• 제목/요약/키워드: Interactive model

검색결과 831건 처리시간 0.026초

국내 양방향 방송 프로그램 유형 특징에 관한 연구 (A Study on Characteristics of the Type of Interactive Broadcast Program in Korea)

  • 박진식;김성훈
    • 문화기술의 융합
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    • 제5권4호
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    • pp.209-215
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    • 2019
  • 본 연구는 미디어분야 산업환경에서 양방향 서비스와 기술의 시장현황을 살펴봄으로써 서비스의 활성화 방안을 위한 발전적 제안에 목적이 있다. 국내 양방향 방송 콘텐츠 서비스분석을 통해 지상파와 채널사용사업자 그리고 통신사들의 서비스 유형에 따른 플랫폼과 서비스 유형분석을 통해 양방향 프로그램의 특성인 개방성, 대화형 개인맞춤, 입체형 특성을 확인함으로써 각 특성별 지원 기술과 서비스 진행사항을 통해 향후 사업자들의 중요한 융합적 소재에 대한 가능성과 발전방안에 대해 제언하고자 하였다. 지상파방송사업자 경우 양방향으로 ARS, 웹사이트나 모바일 앱이 대부분 제공되었고, 케이블 SO와 위성방송사업자들은 데이터 영역을 활용한 양방향 서비스 운영에 다양성을 제공하는 것으로 나타났다. 따라서 국내 양방향 방송 프로그램 서비스 유형은 전체적으로 융합적 형태의 수익모델 니즈가 있어 새로운 경쟁력 있는 양방향 방송 프로그램 서비스 환경으로 전환이 필요한 것을 확인할 수 있었다.

교육용 로봇과 증강 현실 결합을 통한 인터랙티브 학습 경험 (The Interactive Learning Experience by Integrating Educational Robots into the Augmented Reality)

  • 유정수
    • 정보교육학회논문지
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    • 제16권4호
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    • pp.419-427
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    • 2012
  • 본 논문에서는 학교 교실 수업에 교육용 로봇과 증강 현실 기술을 결합하여 적용하였을 때 증강 현실과 로봇이라는 기술적인 요소가 학습자의 학습 경험에 어떤 영향을 미치는지를 알아보는데 중점을 두었다. 이를 위해 증강현실과 로봇 기술을 결합한 인터랙티브 학습 환경과 수업 모형을 개발하고 교실 수업에 적용하였다. 개발된 학습모형은 기존의 문제중심학습 모형을 기반으로 하였다. 개발된 시스템은 초등학교 5,6학년 18명을 대상으로 정규수업 시간에 8주간 적용하였다. 본 연구를 통해 얻은 결과는 로봇과 증강 현실을 결합한 인터랙티브 학습 경험을 통해서 학생들의 창의성을 높일 수 있음을 알 수 있었다. 연구결과 특이점은 증강현실과 로봇이라는 새로운 기술테크놀로지를 통해 성적이 하위권 학생들이 상위권 학생들보다 창의성 점수가 크게 증가함을 알 수 있었다.

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Users' Adoption of a Convergent Service: A Case of Interactive TV-based Auction Service (T-auction)

  • Yoo, Jae-Heung;Ha, Im-Sook;Choi, Mun-Kee
    • Asia pacific journal of information systems
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    • 제20권4호
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    • pp.125-147
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    • 2010
  • This paper Introduces an electronic auction service to be provided on Interactive TV (T-auction). This converged service is expected to much enhance the quality of the service to current online auction users through vivid visualization and live Interactive experience. Our study focuses on how the characteristics of the interactive TV-based shopping platform can affect users' attitudes towards the converged service. To develop our proposed research model, we extended the technology acceptance model and integrated it with a hedonic factor, or perceived enjoyment to reflect the dual characteristics of the converged system. We also adopted the variable of intermediary trust In the service as a critical mediating determinant for a successful commutations-mediated commerce. The research model was verified with an empirical study conducted on 970 Korean online auction users. Results show that both trust and perceived usefulness positively affect user adoption of the service. Trust had not only a direct effect on users' attitudes toward T-auction but also an indirect one by mediating the service quality, information quality, perceived enjoyment and ease of use. Meanwhile, the hedonic factor of T-auction contributes to increasing both the level of the intermediary's trust and its perceived usefulness. Users' enjoyment also was found to help form a positive attitude toward T-auction services. Theoretical and practical implications of this study for current e-auction service providers and potential t-auction service providers are also discussed.

차별화된 서비스제공을 위한 트래픽 모델 (A Traffic Model based on the Differentiated Service Routing Protocol)

  • 인치형
    • 한국통신학회논문지
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    • 제28권10B호
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    • pp.947-956
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    • 2003
  • NGN(Next Generation Network)을 목표로 최근에 들어 사용자의 QoS요구 시, 다양한 QoS를 패킷네트워크에서 처리한 수 있도록 IETF에서 DiffServ, RSVP, MPLS등과 같은 패킷 QoS기법에 대한 표준화 작업이 진행중이며, 그 중에서 DiffServ네트워크가 대표적이다. 따라서 본 논문에서는 이 DiffServ패킷 네트워크상에서 다양하게 유입되는 트래픽의 종류에 따라 사용자의 응용에 적절히 대응하여 트래픽을 처리하는 라우팅 기법트래픽 모델 및 알고리즘을 연구하고 기존의 최선형(Best effort) 즉, 지연에 민감하지 않은 트래픽을 처리하기 위한트래픽 분산 라우팅 프로토콜(Traffic-Balanced Routing Protocol : TBRP), 최적의 중간 노드를 선택하여 유무선 통합과 높은 순위의 상호형 데이터를 처리하기 위한 계층적 라우팅 프로토콜(Hierarchical Traffic-Traffic-Scheduling Routing Protocol : HTSRP), 대화형 또는 스트리밍 패킷서비스를 위한 즉, QoS파라미터을 기반으로 엑세스 계층의 자원 활용도를 최대화하고 지연에 민감한 트래픽 처리하는 HTSRP_Q(HTSRP for QoS)를 연구하였고, 이를 기반으로 각 트래픽 모델에 대한 매핑기법과 관리기법을 연구하였다. 본 연구에서 제시한 프로토콜은 트래픽 모델은 다양한 엑세스망과 백본망에 유연한 트래픽 처리기법으로서 NGN의 효율성과 안정성에 적합하였다.

Estimation of elastic seismic demands in TU structures using interactive relations between shear and torsion

  • Abegaz, Ruth A.;Lee, Han Seon
    • Earthquakes and Structures
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    • 제19권1호
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    • pp.59-77
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    • 2020
  • The code static eccentricity model for elastic torsional design of structures has two critical shortcomings: (1) the negation of the inertial torsional moment at the center of mass (CM), particularly for torsionally-unbalanced (TU) building structures, and (2) the confusion caused by the discrepancy in the definition of the design eccentricity in codes and the resistance eccentricity commonly used by engineers such as in FEMA454. To overcome these shortcomings, using the resistance eccentricity model that can accommodate the inertial torsional moment at the CM, interactive relations between shear and torsion are proposed as follows: (1) elastic responses of structures at instants of peak edge-frame drifts are given as functions of resistance eccentricity, and (2) elastic hysteretic relationships between shear and torsion in forces and deformations are bounded by ellipsoids constructed using two adjacent dominant modes. Comparison of demands estimated using these two interactive relations with those from shake-table tests of two TU building structures (a 1:5-scale five-story reinforced concrete (RC) building model and a 1:12-scale 17-story RC building model) under the service level earthquake (SLE) show that these relations match experimental results of models reasonably well. Concepts proposed in this study enable engineers to not only visualize the overall picture of torsional behavior including the relationship between shear and torsion with the range of forces and deformations, but also pinpoint easily the information about critical responses of structures such as the maximum edge-frame drifts and the corresponding shear force and torsion moment with the eccentricity.

The Characteristics of Signal versus Noise SST Variability in the North Pacific and the Tropical Pacific Ocean

  • Yeh, Sang-Wook;Kirtman, Ben P.
    • Ocean Science Journal
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    • 제41권1호
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    • pp.1-10
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    • 2006
  • Total sea surface temperature (SST) in a coupled GCM is diagnosed by separating the variability into signal variance and noise variance. The signal and the noise is calculated from multi-decadal simulations from the COLA anomaly coupled GCM and the interactive ensemble model by assuming both simulations have a similar signal variance. The interactive ensemble model is a new coupling strategy that is designed to increase signal to noise ratio by using an ensemble of atmospheric realizations coupled to a single ocean model. The procedure for separating the signal and the noise variability presented here does not rely on any ad hoc temporal or spatial filter. Based on these simulations, we find that the signal versus the noise of SST variability in the North Pacific is significantly different from that in the equatorial Pacific. The noise SST variability explains the majority of the total variability in the North Pacific, whereas the signal dominates in the deep tropics. It is also found that the spatial characteristics of the signal and the noise are also distinct in the North Pacific and equatorial Pacific.

Understanding Interactive and Explainable Feedback for Supporting Non-Experts with Data Preparation for Building a Deep Learning Model

  • Kim, Yeonji;Lee, Kyungyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • 제9권2호
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    • pp.90-104
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    • 2020
  • It is difficult for non-experts to build machine learning (ML) models at the level that satisfies their needs. Deep learning models are even more challenging because it is unclear how to improve the model, and a trial-and-error approach is not feasible since training these models are time-consuming. To assist these novice users, we examined how interactive and explainable feedback while training a deep learning network can contribute to model performance and users' satisfaction, focusing on the data preparation process. We conducted a user study with 31 participants without expertise, where they were asked to improve the accuracy of a deep learning model, varying feedback conditions. While no significant performance gain was observed, we identified potential barriers during the process and found that interactive and explainable feedback provide complementary benefits for improving users' understanding of ML. We conclude with implications for designing an interface for building ML models for novice users.

실시간 대화형 화산재 확산 예측 시스템에 의한 화산재 확산 예측 (Case Studies of Predicting Volcanic Ash by Interactive Realtime Simulator)

  • 김해동;이전희
    • 한국환경과학회지
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    • 제23권12호
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    • pp.2121-2127
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    • 2014
  • Analyzing the observational data of volcanic activities around the northern part of Korean peninsula, the odds of volcano eruption increases continuously. For example, the cumulative seismic moment and frequence observed near Mt. Baekdu show a sudden increased values. In this study, predicting the diffusion of volcanic ash for two cases were carried out by using interactive realtime simulator, which was developed during last 2 years as a research and development project. The first case is Sakurajima volcano (VEI=3) erupted in August 2013. The second case is assumed as the volcanic eruption at Mt. Baekdu (VEI=7) under landing circumstance of typhoon Maemi (August 2003) in Korean peninsula. The synoptic condition and ash diffusion for the two cases were simulated by WRF(Weather Research and Forecast) model and Lagrangian dispersion model, respectively. Comparing the simulated result of the first case (i.e., Sakurajima volcano) with satellite image, the diffusion pattern show acceptable result. The interactive realtime simulator can be available to support decision making under volcanic disaster around East Asia by predicting several days of ash dispersion within several minutes with ordinary desktop personal computer.

Interactive TV 애플리케이션을 위한 3D User Interface 구현 (An Implementation of 3D User Interface for Interactive TV Application)

  • 김정환;박연선;정찬구;정문열
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 1부
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    • pp.317-324
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    • 2006
  • 디지털방송의 애플리케이션(Xlet)은 시청자와 방송프로그램간의 상호작용에 중요한 역할을 담당한다. 현재 이러한 애플리케이션 UI는 평면이미지로 구성하는 것이 대부분이며 화면상 영역은 2차원으로 제한된다. 본 논문은 이러한 2차원의 평면적인 느낌을 극복하고 3차원이 가진 다양한 이점을 살리기 위한 3차원 UI구현방법을 제시한다. 이를 위해, 본 논문은 가상의 3D System, Virtual Timeline, Animation Model 등을 구성하였다. 3D System이란 UI가 3차원 좌표계를 가지기 위한 환경을 말하며, Timeline과 Animation Model은 제한적인 성능의STB에서 보다 진보된 애니메이션을 UI에 적용하기 위한 기법이다. 이들은 다양한 애플리케이션 제작, 서비스 개발 등에 응용이 가능하다. 디지털방송은 매우 빠른 속도로 발전하고 있으며 새로운 형태의 서비스가 속속 등장하고 있다. 이러한 흐름에 발맞춰 3D UI는 기존의 TV 화면에서 보다 진보된 형태의 사용자 인터페이스의 모습을 보여줄 것이다.

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대화형 캐릭터 애니메이션 생성과 데이터 관리 도구 (An Interactive Character Animation and Data Management Tool)

  • 이민근;이명원
    • 정보처리학회논문지A
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    • 제8A권1호
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    • pp.63-69
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    • 2001
  • In this paper, we present an interactive 3D character modeling and animation including a data management tool for editing the animation. It includes an animation editor for changing animation sequences according to the modified structure of 3D object in the object structure editor. The animation tool has the feature that it can produce motion data independently of any modeling tool including our modeling tool. Differently from conventional 3D graphics tools that model objects based on geometrically calculated data, our tool models 3D geometric and animation data by approximating to the real object using 2D image interactively. There are some applications that do not need precise representation, but an easier way to obtain an approximated model looking similar to the real object. Our tool is appropriate for such applications. This paper has focused on the data management for enhancing the automatin and convenience when editing a motion or when mapping a motion to the other character.

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