• 제목/요약/키워드: Interactive System

검색결과 1,794건 처리시간 0.028초

웹의 상호작용 특성을 반영한 정보기술수용모형 (Technology Acceptance Model with Web Interactivity)

  • 장활식;김종기;오창규
    • Asia pacific journal of information systems
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    • 제12권4호
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    • pp.55-75
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    • 2002
  • The purposes of this study are in threefold; to explain the interactivity in web site, to extend the Technology Acceptance Model(TAM) in the WWW context, and to examine its relationship with the existing TAM components. We proposed that the WWW is not just web systems but interactive spaces for virtual community. Web interactivity is represented by the two constructs: system interactivity and social interactivity. We extended and empirically examined the TAM for the web context. An individual's attitude toward the use of the web site is significantly affected by the individual's perception about ease of use, usefulness, and system interactivity. At the same time, behavioral intentions to use the web site is highly related to the social interactivity. The results showed that the system interactivity and social interactivity of a web site are important factors in affecting the user's beliefs and behavior intention of such a web site, So web page providers not only have to make the web site useful and easy to use, but also need to design an interactive web page by putting both systemic aspects and social aspects.

Development of the Interactive Flexible Information System

  • Abishev, Olzhas;Lee, Joon-Won
    • Journal of information and communication convergence engineering
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    • 제7권3호
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    • pp.247-252
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    • 2009
  • The Internet has made a huge impact on the way we, as humans, communicate. During the last decade a series of new communication mediums have emerged and communication protocols have come and gone. This puts new requirements on the development process and architecture of the communication platforms, operated by communities, in order to proactively ensure support for future communication protocols. Even further, additional requirements are added when the software itself will be maintained by a community. In this paper we explore the world of Open Source Software. We present our suggestions of usable design-principles and our process in developing a sustainable information system.

Software Designing Simulator for Controlling Multiple-Mechanism Carrier System

  • Nakamura, Kotaro;Kumagai, Koji;Sato, Seiji;Sato, Shoichi
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2000년도 제15차 학술회의논문집
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    • pp.450-450
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    • 2000
  • This paper presents a software design simulation method for controlling multiple mechanism carrier system (MMCS), which is mainly used in a wrapping machine or a case packing machine. This method uses a mechanical tool-work interactive model proposed in this paper, in order to represent the interactive behaviors between some tools and a work driven by their tools, in which low effect states of a work are defined. Based on this method, a 3-D simulation system has been built. It consists of shape modeling of each device, behavior definitions of tools, and control logic using if-then expression. By applying it to a ase packing machine having about 30 mechanical devices and 100 inputs/outputs for control, the effectiveness of this method has been shown in general verification of control logic specification in an early software design phase and the possibility of smooth communication tool between mechanical and software designers.

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감성 학습 방식을 위한 무선 RFID 장갑 시스템 (Wearable Wireless RFID Glove System for Emotional Learning Method)

  • 박현식;김성수;정경권
    • 산업경영시스템학회지
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    • 제32권4호
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    • pp.241-247
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    • 2009
  • In this paper, we present a wireless RFID glove in emotional learning method. The proposed wireless RFID glove consists of three parts: RF wireless module, RFID reader, and RFID tags. Objects tagged with a small passive RFID tag, can be sensed at short ranges by using wireless RFID glove. We describe the wireless RFID glove prototype, and present some interactive learning programs and games. The proposed system can be utilized to analyze user activities and train the brain of old person.

발전기 예방정비계획 전산화모형 개발에 관한 연구 (A Study on the Development of Generator Maintenance Scheduling Program Package)

  • 원종률;윤용범;박시우;남재현
    • 대한전기학회논문지:전력기술부문A
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    • 제48권11호
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    • pp.1374-1381
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    • 1999
  • This paper describes development of a package for generator maintenance scheduling program with user-friendly interactive mode. Generator maintenance scheduling is to select desirable maintenance periods of generators in the given interval satisfying reliability or economic criteria. Window-based system for user-friendly mode and Oracle-based database system for efficient data management are established in our package. Reserve rate levelization and LOLP minimization are performed in calculation mode, which is composed of DLL programs. Many graphs and charts are illustrated for the user-analysis. Operation is carried out by day-based unit, not by week. The case study has been conducted with the data of practical KEPCO power system in 1999 and successfully demonstrated its effectiveness.

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CAE기술응용 사출성형기어 설계에 관한 연구 (A Study on Design Analysis for Injection-Molded Gear)

  • 허용정
    • 한국산학기술학회:학술대회논문집
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    • 한국산학기술학회 2001년도 추계산학기술 심포지엄 및 학술대회 발표논문집
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    • pp.135-138
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    • 2001
  • 본 연구는 플라스틱 기어의 3차원 모델링과 성형성 해석을 통하여 합리적인 설계방안을 제시하려는 것이다. 사출기어의 복잡한 형상을 효율적으로 모델링하기 위해 3차원 솔리드 모델링 기법이 사용되었고 설계된 기어의 성형성을 해석하기 위해 유동해석 프로그램이 사용되었다. 이러한 방법을 통하여 설계의 납기 단축이 가능하게 되며 아울러 성형성을 고려한 설계를 수행할 수 있다.

Interaction art using Video Synthesis Technology

  • Kim, Sung-Soo;Eom, Hyun-Young;Lim, Chan
    • International Journal of Advanced Culture Technology
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    • 제7권2호
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    • pp.195-200
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    • 2019
  • Media art, which is a combination of media technology and art, is making a lot of progress in combination with AI, IoT and VR. This paper aims to meet people's needs by creating a video that simulates the dance moves of an object that users admire by using media art that features interactive interactions between users and works. The project proposed a universal image synthesis system that minimizes equipment constraints by utilizing a deep running-based Skeleton estimation system and one of the deep-running neural network structures, rather than a Kinect-based Skeleton image. The results of the experiment showed that the images implemented through the deep learning system were successful in generating the same results as the user did when they actually danced through inference and synthesis of motion that they did not actually behave.

인터랙티브 TV 컨트롤 시스템을 위한 근적외선 영상의 얼굴 인식 (Face recognition of Intra-red Images for Interactive TV Control System)

  • 원철호;이상헌;이태균
    • 한국산업정보학회논문지
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    • 제15권5호
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    • pp.11-17
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    • 2010
  • 본 논문에서는 인터랙티브 TV 컨트롤 시스템(ITCS)에 적용될 수 있는 근적외선 얼굴 영상에 대한 얼굴인식 방법을 제안하였다. 근적외선 얼굴 영상에서 ULBP(uniform local binary pattern) 히스토그램 피쳐를 추출하고 SVM 판별기를 이용하여 좌우 눈좌표 및 얼굴 영역을 검출하였다. 또한, 가버 변환과 ULBP 히스토그램 피쳐를 이용한 얼굴인식 시스템을 구현하여 이를 인터랙티브 TV 컨트롤 시스템 개인 인증 과정에 사용하였다.

계통연계형 태양광 발전시스템의 운전특성 분석 (The Operating Characteristics Analysis of Utility Interactive PV Power Generation System)

  • 이현우;고강훈
    • 조명전기설비학회논문지
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    • 제17권6호
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    • pp.23-30
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    • 2003
  • 본 논문에서는 계통과 원활히 동작할 수 있는 계통 연계형 태양광 발전시스템에 대한 특성을 해석하고 이론을 바탕으로 제작된 실 시스템을 적용$.$운용시 시스템의 운전특성 및 발전량을 비교 분석하였다. 그 결과로서 구조적인 문제점과 관리적인 문제점을 도출하고, 이러한 문제점에 대한 대책으로서 설치될 장소의 장기적인 일사량 측정 데이터수집을 동하여 최적의 일사량을 얻을 수 있는 지역설정과 최적의 설치형태를 설계함으로서 발전효율을 높일 수 있다. 또한, 운영시스템 및 모니터링 관리가 현행의 OS시스템으로서는 해결이 불가능한것을 전용의 OS개발과 데이터 백업 시스템을 구축함으로서 실 시스템 운용상의 문제점을 해결할 수 있었다.

디지털 시대의 패션산업 시스템과 패션리더 (Fashion Industry System and Fashion Leaders in the Digital Era)

  • 주신영;하지수
    • 한국의류학회지
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    • 제40권3호
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    • pp.506-515
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    • 2016
  • This study examines the digital era's fashion system and defines fashion leaders in the system. The study was based on a theoretical review and a research survey to verify the theoretical findings. The results are follows. The critical changes in the fashion system are expansion, cyclical direction and closer distance between producer and consumer. By inflow of media to a new channel, a layer of consumers was extended and the range of celebrities participating in the fashion industry has expanded dramatically. Simultaneously with the change from vertical communication to cyclical and interactive, the direction of communication was re-routed through diverse media. Crowd sourcing activated through two-way communication service has increased consumer opportunities to participate in production and consumption. Fashion leaders have changed significantly under this new system. The range of celebrities participating in the fashion system has increased and different fashion leaders have appeared. An interactive and cyclical fashion system has been established through media innovation; consequently, the influential power of celebrities and individuals for direct participation in the fashion system directly has increased significantly.