is applied on the bicycle network to determine station clusters. In contrast to the previous used Louvain algorithm, our method avoids producing super-communities and generates better results. We provide two cases to demonstrate how our system can help analysts explore the overall cycling condition in the city and spatio-temporal aggregation of stations.

A Study of Interactive Digital Signage System using Heterogeneous Device (이기종 디바이스를 이용한 인터렉티브 디지털 사이니지 시스템 연구)

  • Park, Dae Seung;Sung, Yeol Woo;Kim, Cheong Ghil
    • Journal of the Semiconductor & Display Technology
    • /
    • v.20 no.3
    • /
    • pp.184-188
    • /
    • 2021
  • In general, digital signage is a next-generation smart media that provides various information and advertisement services to many people indoors or outdoors using the Internet. Recently, digital signage is rapidly spreading in such a small indoor environment, that is, in an area closely related to daily life, for example, inside an elevator. However, in this kind of indoor environment where the stay time of persons is extremely limited, it would be not easy for them to keep advertisements in the user memory for a long time. In the digital signage display installed in an indoor environment, it is possible to think about the possibility for a function such as expanding the screen to a user's smartphone, which is now widely spread, to contain, store, and use the transmitted content. In this paper, we propose a method to extend the display of digital signage contents to personal smart phones with interaction function in such a limited environment. In order to make the system operation, the proposed system was verified by confirming the result of dual screen implementation in a smart phone through the prototype implementation of a digital signage system in an embedded Linux environment.

Gait Phase Estimation Method Adaptable to Changes in Gait Speed on Level Ground and Stairs (평지 및 계단 환경에서 보행 속도 변화에 대응 가능한 웨어러블 로봇의 보행 위상 추정 방법)

  • Hobin Kim;Jongbok Lee;Sunwoo Kim;Inho Kee;Sangdo Kim;Shinsuk Park;Kanggeon Kim;Jongwon Lee
    • The Journal of Korea Robotics Society
    • /
    • v.18 no.2
    • /
    • pp.182-188
    • /
    • 2023
  • Due to the acceleration of an aging society, the need for lower limb exoskeletons to assist gait is increasing. And for use in daily life, it is essential to have technology that can accurately estimate gait phase even in the walking environment and walking speed of the wearer that changes frequently. In this paper, we implement an LSTM-based gait phase estimation learning model by collecting gait data according to changes in gait speed in outdoor level ground and stair environments. In addition, the results of the gait phase estimation error for each walking environment were compared after learning for both max hip extension (MHE) and max hip flexion (MHF), which are ground truth criteria in gait phase divided in previous studies. As a result, the average error rate of all walking environments using MHF reference data and MHE reference data was 2.97% and 4.36%, respectively, and the result of using MHF reference data was 1.39% lower than the result of using MHE reference data.

Potential of an Interactive Metaverse Platform for Safety Education in Construction

  • Yoo, Taehan;Lee, Dongmin;Yang, Jaehoon;Kim, Dohyung;Lee, Doyeop;Park, Chansik
    • International conference on construction engineering and project management
    • /
    • 2022.06a
    • /
    • pp.516-524
    • /
    • 2022
  • The construction industry is considered the most hazardous industry globally. Therefore, safety education is crucial for raising the safety awareness of construction workers working at construction sites and creating a safe working environment. However, the current safety education method and tools cannot provide trainees with realistic and practical experiences that might help better safety awareness in practice. A metaverse, a real-time network of 3D virtual worlds focused on social connection, was created for more interactive communication, collaboration, and coordination between users. Several previous studies have noted that the metaverse has excellent potential for improved safety education performance, but its required functions and practical applications have not been thoroughly researched. In order to fill the research gap, this paper reviewed the potential benefits of a metaverse based on the current research and suggested its application for safety education purposes. This paper scrutinized the metaverse's key functions, particularly its information and knowledge sharing function and reality capture function. Then, the authors created a metaverse prototype based on the two key functions described above. The main contribution of this paper is reviewing the potential benefits of a metaverse for safety education. A realistic and feasible metaverse platform should be developed in future studies, and its impact on safety education should be quantitatively verified.

  • PDF

Hazard Recognition and Construction Safety Training Efficacy using Interactive Virtual Reality (VR)

  • Saiyad, Meeranali;Rybkowski, Zofia K.;Suermann, Patrick;Dixit, Manish;Luhan, Gregory;Shanbari, Hamzah
    • International conference on construction engineering and project management
    • /
    • 2022.06a
    • /
    • pp.1209-1216
    • /
    • 2022
  • The majority of construction site incidents occur due to a lack of hazard awareness among workers on job sites. This lack of awareness is despite mandatory construction safety training, typically in the form of written content (safety manuals) or of images depicting hazards. To reduce job-site injuries and fatalities, general contractors have started adopting Virtual Reality (VR) to impart safety training to job site personnel. VR safety training can take the form of an immersive simulation comprising potential safety hazards intentionally embedded into a virtual job site; users are required to identify these hazards within a specified time frame with the expectation that they will be more adept at recognizing hazards on an actual job-site, resulting in fewer accidents. This research study seeks to identify the actual impacts of VR on construction safety awareness among participants. The research addresses the following question: Does VR improve hazard recognition awareness? The primary objective is to evaluate participants' performance of past construction safety awareness against present construction safety awareness after receiving VR training. Participants were asked to complete a multiple-choice Qualtrics™ questionnaire. The results of the study showed a statistically significant knowledge gain advantage with respect to hazard recognition and construction safety awareness with the use of interactive, immersive VR over a more conventional and passive safety training method.

  • PDF