• Title/Summary/Keyword: Interactive Effect

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DTV Interactive Advertisement Authoring Tool Using Sketch Input and Evaluation Function (사용자 스케치 입력과 평가 함수를 이용한 디지털방송용 양방향광고 생성 도구)

  • Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.37 no.1
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    • pp.39-50
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    • 2010
  • Interactive broadcasting service using wired/wireless Internet return channel has strong ripple effect. It allows the audiences to participate actively to the program they are watching, and communicating. This paper develops an authoring tool that makes an object-formed interactive advertisement from extracted areas of the advertising object the user specified in TV programs. In the authoring tool, the advertisement producer specifies the target object subjectively and the selected object keeps moving here and there repeatedly. Therefore, it is hard to make an object-formed interactive advertisement with existing tools. This paper suggests sketch-based interface technique for extracting advertising objects, and also provide evaluation functions to correct any sketch error. This paper also converts the area of object into MPEG-4 BIFS codes for authoring the object-formed interactive advertisement.

A Development Methodology of the Interactive Ubiquitous Service Model for a Mixed-Use Complex in u-City (u-City 활성화를 위한 복합단지의 인터액티브 u-서비스 모델 개발 방법)

  • Park, Kwang-Ho;Kim, Yun-Hyung
    • Information Systems Review
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    • v.11 no.1
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    • pp.197-215
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    • 2009
  • As the ubiquitous technology has been widespread, the u-service development driven by the private sector is increasing these days. In this paper, a new development methodology of interactive u-services for a mixed-use complex in u-City is proposed. The current state-of-the-art IT, Web2.0, assumes that information must be communicated in both way, not only from service provides to users but also from users to service providers. Here the user-driven u-service will be utilized for service providers to customize user services. By this interactive u-service paradigm, the information users become the information providers so that the mixed-use complex will take advantage of massive information. Also, admitting that the mixed-use complex is limited in terms of the space size, the network effect of information and shared contents created through the interactive u-services can be maximized.

Influential Factors on the Interactivity in the Interactive Space II ; Focus on Interface Factors' Attributes for Supporting Behavioral Participation (상호작용 공간의 상호작용성 영향요인 II ; 인터페이스 요인의 참여행태 지원 속성 분석을 중심으로)

  • Lee, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.185-201
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect in this, we need user-centered design methodology which uses the influential factors on the interactivity. As the second paper of three-linked studies for the interactivity in the interactive space, this research analyzed the interface factors' specific attributes for supporting behavioral participation. 'Interface' is one of three main factors on the interactivity(Intersubject/Interface/Interaction). Its role in the interactive space is to induce or support user's participations which bring the interactive changes into the designs. Qualitative case analysis was the main method and 30 cases were investigated. 'Individual analysis-Transitional description-Generalization' were the progressive steps for case analysis. As final results, 17 attributes for supporting behavioral participation were analyzed.

The Effect of the Interactive Flow on Convective Heat Transfer from two Vertical Isothermal Parallel Plates (수직 등온 평행 평판에서 상호작용 유동이 대류 열전달에 미치는 영향)

  • 김상영;정한식;권순석
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.16 no.4
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    • pp.765-774
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    • 1992
  • The effect of the interactive flow on convective heat transfer from two vertical isothermal parallel plates have been studied numerically by the finite difference method. The Reynolds number, Grashof number, the relative length, L$_{2}$/L$_{1}$, and the dimensionless plate spacing, b/L$_{1}$ are varied as parameters. In case of outside mean Nusselt number, left outside mean Nusselt numbers show same values as L$_{2}$/L$_{1}$ and b/L$_{1}$ increase, but right outside mean Nusselt numbers decrease as L$_{2}$/L$_{1}$ increases. The inside mean Nusselt numbers are constant at narrow spacings and increase at wide spacings as Grashof numbers increase. The optimun plate spacing on left inside mean Nusselt numbers is b/L$_{1}$=0.4 at Re=100 and b/L$_{1}$=0.3 at Re=200. For the right inside mean Nusselt number, the optimum plate spacings move to the narrow spacing as Reynolds numbers increase and L$_{2}$/L$_{1}$ decrease.

Crosstalk of Zn in Combination with Other Fertilizers Underpins Interactive Effects and Induces Resistance in Tomato Plant against Early Blight Disease

  • Awan, Zoia Arshad;Shoaib, Amna;Khan, Kashif Ali
    • The Plant Pathology Journal
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    • v.35 no.4
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    • pp.330-340
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    • 2019
  • The present study was undertaken to evaluate the integrated effect of zinc (Zn) with other nutrients in managing early blight (EB) disease in tomato. A pot experiment was carried out with basal application of the recommended level of macronutrients [nitrogen, phosphorus and potassium (NPK)] and micronutrients [magnesium (Mg) and boron (B)] in bilateral combination with Zn (2.5 and 5.0 mg/kg) in a completely randomized deigned in replicates. Results revealed that interactive effect of Zn with Mg or B was often futile and in some cases synergistic. Zn with NPK yield synergistic outcome, therefore EB disease was managed significantly (disease incidence: 25% and percent severity index: 13%), which resulted in an efficient signaling network that reciprocally controls nutrient acquisition and uses with improved growth and development in a tomato plant. Thus, crosstalk and convergence of mechanisms in metabolic pathways resulted in induction of resistance in tomato plant against a pathogen which significantly improved photosynthetic pigment, total phenolics, total protein content and defense-related enzymes [superoxide dismutase (SOD), catalase (CAT), peroxidase (POX), polyphenol oxidase (PPO) and phenylalanine ammonia-lyase (PAL)]. The tremendous increase in total phenolics and PAL activity suggesting their additive effect on salicylic acid which may help the plant to systemically induce resistance against pathogen attack. It was concluded that interactive effect of Zn (5.0 mg/kg) with NPK significantly managed EB disease and showed positive effect on growth, physiological and biochemical attributes therefor use of Zn + NPK is simple and credible efforts to combat Alternaria stress in tomato plants.

The Analysis of Operation Effect for 3kW Utility interactive PV System (30kW 주택보급계통연계형 태양광발전시스템 운용효율 분석)

  • Park, J.M.;Kim, K.B.;Lim, H.W.;Kim, D.H.;Baek, H.N.;Cho, G.B.
    • Proceedings of the KIEE Conference
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    • 2003.04a
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    • pp.231-233
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    • 2003
  • This paper presents experimental operation with utility interactive 3kW photovoltaic generation system. The status of Photovoltaic generation system components and inter-connection and safety equipment will be summarized. This paper discusses property operation state which 3kW utility interactive photovoltaic generation system was analysed from January 2001 to December 2002.

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A study on Promotional App Development Using an Interactive Movie (인터랙티브 영상을 이용한 프로모션 앱 제작 연구)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.429-437
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    • 2014
  • Product promotion App is developed using an interactive video in order to overcome the existing ATL marketing limitations and to respond to target age groups and lifestyle changes. The product promotion App which is positioned as a smart care center by analyzing customer needs with the Customer Journey Map, is comprised of 3 categories such as interest, information and management reflecting media characteristics of smart mobile contents. It intends to induce viral promotions with comical and interactive alopecia simulator directly described by a specialist doctor which ensures reliability of products. In addition, it is made for customers to continuously manage the alopecia through management tools, and company can expect an effect of being used as a core tool for marketing activities by offering promotional information along with product feedbacks.

A New Control Scheme of the Line-Interactive UPS Using the Series Active Compensator (직렬 능동 보상기를 이용한 Line-Interactive UPS의 새로운 제어 기법)

  • Jang, Hoon;Lee, Woo-Cheol;Hyun, Dong-Seok
    • The Transactions of the Korean Institute of Electrical Engineers B
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    • v.52 no.8
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    • pp.405-412
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    • 2003
  • This paper presents a three-phase Line-Interactive uninterruptible power supply (UPS) system with series-parallel active power-line conditioning capabilities, using synchronous reference frame (SRF) based controller, which allows an effective power factor correction, source harmonic voltage compensation, load harmonic current suppression, and output voltage regulation. The three-phase UPS system consists of two active power compensator topologies. One is a series active compensator, which works as a voltage source in phase with the source voltage to have the sinusoidal source current and high power factor under the deviation and distortion of the source voltage. The other is a parallel active compensator which works as a conventional sinusoidal voltage source in phase with the source voltage, providing to the load a regulated and sinusoidal voltage with low THD (total harmonic distortion). The control algorithm using SRF method and the active power flow through the Line-interactive UPS systems are described and studied. The simulation and experimental results are depicted in this paper to show the effect of the proposed algorithm.

Development and Application of Artificial Intelligence STEAM Program for Real-time Interactive Online Class in Elementary Science - Focused on the Unit of 'Life of Plant' - (초등과학 실시간 쌍방향수업을 위한 인공지능 융합교육프로그램의 개발과 적용 - '식물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.433-442
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    • 2021
  • The purpose of this study is to develop an artificial-intelligence STEAM program for real-time interactive online class for elementary science and to analyze its effect on science academic achievement and creative problem-solving ability. The applied unit was 'Life of plant', a 4th grade science subject with high difficulty in teaching and learning mainly by memorization. The theme of the program is 'Creating a doctor of plant artificial intelligence chatbot'. The results of this study were as follows: The program developed in this study had a positive effect on elementary school students' science academic achievement and creative problem-solving ability. Therefore, the artificial intelligence STEAM program for elementary science interactive online class is effective in improving students' scientific academic achievement and creative problem-solving ability, and further research on artificial intelligence STEAM education theory, method, and practice is required.

The long-term effect of Interactive Video Game on Cognitive Information Processing the elderly: P300 (장기간의 상호작용적 비디오 게임이 노인의 인지정보처리에 미치는 영향: P300)

  • Kim, Sung-Woon;Kim, Han-Cheol
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.493-504
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    • 2020
  • The objectives of this study was to examine the effect of Interactive Video Game on cognitive information processing the elderly. Sixty elderly were attended in this study. Their ages ranged from 65 to 70, with a mean age of 67.60 years. The subjects were randomly assigned to one of three experimental conditions: (1) interactive video game group (n=20), (2) aerobic exercise group (n=20), (3) control group (n=20). The experimental design of this study was analyzed using two-way ANOVAs with repeated measures of groups and time. Cognitive function was assessed by neuroelectrical response, and ERP analysis. The results of the study showed that the interactive video game group and aerobic exercise group showed no significant statistical differences in the response time, response accuracy, amplitude and potential of the performance of the exercise in cognitive function and ERP analysis, but improved the interaction video game group and aerobic exercise (walking) group over the control group. It was concluded that long-term aerobic exercise like interactive video game is associated with attenuation of cognitive decline in the elderly.