• Title/Summary/Keyword: Experience device

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Study on Continuous-Flow Particle Separation in a Microchannel using Dielectrophoresis (마이크로 채널 내에서의 유전영동을 이용한 입자의 연속적인 분리에 대한 연구)

  • Ryu, Jeong-Eun;Kang, Kwan-Hyoung
    • Journal of the Korean Society of Visualization
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    • v.7 no.2
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    • pp.56-63
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    • 2010
  • In this work, a dielectrophoresis-based particle-separation device is developed which is to be used to continuously separate particles in microchannels. We fabricated the particle-separation device with combining the benefits of electrode-based DEP and insulator-based DEP. The DEP forces are generated by an array of electrodes located in both sidewalls of a main channel. According to the magnitude and frequency of electrical signals, particles with different dielectric properties experience different DEP forces, and therefore, continuously move along different streamlines in the main flow channel without need of pre-focusing process. Based on this mechanism, we examined the performance of the device by controlling the trajectory of polystyrene particles. This device is applicable to the investigation of dielectric properties of biological cells as well as the continuous separation of biological cells.

A survey about the use of oral hygiene device and awareness some of the middle age people (일부 중·장년층의 구강위생용품 인지와 사용실태)

  • Jung, Gi-Ok
    • Journal of Korean society of Dental Hygiene
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    • v.9 no.4
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    • pp.580-592
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    • 2009
  • Objectives : This study had been performed for Respondents who live in Daegu and Kyungbuk province Age group of 30 to 50 years old. Methods : The oral health state and oral heath care, dental treatments about the use of oral hygiene devices were obtained through self-administering questionnaires from 2 to 31, January, 2009. Results : 1. The toothpick was well known for respondents and automatic brush, gargle, dental floss were practically used. 2. 57.1% of man know oral hygiene device, they know more about oral hygiene device if they have higher degree, and they use more if they are older than others. 3. 55.5% of respondents who think their oral health condition is not healthy enough recognize oral hygiene device, 77.5% of respondents who visited dental clinic around six month recognize oral hygiene device. 82.4% of respondents who had been follow-up. 86.1% of respondents who think their oral health state is good enough doesn't use oral hygiene device, oral hygiene device was used more for respondents who visited dental clinic frequently. 47.1% of respondents who visited dental clinic periodically use oral hygiene device. 4. Respondents who experience implant recognize more about oral hygiene device and periodontal Tx, orthodontics problem, preservative treatment were next. 5. 60.0% of respondents who were educated tooth brushing method recognize it. Oral hygiene device was frequently used if tooth brushing time were increased. 26.4% of respondents who were changed their tooth brushing method used oral hygiene device. Conclusions : Their recognition level was practically low whose age is around 30 to 50. Their oral hygiene device use ratio is higher then others who were educated tooth brush method so that I think we need to recommend for use oral hygiene device and use method.

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A Study on the Structure and Characteristic of Overlapping of Storytelling about Experience Space - Focus on the Museum space - (체험 공간 스토리텔링의 중첩 구조 및 특성에 관한 연구 - 뮤지엄 공간을 대상으로 -)

  • Ahn, Hyunjeong
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.41-51
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    • 2013
  • Lately in many cases, Spaces are designed by stimulating user's sensibility, emotion, psychological software over based on the user behavior and purpose of space. Because space is not only practical using and use purpose but also the place for expressing ourselves by experiences. But space is a physical thing. so we need to arrange a structure of abstract and formless source of design by sophisticated grammaticalization. Especially storytelling of that abstract thing have characteristics of relation, process among users and space. because storytelling is focused on the discourse of stories and relationship record of that discourses. So this is used by expression device for user's emotion things and subjects in numerous cases. And storytelling is the basic, important element for user's experience in a space. By the way, Overlapping is also basic element for being possible to make experiences by concrete thing. that is because, Overlapping is layering phenomenon of some objects. Overlapping is made distance, distance make depth, and this relations take us an experience. Finally storytelling, Overlapping and space of experience are relation of cause and effect. So in this thesis, researcher looks for the relation characteristics between storytelling and overlapping by experience. and makes the abstract source into concrete and sophisticated formular.

Perspective Diversity of Domestic Stakeholders on Medical Device Adverse Event Reporting (의료기기 이상사례 보고에 대한 국내 이해관계자의 관점 차이)

  • Lee, Ye Jin;Yoon, Chiho;Choi, Soo Jeong;Kang, Youngjoon;Kim, Jin Kuk;Kwon, Bum Sun;Lee, You Kyoung;Nam, Ki Chang
    • Journal of Biomedical Engineering Research
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    • v.40 no.5
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    • pp.171-178
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    • 2019
  • This study was conducted to observe the differences in perspective of medical device adverse events and report exchange for domestic stakeholders. The post-market surveillance of medical device not only improves the usability and functionality of the device but also identifies new or growing risks caused by the device. APEC (Asia-Pacific Economic Cooperation) have established and operated post-market surveillance systems for medical devices based on IMDRF (International Medical Device Regulators Forum) and GHTF (Global Harmonization Task Force) guidelines. However, there are significant gaps in many aspects. It is essential to apply harmonized guidelines internationally but also to interpret and apply the guidelines consistently to report and exchange medical device adverse event in domestic. This study retrospectively analyzed the results of surveys conducted by providing examples of the adverse events and guidelines for post-market surveillance. The results of the study showed that there was a considerable difference in the judgment on the phase of using medical device for patient. In the case of medical device adverse event, different opinions shown according to knowledge and experience. Education and training are needed to have a harmonized perspective on the reporting and exchanging international guidelines of the adverse event for domestic stakeholders.

Investigating Paid Virtual Live Stream Concert Experience from the Perspective of Social Representations Theory (유료 온라인 라이브콘서트 소비경험에 대한 연구: 사회표상이론을 중심으로)

  • Hyunjin Park;Yoonhyuk Jung
    • Information Systems Review
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    • v.25 no.2
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    • pp.77-101
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    • 2023
  • Due to COVID-19, paid virtual live-stream concerts have emerged as an alternative format and a new revenue model for in-person live concerts. Despite the increasing scholarly and practical interest in how participants experience paid virtual live-stream concerts, few studies examined participants' consumption and participation experiences. Thus, this study aims to provide insights into consumers' virtual live-stream concert experience by employing social representations theory (SRT). We explore the features of paid virtual live-stream concerts based on the C-P-N-D (Content-Platform-Network-Device) framework and the consumers' cognitive and affective perception. To this end, an SRT-based core-periphery analysis was conducted based on 239 responses to the open-ended survey questions. The results show that network-and device-level features of virtual live concerts and participants' overall perception are presented as core elements of paid virtual live-stream concerts, whereas content- and platform-level features are peripheral elements. This finding provides an in-depth understanding of the emergence of paid virtual live-stream concerts as an alternative concert format, thereby providing an invaluable understanding of a virtual live concert experience and theoretical and practical insights.

Postcardiotomy Mechanical Circulatory Support in Congenital Heart Diseases (소아개심술 후 시행한 순환보조장치의 임상적 고찰)

  • 권오춘;이영탁
    • Journal of Chest Surgery
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    • v.33 no.5
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    • pp.385-390
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    • 2000
  • Background: To review the experience that used both ventricular assist device(VAD) and extracorporeal membrane oxygenation(ECMO) for children with congential heart disease requiring postcardiotomy mechanical circulatory support. Material and Method: Between March 1993 and May 1995, we applied mechanical assist device using centrifugal pump to the 16 patients who failed to be weaned from cardiopulmonary bypass(n=15) or had been in cardiogenic shock in intensive care unit(n=1). The diagnosis were all congenital heart diseases and the ages of patients ranged from 20 days to 10 years (mean age=2.5$\pm$3.5 years). Result: The methods of mechanical circulatory support were LVAD(n=13), BVAD (n=1), and ECMO(n=2). The mean assist times were 54.0$\pm$23.7 hours. Post-assist complications were in orders: bleeding, acute renal failure, ventricular failure, respiratory failure, infection, and neurologic complication. It was possible for 9 patients(56.3%) to be weaned from assist device and 5 patients(31.3%) were discharged from hospital. There was no statistical significant between hospital discharged group and undischarged group by age, body weight, cardiopulmonary bypass time, and assist time. Conclusion: The ventricular assist device is an effective modality in salvaging the patient who failed to be weaned from cardiopulmonary bypass, but multiple factors must be considered for improving the results of mechanical circulatory support ; such as patient selection, optimal time of starting the assist device, and prevention and management of the complications.

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Application and Design of Scent Display Device for Head-Mounted Display (HMD용 발향장치 설계와 적용)

  • Baek Yu, Min Ho;Kim, Min Ku;Keum, Dong-Wi;Kim, Jeong-Do
    • Journal of Sensor Science and Technology
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    • v.28 no.1
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    • pp.52-57
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    • 2019
  • Studies to augment emotion and immersion in multimedia content through olfactory stimulation are being increasingly conducted in the past two decades, and a variety of scent devices have been developed. Most of the scent devices are very large and heavy; consequently, they are installed on a table rather than being attached to the Head-mounted Display (HMD). Even if such devices are mounted on the HMD, it is not possible to control the scent density because of the size limitation, and it is not easy to be immersed in the experience because of the noise caused by the scent device. In order for an actual virtual reality or an augmented reality system to work efficiently with the scent device, three conditions - noiseless, a compact design, and concentration control- must be satisfied. In this study, we design a scent device that satisfies these three conditions. By using a miniature piezoelectric pump, a small size scent device is designed so that it can be easily attached to the lower end of the HMD, and hardly any noise is generated. Moreover, it is possible to control the concentration of the scent by controlling the piezoelectric pump using amplitude and frequency.

An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show (럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구)

  • Hyojo Jung;Eunju Ko
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.70-87
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    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.

A Study on the novel ICT baced Services : Focused on N-Device Smart Education Services (새로운 ICT 기반 서비스에 대한 연구 : N-디바이스 스마트교육 서비스를 중심으로)

  • Kang, Sang-Ug;Park, Seungbum
    • Journal of Information Technology Services
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    • v.11 no.3
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    • pp.161-175
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    • 2012
  • A novel concept of ICT based service, which is called N-device service, is proposed and implemented in the form of N-device smart education services. The N-device services are different from the existing N-screen services in terms of the number of devices a user is using for a specific service at the same time. A N-device service consists of several smart devices which are different in size, software and hardware platform, mobility, manufacturer and the like by fully utilizing the characteristic of each device. The major and unique features of N-device services are analyzed and depicted in a strict way. Those are shared role for each device, service by configurable device, one sensor multiple use, real-time data sharing, role shifting and new market creation. It is turned out that the N-device service is more human centric compared with existing ICT based services and can give richer digital experience to users because non-existent services become possible with the new concept. However, there exist several barriers to be implemented and commercialized in the real world. Those include high development cost and time, small market and different application platforms of devices. These barriers can be overcome by technical advances and cooperation between relevant parties. The smart education is very prominent area, in which the novel concept can be applied with high priority because Korean government announced its plan to boost up new educational services with big budget and these are acceptable by enthusiastic Korean parents and students. That's why the N-device service is implemented in the education area, which is called as "livessam(live teacher)," with four smart devices, IPTV, tablet PC, PC and smart phone. By providing both detailed service scenario and techniques, we shows that the novel education service is technically feasible and acceptable by teachers and students.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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