• Title/Summary/Keyword: Interactive Physical Programming

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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
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    • v.20 no.6
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    • pp.731-737
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    • 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.

Multiobjective Optimization of Three-Stage Spur Gear Reduction Units Using Interactive Physical Programming

  • Huang Hong Zhong;Tian Zhi Gang;Zuo Ming J.
    • Journal of Mechanical Science and Technology
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    • v.19 no.5
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    • pp.1080-1086
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    • 2005
  • The preliminary design optimization of multi-stage spur gear reduction units has been a subject of considerable interest, since many high-performance power transmission applications (e.g., automotive and aerospace) require high-performance gear reduction units. There are multiple objectives in the optimal design of multi-stage spur gear reduction unit, such as minimizing the volume and maximizing the surface fatigue life. It is reasonable to formulate the design of spur gear reduction unit as a multi-objective optimization problem, and find an appropriate approach to solve it. In this paper an interactive physical programming approach is developed to place physical programming into an interactive framework in a natural way. Class functions, which are used to represent the designer's preferences on design objectives, are fixed during the interactive physical programming procedure. After a Pareto solution is generated, a preference offset is added into the class function of each objective based on whether the designer would like to improve this objective or sacrifice the objective so as to improve other objectives. The preference offsets are adjusted during the interactive physical programming procedure, and an optimal solution that satisfies the designer's preferences is supposed to be obtained by the end of the procedure. An optimization problem of three-stage spur gear reduction unit is given to illustrate the effectiveness of the proposed approach.

Development and Application of Interactive Prototyping Programming Learning Model based on Physical Computing (피지컬 컴퓨팅 기반의 인터랙티브 프로토타이핑 프로그래밍 학습모형 개발 및 적용)

  • Seo, Jeonghyun
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.297-305
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    • 2018
  • Physical computing is the concept of expanding computing to humans, environments, and objects. It draws attention as a programming learning medium based on physical outputs in integration of hardware and software. This study developed a programming learning model based on interactive prototyping using the characteristics of physical computing with a high degree of technical freedom and analyzed its learning effect in an experiment. To examine the effect of the experimental treatment, this researcher divided fifty nine 5th-grade elementary students into an experimental group and into a control group. the interactive prototyping programming learning model was applied to the experimental group, and a linear sequential programming learning model was applied to the control group. Information Science Creative Personality Test was conducted before and after the experimental treatment. Analysis of Covariance was conducted with the pre-test scores of the two groups. As a result, it was proved that there was the effect of learning at the significance level of .05. It indicates that the physical computing based interactive prototyping programming learning model is applicable to the programming learning for 5th-grade elementary students.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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QoS-, Energy- and Cost-efficient Resource Allocation for Cloud-based Interactive TV Applications

  • Kulupana, Gosala;Talagala, Dumidu S.;Arachchi, Hemantha Kodikara;Fernando, Anil
    • IEIE Transactions on Smart Processing and Computing
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    • v.6 no.3
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    • pp.158-167
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    • 2017
  • Internet-based social and interactive video applications have become major constituents of the envisaged applications for next-generation multimedia networks. However, inherently dynamic network conditions, together with varying user expectations, pose many challenges for resource allocation mechanisms for such applications. Yet, in addition to addressing these challenges, service providers must also consider how to mitigate their operational costs (e.g., energy costs, equipment costs) while satisfying the end-user quality of service (QoS) expectations. This paper proposes a heuristic solution to the problem, where the energy incurred by the applications, and the monetary costs associated with the service infrastructure, are minimized while simultaneously maximizing the average end-user QoS. We evaluate the performance of the proposed solution in terms of serving probability, i.e., the likelihood of being able to allocate resources to groups of users, the computation time of the resource allocation process, and the adaptability and sensitivity to dynamic network conditions. The proposed method demonstrates improvements in serving probability of up to 27%, in comparison with greedy resource allocation schemes, and a several-orders-of-magnitude reduction in computation time, compared to the linear programming approach, which significantly reduces the service-interrupted user percentage when operating under variable network conditions.

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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    • v.7 no.4
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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.

A Study on the Development of a Quantified Module for the Evaluation of industrial Design Proposals (산업디자인 제품화 개발을 위한 정략적모듈의 개발)

  • 우흥룡;신학수;고을한;한석우;홍석기;김창현
    • Archives of design research
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    • v.9
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    • pp.801-810
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    • 1994
  • Design Problems are often both multidimensional and highly interactive. Very rarely does any part of a designed thing serve only one purpose. The activity of designing is thus a goal-directed activity and normally a goal-directed problem-solving activity. This means, problem solving is finding a way to get from some initial situation to a desired goal. Designers are transforming agents within a society whose goals are to improve the human condition through physical metamorphosis. Many theorist have agreed that designing involves problem solving or decision making. Accordingly evaluation plays an essential role in design activity. The evaluation factors include all attributes that have levels specified by quantitative and qualitative objectives Alternatives in multi-objective decision prOblems generally possess numerous attributes by which they can be described and compared. The evaluation factors include all attributes that have levels specified by quantitative and qualitative objectives. However since qualitative factors are difficult to quantify as numeral estimates, these factors have tended to be ignored without regard for their importance to human content. We adapted the Accumulative Evaluation Model as an evaluation algorithm for IDES. Industrial Design Evaluation System (IDES) consists of 3 major modules ( 1 Design Element, 2.Matrix, 3.Evaluation). It is intended to be an aid for design evaluation. The luther thinks IDES is a new design evaluation approach which could provide effective rating of design values to make value judgements. It is an attempt to provide industrial designers with access to design evaluation. The author's aim is to produce an Object-Oriented Evaluation System which can guide the designers and decision makers under complex design projects. It uses\ulcorner an Object-Oriented Programming for this prototype, Because of managing complexity (Flexibility and Reusability) and improving productivity(Extensibility & Maintainability and Programming by User) in software development process. The author has chose the C++ because it is a hybrid, rather than pure Object-Oriented Language.

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

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. 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. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this 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.

A Study on the Educational Use of Tiny PC in an Elementary School (초소형 PC의 교육적 활용에 관한 연구)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.101-110
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    • 2014
  • The upcoming 'creativity society' beyond the knowledge information era requires 'knowledge producers' being capable of expressing their own ideas creatively, rather than 'knowledge consumers'. These days, in the computing environment, physical computing tools which support learners' productive activities beyond their simple function of operating computers are emerging. Among them, Raspberry Pi is exemplary. The computing PC worthy $35 is economic and supports implementation of interactive physical system through the H/W and programming control to detect and respond to the analog world. As a fundamental study of educational application of Raspberry Pi at elementary school and Raspberry Pi, this work was to look into characteristics, advantages and disadvantages, and application examples of the computing tool. Also this researcher conducted a survey with teachers in field to investigate the suitability of Raspberry Pi as a tool in the category of 'understanding of information devices and to explore their awareness of Raspberry Pi. As a result, it was analyzed that Raspberry Pi was a learning tool to support about 74% of educational contents and that teachers showed positive replies in all categories of the survey of their awareness.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.