• Title/Summary/Keyword: Interactive Design

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Development of Interactive Graphical Software for Power Flow Education (그래픽을 이용한 대화식 교육용 전력조류계산 소프트웨어 개발)

  • Lee, Uk-Hwa;Shin, Joong-Rin
    • Proceedings of the KIEE Conference
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    • 1993.07a
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    • pp.39-41
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    • 1993
  • This paper presents the development of interactive graphical software for the educational purpose of power flow(PF) calculation. The developed software is specially designated to give a beginner the interest on PF problem as well as to increase the understanding of it with ease. the software developed in this paper is basically composed of the pull-down menu driver, in which various functions, such as Program Master, Data File Management, Case Study Option, PF Run and View Output, are prepared to handle the software easily and thus to be familiar with power flow calculation. A special design is also considered for interactive operation of the software, wi th which user can interrupt the computation process of PF to control the convergency of PF algorithm, With this function begineer can acquire the understanding of convergency characteristics and numerical sensitivity of PF algorithm as well as basic concept of its computation logic. Futhermore, various graphic illustrations is also provided to review and compare the computation results on monitor.

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Philosophy of Interactive e-Learning for Power Electronics and Electrical Drives: a Way from Ideas to Realization

  • Bauer, Pavol;Fedak, Viliam
    • Journal of Power Electronics
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    • v.10 no.6
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    • pp.587-594
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    • 2010
  • The paper reports about methodology at design of interactive e-learning modules that are suitable both for teaching and learning. They cover special topics of electrical engineering, starting from the fundamentals, through electrical machines, power electronics to the fields of controlled electromechanical energy conversion, like electrical drives, complex drive systems, application of drives, mechatronic systems, telemanipulation, and robotics. In the paper, the emphasis is devoted in detail to philosophy and realization of the modules from fields of Power Electronics and Electrical Drives. On several examples there are explained main principles and specialties at their development.

MIGSHIELD: A new model-based interactive point kernel gamma ray shielding package for virtual environment

  • Li, Mengkun;Xu, Zhihui;Li, Wei;Yang, Jun;Yang, Ming;Lu, Hongxin;Dai, Xinyu
    • Nuclear Engineering and Technology
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    • v.52 no.7
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    • pp.1557-1564
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    • 2020
  • In this paper, 3D model-based interactive gamma ray shielding package (MIGSHIELD) is developed in virtual reality platform for windows operating system. In MIGSHIELD, the computational methodology is based on point kernel algorithm (PK), several key parameters of PK are obtained using new technique and new methods. MIGSHIELD has interactive capability with virtual world. The main features made in the MIGSHIELD are (i) handling of physical information from virtual world, (ii) handling of arbitrary shapes radioactive source, (iii) calculating the mean free path of gamma ray, (iv) providing interactive function between PK and virtual world, (v) making better use of PK for virtual simulation, (vi) plug and play. The developed package will be of immense use for calculations involving radiation dose assessment in nuclear safety and contributing to fast radiation simulation for virtual nuclear facilities.

Development of Low-Cost Vision-based Eye Tracking Algorithm for Information Augmented Interactive System

  • Park, Seo-Jeon;Kim, Byung-Gyu
    • Journal of Multimedia Information System
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    • v.7 no.1
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    • pp.11-16
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    • 2020
  • Deep Learning has become the most important technology in the field of artificial intelligence machine learning, with its high performance overwhelming existing methods in various applications. In this paper, an interactive window service based on object recognition technology is proposed. The main goal is to implement an object recognition technology using this deep learning technology to remove the existing eye tracking technology, which requires users to wear eye tracking devices themselves, and to implement an eye tracking technology that uses only usual cameras to track users' eye. We design an interactive system based on efficient eye detection and pupil tracking method that can verify the user's eye movement. To estimate the view-direction of user's eye, we initialize to make the reference (origin) coordinate. Then the view direction is estimated from the extracted eye pupils from the origin coordinate. Also, we propose a blink detection technique based on the eye apply ratio (EAR). With the extracted view direction and eye action, we provide some augmented information of interest without the existing complex and expensive eye-tracking systems with various service topics and situations. For verification, the user guiding service is implemented as a proto-type model with the school map to inform the location information of the desired location or building.

An Interactive Approach Based on Genetic Algorithm Using Ridden Population and Simplified Genotype for Avatar Synthesis

  • Lee, Ja-Yong;Lee, Jang-Hee;Kang, Hoon
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.2 no.3
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    • pp.167-173
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    • 2002
  • In this paper, we propose an interactive genetic algorithm (IGA) to implement an automated 2D avatar synthesis. The IGA technique is capable of expressing user's personality in the avatar synthesis by using the user's response as a candidate for the fitness value. Our suggested IGA method is applied to creating avatars automatically. Unlike the previous works, we introduce the concepts of 'hidden population', as well as 'primitive avatar' and 'simplified genotype', which are used to overcome the shortcomings of IGA such as human fatigue or reliability, and reasonable rates of convergence with a less number of iterations. The procedure of designing avatar models consists of two steps. The first step is to detect the facial feature points and the second step is to create the subjectively optimal avatars with diversity by embedding user's preference, intuition, emotion, psychological aspects, or a more general term, KANSEI. Finally, the combined processes result in human-friendly avatars in terms of both genetic optimality and interactive GUI with reliability.

Utility-Interactive Four-Switch Three-Phase Soft-Switching Inverter with Single Resonant DC-Link Snubber and Boost Chopper

  • Ahmed, Tarek;Nagai, Shinichiro;Nakaoka, Mutsuo;Tanaka, Toshihiko
    • Journal of Power Electronics
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    • v.7 no.2
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    • pp.109-117
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    • 2007
  • In this paper, a novel proposal for a utility-interactive three-phase soft commutation sinewave PWM power conditioner with an auxiliary active resonant DC-link snubber is developed for fuel cell and solar power generation systems. The prototype of this power conditioner consists of a PWM boost chopper cascaded three-phase power conditioner, a single two-switch auxiliary resonant DC-link snubber with two electrolytic capacitors incorporated into one leg of a three-phase V-connection inverter and a three-phase AC power source. The proposed cost-effective utility-interactive power conditioner implements a unique design and control system with a high-frequency soft switching sinewave PWM scheme for all system switches. The operating performance of the 10 kW experimental setup including waveform quality, EMI/RFI noises and actual efficiency characteristics of the proposed power conditioner are demonstrated on the basis of the measured data.

A Study on Participatory design method with the application of Augmented Reality (증강현실을 활용한 사용자참여 디자인 방법에 관한 연구)

  • 변재형
    • Korean Institute of Interior Design Journal
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    • no.36
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    • pp.136-142
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    • 2003
  • This study suggest the development and application of the Interactive Design Toolkit as a participatory design method for general customer with the application of the Augmented Reality. The Toolkit is based on a PC-based image perception system and user can make virtual models and navigate in the virtual space by manipulating physical objects directly in real world. The toolkit can be used in the field of participatory design in systematically modularized and customizable design area including model house of apartment and system kitchen furniture. More improved design toolkit for enhancing reality and providing various Interaction method Is needed hereafter.

A Study on the Steel Frame Design using Computer Aided Design System (캐드시스템을 이용한 철골구조물의 설계에 관한 연구)

  • 조병철;이수곤
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 1992.10a
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    • pp.121-126
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    • 1992
  • This Paper presents a development of a CAD system for interactive design of steel frames. The adopted building code for structural design is "Steel Building Codes" enacted by the Architectural Institute of Korea in 1973. The selected member sections, therefore, are domestic rolled sections - especially, H shapes. The authors aim at a development of an integrated computer programs repeating plane frame analysis and design of members until minimum weight design condition is satisfied. This program also provides various section change functions to improve the shortcomings of automatic design.ic design.

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The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.17-28
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    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.