• Title/Summary/Keyword: Improving Interaction

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Improvement of the Beam-Wave Interaction Efficiency Based on the Coupling-Slot Configuration in an Extended Interaction Oscillator

  • Zhu, Sairong;Yin, Yong;Bi, Liangjie;Chang, Zhiwei;Xu, Che;Zeng, Fanbo;Peng, Ruibin;Zhou, Wen;Wang, Bin;Li, Hailong;Meng, Lin
    • Journal of the Korean Physical Society
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    • v.73 no.9
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    • pp.1362-1369
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    • 2018
  • A method aimed at improving the beam-wave interaction efficiency by changing the coupling slot configuration has been proposed in the study of extended interaction oscillators (EIOs). The dispersion characteristics, coupling coefficient and interaction impedance of the high-frequency structure based on different types of coupling slots have been investigated. Four types of coupled cavity structures with different layouts of the coupling slots have been compared to improve the beam-wave interaction efficiency, so as to analyze the beam-wave interaction and practical applications. In order to determine the improvement of the coupling slot to a coupled cavity circuit in an EIO, we designed four nine-gap EIOs based on the coupled cavity structure with different coupling slot configurations. With different operating frequencies and voltages takes into consideration, beam voltages from 27 to 33 kV have been simulated to achieve the best beam-wave interaction efficiency so that the EIOs are able to work in the $2{\pi}$ mode. The influence of the Rb and the ds on the output power is also taken into consideration. The Rb is the radius of the electron beam, and the ds is the width of the coupling slot. The simulation results indicate that a single-slot-type EIO has the best beam-wave interaction efficiency. Its maximum output power is 2.8 kW and the efficiency is 18% when the operating voltage is 31 kV and electric current is 0.5 A. The output powers of these four EIOs that were designed for comparison are not less than 1.7 kW. The improved coupling-slot configurations enables the extended interaction oscillator to meet the different engineering requirements better.

A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

Collaborative Learning Agent for Promoting Group Interaction

  • Suh, Hee-Jeon;Lee, Seung-Wook
    • ETRI Journal
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    • v.28 no.4
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    • pp.461-474
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    • 2006
  • This project aims to design and develop a prototype for an agent that support online collaborative learning. Online collaborative learning, which has emerged as a new form of education in the knowledge-based society, is regarded as an effective method for improving practical and highly advanced problem-solving abilities. Collaborative learning involves complicated processes, such as organizing teams, setting common goals, performing tasks, and evaluating the outcome of team activities. Thus, a teacher may have difficulty promoting and evaluating the entire process of collaborative learning, and a system may need to be developed to support it. Therefore, to promote interaction among learners in the process of collaborative learning, this study designed an extensible collaborative learning agent (ECOLA) for an online learning environment.

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The Impact of Gut Microbiota in Human Health and Diseases: Implication for Therapeutic Potential

  • Ha, Eun-Mi
    • Biomolecules & Therapeutics
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    • v.19 no.2
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    • pp.155-173
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    • 2011
  • Humans have and hold 100 trillion intestinal bacteria that are essential for health. For millions of years human-microorganisms interaction has co-evolved, and maintained close symbiotic relationship. Gut bacteria contributes to human health and metabolism, and humans provides the optimum nutrition-rich environment for bacteria. What is the mechanism of the host distinguishing the intestinal bacteria as its cohabiting partner and what kind of benefits does the gut microbiota provide the human are the fundamental questions to be asked and solved in order to make human life a higher quality. This review explains the physiological relationship and mutualism between the host and gut microorganism, and highlights the potential therapeutic approach for treating diseases, maintaining and improving health based on these correlations.

Smartphone racing game controller UX testing (스마트폰 레이싱 게임 조작기 UX 평가)

  • Chung, Donghun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.143-154
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    • 2015
  • This study aims to evaluate smartphone gaming controllers. Diffusion of smartphone makes its users to play smartphone games in ease and comfort and its built-in sensors deliver new gaming experience to the users. Based on the concept how the controller system is important, the current research also implies the importance of customizing service which gives users a selection to deploy a controller. To explore the interaction effect of controllers and customizing on interactivity, flow, usability, attitude, and intention, the research constructs 3(gyroscope, wheel, and button controllers) by 2(default and customizing setting) experimental design and forty college students played Gameloft's Asphalt 8: Airborne in a within subject design. The results showed that interaction effect and customizing main effect were not found, but controller main effect was statistically significant. Button controller is superior to those other two in more detail. It implies that it is still not useful to play new types of gaming controller, and a customizing service. It suggests that smartphone games should more focus on improving optimal user experience with built-in sensor controllers.

The Development and Effectiveness of a Filial Therapy Program to Improve Sibling Relationships (형제관계 개선을 위한 부모-자녀 놀이치료 프로그램 효과 연구)

  • Lee, Eun Ha;Chung, Kai Sook
    • Korean Journal of Child Studies
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    • v.27 no.1
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    • pp.45-65
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    • 2006
  • This study was conducted with the aim of improving sibling relationships of children based on a filial therapy program. Three pairs of young children with problematic behavior regarding sibling relationships participated in this study along with their mothers. The program consisted of four main courses : an instructional course for the mother, a play therapy course, a feedback course, and an evaluation course. The program was conducted in ten weekly 2-hour sessions. Results showed positive changes in mother-child and sibling interactions in all three cases. It was concluded that the program was effective in developing proper sibling relationships through enhancing mother-child interactions.

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Improvement of the Wear Resistance of PP using Montmorillonite

  • Kim, Jae June;Ryu, Sung Hun;Oh, Jin Young
    • Elastomers and Composites
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    • v.57 no.2
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    • pp.40-47
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    • 2022
  • The effects of maleic-anhydride-grafted polypropylene (PP-g-MAH) and montmorillonite (MMT) on the wear resistance of polypropylene (PP) were investigated. The surface of MMT was modified with 3-aminopropyltriethoxysilane, and the interfacial interaction between PP and MMT was improved using PP-g-MAH. Fourier-transform infrared spectroscopy was used to confirm that silane was grafted on the surface of MMT. The Taber abrasion test and scanning electron microscopy were used to determine the wear resistance and observe the surface morphology of PP, respectively, after wear testing. Energy-dispersive X-ray spectroscopy was used to compare the effects of PP-g-MAH and silane modification of MMT on the dispersion of MMT. The results indicated that silane was successfully grafted onto the surface of MMT. Moreover, the wear resistance of PP was improved by the addition of MMT. The wear resistance of PP composites comprising silane-modified MMT and PP-g-MAH was higher than those of other PP composites. This was attributed to silane improving the interfacial interaction between MMT and PP.

Implementation of Metaverse User-Avatar Interaction using Real-time Motion Data (실시간 모션 데이터를 활용한 메타버스 사용자-아바타 상호작용 구현)

  • Gang In Lee;Eun Hye Noh;Young Jae Jo;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.4
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    • pp.172-178
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    • 2023
  • With the expansion of metaverse content and hardware platforms, various interactions in the virtual world have been built, raising expectations for an increase in immersion which is a major element of the metaverse. However, among hardware platforms that increase virtual immersion elements, the typical HMD platform can be a barrier to new user inflows due to its high cost. Thus, this paper focused on improving virtual-to-real interactions by extracting motion data using relatively inexpensive webcam equipment in PC environments, utilizing Unity game engines, Photon unity network, multi-platform implementations, and Barracuda neural network inference libraries.

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An Empirical Study of the Usage Performance of Mobile Emoticons : Applying to the Five Construct Model by Huang et al.

  • Lim, Se-Hun;Kim, Dae-Kil;Watts, Sean
    • Journal of Information Technology Applications and Management
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    • v.18 no.4
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    • pp.21-40
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    • 2011
  • Emoticons perform an important role as an enhancement to written communication, in areas such as Windows Live Messenger instant messaging, e-mails, mobile Short Message Services (SMS), and others. Emoticons are graphic images used in communications to indicate the feelings of people exchanging messages via mobile technology. In this research, the perceived usefulness of the emoticon in mobile phone text messages is verified with consumers using the five construct model of Huang. A K-means clustering technique for separating three groups based on levels of perceived usefulness of mobile emoticons is used with a structural equation model test using Smart PLS 2.0, and the bootstrap re-sampling procedure. We analyzed relationships among use of emoticons, enjoyment, interaction, information richness, and perceived usefulness. The results show there are relationships among use of emoticons, enjoyment, interaction, perceived usefulness, and information richness, however enjoyment of emoticons did not significantly affect the perceived usefulness of messages with emoticons alone. The results suggest emoticons have different affects on emotion in both mobile, and Messenger contexts. Our study did not consider more detailed media properties, and thus more studies are needed. Our research results contribute to mobile communication activation, provides companies with an understanding of key characteristics of consumers who use emoticons, and provides useful implications for improving management and marketing strategies.

KD-SQS Service Quality in Discount-Based Retail: Service Guarantee Adjustment Effect, Service Value, and Store Loyalty

  • Lee, Young-Chul;Kim, Jong-Lak
    • Journal of Distribution Science
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    • v.12 no.7
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    • pp.53-61
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    • 2014
  • Purpose - This study focuses on "large-scale marts," which is a typical discount-based retail channel (hereinafter, DRC), and provides practical managerial implications by applying the KD-SQS service quality factor based on customers' experiential perspective by developing and applying existing service measures. Research design, data, and methodology - The research subjects include adults who have experienced "large-scale marts." The research involved SPSS 20.0 and AMOS 19.0 packages; path analysis is used to analyze structural relationships. Results - First, physical aspects, human interaction, and additional convenience aspects of service quality have statistically significant influence on service value. Second, physical aspects, human interaction, and policy have statistically influence on store loyalty. Third, service value influences store loyalty. Fourth, service guarantee adjusts the relationship between service quality, service value, and store loyalty in terms of human interaction and policy. Conclusion - Among service quality measures, improving service value through personal service needs to be prioritized, while we need to develop different methods for the service guarantee system to effectively influence service value and store loyalty.