• Title/Summary/Keyword: practical interaction

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Development of a Quasi-Three Dimensional Train/Track/Bridge Interaction Analysis Program for Evaluating Dynamic Characteristics of High Speed Railway Bridges (고속철도 교량의 동특성 해석을 위한 준3차원 차량/궤도/교량 상호작용 해석기법의 개발)

  • 김만철
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.16 no.2
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    • pp.141-151
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    • 2003
  • Railway bridges are subject to dynamic loads generated by the interaction between moving vehicles and the bridge structures. These dynamic loads result in response fluctuations in bridge members. To investigate the real dynamic behavior of the bridge, therefore, a number of analytical and experimental Investigations should be carried out. In this paper, a train/track/bridge interaction analysis program for evaluating the dynamic characteristics of bridges due to KTX operation in terms of structural safety, operational safety and passenger comfort is developed. To build a practical model of train/track/bridge, Hertzian spring for wheel/rail contact modeling and Winkler element for ballast are applied. This program also used torsional degree of freedom and constraint equation based on geometrical relationship in order to take into consideration three-dimensional eccentricity effect due to the operation on double track through quasi-three dimensional analysis. To verify the developed Program, comparison has been made between the measured results and those of simulation of the typical PSC box bridge(2@40m=80m) of the KHSR bridges.

The Relationships among Brand Experience, Customer Perceived Value, and Brand Support Behavior in Service Industry (서비스 산업의 브랜드 체험, 고객의 지각된 가치, 브랜드 지지행동의 관계)

  • Cheng, Zhen-Feng;Kim, Gyu-Bae
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.91-100
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    • 2019
  • Purpose - The importance of customer experiences has been increasing in retail industry as wells as theme park industry. The purpose of this research is to investigate relationships among brand experience, customer perceived value and brand support behavior in theme park industry. Furthermore, we tried to examine the moderating effects of interaction with customers in the relationships between brand experience and customer perceived value. Besides, we provided some implications for not only the theme park industry but also other service industries such as retail industry. Research design, data, and methodology - The research model has nine hypotheses, and we examined them empirically in this study. Five hypotheses were about relationships among theme park brand experiences, customer perceived value, and brand support behavior. The other four hypotheses were about the moderating effects of customer interactions in the causal relationship between brand experiences and customer perceived value. A total of 167 samples who had visited the theme park were surveyed and the hypotheses were tested with the statistical package programs such as SPSS 21.0 and AMOS 21.0. Results - The results of this study are as follows. First, it was proved that theme park visitors' sensory experience, emotional experience, and cognitive experience have significant positive effects on perceived value, although the hypothesis about the causal relationship between behavioral experience and perceived value is not supported. Second, the customer perceived value has a positive effect on brand support behavior. Third, customer interaction has a positive moderating effect between brand experiences and perceived value, except for behavioral experience. Conclusions - Based on the results of this study, there can be following significances and implications from both theoretical and practical perspectives. First, we confirmed the importance of experiential marketing in other service industries such as retail industry as well as the theme park industry. The marketing managers in these industries need to design various experience programs considering the various characteristics of experiences such as sensory, emotional, and cognitive experiences. Second, it will be necessary for the theme park managers to encourage active participation of customers, and raise the level of interaction between employees and customers.

Elastic-plastic formulation for concrete encased sections interaction diagram tracing

  • Fenollosa, Ernesto;Gil, Enrique;Cabrera, Ivan;Vercher, Jose
    • Steel and Composite Structures
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    • v.19 no.4
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    • pp.861-876
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    • 2015
  • Composite sections design consists on checking that the point defined by axial load and bending moment keeps included within the surface enclosed by the section interaction curve. Eurocode 4 suggests a method for tracing this diagram based on the plastic stress distribution method. However curves obtained according to this criterion overvalue concrete encased sections bearing capacity, especially when axial force comes with high bending moment values, so a correction factor is required. This article proposes a method for tracing this diagram based on the strain compatibility method. When stresses on the section are integrated by considering the Navier hypothesis, the use of the materials nonlinear constitutive equations provides curves much more adjusted to reality. This process requires the use of rather complex software which might reveal as too complex for practitioners. Preserving the same criteria of an elastic-plastic stress distribution, this article presents alternative expressions to obtain the failure internal forces in five significant points of the interaction diagram having considered five different positions of the neutral axis. These expressions are simply enough for their practical application. Concordance of curves traced strictly relying on these five points with those obtained by computer assisted stress integration considering the strain compatibility method and even with Eurocode 4 weighted curves will be presented for three different cross-sections and two different concrete strengths, revealing very good results.

Influence of Interaction Effects of Emotional Labor and Burnout on the Turnover Intention of Nursery Workers Based on Competing Value Frameworks Model (경쟁가치모형에 근거한 보육교사의 감정노동과 소진의 상호작용효과가 이직의도에 미치는 영향)

  • Sihn, Young Il
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.251-259
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    • 2018
  • The purpose of this study is to investigate the moderating effect of burnout on the relationship between emotional labor and turnover intention of nursery teachers. For this study, 296 teachers in nursery centers were surveyed. The data were analyzed by moderated regression analysis using SPSS V22.0 program using mean centering method. The results of the study are as follows. First, expressive emotional labor affects turnover intention and internal emotional labor did not affect turnover intention. Second, the factors that have the greatest influence on turnover intention were identified as burnout. Third, the interaction effect between burnout and deep emotional labor showed a similar moderation effect on turnover intention. Based on these results, the policy and practical measures to alleviate the burnout of the nursery teachers were suggested, and the ways of managing turnover intention by utilizing the interaction effect of the teacher burnout and deep emotional labor were suggested.

Evaluating the Effectiveness of Nielsen's Usability Heuristics for Computer Engineers and Designers without Human Computer Interaction Background (비 HCI 전공자들을 대상으로 한 Nielsen의 Usability Heuristics에 대한 이해 정도 평가)

  • Jeong, YoungJoo;Sim, InSook;Jeong, GooCheol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.2
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    • pp.165-171
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    • 2010
  • Usability heuristics("heuristics") are general principles for usability evaluation during user interface design. Our ultimate goal is to extend the practice of usability evaluation methods to a wider audience(e.g. user interface designers and engineers) than Human Computer Interaction(HCI) professionals. To this end, we explored the degree to which Jakob Nielsen's ten usability heuristics are understood by professors and students in design and computer engineering. None of the subjects received formal training in HCI, though some may have had an awareness of some HCI principles. The study identified easy-to-understand heuristics, examined the reasons for the ambiguities in others, and discovered differences between the responses of professors and students to the heuristics. In the course of the study, the subjects showed an increased tendency to think in terms of user-centric design. Furthermore, the findings in this study offer suggestions for improving these heuristics to resolve ambiguities and to extend their practice for user interface designers and engineers.

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A Study on the Practical Human Robot Interface Design for the Development of Shopping Service Support Robot (쇼핑 서비스 지원 로봇 개발을 위한 실체적인 Human Robot Interface 디자인 개발에 관한 연구)

  • Hong Seong-Soo;Heo Seong-Cheol;Kim Eok;Chang Young-Ju
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.81-90
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    • 2006
  • Robot design serves as the crucial link between a human and a robot, the cutting edge technology. The importance of the robot design certainly will be more emphasized when the consumer robot market matures. For coexistence of a human and a robot, human friendly interface design and robot design with consideration of human interaction need to be developed. This research extracts series of functions in need which are consisted of series of case studies for planning and designing of 'A Shopping Support Robot'. The plan for the robot is carried out according to HRI aspects of Design and the designing process fellows. Definite results are derived by the application of series of HRI aspects such as gestures, expressions and sound. In order to verify the effectiveness of application of HRI aspects, this research suggests unified interaction that is consisted of motion-capture, animation, brain waves and sound between a human and a robot.

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Projection Facade and Game System for Multi-Audience Participation using Smart Devices (스마트 기기를 활용한 다중 관람자 참여형 프로젝션 파사드 및 게임 시스템)

  • Jang, Seungeun;Tang, Jiamei;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.1-8
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    • 2013
  • As yet the use of 3D projection mapping facade has been limited to advertising and performance in the outside. And interactive elements are lacking. In this paper, propose a interaction system which control of projection mapping facade for multi-audience participation using smart devices. The system can be interaction for the multi-façade. And single or multiple can participate in the game. A user test based on the result confirmed an effectiveness of the proposed method. This research showed a practical method in which interaction of projection facade system can be used to user devices. The results of this study can be used as a base module for projection facade interaction system. In addition, It can be utilized for converged content development such as performances, games, education and various applications services.

A Study on Developing the 3D Interaction Program for the Customized e-commerce (주문형 전자상거래를 위한 3차원 주문 프로그램 개발에 관한 연구)

  • 이수경;임창영
    • Archives of design research
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    • v.17 no.1
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    • pp.109-118
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    • 2004
  • With the remarkable progression of network and the sophistication of contents, we now see various ways of communication methods in World Wide Web. In such trend, 3D web deserves our attention, which is applied for various areas such as education, game, chatting, e-commerce. Among those, by using 3D contents, e-commerce, especially the customized e-commerce, can give users more rich information about products. However, most of current 3D e-commerce sites are adopting a mere tool-based methods without considering contents and interaction required for the customized e-commerce. So, this paper proposes the direction of developing 3D interaction program for the customized e-commerce, based on a study on the required information elements about products and the interaction of controlling those factors. The evaluation to compare with the existing program is follows by the development of practical program, to give more persuasive reasons on the advantages of 3D e-commerce program.

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The Effect of Distance Lecture Quality on Self-Efficacy and Learner Satisfaction

  • Jung, Ji-Hee;Shin, Jae-Ik
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.7
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    • pp.119-126
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    • 2021
  • Due to the prolonged COVID-19, distance lectures are expected to continue for a considerable period of time. Research on factors affecting distance lecture quality and learner satisfaction is essential. The purpose of this study is to examine the relationship between distance lecture quality (system quality, information quality, service quality, interaction quality), self-efficacy, and learner satisfaction, and to suggest theoretical and practical implications for the effective operation of distance lectures. A survey was conducted for university students taking distance lectures, and 197 questionnaires were used for empirical analysis. The collected data were analyzed by SPSS 25.0 and AMOS 21.0. As a result; First, distance lecture quality (system quality, information quality, service quality, interaction quality) was found to have a positive effect on self-efficacy. Second, distance lecture quality (system quality, information quality, service quality, interaction quality) was found to have a positive effect on learner satisfaction. Third, self-efficacy was found to have a positive effect on learner satisfaction. Based on the analysis results, the implications and limitations of this study are presented.

The EduCare Model Combining Online Care in Blended Learning (온라인 돌봄을 결합한 블렌디드 러닝 EduCare 모델)

  • Han, Jeonghye;Lee, Sihoon;Lee, Wonrae;Choi, Eunjung;Lee, Jayong
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.167-174
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    • 2022
  • In blended learning, which combines school and online learning, unidirectionalness and disconnection of interaction are pointed out as the reason for widening the educational gap. This study conducted focus group interviews with teachers, students, and parents to develop a blended learning model to enhance the effectiveness of online learning. In order to increase the interaction between teachers and students online, the EduCare model considering care factors was proposed. Six practical models were proposed for the blended EduCare model. Not only interaction can be maximized, but learning reality and psychological well-being, social presence can be improved, and the effectiveness of online learning can be cultivated positively.