• 제목/요약/키워드: Interactive Approach

검색결과 402건 처리시간 0.031초

Cell-Interactive Polymers for Tissue Engineering

  • Lee, Kuen Yong;Mooney, David J.
    • Fibers and Polymers
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    • 제2권2호
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    • pp.51-57
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    • 2001
  • Tissue engineering is one exciting approach to treat patients who need a new organ or tissue. A critical element in this approach is the polymer scaffold, as it provides a space for new tissue formation and mimics many roles of natural extra-cellular matrices. In this review, we describe several design parameters of polymer matrices that can significantly affect cellular behavior, as well as various polymers which are frequently used to date or potentially useful in many tissue engineering applications. Interactions between cells and polymer scaffolds, including specific receptor-ligand interactions, physical and degradation feature of the scaffolds, and delivery of soluble factors, should be considered in the design and tailoring of appropriate polymer matrices to be used in tissue engineering applications, as these interactions control the function and structure of engineered tissues.

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단계적 품질경쟁력 강화를 위한 대화형 의사결정지원시스템의 개발 (An Interactive Decision Support System for Stepwise Improvement of Quality Competitiveness)

  • 신완선;박만희
    • 산업경영시스템학회지
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    • 제27권4호
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    • pp.170-178
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    • 2004
  • As quality becomes a primary leading factor of organizational success, various management strategies have been introduced to improve quality competitiveness. Quality competitiveness, however, is difficult to measure and numerous organizations are struggling to set realistic improvement objectives. The primary purpose of this research is to propose a systematic approach to help the practitioners develop an improvement plan for their organizational quality competitiveness. This approach employs DEA(Data Envelopment Analysis) to evaluate relative efficiency among companies which make efforts to improve their quality competitiveness. It presents an integer programming model to elicit an optimal improvement plan for meeting a target level. A decision support system is also developed for the managers to plan a sequential improvement plan based on both DEA model and the integer programming model.

Reference Model and Architecture of Interactive Cognitive Health Advisor based on Evolutional Cyber-physical Systems

  • Lee, KangYoon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권8호
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    • pp.4270-4284
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    • 2019
  • This study presents a reference model (RM) and the architecture of a cognitive health advisor (CHA) that integrates information with ambient intelligence. By controlling the information using the CHA platform, the reference model can provide various ambient intelligent solutions to a user. Herein, a novel approach to a CHA RM based on evolutional cyber-physical systems is proposed. The objective of the CHA RM is to improve personal health by managing data integration from many devices as well as conduct a new feedback cycle, which includes training and consulting to improve quality of life. The RM can provide an overview of the basis for implementing concrete software architectures. The proposed RM provides a standardized clarification for developers and service designers in the design and implementation process. The CHA RM provides a new approach to developing a digital healthcare model that includes integrated systems, subsystems, and components. New features for chatbots and feedback functions set the position of the conversational interface system to improve human health by integrating information, analytics, and decisions and feedback as an advisor on the CHA platform.

Adjustive Media의 feedback을 수반한 작품 제작 방법 (The process for adjustive media as design method with feedback)

  • 조현승
    • 디지털융복합연구
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    • 제11권6호
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    • pp.311-317
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    • 2013
  • 기존의 인터랙티브 아트나 엔터테인먼트 시스템의 대부분은 다음의 세 단계로 구성된다. 체험자의 행동 촉구, 체험자의 행동, 그리고 시스템의 응답으로 이루어진다. 그들은 이러한 연속적인 프로세스가 지속과 반복을 수행하는 것을 전제로 하지 않는, 각 상호 작용의 개념을 표현하기 위해 설계되었다. 이와 반대의 접근 방식은 지속적이고 반복적인 경험을 작품의 개념을 전달하는 것이다. 본 논문에서는 이러한 접근 방식에 따라 작업 유형으로 "Adjustive Media"를 제안한다. Adjustive Media는 체험자가 그 작품 체험을 지속하고 반복 체험하는 것으로, 체험자 자신이 작가의 의도에 따라 체험에 접근 할 수 있는 작품 형식이다. 본 논문은 디자인 방법으로 Adjustive 미디어에 대해 3개의 디자인 프로세스를 제안하고, Adjustive 미디어의 프로토 타입을 소개하여 디자인 프로세스의 가능성과 새로운 사용자 경험을 제공하는 작품 형식의 제작 방법에 대해 고찰하고자 한다.

자동항해를 지원하는 적응형 웹 서핑 시스템 (An Adaptive Web Surfing System for Supporting Autonomous Navigation)

  • 국형준
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제31권4호
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    • pp.439-446
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    • 2004
  • 사용자 적응형 웹 서핑 시스템 설계를 위해 전체 시스템을 사용자 데이타 수집, 데이타 처리를 통한 사용자 프로파일 구축 및 개선, 그리고 사용자 프로파일의 적용을 통한 적응 등 세 단계로 나누어 접근할 수 있다. 본 연구가 설계한 세 부문의 에이전트들은 이들 각 단계에서 작업하며 상호 유기적인 협동을 통해 적응형 웹 서핑을 지원한다. 이들은 각각 대화식 인터페이스 에이전트(Interactive Interface Agent), 사용자 프로파일 에이전트(User Profile Agent), 그리고 자동항해 에이전트(Autonomous Navigation Agent)이다. 대화식 인터페이스 에이전트는 사용자 인터페이스를 제공하며 이를 통해 데이타를 수집하고 기계적 항해 지원을 수행한다. 사용자 프로파일 에이전트는 수집된 사용자 데이타를 처리하여 사용자 브라우징의 실시간에 사용자 프로파일을 동적으로 구축하고 갱신한다. 자동항해 지원 에이전트는 사용자 프로파일에 기초하여 사용자 관심과 가까운 웹 문서를 자동으로 선별하여 추천하는 자동 항해 모드를 제공한다. 본 연구가 제시하는 접근과 설계 방식은 향후 확장과 보완을 통해 실용 가능한 수준의 사용자 적응형 웹 서핑 시스템 구축에 활용될 수 있다.

The Poetics of Exile in Cristina García's Dreaming in Cuban

  • Park, Geum Hee
    • 영어영문학
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    • 제58권6호
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    • pp.1119-1142
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    • 2012
  • This article examines how Cuban-American writer Cristina García interweaves all possible experiences of Cubans through Dreaming in Cuban in terms of Bakhtin's concepts of heteroglosssia, hybridization, and the chronotope. In so doing, it reaffirms the applicability of these concepts as tools for interpreting speech genres while reevaluating and reexamining the novel in terms of Bakhtinian narratology. García identifies a sociopolitical cacophony in both America and Cuba from an open-minded perspective, striving to maintain a balance between them despite undesirable experiences with her patriotic mother and individuals in the Miami community where she worked as a journalist. In practice, she projects sociopolitical ideas onto her heroines' depictions, representing their consciousnesses in a process of interaction with others. In particular, García allows her three generations of heroines, Celia del Pino, her daughters Lourdes and Felicia, and her granddaughter Pilar Puente to live as staunchly political figures. In this way, García creates a unique novelistic situation by opposing or juxtaposing all aspects of her heroines and pitting them in a dynamic interaction with their environments. As they repeatedly tease, contradict, refute, and do battle with each other, her heroines expose various problems with the sociopolitical ideologies in both the Cuban and American contexts. García succeeds in her attempt by introducing Bakhtin's model of the "becoming" hero and depicting her heroines in dynamic interaction without her own interference. In particular, the devouring inner monologues of Pilar and her Cuban aunt Felicia are presented as the products of their extraordinarily developed self-consciousnesses, through which García attempts a multilateral approach of showing, rather than telling, her heroines' interactive inner worlds as well as introducing sociopolitical contexts. Generic factors such as epistles, diary entries, and ads copy are hybridized into Celia's and Lourdes' stories, serving the heroines' interactive contexts while filling in the many narrative gaps that result from the approach to Cuban and American history. The Bakhtinian perspective permits the interpretation that this generic hybridization enables García to cover narrative gaps resulting from the expansion of chronotopes.

스마트관광을 위한 IT서비스 개발의 우선순위 도출을 위한 AHP 분석모델 (AHP Analysis Model for drawing Importance Priorities of IT Service developments for Smart Tourism)

  • 김근형
    • 한국정보시스템학회지:정보시스템연구
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    • 제28권4호
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    • pp.49-64
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    • 2019
  • Purpose The purpose of this paper is to observe the relative priorities of importances among IT services for Smart tourism as well as the relative priorities of importances among ways for developing the IT Services. Design/methodology/approach AHP analysis model was designed with 3 layers in order to recognize the relative importances priorities of IT services and the ways developing the IT services in Smart tourism. The factors in the top layer consist of Pre-trip IT services, During-trip IT services and Post-trip IT services. The lower factors in second layer of the Pre-trip IT services consists of Tourism information search, Online reservation and Price comparison. The lower factors of the During-trip IT services consists of Context recognition, Virtual Reality and Drone Application. The lower factors of the Post-trip IT services consists of Interactive Sharing and Tagging. The factor of third layer, the ways of developing the IT services consist of Company leading, University leading and Industry-University Collaboration. The structural questionnaire based on the AHP analysis model was designed and used to survey experts in IT and tourism areas. The collected data by the question investigation was analyzed by AHP analysis technique. Findings The importance priority of During-trip IT service was highest among in the three type IT services of tourism life cycle. The importance priority of Price comparison service was highest among IT services for Pre-trip. The importance priority of the Context recognition service was highest among IT services for During-trip. The Interactive sharing service was highest among IT services for Post-trip. It would be confirmed for the IT service development ways of Company leading to be suitable for most of the It services, such as Tourism information search, Online reservation, Price comparison, Context recognition, Virtual reality, Drone application, Interactive sharing.

Interaction based Teleautonomous Control System

  • Lee, Geunho;Lee, Chang-Hoon;Nam, Chang-Woo;Kim, Sung-Wan;Kim, Euntai;Park, Mignon
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 하계종합학술대회 논문집(5)
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    • pp.21-24
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    • 2002
  • There has been a growing need for interaction between human operator and a remote system to perform a complex task in an unpredictable environment and to operate an important work at a remote distance. The interaction becomes an important parameter in the teleautonomous operation because it permits the operator to control the system at remote distance. As the environmental uncertainties to be applied are getting increased, so is the difference between the plan of the operator and the execution of the system increased. Since the operator may be difficult to know the latest information from frequently changing environment due to time-varying delays, remote system may be hard to control in accordance with the operators command. Interactive Teleautonomous Control System (ITCS) is an approach based on interactions at these environments. The ITCS can be regarded as a control system using the transmitted a system's intnetion. The interactive teleautonomous control does not mean the interaction from operators point of view only considering feedback environmental information and forward simulation but an interaction between the operator and the system that transmits or receives intentions. The proposed ITCS is based on the intention communication that transmits their intentions to each other. The ITCS can correctly control the system in accordance with the operator's intention. Using the intention communication, a system intention is helpful to the operator. In the interactive teleautonomous control, the intention communication has to be provided by the interaction between the operator and the system.

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모션 패치 (Motion Patches)

  • 최명걸;이강훈;이제희
    • 한국정보과학회논문지:시스템및이론
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    • 제33권1_2호
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    • pp.119-127
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    • 2006
  • 가상환경에서의 실시간 캐릭터 애니메이션은 컴퓨터 게임 및 가상현실 분야에서 중요한 문제이다. 최근에는 캐릭터 애니메이션의 사실성을 높이기 위해 대규모 동작 캡쳐 데이타를 활용하고 있다. 그러나 거대하고 복잡한 가상환경을 만들기 위해서는 현실 환경에서 동작을 캡쳐하고 이를 넓은 가상환경에 적용해야하는 어려움이 따른다. 본 논문에서는 애니메이션 캐릭터가 몇 가지 빌딩 블록(building block)들로 건설된 넓은 가상공간에서 자유롭게 활동하게 하는 새로운 방법을 제안한다. 빌딩 블록들은 반복적인 형태로 배열되어 더 큰 환경을 생성할 수 있다. 이러한 각각의 블록들을 모션 패치(motion patch)라고 부른다. 모션 패치는 해당 블록 내부에서 캐릭터가 수행할 수 있는 동작들에 대한 정보를 가지고 있다. 본 논문은 다수의 캐릭터가 방대하고 복잡한 가상환경 속에서 실시간으로 애니메이션되고 제어되는 예제들을 통해 이 논문에서 제시하는 방법이 다양한 목적에 유용하게 사용될 수 있음을 보인다.

Interactive Colision Detection for Deformable Models using Streaming AABBs

  • Zhang, Xinyu;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2007년도 학술대회 3부
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    • pp.306-317
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    • 2007
  • We present an interactive and accurate collision detection algorithm for deformable, polygonal objects based on the streaming computational model. Our algorithm can detect all possible pairwise primitive-level intersections between two severely deforming models at highly interactive rates. In our streaming computational model, we consider a set of axis aligned bounding boxes (AABBs) that bound each of the given deformable objects as an input stream and perform massively-parallel pairwise, overlapping tests onto the incoming streams. As a result, we are able to prevent performance stalls in the streaming pipeline that can be caused by expensive indexing mechanism required by bounding volume hierarchy-based streaming algorithms. At run-time, as the underlying models deform over time, we employ a novel, streaming algorithm to update the geometric changes in the AABB streams. Moreover, in order to get only the computed result (i.e., collision results between AABBs) without reading back the entire output streams, we propose a streaming en/decoding strategy that can be performed in a hierarchical fashion. After determining overlapped AABBs, we perform a primitive-level (e.g., triangle) intersection checking on a serial computational model such as CPUs. We implemented the entire pipeline of our algorithm using off-the-shelf graphics processors (GPUs), such as nVIDIA GeForce 7800 GTX, for streaming computations, and Intel Dual Core 3.4G processors for serial computations. We benchmarked our algorithm with different models of varying complexities, ranging from 15K up to 50K triangles, under various deformation motions, and the timings were obtained as 30~100 FPS depending on the complexity of models and their relative configurations. Finally, we made comparisons with a well-known GPU-based collision detection algorithm, CULLIDE [4] and observed about three times performance improvement over the earlier approach. We also made comparisons with a SW-based AABB culling algorithm [2] and observed about two times improvement.

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