• 제목/요약/키워드: Interactive performance

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Impact of the Fidelity of Interactive Devices on the Sense of Presence During IVR-based Construction Safety Training

  • Luo, Yanfang;Seo, JoonOh;Abbas, Ali;Ahn, Seungjun
    • 국제학술발표논문집
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    • The 8th International Conference on Construction Engineering and Project Management
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    • pp.137-145
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    • 2020
  • Providing safety training to construction workers is essential to reduce safety accidents at the construction site. With the prosperity of visualization technologies, Immersive Virtual Reality (IVR) has been adopted for construction safety training by providing interactive learning experiences in a virtual environment. Previous research efforts on IVR-based training have found that the level of fidelity of interaction between real and virtual worlds is one of the important factors contributing to the sense of presence that would affect training performance. Various interactive devices that link activities between real and virtual worlds have been applied in IVR-based training, ranging from existing computer input devices (e.g., keyboard, mouse, joystick, etc.) to specially designed devices such as high-end VR simulators. However, the need for high-fidelity interactive devices may hinder the applicability of IVR-based training as they would be more expensive than IVR headsets. In this regard, this study aims to understand the impact of the level of fidelity of interactive devices in the sense of presence in a virtual environment and the training performance during IVR-based forklift safety training. We conducted a comparative study by recruiting sixty participants, splitting them into two groups, and then providing different interactive devices such as a keyboard for a low fidelity group and a steering wheel and pedals for a high-fidelity group. The results showed that there was no significant difference between the two groups in terms of the sense of presence and task performance. These results indicate that the use of low-fidelity interactive devices would be acceptable for IVR-based safety training as safety training focuses on delivering safety knowledge, and thus would be different from skill transferring training that may need more realistic interaction between real and virtual worlds.

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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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    • 제19권5호
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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.

Memory Allocation in Mobile Multitasking Environments with Real-time Constraints

  • Hyokyung, Bahn
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.79-84
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    • 2023
  • Due to the rapid performance improvement of smartphones, multitasking on mobile platforms has become an essential feature. Unlike traditional desktop or server environments, mobile applications are mostly interactive jobs where response time is important, and some applications are classified as real-time jobs with deadlines. When interactive and real-time jobs run concurrently, memory allocation between multitasking applications is a challenging issue as they have different time requirements. In this paper, we study how to allocate memory space when real-time and interactive jobs are simultaneously executed in a smartphone to meet the multitasking requirements between heterogeneous jobs. Specifically, we analyze the memory size required to satisfy the constraints of real-time jobs and present a new model for allocating memory space between heterogeneous multitasking jobs. Trace-driven simulations show that the proposed model provides reasonable performance for interactive jobs while guaranteeing the requirement of real-time jobs.

Implementation of real time VJing responding to user's motion

  • Jung, Haehyun;Kim, Hyunggi
    • International Journal of Internet, Broadcasting and Communication
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    • 제7권2호
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    • pp.41-50
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    • 2015
  • As various media have developed in modern society, frequency of use of interactive media has increased which makes interactive function that uses and handles projection mapping and LED screen in set design of broadcasting, concert, play, musical and EDM(Electronic dance music) in real time possible. Development of various media led today's viewers to have higher cultural desire and the need of various interactive performance contents to receive more attention.[1]. This thesis implemented real time VJing that responds to user's motion based on existing H/W by utilizing real time interactive elements.

기업성과에 대한 정보기술수준 측정요인의 상호작용효과 (An Empirical Study on the Interactive Effects of Information Technologies on Corporate Performances)

  • 이동만;정기억
    • Asia pacific journal of information systems
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    • 제9권2호
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    • pp.39-58
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    • 1999
  • This paper determines the interactive effects of information technologies(IT) on corporate performances. IT was measured inclusively in terms of technology level, information level, functional level, and management level. Corporate performances were composed of the effectiveness of IT and the financial performance of a corporation. The effectiveness of IT was measured in terms of satisfaction with the support of IT department and with output information, whereas financial performance of corporation was measured in terms of market growth and profitability. Theoretical and empirical analyses lead to the followings. In the theoretical aspect, IT in a corporation needs to be measured broadly. And a study of IT related to corporate performance needs to use either a conversion effectiveness model or an intermediate effect model rather than a direct effect model. In the empirical aspect, the effectiveness of IT within an organization improves with some of the interactive effect of ITs including technology level, information level, functional level, and management level. So do some of the financial performances of a corporation.

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An SSD-Based Storage System for an Interactive Media Server Using Video Frame Grouping

  • Jeong, Yo-Won;Park, Youngwoo;Seo, Kwang-Deok;Yoo, Jeong Ju;Park, Kyu Ho
    • ETRI Journal
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    • 제35권1호
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    • pp.69-79
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    • 2013
  • For real-time interactive multimedia operations, such as video uploading, video play, fast-forward, and fast-rewind, solid state disk (SSD)-based storage systems for video streaming servers are becoming more important. Random access rates in storage systems increase significantly with the number of users; it is thus difficult to simultaneously serve many users with HDD-based storage systems, which have low random access performance. Because there is no mechanical operation in NAND flash-based SSDs, they outperform HDDs in terms of flexible random access operation. In addition, due to the multichannel architecture of SSDs, they perform similarly to HDDs in terms of sequential access. In this paper, we propose a new SSD-based storage system for interactive media servers. Based on the proposed method, it is possible to maximize the channel utilization of the SSD's multichannel architecture. Accordingly, we can improve the performance of SSD-based storage systems for interactive media operations.

Line-Interactive UPS for Low-Voltage Microgrids

  • Zhang, Ping;Cai, Huanyu;Zhao, Hengyang;Shi, Jianjiang;He, Xiangning
    • Journal of Power Electronics
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    • 제15권6호
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    • pp.1628-1639
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    • 2015
  • Line-interactive uninterruptible power supply (UPS) systems are good candidates for providing energy storage within a microgrid. In this paper, a control scheme for a line-interactive UPS system applied in a low-voltage microgrid is presented. It is based on the Q-w and P-E droop control to achieve a seamless transition between grid-connected and stand-alone operation modes. Moreover, a new model for designing the controllers is built in the dq-frame based on the instantaneous power definition. The new-built model takes into account the dynamic performance of the output impedance of the inverter in the dq-frame and can be evaluated in the time domain. Compared to the traditional model based on the instantaneous power definition, the new-built model is more accurate to describe the dynamic performance of the system. Simulation and experimental results obtained with a microgrid consisting of two 40-kW line-interactive UPS systems are given to validate the control strategy of the line-active UPS system and the accuracy of the new-built model.

초기 치매 환자의 재활 운동을 위한 인터랙티브 멀티미디어 아트의 활용 제안 : 프로그램 Isadora®를 중심으로 (Proposal for the use of interactive multimedia art for rehabilitation exercise in early dementia patients : focusing on the program Isadora®)

  • 강현숙
    • 문화기술의 융합
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    • 제6권4호
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    • pp.559-565
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    • 2020
  • 본 연구는 인터랙티브 멀티미디어 아트 공연을 초기 치매 환자의 재활 운동을 위해 활용하고자 한다. 무대 위의 퍼포머와 관객인 치매 환자의 소통과 참여로 인터랙티브 공연이 완성되며 이러한 과정을 통해 치매 환자는 흥미와 몰입을 동반한 효율적인 재활 운동을 하게 된다. 연구를 위해 초기 치매 환자의 특성과 효과적인 운동 방법을 살펴보고 환자의 공연 관람이 참여로 이어지면서 재활 운동으로 유도 될 수 있도록 프로그램 맵을 구축한다. 관객의 참여로 발생하는 동작과 소리는 Sound Level, Pitch, Velocity의 MIDI 신호로 변환되어 실시간으로 음악과 영상을 콘트롤하는 퍼포먼스가 된다. 이를 통해 환자는 흥미를 가지고 재활 운동에 몰입하게 되며 공연의 참여자로서 성취감을 가질 수 있을 것이다. 또한 이 연구는 인터랙티브 멀티미디어 아트의 다양한 활용과 응용으로 영역 확장의 의의가 있다.

Comparison of Usability and Prefrontal Cortex Activity of Cognitive-Motor Training Programs using Sensor-Based Interactive Systems

  • Jihye Jung;Seungwon Lee
    • Physical Therapy Rehabilitation Science
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    • 제11권4호
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    • pp.571-578
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    • 2022
  • Objective: Cognitive-motor trainings had a positive impact on cognitive function and dual-task trainings led to improvements of global cognitive function. The brain activity of the prefrontal cortex (PFC) is another indicator that can infer cognitive function. This study aims to confirm the usability of the interactive system cognitive-motor training program and the changes in the prefrontal cortex through training. Design: Cross-sectional study Methods: In this study, two cognitive tasks were randomly applied to 20 adults as cognitive-motor training using an interactive system, and the same task was performed using the original method. During all tasks, the brain activity of the prefrontal cortex was measured by the change in oxyhemoglobin (HbO) in real-time using Functional Near-Infrastructure. After performing the tasks, the usability of the developed interactive system was evaluated by a usability questionnaire which consists of five items, and each item consists of a 7-point Likert scale that responds from 1 point to 7 points. Results: The HbO levels were increased during cognitive task performance than at the resting phase. And evaluating the usefulness of the interactive system, a questionnaire result showed that it would be useful for cognitive-motor programs. Conclusions: The cognitive-motor training using the interactive system increased the activity of the prefrontal cortex, and the developed wearable sensor-based interactive system confirmed its usefulness.