• Title/Summary/Keyword: Interactive Model

Search Result 828, Processing Time 0.037 seconds

Development and Application of a Nutrition Education Game for Preschoolers

  • Oh, Yu-Jin;Kim, Dong-Sik
    • Journal of Community Nutrition
    • /
    • v.8 no.4
    • /
    • pp.165-170
    • /
    • 2006
  • This study was conducted to develop and apply a computer-based multimedia nutrition education program for preschoolers based on the Dick and Carey model of instructional design. The Dick and Carey model included 4 phases: analysis, design, development, and evaluation. The program's instructional goals, objectives, assessment instruments, content, examples, and practice questions with feedback were written in the design phase. To be familiar with the 5 food groups, 'Nutrition exploration' were programmed using Hyperstudio. 'Nutrition exploration' was designed as a five-session, interactive multimedia game, with each session taking about 5 minutes to complete. Nineteen preschoolers, aged 6, volunteered to participate formative evaluation. The effectiveness of the program was examined using a pre-post test design. Participants were recruited by personal contact at the individual preschool education center. The application was carried out during 4 weeks. The results showed that intervention participants significantly increased knowledge between pre-test and post-test. The results support using IMM (interactive multimedia) to disseminate nutrition education to the target population. This research provides the basis for continuing development of computer-based nutrition education materials.

Tangible Space and Interactive Technology

  • Yoon, Joong-Sun;Yoh, Myeung-Sook
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2003.10a
    • /
    • pp.2687-2692
    • /
    • 2003
  • Recent advancement in information technology requires new interpretations for the space among human, machines and environment. Investigation of space between information and human could lead to the proper ways, in which human and machines meet. Various concepts regarding space have been explored in terms of “virtual reality in cyberspace” and “embodiment in tangible space.” “Mom (embodiment),” space, virtuality, sensation/perception, and interactive technology are some of the key ideas to be explored. Human “Mom” is such a fundamental membrane through which human can interact with the environment physically and mentally. An embodied interaction paradigm, based on “Mom,” is investigated. This leads to interactive technology paradigm. Sound space is an invisible but a tangible space in a sense that it travels in emotional tremors and stimulates new sensations and perceptions. Three cases are introduced to experiment such tangible space as a new and proper interactive paradigm. Also, a historical model of interaction is reviewed, which includes electrical, symbolic, textual, graphical, tangible, and social interaction.

  • PDF

An Interactive Decision Support System for Truck Dispatching (배차계획을 위한 대화형 의사결정지원시스템)

  • Park, Yang-Byung;Hong, Sung-Chul
    • Korean Management Science Review
    • /
    • v.15 no.2
    • /
    • pp.201-210
    • /
    • 1998
  • Truck dispatching is one of the most commonly occurring problems of transprot management. We developed an interactive decision support system named IDSSTD, for the truck dispatching problem where two conflicting objectives are treated and travel speed varies depending on the passing areas and time of day. The IDSSTD aids the decision-making process by allowing the user to interact directly with the database, to direct data to a decision model, and to portray results in a convenient form. The IDSSTD is consisted of two major interactive phases. The pre-scheduling interactive phase is to reduce the complexity of a given problem before applying the BC-saving heuristic algorithm and the post-scheduling interactive phase is to improve practically the algorithmic solution. The IDSSTD has the capabilities of its own manipulation(analysis and recommendation) and diverse graphic features in order to facilitate a user's interaction.

  • PDF

Runoff Estimation for Small Watershed by Interactive Program (Interactive program에 의한 소유역의 유출량 산정)

  • 안상진;김종섭
    • Water for future
    • /
    • v.25 no.4
    • /
    • pp.97-107
    • /
    • 1992
  • The purpose of this study is to estimate the flood hydrograph and runoff at ungaged small watershed by using interactive program with geomorphologic and climatic data obtained from the topographic maps following the law of stream classification and ordering by Horton and Strahler. The present model is modified from Allam's interactive program which derives the geomorphologic instantaneous unit hydrograph(GIUH). This program uses the results of Laplace transformation and convolution integral of probability density function in travel time at each station, This program is used to estimate the time to peak, the flood discharge and the direct runoff at San seong station in Bocheong Stream.

  • PDF

Fuzzy Preference Based Interactive Fuzzy Physical Programming and Its Application in Multi-objective Optimization

  • Zhang Xu;Huang Hong-Zhong;Yu Lanfeng
    • Journal of Mechanical Science and Technology
    • /
    • v.20 no.6
    • /
    • pp.731-737
    • /
    • 2006
  • Interactive Fuzzy Physical Programming (IFPP) developed in this paper is a new efficient multi-objective optimization method, which retains the advantages of physical programming while considering the fuzziness of the designer's preferences. The fuzzy preference function is introduced based on the model of linear physical programming, which is used to guide the search for improved solutions by interactive decision analysis. The example of multi-objective optimization design of the spindle of internal grinder demonstrates that the improved preference conforms to the subjective desires of the designer.

Proposal on Immersion Assessment of Interactive Art (인터랙티브 아트에서의 몰입측정 방법 제안)

  • Lee, MyounJae;Kim, Kyoung-Nam
    • Journal of Digital Convergence
    • /
    • v.12 no.9
    • /
    • pp.353-358
    • /
    • 2014
  • Interactive art is implemented by participants interaction, characterized by the virtuality, immersion, interactivity. Among these features, immersion is important factor to absorb in the interactive art. From now, Interactive art measurement methods are mainly used in interview, questionnaire, and physiological methods. But these methods are difficult to measure the exact immersion, can give interfere with viewer's participation in the interactive art. In this paper, we propose the immersion measurement method which based on participant's moving lines, observation time with mobile devices, camera. This paper can help to analyse degree of immersion on interactive art.

INSIMS : An Intelligent Simulation Generator for Manufacturing Systems (INSIMS : 시뮬레이션 코드 자동생성이 가능한 제조공적 전용 시뮬레이터 개발에 관한 연구)

  • 이건창
    • Journal of the Korea Society for Simulation
    • /
    • v.5 no.1
    • /
    • pp.67-79
    • /
    • 1996
  • This paper proposes an intelligent simulation generator, called INSIMS, for manufacturing systems. The INSIMS provides an interactive dialogue interactive dialogue interface and code generation tools for modeling and code genration of manufacturing systems. The interactive dialogue interface helps non-expert simulation modeler specify manufacturing systems with ease. After completing the model construction processes, the modeling specifications are automatically converted into SLAM II codes by code generation tools. To validate the usefulness of INSIMS and to illustrate the modeling processes, an example system has been presented.

  • PDF

Linear system parameter as an indicator for structural diagnosis of short span bridges

  • Kim, Chul-Woo;Isemoto, Ryo;Sugiura, Kunitomo;Kawatani, Mitsuo
    • Smart Structures and Systems
    • /
    • v.11 no.1
    • /
    • pp.1-17
    • /
    • 2013
  • This paper intended to investigate the feasibility of bridge health monitoring using a linear system parameter of a time series model identified from traffic-induced vibrations of bridges through a laboratory moving vehicle experiment on scaled model bridges. This study considered the system parameter of the bridge-vehicle interactive system rather than modal ones because signals obtained under a moving vehicle are not the responses of the bridge itself but those of the interactive system. To overcome the shortcomings of modal parameter-based bridge diagnosis using a time series model, this study considered coefficients of Autoregressive model (AR coefficients) as an early indicator of anomaly of bridges. This study also investigated sensitivity of AR coefficients in detecting anomaly of bridges. Observations demonstrated effectiveness of using AR coefficients as an early indicator for anomaly of bridges.

Interactive Locomotion Controller using Inverted Pendulum Model with Low-Dimensional Data (역진자 모델-저차원 모션 캡처 데이터를 이용한 보행 모션 제어기)

  • Han, KuHyun;Kim, YoungBeom;Park, Byung-Ha;Jung, Kwang-Mo;Han, JungHyun
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.8
    • /
    • pp.1587-1596
    • /
    • 2016
  • This paper presents an interactive locomotion controller using motion capture data and inverted pendulum model. Most of the data-driven character controller using motion capture data have two kinds of limitation. First, it needs many example motion capture data to generate realistic motion. Second, it is difficult to make natural-looking motion when characters navigate dynamic terrain. In this paper, we present a technique that uses dimension reduction technique to motion capture data together with the Gaussian process dynamical model (GPDM), and interpolates the low-dimensional data to make final motion. With the low-dimensional data, we can make realistic walking motion with few example motion capture data. In addition, we apply the inverted pendulum model (IPM) to calculate the root trajectory considering the real-time user input upon the dynamic terrain. Our method can be used in game, virtual training, and many real-time applications.

Human Sense-Based Simulation-Experience Model for Interactive Art Production (인터랙티브 아트 제작을 위한 인간의 감각 기반 시뮬레이션-체험 결합 모델)

  • Liu, Ting-Ting;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.11
    • /
    • pp.169-184
    • /
    • 2021
  • Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.