• Title/Summary/Keyword: 물리적 상호작용

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Interactive electronic book utilizing tabletop display and digi-pet (테이블탑 디스플레이와 디지팻을 활용한 상호작용 전자책)

  • Song, dae-hyeon;Park, jae-wan;Lee, yong-chul;Kim, dong-min;Moon, joo-pil;Lee, chil-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.175-178
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    • 2009
  • In this paper, we describe about interactive electronic book utilizing tabletop display interface and digi-pet. Because of this system can define a lot of gestures using touch point of finger, help that user experiences electronic book effectively more than existent input device. Also, support 1 users in 1 input device in existent mode, but this system can expect various effect because support Multi-user. The digi-pet(digital pet) is physical tools that convey emotion between tabletop display platform and user. And this shows various results acting as assistance because becomes master of story of imagination and participate directly on talk and makes change of story. In this paper, we described about oriented electronic book system the future that combines tabletop display and Digi-pet. This system is expected that the usefulness is increased by leaps and bounds along with technology development forward.

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Effects of Ion Specificity on the Expansion Behavior of Polymer Gel with Phenyl Ring (Phenyl 고리를 갖는 고분자 겔의 팽윤거동에 대한 이온 특성화 효과)

  • Ahn, Beom-Shu
    • Journal of the Korean Applied Science and Technology
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    • v.29 no.2
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    • pp.278-285
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    • 2012
  • Effects of ion species on the expansion behavior of Poly(styrene sufonic acid)(PSSA) hydrogel were investigated in aqueous solution of selected anions, cations and hydrophobic ions. The deexpansion extent of Poly(stylene sulfonic acid) gel follow the sequence $SCN^-$<$Br^-$<$Cl^-$<$F^-$ in low concentration solutions due to the destabilization of anions to hydrogen bond between ${SO_3}^-$ and water. The deexpansion in cations followed the sequence of counterion interactions between ${SO_3}^-$ and cations. It was discussed the effects of ions on the hydrogen bonding through ${SO_3}^-$ and phenyl ring in salt solutions. Other interactions, such as the cation-${\pi}$ interaction, hydrophobic interaction, and dispersion force, contributed to the ion specific swelling of PSSA hydrogel.

Coupled simulation of grid-based fluid and mass-spring based deformation/fracture (질점-용수철 기반변형/파괴 물체와 격자 기반 유체의 상호작용 시뮬레이션 기술)

  • Kim, Bong-Jun;Lim, Jae-Gwang;Hong, Jeong-Mo
    • Journal of the Korea Computer Graphics Society
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    • v.20 no.4
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    • pp.9-16
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    • 2014
  • This paper proposes a novel method that couples fluid and deformation/fracture. Our method considers two interaction types: fluid-object interaction and fluid-fluid interaction. In fluid-fluid interaction, we simulate water and smoke separately and blend their velocities in the intersecting region depend on their densities. Our method separates projection process into two steps for each of water and smoke. This reduces the number of grid cells required for projection in order to optimize the number of iterations for convergence and improve stability of the simulation. In water projection step, smoke region regarded as the cells with Dirichlet boundary condition. The smoke projection step solves water region with Neumann boundary condition. To take care of fluid-object interaction, we make use of the fluid pressure to update velocities of the each of the mass points so that the object can deform or fracture. Although our method doesn't provide physically accurate results, the various examples show that our method generate appealing visuals with good performance.

A Method for Protein Functional Flow Configuration and Validation (단백질 기능 흐름 모델 구성 및 평가 기법)

  • Jang, Woo-Hyuk;Jung, Suk-Hoon;Han, Dong-Soo
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.4
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    • pp.284-288
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    • 2009
  • With explosively growing PPI databases, the computational approach for a prediction and configuration of PPI network has been a big stream in the bioinformatics area. Recent researches gradually consider physicochemical properties of proteins and support high resolution results with integration of experimental results. With regard to current research trend, it is very close future to complete a PPI network configuration of each organism. However, direct applying the PPI network to real field is complicated problem because PPI network is only a set of co-expressive proteins or gene products, and its network link means simple physical binding rather than in-depth knowledge of biological process. In this paper, we suggest a protein functional flow model which is a directed network based on a protein functions' relation of signaling transduction pathway. The vertex of the suggested model is a molecular function annotated by gene ontology, and the relations among the vertex are considered as edges. Thus, it is easy to trace a specific function's transition, and it can be a constraint to extract a meaningful sub-path from whole PPI network. To evaluate the model, 11 functional flow models of Homo sapiens were built from KEGG, and Cronbach's alpha values were measured (alpha=0.67). Among 1023 functional flows, 765 functional flows showed 0.6 or higher alpha values.

Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

A Study on Visual Tactility and Spatial Illusion in Virtual Reality Games (가상현실 게임에 나타난 시각적 촉각성과 공간의 환영성)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.229-236
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    • 2018
  • The background fort this study is related to the concept of modern time and space which has been extended from physical space to virtual space in the present times witnessing the advent of the Fourth Industrial Revolution. Based on visual tactility and illusion in virtual reality, we intended to present the possibility of the interactions as realistic as the interactions occurring in reality. Regarding the scope of this study, we analyzed the relationship between illusion in game space and immersion in interactions based on the games used frequently among current virtual reality contents. The results of the study showed that the interactions in virtual reality occurred within the space converging the time and space and that the illusion of digital images had realistic position of reality without original. Research which investigates the interaction in virtual space and media projection method for real space and virtual space will provide useful basis for promoting technological development based on novel methods differentiated from existing image grammar and for identifying the content utilization methods.

Pervaporation Separation of Petrochemicals through Blend Membranes (블렌드막을 이용한 석유화합물의 투과증발분리)

  • 황해영;김영진;남상용
    • Proceedings of the Membrane Society of Korea Conference
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    • 2004.05b
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    • pp.127-130
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    • 2004
  • 벤젠과 사이클로헥산을 투과증발법을 이용하여 분리하는 경우에는, 벤젠과 사이클로헥산의 물리적 성질이 비슷하고, 그 끓는점이 매우 비슷하기 때문에, 물리화학적인 특성을 먼저 알아야 한다. 벤젠은 이중결합을 가지고 있고, 공명구조를 이루고 있다. 즉 극성기와 강한 상호작용을 할 수 있는 파이전자를 벤젠이 가지고 있음을 주목하여야 한다.(중략)

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사이버물리시스템 응용사례: 지능형 원격심전도 모니터링

  • Park, Ju-Yeong;Lee, Gu-Yeon;Gang, Gyeong-Tae
    • Information and Communications Magazine
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    • v.30 no.10
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    • pp.70-78
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    • 2013
  • 최근 고령화 사회로 진입함에 따라 건강 상태 상시 모니터링에 대한 관심이 높아졌으며, 이에 편승하여 부정맥을 탐지하는 기법에 대한 연구도 활발히 진행되고 있다. 원격심전도 모니터링을 통해 병원 방문 없이도 진료 및 진단이 가능해 질 것으로 예측된다. 이러한 원격심전도 모니터링은 사이버물리시스템의 대표적인 응용사례에 해당된다. 본 고를 통해 우리는 원격심전도 모니터링 응용 사례를 물리시스템과 사이버시스템의 상호작용 관점에서 살펴보고, 이를 통하여 효율적인 시스템 설계 방안에 대하여 논한다.

Dna2 Helicase/endonuclease Interacts with a Novel Protein YHR122W Protein in Saccharomyces cerevisiae (Saccharomyces cerevisiae에서 Dna2 helicase/endonuclease와 YHR122W 단백질의 상호작용)

  • Lee, Hyun-Sun;Choi, Do-Hee;Kwon, Sung-Hoon;Kim, Na-Yeon;Lee, In-Hwan;Kim, Hyun-Jung;Bae, Sung-Ho
    • Korean Journal of Microbiology
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    • v.42 no.1
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    • pp.1-6
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    • 2006
  • Saccharomyces cerevisiae Dna2 helicase/endonuclease plays an essential role in removing DNA primers during Okazaki fragment processing in eukaryotic DNA replication. Genome-wide scale co-immunoprecipitation experiments predicted that Dna2 interacts with a novel protein YHR122W (1). In this study, we observed that overexpression of YHR122W gene suppressed the temperature-sensitive phenotype of $dna2\Delta405N$ mutation. To investigate direct interaction between these two proteins, a histidine-tagged recombinant YHR122W protein was expressed and purified from E. coli. Physical interaction between the purified YHR122W and Dna2 proteins was detected by enzyme-linked immunosorbent assays. Further more, the complex formation was most efficient at physiological salt concentration, 150 mM NaCl. The genetic and physical interactions between YHR122W and Dna2 shown in this study suggest that the biological functions of these two proteins may be closely related each other.

Development of Module Interface of Force Feedback Controller for Virtual Reality (가상환경을 위한 힘피드백 제시기의 모듈 인터페이스 개발)

  • 김종국;고려대;박창훈;송재복;고희동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.42-47
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    • 2001
  • 가상현실 기술은 이제 컴퓨터가 생성한 환경과 사용자간의 자유로운 상호작용을 수행할 수 있도록 하는 것이 중요하게 되었다. 이러한 상호작용을 위해서는 시각 제시기뿐만 아니라 사용자가 가상환경에서 물리적인 힘을 느낄 수 있도록 하는 것이 중요하다. 본 논문은 가상환경에서 사용자에게 운동감을 제시할 수 있는 기기들의 소프트웨어적인 아키텍처를 제안하고, 또한 이러한 기기들을 연결하는 데 있어서 가상환경과 통합될 수 있도록 가상환경 서보와 힘 피드백 제시기간의 통신규약을 제시한다.

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