• 제목/요약/키워드: FEEL structure

검색결과 135건 처리시간 0.021초

시청자 그룹별 EPG 형상 설계 방법과 이를 지원하는 EPG 형상의 동적 구현 환경 (A method for designing viewer-specific EPG configurations and its supporting environment for dynamically implementing the EPG configurations)

  • 고광일
    • 디지털콘텐츠학회 논문지
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    • 제12권4호
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    • pp.409-415
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    • 2011
  • 디지털TV의 데이터 방송 서비스는 기존 아날로그TV에 비해 다양한 양방향 서비스 - 게임, 주식거래, 날씨정보 등을 제공하여 다양한 시청 경험을 제공하지만 방송 시청 행태를 복잡하게 변화시켜 TV 조작에 어려움을 느끼는 시청자들을 생산하고 있다. 이 에, 시청자들의 TV 조작을 편리하게 지원하는 음성 인식, 동작 인식 등의 사용자 인터페이스에 대한 연구가 진행되고 있는데 아직 시청자들의 IT 서비스의 친숙도, 적응도 등의 개인적 요인을 고려한 EPG 사용성 향상 방법에 대해서는 연구가 진행되지 않고 있다. 본 논문은 방송 네트워크가 시청자들의 개인적 요인을 기반으로 EPG 형상들을 설계하는 방법을 제안하고 이 방법을 지원하는 방안으로 시청자가 원하는 EPG 형상을 선택하면 수신 단말기에 탑재된 EPG가 그 EPG 형상을 동적으로 실현하는 환경을 제안한다.

Adhesion of Cu/Interlayer/Polyimide Flexible Copper Clad Laminate Depending on the Ni-Cr-X Interlayers

  • Kim, Si Myeong;Jo, Yoo Shin;Kim, Sung June;Kim, Sang Ho
    • 한국표면공학회지
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    • 제50권3호
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    • pp.164-169
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    • 2017
  • Ni-Cr-X ternary interlayers were investigated to improve the adhesion of Cu/Ni-Cr/Polyimide flexible copper clad laminates. The ternary compounds are sputtered Ni-Cr-X films (where X is one of Nb, V, Mo, or Ti), and the effect of third elements on the adhesion was evaluated and investigated chemically and mechanically. The feel strength was higher in the order of Ni-Cr-Nb > Ni-Cr-V > Ni-Cr > Ni-Cr-Mo > Ni-Cr-Ti. Nb, which has a comparable standard electrode potential to Cr, increased the adhesion, while Ti, with a low standard electrode potential, degraded the adhesion. The Ni-Cr-Nb interlayer was amorphous, while Ni-Cr-Ti was partially crystalline. The similar morphology structure of the Ni-Cr-Nb interlayer with polyimide resulted in a better adhesion.

숫자 또는 도형을 사용하여 제시된 비정형적인 문제에서 학생들의 반응에 대한 연구 (A Study on Students' Responses to Non-routine Problems Using Numerals or Figures)

  • 황선욱;심상길
    • 한국수학교육학회지시리즈A:수학교육
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    • 제49권1호
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    • pp.39-51
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    • 2010
  • The purpose of this article is to study students' responses to non-routine problems which are presented by using solely numerals or symbolic figures. Such figures have no mathematical meaning but just symbolical meaning. Most students understand geometric figures more concrete objects than numerals because geometric figures such as circles and squares can be visualized by the manipulatives in real life. And since students need not consider (unvisible) any operational structure of numerals when they deal with (visible) figures, problems proposed using figures are considered relatively easier to them than those proposed using numerals. Under this assumption, we analyze students' problem solving processes of numeral problems and figural problems, and then find out when students' difficulties arise in the problem solving process and how they response when they feel difficulties. From this experiment, we will suggest several comments which would be considered in the development and application of both numerical and figural problems.

가상현실 역감구현을 위한 알고리즘과 장치개발 (The Development of Device and the Algorithm for the Haptic Rendering)

  • 김영호;이경백;김영배
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2000년도 추계학술대회 논문집
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    • pp.106-109
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    • 2000
  • The virtual reality - haptic device is developed for the purpose used in the work that human cannot approach and that need elaborate exercises. To render haptic, the total system is constituted master, haptic device, and slave, remote manipulator. Human operates the remote manipulator. Human operates the remote manipulator relying on the hapti devices and stereo graphic. And then the force and scene of the remote manipulator is fed-back from each haptic devices and virtual devices. The feedback information gets system gain exactly. The system gain provides the most exact haptic and virtual devices. The feedback information gets system gain exactly. The system gain provides the most exact haptic and scene to human by the location, the graphic rendering and the haptic rendering algorithm on real-time. In this research, 3D haptic device is developed for common usage and make human feel the haptic when human contacts virtual object rendered by computer graphic. The haptic device is good for tracing location and producing devices because of the row structure. Also, openGL and Visual Basic is utilized to the algorithms for haptic rendering. The haptic device of this research makes the interface possible not only with virtual reality but also with the real remote manipulator.

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취학 전 자녀를 둔 어머니의 세대 간 양가감정에 관한 질적연구 (A Qualitative Study on Intergenerational Ambivalence of Mothers with Preschool Children)

  • 김인지;이세인;이숙현
    • 대한가정학회지
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    • 제48권5호
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    • pp.73-85
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    • 2010
  • The purpose of this qualitative research is to explore the intergenerational ambivalence of mothers with preschoolers. Twenty full-time mothers and 19 working mothers were interviewed in depth. Most of the participants who received instrumental support from their mothers showed ambivalence, and especially the working mothers were more likely to feel ambivalence than the full-time mothers. However, participants who received little or no support from their mothers did not report any ambivalent feelings. Their ambivalent feelings came from both their social structure and intrapersonal contradictions. In order to avoid ambivalent feelings, some participants redefined receiving support from their mothers as a positive thing. Meanwhile, the participants who received active support tried to divert their ambivalence by providing child care support for their children, and they showed a 'repayment provision' tendency. Some working mothers and most of the full-time mothers said they would allot 'limited provision' by excluding child care support for their children. Those who were aware of this ambivalence issue sought 'reasonable provision' for their children. Depending on these results, several suggestions are presented to solve the ambivalence.

Application of brass scrubber filter with copper hydroxide nanocomposite structure for phosphate removal

  • Hong, Ki-Ho;Yoo, In-Sang;Kim, Sae-Hoon;Chang, Duk;Sunwoo, Young;Kim, Dae-Gun
    • Environmental Engineering Research
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    • 제20권2호
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    • pp.199-204
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    • 2015
  • In this study, a novel phosphorus removal filter made of brass scrubber with higher porosity of over 96% was fabricated and evaluated. The brass scrubber was surface-modified to form copper hydroxide on the surface of the brass, which could be a phosphate removal filter for advanced wastewater treatment because the phosphates could be removed by the ion exchange with hydroxyl ions of copper hydroxide. The evaluation of phosphate removal was performed under the conditions of the batch type in wastewater and continuous type through filters. Filter recycling was also evaluated with retreatment of the surface modification process. The phosphate was rapidly removed within a very shorter contact time by the surface-modified brass scrubber filter, and the phosphate mass of 1.57 mg was removed per gram of the filter. The possibility of this surface-modified brass scrubber filter for phosphorus removal was shown without undesirable sludge production of existing chemical phosphorus removal techniques, and we feel that it would be very meaningful as a new wastewater treatment.

증강현실 기반의 최소침습수술용 인터페이스의 개발 (Development of Immersive Augmented Reality interface for Minimally Invasive Surgery)

  • 문진기;박신석;김유진;김진욱
    • 로봇학회논문지
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    • 제3권1호
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    • pp.58-67
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    • 2008
  • This study developed a novel augmented reality interface for minimally invasive surgery. The augmented reality technique can alleviate the sensory feedback problem inherent to laparoscopic surgery. An augmented reality system merges real laparoscope image and reconstructed 3D patient model based on diagnostic medical image such as CT, MRI data. By using reconstructed 3D patient model, AR interface could express structure of patient body that is invisible outside visual field of laparoscope. Therefore, an augmented reality system improved sight information of limited laparoscope. In our augmented reality system, the laparoscopic view is located at the center of a wide-angle concave screen and reconstructed 3D patient model is displayed outside the laparoscope. By using a joystick, the laparoscopic view and the reconstructed 3D patient model view are changed concurrently. With our augmented reality system, the surgeon can see the peritoneal cavity from a wide angle of view, without having to move the laparoscope. Since the concave screen serves immersive environments, the surgeon can feel as if she is in the patient body. For these reasons, a surgeon can recognize easily depth information about inner parts of patient and position information of surgical instruments without laparoscope motion. It is possible for surgeon to manipulate surgical instruments more exact and fast. Therefore immersive augmented reality interface for minimally invasive surgery will reduce bodily, environmental load of a surgeon and increase efficiency of MIS.

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정보(情報) 유통방식(流通方式)의 효율화(效率化) (To Promote Efficiency of a Information Circulation method)

  • 이진영
    • 한국비블리아학회지
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    • 제4권1호
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    • pp.129-142
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    • 1980
  • The present paper discusses some problem areas in supplying information. As the world advances in civilization, we need exact and rapid information exchange, it may be said in this connection that we also feel keenly the necessity of the industrialization of the information. In accordance with the industrialization of the information, we can find the following phenomena: 1. Increase of present potentiality users. 2. Demand of high level information in accordance with the improvement of education level, 3. Increase of demand in the information materials in accordance with growth of research and development. 4. Contraction of the existing knowhow and degeneration of special field technique, 5. Increase of information concerned person for policy making in the government and in the industry. In the meantime, the information problem occurs for efficient management of information materials, in addition to numerical increase of various kinds, increase of users crate control and standardization problem, so it is needed to improve a mode of expression, structure, file and methods of usage. The librarian, as a information processor, should recognize that the information is national resources and improve the marketability of information industry. We need an administrative system of national level for the development of library in accordance with increase of an administrator who is engaged in information activities.

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약학대학 학생들의 학습 포트폴리오에 대한 경험과 인식 (Pharmacy Students' Experiences and Perceptions of the Use of Learning Portfolio)

  • 제남경;이인향
    • 한국임상약학회지
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    • 제24권2호
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    • pp.90-97
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    • 2014
  • Learning portfolio is a collection of evidence that learning has taken place. It has gained its reputation as a useful assessment tool in the education of health professionals. The purpose of this study is to describe the pharmacy students' experiences and perceptions upon the introduction of a learning portfolio into the Introductory Pharmacy Practice Experience course. Methods: Fifty five students from one pharmacy school who used a learning portfolio to document their progress in the IPPE course participated in 16-item questionnaire exploring opinions and experiences of learning portfolio preparation, assessment, and personal and professional development and reflection. Results: Most students agree that a learning portfolio is a valuable tool in promoting self-directed and reflective learning. However most of them (46/55) also feel developing a portfolio is time-consuming, and when compared to their effort, an appropriate reward has not been given. Conclusion: To make the use of learning portfolios successful students should receive clear guidelines on their purpose, content and structure. Also the assessment criteria should be provided before the introduction of learning portfolio and their effort in developing learning portfolio should be rewarded.

초보자를 위한 C 언어 학습 기능성 게임 개발 사례 : 프레C맨 (A Preliminary Study on Serious Game for C Language Study of Beginners : freCman)

  • 황기태;정인환
    • 한국게임학회 논문지
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    • 제15권4호
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    • pp.199-206
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    • 2015
  • 본 논문은 C 언어를 배우는 초보자를 위한 기능성 게임 프레C맨(freCman)의 개발 사례를 소개한다. C 언어를 처음 배우는 사람들은 C 언어의 키워드나 문법, 문장 구조에 생소하여 학습에 어려움을 느낀다. 본 논문은 슈팅스타C, 숨은 오류 찾기, 코드 순서 맞추기 등의 3 가지의 게임을 개발하고, 이를 통해 C 언어에 보다 쉽게 접근할 수 있도록 하였고, CTS(Code to Speech) 기능을 추가하여 C 소스 코드를 읽어 줌으로써 청각적으로 C 언어의 키워드나 문장에 친숙하도록 하였다. C 언어를 처음 배우는 학생들을 대상으로 실험한 결과 프레C맨이 C 프로그래밍 학습에 도움이 되었다는 결과를 얻었다.