• 제목/요약/키워드: Interactive Flow

검색결과 138건 처리시간 0.031초

연계형 태양광발전설비의 새로운 오동작 방지 및 재병입 알고리즘 제안 (Algorithm for Preventing Malfunction and Reclosing in Grid-Connected PV Systems)

  • 황민수;전태현
    • 조명전기설비학회논문지
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    • 제26권7호
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    • pp.70-76
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    • 2012
  • In general, the unidirectional power flow is normal in distribution feeders before activation of distributed power source such as PV. However, the interactive power flow is likely to occur in case of the power system under distributed generation. This interactive power flow can cause an unexpected effect on convectional protection coordination systems designed based only on the unidirectional power flow system. When the power line system encounters a problem, the interactive power flow can be a contributed current source and this makes the fault current bigger or smaller compared to the unidirectional case. The effect of interactive power flow is varied depending on the location of the point to ground fault, relative location of the PV, and connection method. Therefore it is important to analyse characteristics of fault current and interactive flow for various transformer connection and location of the PV. This paper proposes a method of improved protection coordination which can be adopted in the protective device for customers in distribution feeders interconnected with the PV. The proposed method is simulated and analysed using PSCAD/EMTDC under various conditions.

디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향 (Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents)

  • 윤한경;송복희
    • 한국정보전자통신기술학회논문지
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    • 제5권4호
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    • pp.198-205
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    • 2012
  • 컴퓨터의 하드웨어 및 소프트웨어의 기술의 발달에 따라 TV와 컴퓨터는 융합되어 경계가 모호해지는 추세일 뿐 만 아니라 디지털 HD방송의 도래는 TV의 교체를 가속화하고 화면은 대형화되는 추세이다. 진화된 TV는 네트워크와 연결되어 기존의 컴퓨터로 가능하였던 모든 작업이 가능해 지는 것과 쌍방향 통신을 위한 상호작용의 증가는 당연한 귀결이며, 그에 따라 대형화된 TV화면으로 인하여 가족 구성원이 모두 참여하여 즐길 수 있는 콘텐츠가 요구되는 등의 라이프스타일도 변화가 예상된다. 또한 TV와 연결되어 사용하는 게임기들은 동작인식을 하는 등의 기술이 적용되어 컨트롤러 조작에 구애를 받지 않고 소통이 가능하여 졌다. 반면에 대형화된 영상에서는 제한적이긴 하지만 현실세계에서 사용자가 경험적으로 체득한 공간감의 구현이 가능함에도 불구하고 이에 관한 기초연구는 이루어지지 않았다. 본 실험의 목표는 사용자의 물리적 경험을 고려한 상호작용 콘텐츠에서 사용자들의 몰입과 미치는 영향을 분석하고 콘텐츠에 대한 학습효과를 정량적으로 분석하는 것이다. 영상에서 사용된 디멘션이 사용자의 경험하고 체험한 형태와 유사할 때 몰입과 상호작용이 원활하게 이루어지는 것을 성취도 측정 결과와 개발된 몰입척도로 확인할 수 있었다.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • 제7권4호
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

인터랙티브 드라마의 시청동기, 몰입, 시청만족도, 시청충성도 간 관계에 관한 연구: 중국 시청자를 중심으로 (A Study on the Relationships among Audience Motivation, Viewing Flow, Satisfaction, and Loyalty in Watching Interactive Drama: Focused on Chinese Audience)

  • 두정;김성경;임성준
    • 아태비즈니스연구
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    • 제13권3호
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    • pp.157-170
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    • 2022
  • Purpose - The purpose of this study is to understand the motivating factors of Chinese audience who watch the interactive drama, and suggest the effects of audience' motivation on viewing flow, satisfaction, and loyalty. Design/methodology/approach - To achieve the purpose of the study, a questionnaire survey on the Internet was conducted from September 26, 2021 to October 14, 2021, and data from 332 Chinese respondents were collected. Findings - Findings of this study are 1) audience motivation of watching the interactive drama is composed of 6 factors including the pursuit of entertainment and information, curiosity, interaction, sense of control and indirect experience; 2) the pursuit of entertainment and information, interaction and indirect experience have positive effects on viewing flow; 3) all six factors of audience motivation have positive effects on audience satisfaction; 4) four motivating factors including the pursuit of entertainment, curiosity, interaction and indirect experience have positive effects on audience loyalty. 5) viewing flow and audience satisfaction respectively has some partial mediating effects on the relationship between audience motivation and audience loyalty. Research implications or Originality - Results of this study suggest that in order to increase audience loyalty to interactive dramas, in addition to fulfilling the pursuit of entertainment, which is the basic motive for watching any drama, it is important to fulfill motivating factors related to the unique characteristics of interactive dramas such as curiosity, interaction, and indirect experience. In order for these motivating factors to lead to audience loyalty, it is more effective when viewing flow and audience satisfaction are accompanied.

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

  • 이욱화;신중린
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1993년도 하계학술대회 논문집 A
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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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옵티컬 플로우와 마스킹에 의한 실시간 인터렉티브 비디오 개발 (Development of Interactive Video Using Real-time Optical Flow and Masking)

  • 김태희
    • 한국콘텐츠학회논문지
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    • 제11권6호
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    • pp.98-105
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    • 2011
  • 최근의 기술발달은 개인용 컴퓨터를 이용하여 실시간 영상처리 및 특수효과 처리를 가능하게 하였다. 본 논문에서는 개인용 컴퓨터를 이용하여 제작하고 시연한 실시간 인터렉티브 비디오 시스템을 기술하고 분석한다. 본 작품의 동기는 해변에서 파도가 부서지는 시각적 모습으로 부터 파도소리를 대체하는 사운드를 생성하고 자연과 하나가 되어가는 경험을 제공하기 위한 것이다. 이를 위하여 해변의 모습을 촬영한 실사 영상을 컴퓨터 비젼 기법인 옵티컬 프로우(Optical Flow)에 의하여 처리함으로써 프레임간의 변화에 대한 정보를 얻어 이를 카메라에서 실시간으로 캡쳐 받은 관객의 실루엣 이미지와 마스킹(masking)에 의하여 결합하고 그 결과를 프로젝터를 통하여 보여준다. 결과 이미지의 특성을 반영하여 미디 피아노 사운드가 함께 생성된다. 이는 하나의 인터렉티브 비디오 작품으로써 의도된 개념을 반영하여 상호작용 공간을 창출한다.

축류압축기의 공력설계를 위한 대화형 계산격자점 생성 프로그램 개발 (Interactive System of Computational Grid Generation for Aerodynamic Design of Axial Flow Compressors)

  • 정희택
    • 한국유체기계학회 논문집
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    • 제1권1호
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    • pp.7-16
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    • 1998
  • An interactive mode of grid generation system has been developed for a Navier-Stokes design procedure of axial flow compressors. The present grid generator adopts the multiblock H-grid structure, which simplifies the creation of computational grids about complex turbomachinery geometries and facilitate the manipulation of multiple grid blocks for multirow flow fields. The numerical algorithm adopts the combination of the algebraic and elliptic method to create the internal grids efficiently and quickly. The system consists of four separated modules, which are linked together with a common graphical user interface. The system input is made of the results of the preliminary design. The final grids generated from each module of the system are used as the preprocessor for the performance prediction of the two-or three-dimensional flow simulation inside the blade passage. Application to the blade design of the LP compressor was demonstrated to be very reliable and practical in support of design activities. This customized system are coupled strongly with the design procedure of the turbomachinery cascades using the Navier-Stokes technique.

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A Study about A Design Process of Interactive Multimedia Content Based on a Cultural Background (for an Indonesian Folktale)

  • Ryu Seuc-Ho;Natadjaja Listia
    • International Journal of Contents
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    • 제1권1호
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    • pp.10-15
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    • 2005
  • As the computer becomes a trend, interactive multimedia design can be one media to communicate the cultural knowledge. A folktale can be a powerful material to show a country's culture. In this project, we try to make the folktale content to be understood easily by implementing some cultural information background. The main aim of this project is to give a vision of the richness culture through the interactive multimedia technology. In this paper, we would like to show a flow map content, a streaming of design process and a visual interface design prototype. Finally, interactive multimedia design content is very useful for a transferring the richness culture because people tend to like a multimedia content. In order to make an effective interactive multimedia design content based on a cultural background, a designer should need to understand about users, culture, technology and the whole design process.

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효율적 의미전달 체계에 기반한 인터랙티브 아트 분석 (Analysing and Producing Interactive Art Works based on Efficient Semantics Flow Framework)

  • 임양미;이재응;김성래
    • 한국콘텐츠학회논문지
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    • 제9권12호
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    • pp.212-221
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    • 2009
  • 본 논문에서는 인터랙티브 아트 작품의 효율적인 분석과 창의적인 제작을 위한 효율적 의미 분석 체계를 위해 참가자와 작품 간의 상호작용에 필요한 직관 및 상식과의 합치, 자기 주도적 능동성, 제어요소의 다양성이라는 3가지의 정성적 필요 요소를 제안한다. 필자가 제작한 작품들을 비교 분석하는 과정을 통해 본 논문에서 제안하는 상호작용의 3가지 정성적 필요 요소들이 인터랙티브 작품의 효율적 의미 전달에 대한 매우 유용한 정성적 평가 요소임을 보인다. 분석 실험에서는 작용과 반응의 1회 피드백에 소요되는 시간, 작품의 감상 소요시간, 그리고 서로 다른 형태의 상호작용의 가지 수를 조사하였다. 본 논문에서 제안한 정성 평가 요소들은 기존의 작품들에 대한 평가 체계로 사용될 수 있을 뿐만 아니라 새로운 인터랙티브 작품을 구상 및 설계하는데 있어 설계 모델로 사용될 수도 있을 것으로 기대한다.

컴퓨터 비전 기술을 활용한 관객의 움직임과 상호작용이 가능한 실시간 파티클 아트 (Real-time Interactive Particle-art with Human Motion Based on Computer Vision Techniques)

  • 조익현;박거태;정순기
    • 한국멀티미디어학회논문지
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    • 제21권1호
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    • pp.51-60
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    • 2018
  • We present a real-time interactive particle-art with human motion based on computer vision techniques. We used computer vision techniques to reduce the number of equipments that required for media art appreciations. We analyze pros and cons of various computer vision methods that can adapted to interactive digital media art. In our system, background subtraction is applied to search an audience. The audience image is changed into particles with grid cells. Optical flow is used to detect the motion of the audience and create particle effects. Also we define a virtual button for interaction. This paper introduces a series of computer vision modules to build the interactive digital media art contents which can be easily configurated with a camera sensor.