• Title/Summary/Keyword: sense of presence

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Design of Robust Fuzzy Controller For Nonlinear System with Uncertainty Using LMI (LMI를 이용한 불확실 비선형 시스템의 강인한 퍼지 제어기 설계)

  • 전상원;주영훈;이호재;박진배
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2000.11a
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    • pp.188-190
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    • 2000
  • This paper proposed design of robust fuzzy controller for nonlinear systems in the presence of parametric uncertainties. In the design procedure, we represent the nonlinear system using Takagi-Sugeno fuzzy model. A sufficient condition of the robust stability is presented in the sense of Lyapunov for the TSK fuzzy model with uncertainties. Finally, the effectiveness of proposed controller has been through a result of numerical simulation.

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A Robust Estimation Procedure for the Linear Regression Model

  • Kim, Bu-Yong
    • Journal of the Korean Statistical Society
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    • v.16 no.2
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    • pp.80-91
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    • 1987
  • Minimum $L_i$ norm estimation is a robust procedure ins the sense that it leads to an estimator which has greater statistical eficiency than the least squares estimator in the presence of outliers. And the $L_1$ norm estimator has some desirable statistical properties. In this paper a new computational procedure for $L_1$ norm estimation is proposed which combines the idea of reweighted least squares method and the linear programming approach. A modification of the projective transformation method is employed to solve the linear programming problem instead of the simplex method. It is proved that the proposed algorithm terminates in a finite number of iterations.

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HOT GAS IN ELLIPTICAL GALAXIES

  • Kim, Dong-Woo
    • Publications of The Korean Astronomical Society
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    • v.8 no.1
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    • pp.199-206
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    • 1993
  • We review recent systematic investigation of the X-ray spectra of early type galaxies by using the Einstein data base and present new results by the ROSAT observations. The Einstein data suggested that the galaxies with low X-ray to optical luminosity ratio may have another very soft component. ROSAT observations confirm its presence and call for further study to understand the nature of this very soft emission. The X-ray bright galaxies have emission temperature of ${\sim}\;0.8\;keV$ and show radial gradients in the sense that X-ray emission is softer and more absorbed in the inner region.

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가상현실 시스템을 이용한 안전교육

  • 박재희;양동주
    • Proceedings of the Korean Institute of Industrial Safety Conference
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    • 2000.11a
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    • pp.472-477
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    • 2000
  • 가상현실(VR; Virtual Reality)은 컴퓨터에 의해 인공적으로 만들어진 감각 몰입형(sense immersing) 환경 속에서 사용자가 이 환경과 상호작용(interaction) 할 수 있는 인간-컴퓨터 인터페이스(interface)라고 정의된다(Pimentel, 1995). 이 정의에 입각할 때 가상현실은 자율성 (Autonomy), 상호작용(Tnteraction), 임장감(Presence)이 라는 세 가지 기본 요소를 갖는데 이를 Zeltzer(1992)는 머릿글자를 취해 가상현실의 AIP 큐브(cube)로 표현한 바 있다.(중략)

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A Study on Aesthetic Category of Dress -Selected period of the Renaissance and the Baroque (복식의 미적 범주-르네상스$\cdot$바로크 복식에 적용하여)

  • Choi, Soo-Hyeon;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.23
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    • pp.197-209
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    • 1994
  • The purpose of this study is to present a way to analyze and review the subjective view of the aesthetic for dress based on the framework of the aesthetic categories suggested by aesthetics. In order to define objectivism and subjectivism of the aesthetic of dress, theoretical studies on the aesthetic categories of dress were precded. And empirical studies on the aethetic categories of dress for selected period, the Renaissance (16th century) and the Baroque(17 th century). The results were follows : The objectivism of the aesthetic is the point of that an object causes human to feel and judge aesthetically, that is that of dress means judge aesthetically, that is that of dress means formal characteristic of dress and pervasive ideology expressed in dress. the subjectivism of the aesthetic is the point that the aesthetic is ruted in human, that is that of dress has been studied in relation to the image, the aesthetic consciousness m, or the aesthetic categories of dress. Especially, the aesthetic category is one of the universal and valid methods for the analysis of subjectivism of the aesthetic for dress. This study includes beauty, grace, elegance , the sublime, the tragic , the comic, aptness, ugliness as aesthetic categories of dress . Beauty is perfection and rule. Grace pleases human by sense. Elegance comes from the harmony of sense and spirit. the sublime comes into existence that human feels pleasure as well as displeasure simultaneously when human is overehelmed by objects. The tragic is the sense of the present of something valuable even if there is suffering. The comic is the sense of the presence of something amusing even if there is displeasure caused by contradiction. Apteness means utility in terms of the objectivism and , formality in terms of the subejctivism. Ugliness is opposite to beauty. As the result of emperical studies, the aesthetic categories of the Renaissance dress showed harmonious, balanced, and symmetrical beauty, and the magnificent, and enlarged sublime. In addition to these , grace and elegance were also found to some extent. Aesthetic categories of the Baroque dress show feminie, soft, cheerful, and fantastic grace, asymmetric , disarmonious, and extraordinary uglinesss, and the magnificient , grave, and dignified sublime.

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From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

A phenomenological study on the meaning of presence of elderly participants in an exercise-music program

  • Kim, Kyungsun;Jeong, Hyeoncheol
    • Physical Therapy Rehabilitation Science
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    • v.9 no.4
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    • pp.295-301
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    • 2020
  • Objective: The reason why it is important to look at the benefits of exercise-music experience perceived by the elderly is that the satisfaction of life in old age is a meaningful reflection of the subjective perception of the life of the elderly. This is because it must be understood as the center. Design: A qualitative study. Methods: Participants are senior citizens attending senior citizens' college located in Eumseong city. Those who have taken an exercise-music song program for at least one semester served as the participants. Individual interviews were conducted by selecting 10 people through purposeful sampling. The collected data were analyzed by applying Colaizzi's method among phenomenological methods. The exercise-music program was conducted for 12 weeks, for a total of 50 minutes for each time (10 minutes for introduction, 35 minutes for music, 5 minutes for finishing). Results: As a result of the study, the experience of the exercise-music program was derived into 6 categories and 13 subjects. These 6 main categories are 'Changes from the developmental crisis', 'Freedom from the confines of others', 'Positive emotions found through songs', 'Feeling of peer and fellowship relationships', 'Changes in self-awareness', It appeared as a 'Change in the way of life'. Conclusions: In conclusion, the experience of the exercise-music program brought about a positive changes in life of doing one's best by improving confidence and confirming presence. Therefore, this study suggests activation of senior college programs to find a sense of presence for each level by using exercise-music programs with good accessibility.

A Novel Receiver Sensing Scheme for Capacitive Power Transfer System (전계결합 무선전력전송의 수신부 감지 방법)

  • Jeong, Chae-Ho;Im, Hwi-Yeol;Choi, Sung-Jin
    • The Transactions of the Korean Institute of Power Electronics
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    • v.24 no.1
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    • pp.62-65
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    • 2019
  • Wireless power transfer systems require an algorithm to determine the presence of the target object for mitigating standby power and safety issues. Although many schemes that sense various external objects have been actively proposed for inductive power transfer systems, not many studies on capacitive power transfer systems have been conducted compared with those on inductive power transfer systems. This study proposes a target object detection algorithm by monitoring the capacitance in transmitter-side electrodes without additional pressure sensors or distance sensors. The proposed algorithm determines the presence of a target object by monitoring the change in capacitance in transmitter-side electrodes using the step pulse of the microcontroller unit. The algorithm is verified by two step processes. First, the performance in capacitance measurement is compared with that of an LCR meter. Then, the verification is conducted in a 5-W capacitive power transfer hardware. Experimental result shows that the interelectrode capacitance increases by 6 times when the target object is fully aligned. Thus, the proposed scheme can successfully detect the presence of the target object.

A Comparative Study of the Feminist View of the World Between Na Hye-Sok and George Sand - Focusing on Conscious Vocation of the Artist - (나혜석과 조르주 상드의 여성주의 세계관 비교연구 - 예술가의 소명의식을 중심으로 -)

  • Cho, Ji-Sook
    • Cross-Cultural Studies
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    • v.41
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    • pp.321-349
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    • 2015
  • This paper is to make a comparative study between George Sand and Na Hye-sok through their lives and works. The research found that George Sand and Na Hye-sok had similar views about the institution and social system of their age. Both women were aware of importance and necessity of education and the arts but showed a clear distinction between their beliefs in education and the arts. George Sand found that education was an indispensable part of women's lives but found that educationforwomentotheageofSandwasuseless. For this reason she continued to assert a substantial reform concerning women's education. In addition, she argued that everyone should have been given the same opportunities regardless of gender or class. Na Hye-sok, meanwhile, looked at women's education in a more realistic perspective, that is to say to make money. The two women showed remarkable differences in the view of art. This is evident from the presence of a responsibility and a sense of purpose as an artist. George Sand was imbued with a sense of purpose and clarified her own belief at the beginning of her activities as a writer. She wanted to inform the suffering of the weak through her writing and to contribute to build a Utopia where everyone could be happy to live beyond the boundaries of gender. However, Na Hye-sok did not reveal her own clear sense of purpose to her art activities. Art is not just a job - it's a vocation. Na Hye-sok was enthusiastic but didn't have a sense of purpose. She should have had a vocation and a sense of purpose. Na Hye-sok was lacking of responsibilities and obligations as a pioneer of Western painting. If there were a distinct vocation and a sense of purpose to Na Hye-sok as an artist, she would have left a trail as valuable as that of George Sand.

Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.