• 제목/요약/키워드: Interactive Communication

검색결과 738건 처리시간 0.021초

수신 데이타의 버퍼 점유률을 이용한 적응클럭 복원 (An adaptive clock recovery utilizing data buffer filling rate)

  • 이종형;김태균
    • 전자공학회논문지A
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    • 제33A권3호
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    • pp.47-54
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    • 1996
  • In this paper we propose a new timing recovery method by means of utilizing service data filling rate instead of timing information of transmitter. A proposed algorithm controls the phase locked loop in the opposite direction ot data filling rate of FIFO in receiver, and it is based on the fact that average of cell jitters is zero. The proposed method is simple compared with timing information method of transmitter. It can be utilized for timing recovery in synchronous digital hierarchy as well as in plesiochronous digial hierarchy without common reference clocks in end-to-end erminals. We implement the interactive video communication system and test the proposed algorithm. As a result, we hav econfirmed that it yields good perfomrnces in terms of jitters characteristics and hardware complexity.

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동적계획법을 이용한 다계층 VOD 망의 저장량 결정 (Storage Allocation in Multi-level VOD Network Using Dynamic Programming)

  • 김여근;조명래;김재윤
    • 산업공학
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    • 제9권3호
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    • pp.202-213
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    • 1996
  • Video-on-demand is an interactive service that provides programs (movie, home shopping, etc.) to users connected to a network. This service will require high bandwidth network and video servers with a large amount of storage capacity. From the viewpoint of system analysis, there are optimization problems to be solved. In this paper, we present a dynamic programming method for allocating the storage for programs being served in a multi-level video-on-demand network. In the optimization of the network resource, we consider the three kinds of costs: installation cost for video servers, program storage cost, and transmission (or communication) cost. The factors related to the costs are investigated. An example is shown to illustrate the proposed method.

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The Physical Interaction between Nucleotide-Binding Oligomerization Domain Containing 2 and Leucine-Rich Repeat Kinase 2

  • Jung, Ji-A;Park, Sangwook
    • 대한의생명과학회지
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    • 제26권1호
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    • pp.47-50
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    • 2020
  • Recently, decades of robust researches on degenerative brain disorder have been highlighted on the interactive connection of gut and brain. In terms of inflammatory cytokine production, others have shown that Nucleotide-Binding Oligomerization Domain Containing 2 (NOD2) is involved with Leucine-Rich Repeat Kinase 2 (LRRK2). HEK293T cells were transiently co-transfected with Myc-tagged LRRK2 and Flag-tagged NOD2 and then followed by co-immunoprecipitation assay. In this study, we provide the novel finding of physical protein-protein interaction between NOD2 and LRRK2. G2019S variant has shown stronger interactions against NOD2 than those of wild type LRRK2. In an axis of NOD2-LRRK2 communication, it is believed to pave a new way in the understanding of the bidirectional molecular mechanism of brain disorder, including Parkinson's disease into gut inflammatory disease, including Crohn's disease.

확률적 전투모형과 분산 네트워크 적용 (Development of Distributed Interactive Stochastic Combat Simulation (DISCSIM) Model)

  • Hong, Yoon-Gee;Kwon, Soon-Jong
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 1999년도 추계학술대회 논문집
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    • pp.210-216
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    • 1999
  • Todays computer communication technology let people to do many unrealistic things possible and the use of those technologies is becoming increasingly prevalent throughout the military operation. Both DIS and ADS are welled defined computer aided military simulations. This study discusses a simulation of stochastic combat network modeling through Internet. We have developed two separate simulation models, one for clients and another for server, and validated for conducting studies with these two models. The object-oriented design was necessary to define the system entities and their relationship, to partition functionality into system entities, and to transform functional metrics into realizations derived from system component behaviors. Heterogeneous forces for each side are assumed at any battle node. The time trajectories for mean number of survivors at each node, some important combat measures, and relative difference computations between models were made. We observe and may conclude that the differences exist and some fo these are significant based on a limited number of experiments.

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국내 병원과 미국 병원의 홈페이지를 통한 언론관계 비교 분석에 관한 연구 (A comparison study on the online media relations reported in homepages of hospitals in Korea and hospitals in USA)

  • 이현선
    • 한국병원경영학회지
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    • 제15권1호
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    • pp.70-92
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    • 2010
  • Now more than ever, many journalists are using hospitals' homepages for articles about hospitals, their mission, research, and events. Therefore hospitals' homepages have to be planned and constructed for journalists. The purpose of this study is to investigate hospitals' online media relations through analysing homepages. For investigating specifically, this study compares hompages of hospitals in Korea and hospitals in USA. This study uses four categories; basic media relations tools, useful information, interactive communication tools, and ease of use for journalists. The result of this study shows that hospitals' homepages in Korea are needed to improve for building with journalists. The hospitals' hompages have to be constructed by a variety of materials; press room, image and graphic archives, multimedia resources, and interactivity or responsiveness. This study suggests that the hospitals' homepages have the potential to achieve the desired public relations objective but are not commonly being used to their full potential in media relations.

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어린이 병원 실내디자인에 나타난 감성적 표현 경향에 관한 연구 (A Study on the Emotional Tendency Expressed in Children's Hospital)

  • 하세강;최상헌
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2005년도 추계학술발표대회 논문집
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    • pp.134-138
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    • 2005
  • 'Emotional Design' is appeared recently as one of the important issues in design field. Emotional Design is understanded from a interactive point of view, human and interior space. Child's formation of character grows in human, environment, space all. At all, growth process itself who develop infant's formation of character can speak that have function of emotional communication. Therefore, this study wishes to recognize how element of emotional design was reflected through analysis of children's hospital considering child's emotion reacting most sensitively about effect of surrounding environment. As result, Various sensitivity element through senses that can rouse interest in more child's emotion in children's hospital design is mayhave to reflected.

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A Collaborative Visual Language

  • Kim, Kyung-Deok
    • Journal of information and communication convergence engineering
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    • 제1권2호
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    • pp.74-81
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    • 2003
  • There are many researches on visual languages, but the most of them are difficult to support various collaborative interactions on a distributed multimedia environment. So, this paper suggests a collaborative visual language for interaction between multi-users. The visual language can describe a conceptual model for collaborative interactions between multi-users. Using the visual language, generated visual sentences consist of object icons and interaction operators. An object icon represents a user who is responsible for a collaborative activity, has dynamic attributes of a user, and supports flexible interaction between multi-users. An interaction operator represents an interactive relation between multi-users and supports various collaborative interactions. Merits of the visual language are as follows: supporting of both asynchronous interaction and synchronous interaction, supporting flexible interaction between multi-users according to participation or leave of users, supporting a user oriented modeling, etc. For example, an application to a workflow system for document approval is illustrated. So we could be found that the visual language shows a collaborative interaction.

Simulation of Child Care for First-time Father

  • Jang, Sin-young
    • International journal of advanced smart convergence
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    • 제8권2호
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    • pp.47-55
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    • 2019
  • In past patriarchal societies, childbearing was considered the sole possession of women. At a time when women were struggling to move into society, the concept of parenting as the mainstay of the capitalist economic society and the head of the family has naturally been taken for granted by a woman named "housewife." Since the role of male babies is as important as that of females, Fathers are trying to promote the importance of the effects of fathers due to active participation in childcare and help change old perceptions of the past. Men also know the importance of participating in childcare in early childhood, but often do not know what their children want or why they cry due to lack of basic child care knowledge and lack of education. We tried to give fathers the meaning of indirect experience and change their perception of parenting by producing interactive VR content, which is completed with dad's participation, so that they can experience the child in person. In addition, through familiar childcare professional product advertisement and 360 degree stereo sound. It is made to immerse in the game to gain persuasive effect, inducing fathers to have interest and interest in childrearing.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International journal of advanced smart convergence
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    • 제7권4호
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    • pp.114-120
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. In this paper configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

유사홀로그램 가시화 기반 가상 휴먼의 제스쳐 상호작용 영향 분석 (Exploring the Effects of Gesture Interaction on Co-presence of a Virtual Human in a Hologram-like System)

  • Kim, Daewhan;Jo, Dongsik
    • 한국정보통신학회논문지
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    • 제24권10호
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    • pp.1390-1393
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    • 2020
  • Recently, a hologram-like system and a virtual human to provide a realistic experience has been serviced in various places such as musical performance and museum exhibition. Also, the realistically responded virtual human in the hologram-like system need to be expressed in a way that matches the users' interaction. In this paper, to improve the feeling of being in the same space with a virtual human in the hologram-like system, user's gesture based interactive contents were presented, and the effectiveness of interaction was evaluated. Our approach was found that the gesture based interaction was provided a higher sense of co-presence for immersion with the virtual human.