• Title/Summary/Keyword: Dynamic interaction

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Effect of Adding Ankle-Joint-Pumping Exercise to Gluteal-Muscle-Strengthening Exercise on Thigh Swelling, Gait ability and Pain level in Patients With Total Hip Arthroplasty (볼기근 근력강화 운동과 병행한 발목관절 펌핑 운동이 엉덩관절 전치환술 환자의 허벅지 둘레, 보행능력, 통증 수준에 미치는 영향 )

  • Hyun-gook Lee;Suhn-yeop Kim
    • Journal of the Korean Society of Physical Medicine
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    • v.19 no.2
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    • pp.17-28
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    • 2024
  • PURPOSE: This study was conducted to investigate the effect of gluteal muscle strengthening exercises (GMSE) with ankle joint pumping exercises (AJPE) on thigh swelling, gait ability, and pain level in patients who underwent total hip arthroplasty. METHODS: A total of 38 patients who had undergone total hip replacement surgery >1 week prior participated in this study. Participants were randomly assigned to a group that performed only GMSE (CG; n = 19) and a group that performed GMSE and AJPE (EG; n = 19). The CG group performed GMSE for 30 min, and the EG group performed GMSE for 30 min followed by AJPE for 15 min. Exercises were performed five times a week, for a total of 20 times over 4 weeks in both groups. Thigh swelling (thigh size), 10 m walking test (10MWT) and timed up and go test (TUG) results, pain level (visual analogue scale, VAS) scores, Short Form 36 health survey (SF-36), and hip outcome scale (HOS) scores were evaluated before and after the intervention. RESULTS: After 4 weeks of intervention, significant differences were observed in the thigh size, 10MWT, TUG, VAS, SF-36, HOS before and after intervention in both groups (p < . 05). However, only thigh size showed a significant interaction between group and measurement time (p < . 05). CONCLUSION: GMSE combined with AJPE might be effective in improving the gait ability and pain level in patients with total hip arthroplasty, and GMSE may be more effective in improving thigh swelling and gait ability than GMSE without AJPE.

The effect of heaving motion of multiple wave energy converters installed on a floating platform on global performance

  • Dongeun Kim;Yeonbin Lee;Yoon Hyeok Bae
    • Ocean Systems Engineering
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    • v.13 no.4
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    • pp.349-365
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    • 2023
  • Targeting a floating wave and offshore wind hybrid power generation system (FWWHybrid) designed in the Republic of Korea, this study examines the impact of the interaction, with multiple wave energy converters (WECs) placed on the platform, on platform motion. To investigate how the motion of WECs affects the behavior of the FWWHybrid platform, it was numerically compared with a scenario involving a 'single-body' system, where multiple WECs are constrained to the platform. In the case of FWWHybrid, because the platform and multiple WECs move in response to waves simultaneously as a 'multi-body' system, hydrodynamic interactions between these entities come into play. Additionally, the power take-off (PTO) mechanism between the platform and individual WECs is introduced for power production. First, the hydrostatic/dynamic coefficients required for numerical analysis were calculated in the frequency domain and then used in the time domain analysis. These simulations are performed using the extended HARP/CHARM3D code developed from previous studies. By conducting regular wave simulations, the response amplitude operator (RAO) for the platform of both single-body and multi-body scenarios was derived and subsequently compared. Next, to ascertain the difference in response in the real sea environment, this study also includes an analysis of irregular waves. As the floating body maintains its position through connection to a catenary mooring line, the impact of the slowly varying wave drift load cannot be disregarded. To assess the influence of the 2nd-order wave exciting load, irregular wave simulations were conducted, dividing them into cases where it was not considered and cases where it was included. The analysis of multi-degree-of-freedom behavior confirmed that the action of multiple WECs had a substantial impact on the platform's response.

Longitudinal Pattern of Large Wood Distribution in Mountain Streams (산지계류에 있어서 유목의 종단적 분포특성)

  • Seo, Jung Il;Chun, Kun Woo;Kim, Min Sik;Yeom, Kyu Jin;Lee, Jin Ho;Kimura, Masanobu
    • Journal of Korean Society of Forest Science
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    • v.100 no.1
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    • pp.52-61
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    • 2011
  • Whereas recent researches have elucidated the positive ecological roles of large wood (LW) in fishbearing channels, LW is also recognized as a negative factor of log-laden debris flows and floods in densely populated areas. However in Republic of Korea, no study has investigated longitudinal variations of LW distribution and dynamic along the stream corridor. Hence to elucidate 1) physical factors controlling longitudinal distribution of LW and 2) their effect on variation in LW load amount, we surveyed the amount of LW with respect to channel morphology in a mountain stream, originated from Mt. Ki-ryong in Inje, Gangwondo. Model selection in the Generalized Linear Model procedure revealed that number of boulder (greater than or equal to 1.0 m in diameter), bankfull channel width and their interaction were the best predictors explaining LW load volume per unit channel segment area (unit LW load). In general, boulders scattered within small mountain streams influence LW retention as flow obstructions. However, in this study, we found that the effect of the boulders vary with the channel width; that is, whereas the unit LW load in the segment with narrow channel width increased continuously with increasing boulder number, it in the segment with wide channel width did not depend on the boulder number. This should be because that, in two channels having different widths, the rates of channel widths reduced by boulders are different although boulder numbers are same. Our findings on LW load varying with physical factors (i.e., interaction of boulder number and channel width) along the stream corridor suggest understanding for longitudinal continuum of hydrogeomorphic and ecologic characteristics in stream environments, and these should be carefully applied into the erosion control works for systematic watershed management and subsequent disaster prevention.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

An Interpretation of the Insa-dong Landscape from a Social Construction Viewpoint (인사동 경관의 사회 구성론적 해석)

  • Kim, Yun-Geum;Kim, Hai-Gyoung;Choi, Key-Soo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.6
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    • pp.91-101
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    • 2009
  • In this study, the landscape of Insa-dong was interpreted from the viewpoint of a social construction of landscape, which regards the dynamic process of landscape change as more important than landscape visibility. This viewpoint also regards landscape as the result of its interaction with certain actors. From a review of previous studies on the same subject, it was found that the physical environment, institutions, and images are essential factors influencing landscape change. Insa-dong, which was Kwanindaing and Daesadong during the Joseon Dynasty, acquired symbolic meaning as a traditional area during the Japanese colonial period because of its many antique shops and Korean-style buildings. In 1970, the establishment of modern galleries in the district added to its image as a haven of the traditional Korean culture. Insa-dong thus eventually came to be referred to as "the street of traditional culture" by the people of Korea. Thanks to global festivals like the Asian Games, the Olympics, and the World Cup, Insa-dong's reputation as a cultural tourist destination has become stronger as these festivals created a need for a place in Korea where the country's traditional culture can be showcased to foreign tourists. After the mid-1990s, the merchants of Insa-dong began to cash in on the district's image as a showcase of traditional Korean culture due to the economic depression that emerged then. The people of Insa-dong and those outside it, however, came to feel that this trend damaged the district's image. Therefore, the people of Insa-dong and the district's local government started a movement to restore the aesthetic value and symbolic meaning of the district's landscape. This effort induced institutional change. Insa-dong used to be a natural haven of traditional Korean culture. Its landscape has recently been reconstructed so that this image could be restored. This process was made possible by the active interaction of diverse people: merchants, users, administrators, and NGOs.

A study on the interaction between visual perception and the body in contemporary painting space (20세기 회화공간에서 시지각과 신체의 상관성에 관한 연구)

  • Lee, Kum-Hee
    • Journal of Science of Art and Design
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    • v.11
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    • pp.109-152
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    • 2007
  • This thesis started from accepting the criticism and concretely seeking the possibility of visual visuality, in particular, visual physicality or physical visuality through the expression revealed in painting space. This study aims at stressing the role of the body in visual perception and pictorial expression by it by examining the interaction between it and the body. First of all, this study explored perception and the position of the body in the great frame of the historical stream from modernism, through minimalism, through post-minimalism to later art in order to confirm the interaction between visual perception and the body or the change in the intervention of physicality in the stream of contemporary art, and connected them with a discourse on perception and the body. It raised as the grounds for it the discussions which provided the theoretical background about perception. It dealt with the scientific discussions on perceptual physicality by Gestalt psychology in perceptive psychology, and next the discussion of Rudolf Arnheim who exemplified Gestalt psychology mainly on the dimension of visual art. It is significant in explaining the perceptual activeness which is the same as that of M. Merleau-Ponty as a primary debater to solve the questions of perceptual physicality and physical visuality. M. Merleau-Ponty set forth ambiguous perception and the body as its background as the fundamental bases for perceiving the world rather than consciousness proved explicitly. As Hal Foster said, as minimalist phenomenological background they provided appropriate theoretical background to the late art rising against modernist logic. Next, after the 1970s Frank Stella showed a working method and a tendency entirely different from those in the previous period. For example, deconstruction of frame, decentralized spatial expression, dynamic and mixed expression, and allowing real space by overlapping were judged to swing to approval of perceptual physicality. Francis Bacon's painting structure, that is, figure, triptych, aplat and a method of production by accident were understood to well reflect M. Merleau-Ponty's chair logic of chiasme. This study tries to seek the possibility of pictorial expression from works aiming at defining the question of seeing in connection with physicality, the role of the body as the body accumulated and the linking with a real, daily life as the background of the body, and confirm the phase shift.

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Dynamic Response of Tension Leg Platform (Tension Leg Platform의 동적응답에 관한 연구)

  • Yeo, Woon Kwang;Pyun, Chong Kun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.5 no.1
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    • pp.21-30
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    • 1985
  • The tension leg platform (TLP) is a kind of compliant structures, and is also a type of moored stable platform with a buoyancy exceeding the weight because of having tensioned vertical anchor cables. In this paper, among the various kinds of tension leg structures, Deep Oil Technology (DOT) TLP was analyzed because it has large-displacement portions of the immersed surface such as vertical corner pontoons and small-diameter elongated members such as cross-bracing. It also has results of hydraulic model tests, comparable with theorectical analysis. Because of the vertical axes of symmetry in the three vertical buoyant legs and because there are no larger horizontal buoyant members between these three vertical members, it was decided to develop a numerical algorithm which would predict the dynamic response of the DOT TLP using the previously developed numerical algorithm Floating Vessel Response Simulation (FVRS) for vertically axisymmetric bodies of revolution. In addition, a linearized hydroelastic Morison equation subroutine would be developed to account for the hydrodynamic pressure forces on the small member cross bracing. Interaction between the large buoyant members or small member cross bracings is considered to be negligible and is not included in the analysis. The dynamic response of the DOT TLP in the surge mode is compared with the results of the TLP algorithm for various combinations of diffraction and Morison forces and moments. The results which include the Morison equation are better than the results for diffraction only. This is because the vertically axisymmetric buoyant members are only marginally large enough to consider diffractions effects. The prototype TLP results are expected to be more inertially dominated.

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Discovering Promising Convergence Technologies Using Network Analysis of Maturity and Dependency of Technology (기술 성숙도 및 의존도의 네트워크 분석을 통한 유망 융합 기술 발굴 방법론)

  • Choi, Hochang;Kwahk, Kee-Young;Kim, Namgyu
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.101-124
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    • 2018
  • Recently, most of the technologies have been developed in various forms through the advancement of single technology or interaction with other technologies. Particularly, these technologies have the characteristic of the convergence caused by the interaction between two or more techniques. In addition, efforts in responding to technological changes by advance are continuously increasing through forecasting promising convergence technologies that will emerge in the near future. According to this phenomenon, many researchers are attempting to perform various analyses about forecasting promising convergence technologies. A convergence technology has characteristics of various technologies according to the principle of generation. Therefore, forecasting promising convergence technologies is much more difficult than forecasting general technologies with high growth potential. Nevertheless, some achievements have been confirmed in an attempt to forecasting promising technologies using big data analysis and social network analysis. Studies of convergence technology through data analysis are actively conducted with the theme of discovering new convergence technologies and analyzing their trends. According that, information about new convergence technologies is being provided more abundantly than in the past. However, existing methods in analyzing convergence technology have some limitations. Firstly, most studies deal with convergence technology analyze data through predefined technology classifications. The technologies appearing recently tend to have characteristics of convergence and thus consist of technologies from various fields. In other words, the new convergence technologies may not belong to the defined classification. Therefore, the existing method does not properly reflect the dynamic change of the convergence phenomenon. Secondly, in order to forecast the promising convergence technologies, most of the existing analysis method use the general purpose indicators in process. This method does not fully utilize the specificity of convergence phenomenon. The new convergence technology is highly dependent on the existing technology, which is the origin of that technology. Based on that, it can grow into the independent field or disappear rapidly, according to the change of the dependent technology. In the existing analysis, the potential growth of convergence technology is judged through the traditional indicators designed from the general purpose. However, these indicators do not reflect the principle of convergence. In other words, these indicators do not reflect the characteristics of convergence technology, which brings the meaning of new technologies emerge through two or more mature technologies and grown technologies affect the creation of another technology. Thirdly, previous studies do not provide objective methods for evaluating the accuracy of models in forecasting promising convergence technologies. In the studies of convergence technology, the subject of forecasting promising technologies was relatively insufficient due to the complexity of the field. Therefore, it is difficult to find a method to evaluate the accuracy of the model that forecasting promising convergence technologies. In order to activate the field of forecasting promising convergence technology, it is important to establish a method for objectively verifying and evaluating the accuracy of the model proposed by each study. To overcome these limitations, we propose a new method for analysis of convergence technologies. First of all, through topic modeling, we derive a new technology classification in terms of text content. It reflects the dynamic change of the actual technology market, not the existing fixed classification standard. In addition, we identify the influence relationships between technologies through the topic correspondence weights of each document, and structuralize them into a network. In addition, we devise a centrality indicator (PGC, potential growth centrality) to forecast the future growth of technology by utilizing the centrality information of each technology. It reflects the convergence characteristics of each technology, according to technology maturity and interdependence between technologies. Along with this, we propose a method to evaluate the accuracy of forecasting model by measuring the growth rate of promising technology. It is based on the variation of potential growth centrality by period. In this paper, we conduct experiments with 13,477 patent documents dealing with technical contents to evaluate the performance and practical applicability of the proposed method. As a result, it is confirmed that the forecast model based on a centrality indicator of the proposed method has a maximum forecast accuracy of about 2.88 times higher than the accuracy of the forecast model based on the currently used network indicators.

Design of Intersection Simulation System for Monitoring and Controlling Real-Time Traffic Flow (실시간 교통흐름의 모니터링 및 제어를 위한 교차로 시뮬레이션 시스템 설계)

  • Jeong Chang-Won;Shin Chang-Sun;Joo Su-Chong
    • Journal of Internet Computing and Services
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    • v.6 no.6
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    • pp.85-97
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    • 2005
  • In this paper, we construct the traffic information database by using the acquired data from the traffic information devices installed in road network, and, by referring to this database, propose the intersection simulation system which can dynamically manage the real-time traffic flow for each section of road from the intersections, This system consists of hierarchical 3 parts, The lower layer is the physical layer where the traffic information is acquired on an actual road. The traffic flow control framework exists in the middle layer. The framework supports the grouping of intersection, the collection of real-time traffic flow information, and the remote monitoring and control by using the traffic information of the lower layer, This layer is designed by extending the distributed object group framework we developed. In upper layer, the intersection simulator applications controlling the traffic flow by grouping the intersections exist. The components of the intersection application in our system are composed of the implementing objects based on the Time-triggered Message-triggered Object(TMO) scheme, The intersection simulation system considers the each intersection on road as an application group, and can apply the control models of dynamic traffic flow by the road's status. At this time, we use the real-time traffic information collected through inter-communication among intersections. For constructing this system, we defined the system architecture and the interaction of components on the traffic flow control framework which supports the TMO scheme and the TMO Support Middleware(TMOSM), and designed the application simulator and the user interface to the monitoring and the controlling of traffic flow.

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