• Title/Summary/Keyword: Interactive Space

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Development of Optimum Structural Analysis Program for Space Truss Structures (스페이스 트러스 구조에 대한 최적화 구조 해석 프로그램의 개발)

  • Sohn, Su Deok;Kim, Myung Sun;Kim, Seung Deog;Kang, Moon Myung
    • Journal of Korean Society of Steel Construction
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    • v.10 no.3 s.36
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    • pp.487-495
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    • 1998
  • Recently, the space truss has been attracted by many designers because of their ability to support significant loads with a minimum material. And it is relatively flexible to design the configuration of structures. This paper presents a volume optimization for the space truss on the basis of result evaluated from nonlinear analysis. The optimization of the truss is done by nonlinear optimum GINO(General Interactive Nonlinear Optimizer) program. The objective function considered is the volume of the steel bars. The constraints for optimum design are the design limits, such as the axial force strength, maximum slenderness, minimum thickness, allowable deflection and ratio of the external diameter to thickness of the circular tube bars.

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A Study on Space Formation of the Senior Simulation Center (노인생애체험전시관의 공간구성에 관한 연구 - 한림대학교 고령사회센타 내 생애체험학습센타 사례를 바탕으로 -)

  • Lee Yunhee;Suh Hyekyung
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.156-164
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    • 2005
  • Like other countries undergoing the aging of the population, increases in the aged population have raised serious issues in Korea. The proportion of elderly will be foreseen over $14\%$ of population in 2019, over $20\%$ in 2026 in korea. Due to the rapid increasing in the aged population, it calls for social countermeasures urgently, And recent researches about attitude to the aged find out in general negative attitude to the aged of other generations. It is thought desirable that comprehension to the aged of the commonalty should be educated on the school basis or a variety of informal ways. The study aims to determine the space formation of the senior simulation center that suggest to be considered for the effective education and preparation for the aging of all social members, particularly for the younger generation. In such space formation, it is important to work out a plan of efficiency education according to the systematic environmental setting with a focus on the minimization of problematic behaviors and living disabilities of aging, as interactive experiences gain malfunctions by aging. This study is expected to promote a focus on the integration of the whole generations and improved design management for the environment of a welfare policy for the aged.

Design and Analysis of an Interactive Motion Simulator in Space Entertainment System

  • Hsu, Kuei-Shu;Cho, Wei-Ting;Lai, Chin-Feng;Wang, Xiaofei;Huang, Yueh-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.1
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    • pp.446-467
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    • 2012
  • In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, simulation and a motion simulator control scheme. The space entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The space entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a steering wheel to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator. In addition, we develop a calculated method to evaluate the Ratio of the simulation results. It is shown that the proposed control scheme can improve the performance of the visual entertainment system. Experiments are conducted on the virtual reality entertainment system to validate the theoretical developments.

An Interactive Weight Vector Space Reduction Procedure for Bicriterion Linear Programming

  • 이동엽
    • Journal of the Korean Operations Research and Management Science Society
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    • v.13 no.2
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    • pp.205-205
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    • 1988
  • This paper develops a simple interactive procedure which can be efficiently used to solve a bicriteria linear programming problem. The procedure exploits the relatively simple structure of the bicriterion linear programming problem. Its application to a transportation problem is also presented. The results demonstrate that the method developed in this paper could be easily applicable to any bicriteria linear program in general.

A Study on the Real Time Culling of Infinite Sets of Geometries Using OSP Tree (OSP Tree를 이용한 무한순차 입력 형상의 실시간 컬링에 관한 연구)

  • 표종현;채영호
    • Korean Journal of Computational Design and Engineering
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    • v.8 no.2
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    • pp.75-83
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    • 2003
  • In this paper, OSP(Octal Space Partitioning) tree is proposed for the real time culling of infinite sets of geometries in interactive Virtual Environment applications. And MSVBSP(Modified Shadow Volume BSP) tree is suggested for the occlusion culling. Experimental results show that the OSP and MSVBSP tree are efficiently implemented in real time rendering of interactive geometries.

Analysist of Instantaneous Current Tracking Control Inverter Characteristics for Photovoltaic System (태양광 발전용 순시치 전류제어형 인버터의 특성 해석)

  • 조금배;김한성
    • The Transactions of the Korean Institute of Electrical Engineers
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    • v.43 no.5
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    • pp.770-778
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    • 1994
  • In this paper, the photovoltaic inverter system with instantaneous sinusoidal current tracking control is proposed to improve the utilization factor of photovoltaic power system which would be connected utility interactive system. The proposed inverter is designed to track maximum power point by two-state value control method and utility interactive operation, and to decrease output harmonics component. Optimal operating region is described by state space averaging method, and present tracking condition of standard guide line. The experimental result shows the effectiveness of inverter system using the instantaneous control method.

A Study on the Design and Development of Interactive Non-Face-to-Face Real-Time Classes using EduTech : A Case Study of Christian Education Class (에듀테크를 활용한 상호작용적 비대면 실시간 수업 설계 및 개발 연구 : 기독교교육과 수업 사례를 중심으로)

  • Nam, Sunwoo
    • Journal of Christian Education in Korea
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    • v.66
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    • pp.343-382
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    • 2021
  • This study is a case study in which the interactive non-face-to-face classes using Edutech were applied to the Department of Christian Education. The subjects were 20 students from the Christian education department of A University located in the metropolitan area. The course was 'Instructional Methods and Educational Technology' in the first semester of 2020. In theory, I studied non-face-to-face classes and interaction, and edutech and interaction. Afterward, it designed and developed interactive non-face-to-face classes using edutech. The interactive non-face-to-face classes using edutech were developed as a process of applying Flipped-PBL based interactive edutech. In addition, Edutech was selected for active interaction according to the Flipped-PBL process to be carried out in a non-face-to-face situation. In particular, in the process of developing the problem of PBL, it was built around the situation of the church. As a result of applying the class, first, learners showed high satisfaction and interest in the class. Second, positive transference appeared in the space of learning and the space of living. Third, interactive non-face-to-face classes using Edutech have generated active interaction. In particular, interactive edutech and learning methods have become the main factors enabling active interaction. Through this, learners have improved learning efficiency, immersion, and satisfaction. Also, as an alternative to face-to-face classes, I was able to experience online classes. In other words, the satisfaction and interest of learning, and the transference of learning space, were also possible through active interactions generated through learning methods using interactive Edutech used in class. Furthermore, disabilities in the online communication(Internet) environment and learners' unfamiliarity with the online environment have been found as factors that hinder learning satisfaction and interaction. During learning, obstacles to the online communication environment hinder the utilization of interactive Edutech, preventing active interactions from occurring. This results in diminishing satisfaction and interest in learning. Therefore, we find that designing interactive non-face-to-face classes using Edutech requires sufficient learner learning and checking of the online communication(Internet) environment in advance for Edutech and learning methods. In response, this study confirmed the possibility by applying interactive non-face-to-face classes using Edutech to Christian education classes as an alternative method of education that allows active interaction and consistent transference of learning and life. Although it is a case study with limited duration and limitations of the number of people, I would like to present the possibility as an alternative Christian education method of an era where the direction of online classes should be presented as an alternative to a face-to-face class.

A Design on Experience Space Based on Interactive Storytelling (인터렉티브 스토리텔링을 기반으로 한 체험 공간 디자인)

  • Park, Sun-Ja;Park, Seung-Ho
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.55-62
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    • 2007
  • 정보통신 기술과 컴퓨터의 급속한 발달은 과거에 불가능했던 많은 일들을 가능하게 하였다. 디지털 기술의 발전은 기존의 추상적인 것을 구체적으로 체험 가능한 것으로 발전시켰으며, 이를 통해 인간은 경험을 확장 시킬 수 있게 되었다. 즉, 인간의 체험, 인식, 가치, 행위가 가상의 공간으로 무한하게 확장될 수 있기 때문이다. 이러한 배경 속에서 현대 사람들은 체험 공간이 현실 세계와는 다른 비일상적 체험과 욕구실현을 구현할 수 있는 공간이 되기를 원한다. 이에 따라서 체험 공간의 논의가 과거의 시각적 정보전달만을 위한 체험 공간이 아닌 정보와 흥미, 체험을 동시에 줄 수 있는 노력들이 요구, 진행되고 있다. 체험 공간에 있어서 엔터테인먼트 적인 요소가 효과적인 방법론으로 제시되고 있지만, 아직도 시청각적 흥미위주의 직선적인 공간의 이야기로 관람자를 일회적인 관람에서 그치게 하고 있다. 매체를 나열식으로 던져 준다고 해서 사람들이 흥미를 느끼거나 몰입을 경험하지는 못한다. 그러기 위해선 인터렉티브 스토리텔링(Interactive Storytelling)의 인터렉티비티한 요소가 체험 공간에서 효과적일 수 있다. 인터렉티비티는 인터렉티브 스토리텔링의 특징 중 하나로, 이와 같은 인터렉티비티 요소들은 관람자에게 다양한 선택과 통제의 기회를 주기 때문이다. 이에 따라서 체험 공간 속에서 관람자는 스스로 매체와 매체간의 반복과 조합을 통해 관람자 개개인이 새로운 시나리오를 쓸 수 있게 되고 체험 공간은 유동적인 공간이 될 수 있게 된다. 따라서 본 연구는 체험 공간이 관람자 스스로가 만들어가는 공간이 되고, 지각적 체험과 정신적 체험까지 경험할 수 있는 체험의 장이 될 수 있도록 인터렉티브 스토리텔링의 가치를 재해석하고자 하였다. 이러한 인터렉티브 스토리텔링이 공간 속에서 의미를 획득할 수 있는지에 대한 연구를 진행하고자 하였으며, 이를 위해 기존의 체험 공간에 대한 연구와 인터렉티브 스토리텔링의 기존 사례를 선행하였다. 이러한 과정을 통해 인터렉티브 스토리텔링이 체험 공간 안에서 사람들에게 일회적인 경험을 주는 것이 아닌 사람들이 직접 그 공간의 스토리를 만들 수 있는 새로운 체험 공간의 가능성을 가지고 있음을 발견하였다. 이에 따라서 월드컵이 열리는 대표적인 도시인 상암동에 한국 소프트웨어진흥원이 주관하여 건설되는 ‘상암 디지털 파빌리온’을 대상으로 인터렉티브 스토리텔링을 기반으로 한 체험공간 디자인을 작품 형태로 기획 되었으며, 기본적인 시나리오 컨셉을 제시하고 공간의 구조도, 체험 과정(Process)등이 제시된다. 이러한 연구는 기존 체험 공간이 직선적인 내러티브에서 벗어나 체험 공간 속 협업의 가능성을 열어주어 새로운 소통의 장을 마련해 준다는 긍정적인 효과를 기대할 수 있다.

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Influential Factors on the Interactivity in the Interactive Space I ; Focus on the Analysis of Intersubject & Interaction Factors (상호작용 공간의 상호작용성 영향요인 I ; 인터서브젝트(Intersubject)와 인터랙션(Interaction) 요인의 세부유형 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.152-164
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user-centered design methodology which uses the influential factors on the interactivity. This research is the first one of three linked- studies and categorizes the three main factors on the interactivity-Interface /Intersubject/Interaction. 'Interface' is the field for the interactivity. It will be the main subject for the second study. 'Intersubject' is the performer for the interactivity. Its specific attributes are analyzed in terms of user's needs for interactivity and six subdivisions are analyzed-functional & artistic need /external & subconscious need/info-communication & sympathy need. 'Interaction' is the performance for the interactivity. Its specific attributes are discussed in terms of behavioral interactive process and again sixsub-steps are analyzed-junction/immersion/ mental model/action/transformation/neo-experience.