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Explicating Personal Health Informatics Experience (퍼스널 헬스케어 디바이스 사용자 경험 연구)

  • Shin, Dong-Hee;Cho, Hoyoun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.550-566
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    • 2017
  • Recent advances in wearable devices and quantified-self movement increase the number of personal informatics application that may cause an concern to health industry and user. In this light, the goal of this study is to identify more effective ways of design and evaluation of personal informatics application for self-tracking and delivering health information to users. For this goal, this study conducted areal-world study that processes such that user can assess, be aware of, and self-reflect on their data and behavior activity. In doing so, this study aims to determine the psychological effects of forms of health feedback (comparative vs. non-comparative) and presentation modes (text vs. image) on users' tendencies toward health conservation. Results from a between-subjects experiment revealed that health information in a comparative and textual format was more effective in encouraging health conservation in participants than identical information presented in a non-comparative and image format. In addition, participants' level of health consciousness emerged as a significant predictor. Through this analysis of quantitative data and inferences, this study make a number of contributions to the user affordance research and its methodology of health informatics study and designing personal informatics application that support user's behavior change in various contexts.

X-band Pulsed Doppler Radar Development for Helicopter (헬기 탑재 X-밴드 펄스 도플러 레이다 시험 개발)

  • Kwag Young-Kil;Choi Min-Su;Bae Jae-Hoon;Jeon In-Pyung;Hwang Kwang-Yun;Yang Joo-Yoel;Kim Do-Heon;Kang Jung-Wan
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.17 no.8 s.111
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    • pp.773-787
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    • 2006
  • An airborne radar is an essential aviation electronic system for the aircraft to perform various civil and/or military missions in all weather environments. This paper presents the design, development, and test results of the multi-mode X-band pulsed Doppler radar system test model for helicopter-borne flight test. This radar system consists of 4 LRUs(Line-Replacement Unit), which include antenna unit, transmitter and receiver unit, radar signal & data processing unit and display Unit. The developed core technologies include the planar array antenna, TWTA transmitter, coherent I/Q detector, digital pulse compression, MTI, DSP based Doppler FFT filter, adaptive CFAR, moving clutter compensation, platform motion stabilizer, and tracking capability. The design performance of the developed radar system is verified through various ground fixed and moving vehicle test as well as helicopter-borne field tests including MTD(Moving Target Detector) capability for the Doppler compensation due to the moving platform motion.

Design of Moving Magnet Type Optical Pickup Actuator with High Frequencies of the Flexible Modes (높은 유연 모드 주파수를 갖는 가동 자석형 광 픽업 액추에이터 개발)

  • Song, Myeong-Gyu;Kim, Yoon-Ki;Park, Young-Pil;Yoo, Jeong-Hoon;Park, No-Cheol
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.17 no.11
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    • pp.1043-1049
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    • 2007
  • Data transfer rate and storage capacity are main criteria of the performance of the optical disk drive. The highest data transfer rate and the largest storage capacity is most desirable. To increase these performances, the actuator of the optical disk drive should have a high servo bandwidth to compensate the vibration of an optical disk. The servo bandwidth is limited by some flexible modes of the actuator, thus it is essential to increase the natural frequencies of the flexible modes. In this paper, we suggested a moving magnet type actuator having high frequencies of the flexible modes. Generally, the moving magnet type actuator has an advantage to increase the natural frequencies of the flexible modes because the moving magnet type actuator has simple structure and the Young's modulus of magnet is high. However, large moving mass and inefficiency of EM(electromagnetic) circuit cut down driving sensitivities of the actuator. To improve driving sensitivities, we designed the model with the closed electromagnetic circuit for tracking direction. In addition, driving sensitivities and the natural frequencies of the flexible modes were improved by using DOE(design of experiments) for electromagnetic circuit and modifying the lens holder.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.