• 제목/요약/키워드: Interaction with contents

검색결과 1,098건 처리시간 0.026초

Evaluation of Iron and Zinc Content in Rice Germplasms

  • Lee, Jeom-Ho;Lee, Kyu-Seong;Hwang, Hung-Goo;Yang, Chang-Ihn;Lee, Sang-Bok;Choi, Young-Hwan;Jeong, O-Young;Virk, Parminder
    • 한국육종학회지
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    • 제40권2호
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    • pp.101-105
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    • 2008
  • The germplasm of 246 rice cultivars was analysed for iron and zinc contents using a Inductively Coupled Argon Plasma (ICP) at International Rice Research Institute (IRRI) Philippines. Iron contents ranged from 2.0 to 12.0, and zinc ranged from 10.0 to 33.0 (mg/kg), showing with the mean values of 4.3 and 22.8 (mg/kg), respectively. In genotypes tested, there was approximately a two-fold difference in iron and zinc concentrations, suggesting a genetic potential to increase these micronutrients in rice grain. A highly significant positive correlation ($r^2=0.503$) was found between iron and zinc contents. Iron contents decreased drastically as polishing time increased, whereas zinc decreased only slightly. In the interaction between genotype and environment on iron contents, genotype (G), environment (E), and the G ${\times}$ E interactions accounted for 69%, 5% and 26% of the sums of squares, respectively. Indicating that genotype is would be the most significant factor for the to improve iron contents of rice in rice breeding, suggesting that therefore identifying genotypes with relatively stable performance across various environments is important as staple food crops.

Interactive Typography System using Combined Corner and Contour Detection

  • Lim, Sooyeon;Kim, Sangwook
    • International Journal of Contents
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    • 제13권1호
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    • pp.68-75
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    • 2017
  • Interactive Typography is a process where a user communicates by interacting with text and a moving factor. This research covers interactive typography using real-time response to a user's gesture. In order to form a language-independent system, preprocessing of entered text data presents image data. This preprocessing is followed by recognizing the image data and the setting interaction points. This is done using computer vision technology such as the Harris corner detector and contour detection. User interaction is achieved using skeleton information tracked by a depth camera. By synchronizing the user's skeleton information acquired by Kinect (a depth camera,) and the typography components (interaction points), all user gestures are linked with the typography in real time. An experiment was conducted, in both English and Korean, where users showed an 81% satisfaction level using an interactive typography system where text components showed discrete movements in accordance with the users' gestures. Through this experiment, it was possible to ascertain that sensibility varied depending on the size and the speed of the text and interactive alteration. The results show that interactive typography can potentially be an accurate communication tool, and not merely a uniform text transmission system.

댁 내 홈 디바이스 간 상호작용에 따른 동적인 컨덴츠 변환 방법에 관한 연구 (A study on the method of converting the contents dynamically according to the interaction between home devices)

  • 최우석;최지영;김은호
    • 한국정보통신설비학회:학술대회논문집
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    • 한국정보통신설비학회 2009년도 정보통신설비 학술대회
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    • pp.88-90
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    • 2009
  • This paper proposes the system and method for converting the contents based on DLNA. Digital Media Controller (DMC) compares the media format of content which Digital Media Server (DMS) provides with the media format which Digital Media Renderer (DMR) supports and then, the content is converted dynamically. The interaction between home devices can make a conversion of contents dynamically and it enables people to enjoy the multimedia contents they like to watch whenever/wherever they want.

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Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • 제8권2호
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.

감정 상태에 따른 컴패니언 로봇의 인터랙션 디자인 : 공감 인터랙션을 중심으로 (A Study on Interaction Design of Companion Robots Based on Emotional State)

  • 오예전;신윤수;이지항;김진우
    • 디지털콘텐츠학회 논문지
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    • 제18권7호
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    • pp.1293-1301
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    • 2017
  • 최근 핵가족화, 개인화 등과 같은 사회구조 변화로 개인 및 사회적 문제가 대두되고 있으며, 부정적 감정 증폭으로 인해 다양한 문제의 원인이 되기도 한다. 과거에 심리적 안정감을 주는 가족 구성원의 부재는 현대인의 감정적 어려움의 대표적인 원인으로 꼽을 수 있다. 이러한 개인 및 사회적 문제를 일상생활에서 사용자와 교감하는 컴패니언 로봇의 공감 인터랙션을 통해 해결하고자 한다. 본 연구에서는 감성 로봇 프로토타입 제작을 통해 정교한 공감 인터랙션 디자인을 하였으며, 실험을 통해 연구를 진행하였다. 그 결과로 감성 로봇의 공감 인터랙션에 얼굴 인터랙션이 크게 영향을 미치며, 부정 감성에서 인터랙션이 로봇의 공감도를 높이는 것을 확인할 수 있었다. 결과적으로 본 연구는 감성 로봇을 제작하여 더욱 정교한 인터랙션을 구현하였다는 점과, 실험 결과를 바탕으로 로봇의 공감 인터랙션 디자인 가이드라인을 제시하였다는 점에서 이론적 및 실용적 의의가 있다.

자기 주도적 학습력 신장을 위한 교육용 Web 컨텐트 설계 및 구현 (A Design and Implementation of Educational Web Contents for Self-directed Learning)

  • 김성희;김수형
    • 정보교육학회논문지
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    • 제3권1호
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    • pp.33-43
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    • 1999
  • Most educational Web contents developed so far can be regarded' as another type of printed textbooks since they are made up of static lists of textual information. It results in a lack of capability in such educational viewpoints as interaction between students and/or teachers, self-directed learning of individual students, and so on. This paper proposes a new style of Web contents, which can improve the self-directed learning capabilities as well as the interaction between students, with the topic of "the life cycle of frog" that the student studies in the third year of elementary school. It has been designed to provide BBS and a studying material appropriate to the achievement level of individual students, and implemented with DHTML and Java.

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Factors influencing the Usage and Acceptance of Multimedia-based Digital Textbooks in Pilot School

  • Kim, Mi-Ryang;Choi, Mi-Ae;Kim, Jae-Hyoun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권6호
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    • pp.1707-1717
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    • 2012
  • Digital textbooks, considered as core textbooks tailored to the abilities and interests of students, provide them with a combination of textbooks, reference books, workbooks, dictionaries and multimedia contents. In this paper, we employ a modified version of the Technology Acceptance Model(TAM), a model which has been widely used and empirically validated to explain why individuals use a particular information technology(IT). This paper proposes that additional variables, such as educational impacts, contents quality, interaction and enjoyment, enhance our understanding of behaviors of pilot school teachers in using multimedia-based digital textbooks as a substitute for traditional paper-version of textbooks. A structural equation model is employed with survey data from 157 pilot school teachers in pilot program supported by Korean government and KERIS(Korea Education & Research Information Service), to empirically assess the strength of the relationships in the proposed model. It is hoped that the results from this study provide meaningful insight into the development and delivery of high quality digital textbooks.

Perique엽의 경종 및 화학적 특성 (Agronomic Characteristics and Chemical Contents of Perique Tobacco Leaves)

  • 한상빈;반유선
    • 한국연초학회지
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    • 제3권1호
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    • pp.66-74
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    • 1981
  • This study was conducted to investigate the interaction between chemical compositions and agronomic characteristics of perique tobacco leaf. At the topping stage, the thickness of leaf was positively correlated with total sugar($\textrm{0.975}^{**}$), reducing sugar($\textrm{0.975}^{**}$), alkaloid($\textrm{0.518}^{*}$) and petroleum ether extract($\textrm{0.801}^{**}$) contents. The length of upper leaf was negatively correlated with its chemical contents. Total sugar contents of the harvested leaf showed a sigmoid pattern of distribution along the leaf stalk positions.

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Interaction-based Collaborative Recommendation: A Personalized Learning Environment (PLE) Perspective

  • Ali, Syed Mubarak;Ghani, Imran;Latiff, Muhammad Shafie Abd
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권1호
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    • pp.446-465
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    • 2015
  • In this modern era of technology and information, e-learning approach has become an integral part of teaching and learning using modern technologies. There are different variations or classification of e-learning approaches. One of notable approaches is Personal Learning Environment (PLE). In a PLE system, the contents are presented to the user in a personalized manner (according to the user's needs and wants). The problem arises when a new user enters the system, and due to the lack of information about the new user's needs and wants, the system fails to recommend him/her the personalized e-learning contents accurately. This phenomenon is known as cold-start problem. In order to address this issue, existing researches propose different approaches for recommendation such as preference profile, user ratings and tagging recommendations. In this research paper, the implementation of a novel interaction-based approach is presented. The interaction-based approach improves the recommendation accuracy for the new-user cold-start problem by integrating preferences profile and tagging recommendation and utilizing the interaction among users and system. This research work takes leverage of the interaction of a new user with the PLE system and generates recommendation for the new user, both implicitly and explicitly, thus solving new-user cold-start problem. The result shows the improvement of 31.57% in Precision, 18.29% in Recall and 8.8% in F1-measure.

뉴 미디어 시대의 매체예술적 공간 상호작용 특성 연구 (A Study on Characteristics of Spatial Interaction of Media Art in the Age of New Media)

  • 이고은;이찬
    • 한국실내디자인학회논문집
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    • 제22권3호
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    • pp.70-80
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    • 2013
  • This study aims to discover characteristics of interaction through media artistic space, a field of media investigation, for understanding interaction which represents the age of new media and a view on development of interaction which plays a bigger role in it. To achieve this, a research infrastructure was prepared by having access to expression components of which media are applied in a context of art history on media art. Further, physical interaction, perceptual interaction, and mediational interaction were derived by presenting interaction discussed in the existing various areas from an integrated perspective. Subsequently, in order to understand the contents of interaction and its activity, cases were analyzed through analytic frames consisting of interaction elements of subordinate concepts which each interaction has. For results derived from the research, interaction characteristics of media serve as a leading role in space as they are actively used as a potential tool. Therefore, although interaction has been variously represented, it forms a relationship focused on participants, and in order to build a closer relationship with the participants and further interaction, it will be possibly developed in a manner of thinking.