• 제목/요약/키워드: Interaction with contents

검색결과 1,095건 처리시간 0.023초

Physical and Chemical Properties of Charcoal Added Paper for Cigarette Filter (활성탄 첨가에 따른 담배용 필터지의 이화학적 특성)

  • Lee, Moon-Yong;Jeon, Yang;Kim, Young-Ho;Lee, Jeong-Il
    • Journal of Korea Technical Association of The Pulp and Paper Industry
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    • 제31권4호
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    • pp.76-83
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    • 1999
  • This study was carried to investigate optimum conditions of charcoal added paper in making cigarette filter for the removal of smoke contents of cigarettes. We investigated the physical properties of charcoal added paper according to the ratio of pulps, the amounts of characoal , the weight of sheets and crimping conditions in dry method, and then analyzed the smoke contents of cigarettes. The results obtained were as follows. 1. Sw-BKP was higher than Hw-BKP in methylene blue absorption by UV test. 2. Charcoal had an effect on stiffness for decreasing factor greatly , while the addition amounts of Sw-BKP and high weigth of sheets increased it, and the interaction of weight of sheets and charcoal was higher than other factors. 3. Tear index decreased by charcoal addition greatly, on the other hand high weight of sheets and Sw-BKP/Hw-BKP ratio increased ter, and the interaction of pulps and chacoal acted on major factors. 4. We estimated crimp index with sensory evaluation , and charcoal hand an effect on decreasing factor in crimping greatly, while the interaction of weight of sheets and pulp ratio was higher than others. 5. In the case of charcoal added paper filter, tar removal efficiency of smoke contents was higher but about 6% than cigarette filter. Especially vapour phase(aldehyde) in smoke contents was removed greatly.

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Automatic Map Generation without an Isolated Cave Using Cell Automata Enhanced by Binary Space Partitioning (이진 공간 분할로 보강된 셀 오토마타를 이용한 고립 동굴 없는 맵 자동 생성)

  • Kim, Ji-Min;Oh, Pyeong;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • 제16권6호
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    • pp.59-68
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    • 2016
  • Many researchers have paid attention to contents generation within the area of game artificial intelligence these days with various reasons. Efforts on automatic contents generation without game level designers' help were continuously progressed in various game contents. This study suggests an automatic map generation without an isolated cave using cellular automation enhanced by binary space partitioning(BSP). In other words, BSP makes it possible to specify the number of desired area and cellular automation reduces the time to search a path. Based upon our preliminary simulation results, we show the usefulness of our automatic map generation by applying the contents generation using cell automation, which is enhanced by BSP to games.

User Event Analyzer for Bidirectional DMB Data Service (양방향 DMB 서비스를 위한 사용자 이벤트 분석 모듈)

  • Li, Song-Lu;Khin, Hlaing Su;Kim, Sang-Wook
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2007년도 학술대회 1부
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    • pp.624-629
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    • 2007
  • Digital Multimedia Broadcasting (DMB) is a digital radio transmission system for sending multimedia such as radio, TV, and data casting to mobile devices. Nowadays, DMB specifications are the major standard for digital broadcasting and have been establishing for bidirectional service using MPEG-4 system. But there has been only some simple demonstrated system for this bidirectional services. In this paper, we introduce bidirectional DMB data service system that provides the interaction between the user and DMB server without any additional equipment such as web server. The proposed bidirectional DMB system can capture and send user interaction information and response through the existing DMB transmission channel, finally update the original contents. The action event from the user is the most important thing in developing the bidirectional DMB system. Therefor, capturing the event data from the user is the first step we need to do for the bidirectional DMB service. In this paper, we propose an interaction manager module for the user events. This system will extract the user events and make a plan to update the original scene with the server's reaction information.

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STUDIES ON THE HEPATOTOXICITY PRODUCED BY INTERACTION OF SEVERAL DRUGS CONTAINING AMINO GROUPS AND NITRITE

  • Moon, Hwa-Hwey;Kim, Pu-Young;Park, Han-Soo;Choi, Cheol-Hee
    • Toxicological Research
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    • 제3권2호
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    • pp.81-88
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    • 1987
  • Hepatotoxicity study of the nitrosamine produced by interaction between drugs containing amino groups and soduim nitrite was conducted. In the in vitro study, interaction of 32mM Promethazine HCL or Oxomemazine HCL with 200mM Sodium nitrite produced N-nitroso dimetylamine (NDMA) at 0.4% or 0.03%, respectively. When sodium nitrite was administered with Promethazine HCL or Oxomemazine HCL, trace of NDMA was detected from the gastric contents. After three days of consecutive administration of sodium nitrite with Promethazine HCL or Oxomemazine HCL, the levels of GOT, GPT and SDH in the serum of treated groups were significant higher than that of control group.

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XML Data Model and Interpreter Development for Authoring Interactive Convergence Contents based on HTML5 iframe (HTML5 iframe 기반 상호작용형 융합 콘텐츠 저작을 위한 XML 데이터 모형 및 해석기 개발)

  • Lee, Jun Jeong;Hong, June Seok;Kim, Wooju
    • The Journal of the Korea Contents Association
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    • 제20권12호
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    • pp.250-265
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    • 2020
  • In the N-Screen environment, HTML5 standard-based content development is inevitable. However, it is still passive the development of HTML5 manipulation type contents due to high development cost and insufficient infrastructure. Therefor we propose an efficient contents development model by convergence multimedia contents (such as video and audio) with HTML5 documents that can implement dynamic manipulation for user interaction. The proposed model is designed to divide the multimedia and iframe areas in the HTML5 layout page included the player for integrated contents control. Interactive HTML5 documents are divided into screen units and provided through iframe. The integrated control player composed based on the HTML5

Developing Interactive Game Contents using 3D Human Pose Recognition (3차원 인체 포즈 인식을 이용한 상호작용 게임 콘텐츠 개발)

  • Choi, Yoon-Ji;Park, Jae-Wan;Song, Dae-Hyeon;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • 제11권12호
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    • pp.619-628
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    • 2011
  • Normally vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment. On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part. In this paper, we describe a development of interactive game contents using pose recognition interface that using 3D human body joint information. Our system was proposed for the purpose that users can control the game contents with body motion without any additional equipment. Poses are recognized comparing current input pose and predefined pose template which is consist of 14 human body joint 3D information. We implement the game contents with the our pose recognition system and make sure about the efficiency of our proposed system. In the future, we will improve the system that can be recognized poses in various environments robustly.

Mother's perceptions and practices of Taegyo, Belief toward Korean Mother-Fetus Interaction (임부의 태교관련 지각, 태교관행 및 태교관점 모-태아상호작용 신념)

  • Han, Kyung-Ja;Kim, Jeong-Soo
    • Korean Parent-Child Health Journal
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    • 제7권2호
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    • pp.144-159
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    • 2004
  • Purpose: The purpose of this study is to explore mother's perception and practice of Taegyo. In addition, belief factors toward Taegyo oriented Korean mother-fetus interaction are identified in order to obtain baseline data for the development of Taegyo oriented program enhancing mother-fetus interaction. Method: The sample consisted to 186 pregnant women who visited public health center or hospital for prenatal care. Self-reporting questionnaire devised by investigator was used. Data were analyzed by SPSS win program and contents analysis was used. Result: Although mothers intended to a pregnancy, many of them were perceived negatively toward pregnancy. The study revealed that most of pregnant women continued cultural practices related to Taegyo, they focused on mother-fetus interaction behavior-such as listen to the music, reading a book, talk to fetus, stroke the fetus- with being altered traditional beliefs toward Taegyo or Taemong. Most of pregnant women had Taemong and believed a it's predictive functions. Beliefs toward mother-fetus interaction were classified to 6 factors, pregnancy, Taemong. fetus, practice behavior, infant's abilities and mother-fetus interaction behavior. The scores of belief toward mother-fetus interaction and each factors of pregnancy, fetus, practice behavior, infant's ability were statistically significant different depending upon husbands education. Also pregnancy factor in belief toward mother-fetus interaction was statistically significant different depending upon the number of children, child birth, experience of abortion, premature birth. Conclusion: Developing Taegyo oriented program enhancing the mother-fetus interaction need to include the elements of being facilitated maternal identity formation and maternal confidence for the pregnant women. In addition, it should be developed the program concerning with the characteristics of the pregnant women.

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The Intention during the Interaction between Infants and Their Teachers while Playing Freely (자유놀이에 나타난 영아와 교사의 상호작용 의도)

  • Cho, Hye Kyung
    • The Journal of the Korea Contents Association
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    • 제18권10호
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    • pp.203-216
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    • 2018
  • The purpose of this study is to clarify what teachers interaction is who try to develop their infants, by examining the intention of beginning the interaction between teachers and their infants, while playing freely at a child care center. The author used a qualitative research method. The subjects of this study are nine infants and three teachers. The author videotaped all the session focusing on the interactions between teachers and their infants. The author observed all the sessions for three months. The author also interviewed the teachers. She also collected the manual of the target daycare centers, its study plans, its observation logs, and the observation logs of the infants' activities and analyzed them. The intention of infants' interaction with their teachers is to know how to play by using some toys. A second intention is to see the contents of the picture book related to the daily routine. A third intention is to satisfy emotional needs. The intention of teachers interaction with their infants while playing freely is to help explore things and try to play. Another intention is to make a transition from teacher-centered play to infant-centered one. A third intention is to pacify infants expressing thoughts by crying. A future research which will increase the quality of the interactions and will be helpful for the development of infants and will focus on infants will be needed.

A Development of Gesture Interfaces using Spatial Context Information

  • Kwon, Doo-Young;Bae, Ki-Tae
    • International Journal of Contents
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    • 제7권1호
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    • pp.29-36
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    • 2011
  • Gestures have been employed for human computer interaction to build more natural interface in new computational environments. In this paper, we describe our approach to develop a gesture interface using spatial context information. The proposed gesture interface recognizes a system action (e.g. commands) by integrating gesture information with spatial context information within a probabilistic framework. Two ontologies of spatial contexts are introduced based on the spatial information of gestures: gesture volume and gesture target. Prototype applications are developed using a smart environment scenario that a user can interact with digital information embedded to physical objects using gestures.

Gesture Interaction of Digital Frame for Visual Image Content (영상콘텐츠용 디지털액자의 제스처 인터랙션 방식)

  • Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • 제10권10호
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    • pp.120-127
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    • 2010
  • Today we always can take a picture and enjoy it anywhere and anytime with a propagation of digital camera and camera phone. Even though the amount of digital picture content produced in every day life has been increasing, the way of enjoying it was just with phones or PC monitors. A small size screen of a cell phone and a desktop monitor are not suitable environment for enjoying digital picture, so the new market for digital photo frame has been opened. Until now, various kind of digital photo frames of many manufactures have been released for several years, but they have similar interaction way each other due to the limitation of their hardware specification so don't fill the intuitive mental model that users have about the product called a photo frame. Thus, this research aims to suggest an interaction way of digital photo frame providing with better usability and emotional satisfaction according to the spatial environment that it's located and users' behaviors.