• Title/Summary/Keyword: Interactive Approach

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Effects of an Interactive Computer Exercise Programs on Balance Performance in People with Chronic Stroke (컴퓨터 상호작용 운동 프로그램이 만성 뇌졸중 환자의 균형에 미치는 영향)

  • Song, Min-Young;Lee, Tae-Sik;Baek, Il-Hun
    • Journal of the Korean Society of Physical Medicine
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    • v.7 no.1
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    • pp.87-94
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    • 2012
  • Purpose : The purpose of this study was to examine the feasibility and efficiency of balance training program through an interactive video game regimen in people with chronic stroke. Methods : Thirty patients with chronic hemiparetic stroke were recruited. Participants were randomly assigned to either a control group (n=15) or an experimental group (n=15). The control group received the general physical therapy including of strengthening and balance exercise five times a week whereas the experimental group received a program of balance exercise with video game play based on virtual reality as well as the same typical physical therapy. The experimental group received 6 sessions for four weeks. Each session was given 5 minutes. An interactive computer game exercise regimen lasted 30 minutes without rest periods. Outcome measures for weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-standspeed and sit-to-stand-area for the control group (n=15) and experimental group (n=15) before and after treatment were obtained by using the biorescure. Results: Outcomes demonstrated significant improvement in the experimental group compared with the control group in weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-stand-speed. No significant training effect was showed in sit-to-stand-area between pretraining and post-training. Conclusion : An interactive computer game exercise based on task oriented approach for balance in chronic stroke were feasible. In other words, This regimen resulted in a greater improvement in dynamic balance for people with chronic stroke.

A Study about the Storytelling of Documentary on Virtual Reality Platform (가상현실 플랫폼에서의 다큐멘터리 스토리텔링에 관한 연구)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.523-531
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    • 2017
  • This paper tried to study how the narrative to allow the audience to emotionally immerse in documentary using virtual reality platform has shown. For this purpose, it defined the VR documentary as contents what make creative approach and rebuild reality using VR media platform, and analyzed it by comparison with narrative of existing documentary. First, the contents like succeeding journey documentary use mainly virtual realty as experience of accessibility. However the contents that have purpose to experience other people's reality show from self-narrative of first person documentary to interactive storytelling of web interactive documentary. The case of interactive VR documentary is taking a step forward from web documentary and shows easy way to reach internal purpose of documentary as making experience with virtual self. The VR documentary has a lot of possibility as virtual space experience to give accessibility and virtual self.

Large-scale Ambient Display Environment for providing Multi Spatial Interaction Interface (멀티 공간 인터랙션 인터페이스 제공을 위한 대규모 앰비언트 디스플레이 환경)

  • Yun, Chang Ok;Park, Jung Pil;Yun, Tae Soo;Lee, Dong Hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.30-34
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    • 2009
  • Recently, systems providing the interaction different according to an interval between a user and the display were developed in order to construct the ambient or the ubiquitous computing environment. Therefore, we propose a new type of spatial interaction system; our main goal is to provide the interactive domain in the large-scale ambient display environment. So, we divide into two zones of interaction dependent on the distance from the interaction surface interactive zone and ambient zone. In interactive zone, the users can approach the interaction surface and interact with natural hand-touch. When the users are outside the range of the interactive zone, the display shows only general information. Therefore, this system offers the various interactions and information to users in the ubiquitous ambient environment.

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Production of an Interactive Artwork through Analysis on the Expression Method for Subject Area on Screen (Focused on Color, Face and Brightness) (화면의 주제영역 표현방법 분석을 통한 인터랙티브 아트 제작(색상, 면수, 명도를 중심으로))

  • Kim, Kyoung-Nam;Lim, Yang-Mi
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.439-449
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    • 2012
  • Recently, many interactive artworks produce through convergence of art and scientific technology. Artists or designers should cooperate with other areas for analysis in order to share database. According to these requirements, In this study, we analyze Kandinsky's works which are more emphasis on subject area than the emphasis to background area by using a number of colors, faces, and brightness levels. Due to this approach, it determines how to represent for stable screen composition attracting viewer's eyes. As a result, the subject area has more a number of colors, faces, and brightness levels than the background area. In addition, we produce the interactive artwork based on the analyzed data. According to the requirement of convergence and collaboration in the historical background, this study will be able to contribute to make the collaboration by sharing common information between artists and professionals in other areas. In addition, it is expected that other production makers who do not have the background of arts education will be able to configure the visual screen.

ZoomISEG: Interactive Multi-Scale Fusion for Histopathology Whole Slide Image Segmentation (ZoomISEG: 조직 병리학 전체 슬라이드 영상 분할을 위한 대화형 다중스케일 융합)

  • Seonghui Min;Won-Ki Jeong
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.127-135
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    • 2023
  • Accurate segmentation of histopathology whole slide images (WSIs) is a crucial task for disease diagnosis and treatment planning. However, conventional automated segmentation algorithms may not always be applicable to WSI segmentation due to their large size and variations in tissue appearance, staining, and imaging conditions. Recent advances in interactive segmentation, which combines human expertise with algorithms, have shown promise to improve efficiency and accuracy in WSI segmentation but also presented us with challenging issues. In this paper, we propose a novel interactive segmentation method, ZoomISEG, that leverages multi-resolution WSIs. We demonstrate the efficacy and performance of the proposed method via comparison with conventional single-scale methods and an ablation study. The results confirm that the proposed method can reduce human interaction while achieving accuracy comparable to that of the brute-force approach using the highest-resolution data.

Building frame-pile foundation-soil interactive analysis

  • Chore, H.S.;Ingle, R.K.;Sawant, V.A.
    • Interaction and multiscale mechanics
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    • v.2 no.4
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    • pp.397-411
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    • 2009
  • The effect of soil-structure interaction on a simple single storeyed and two bay space frame resting on a pile group embedded in the cohesive soil (clay) with flexible cap is examined in this paper. For this purpose, a more rational approach is resorted to using the three dimensional finite element analysis with realistic assumptions. The members of the superstructure and substructure are descretized using 20 node isoparametric continuum elements while the interface between the soil and pile is modeled using 16 node isoparametric interface elements. Owing to viability in terms of computational resources and memory requirement, the approach of uncoupled analysis is generally preferred to coupled analysis of the system. However, an interactive analysis of the system is presented in this paper where the building frame and pile foundation are considered as a single compatible unit. This study is focused on the interaction between the pile cap and underlying soil. In the parametric study conducted using the coupled analysis, the effect of pile spacing in a pile group and configuration of the pile group is evaluated on the response of superstructure. The responses of the superstructure considered include the displacement at top of the frame and moments in the superstructure columns. The effect of soil-structure interaction is found to be quite significant for the type of foundation used in the study. The percentage variation in the values of displacement obtained using the coupled and uncoupled analysis is found in the range of 4-17 and that for the moment in the range of 3-10. A reasonable agreement is observed in the results obtained using either approach.

The Approaches of Positive Experience Design on IoT Intelligent Products

  • Wu, Chunmao;Xu, Huayuan;Liu, Ziyang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.5
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    • pp.1798-1813
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    • 2021
  • This paper proposes a positive experience design approach for Internet of Things (IoT) intelligent products to improve users' subjective well-being in the fields of artificial intelligence and big data. First, the authors selected six target users and taking the Xiaomi IoT intelligent products for the research objects and conducted a thorough observation on how the target users used IoT intelligent products in their own homes over two weeks via a home-visiting interview, group diary, and focus group. Second, they constructed an individual activities table for the participants' IoT intelligent product experience using a hierarchical task analysis (HTA). Third, two researchers sorted out the sub-tasks of happiness in the HTA table. Finally, the authors found the positive experience design approach of IoT intelligent products. The positive experience design approach of IoT intelligent products is proposed from focusing on the personal pleasure experience to individual life meaningful design and group social relationship design, including individual pleasure experience, personal goal realization, group needs satisfaction and the harmony of group relations. The paper uses the two design examples of an interactive kettle and a harmonious chair to further discuss the feasibility of the design approach. In the era of big data, it is helpful for designers to use this design approach to improve the users' sense of sustainable pleasure, achievement perception of their future goal realization, and the well-being of the group's social relationships.

Why Popular Employees Engage in Knowledge Sharing: The Motivational Approach (왜 인기 있는 직원이 지식공유를 하는가: 동기부여 관점에서)

  • Kim, Boyoung;Kim, Yonghyun
    • Knowledge Management Research
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    • v.21 no.1
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    • pp.151-173
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    • 2020
  • The purpose of this study is to identify the antecedents that impact on the individual knowledge sharing based on motivational perspectives. Specifically, the authors investigate the roles of general self-efficacy and popularity on knowledge sharing drawn on costly signaling theory and trait activation theory. Data from 227 pairs of employees and coworkers working in companies located in South Korea supported the model. General self-efficacy was positively related to knowledge sharing and popularity was positively associated to knowledge sharing. Also, by taking an interactional approach, our study demonstrated the moderating effect of popularity on the relationship between general self-efficacy and knowledge sharing. The positive relationship between general self-efficacy and knowledge sharing is significant when popularity is low, but not significant when popularity is high. Our findings suggest that the various motivation types including intrinsic and extrinsic motivations for knowledge sharing of individuals exist simultaneously and these motivations have an interactive effect on knowledge sharing.

Fast Random-Forest-Based Human Pose Estimation Using a Multi-scale and Cascade Approach

  • Chang, Ju Yong;Nam, Seung Woo
    • ETRI Journal
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    • v.35 no.6
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    • pp.949-959
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    • 2013
  • Since the recent launch of Microsoft Xbox Kinect, research on 3D human pose estimation has attracted a lot of attention in the computer vision community. Kinect shows impressive estimation accuracy and real-time performance on massive graphics processing unit hardware. In this paper, we focus on further reducing the computation complexity of the existing state-of-the-art method to make the real-time 3D human pose estimation functionality applicable to devices with lower computing power. As a result, we propose two simple approaches to speed up the random-forest-based human pose estimation method. In the original algorithm, the random forest classifier is applied to all pixels of the segmented human depth image. We first use a multi-scale approach to reduce the number of such calculations. Second, the complexity of the random forest classification itself is decreased by the proposed cascade approach. Experiment results for real data show that our method is effective and works in real time (30 fps) without any parallelization efforts.

A Cable Layout Plan for a CATV System

  • 차동완;윤문길
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1991.10a
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    • pp.464-464
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    • 1991
  • We address the problem of designing a physical CATV network with switched-star topology in which the broadband interactive service is provided. There are two types of decision variables: One is where to place conduit paths, and the other is how many cable units to be installed on each link traversed by an established conduit path. Due to the serious drawback of the conventional approach partitioning the problem into two subproblems, the unified approach handled in one setting is used here to attack the whole problem without dividing into two ones. In this paper, we present a mathematical design model and propose an efficient solution method exploiting the nice structure of it. In addition to this physical design, some results on logical network configuration have also been made. Finally, computaional experiments are conducted to illustrate the efficiency of our design approach.

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