• Title/Summary/Keyword: Interactive technology

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Elements of Interactive Storytelling in Alternate Reality Game (대체현실게임에서 사용자 참여 생성의 스토리텔링의 요소)

  • Kim, Maeng-Ha;Kim, Eun-Ji
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.105-113
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    • 2012
  • With the help of information technology, the web 2.0 gives people the environment where they share informations and a means of expressing ideas. The power of web affects interactive storytelling for Alternate Reality Game (ARG). There are less theoretical approaches and practices about ARG in Korea and to understand ARG into a deeper sense shall contribute to the development of domestic culture and its contents. In order to realize this, first we will explore the general idea about ARG. Second, know its elements in Interactive storytelling and finally, analyze the examples.

A Cost-Effective, Single-Phase Line-Interactive UPS System that Eliminates Inrush Current Phenomenon for Transformer-Coupled Loads

  • Bukhari, Syed Sabir Hussain;Atiq, Shahid;Lipo, Thomas A.;Kwon, Byung-il
    • Journal of Electrical Engineering and Technology
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    • v.11 no.3
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    • pp.675-682
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    • 2016
  • Sudden voltage drops and outages frequently disturb the operation of sensitive loads for domestic, commercial, and industrial use. In some cases, these events may even impair the functioning of relevant equipment. To maintain power under such conditions, a UPS system is usually installed. Once a disturbance happens at the grid side, the line-interactive UPS system takes over the load to prevent an interruption. But, due to magnetic saturation of the transformer, a significant inrush current may occur for the transformer-coupled loads during this transition. The generation of such transient currents may in turn decrease the line voltage and activates over-current protecting devices of the system. In this work, a cost-effective, line-interactive UPS system is proposed that eliminates the inrush current phenomenon associated with transformer-coupled loads. The strategy was implemented by connecting a standard current-regulated voltage source inverter (CRVSI) to the secondary winding of the load transformer. During any transient condition at the grid side, the load current is monitored and regulated to achieve either seamless compensation of the load current or complete transferal of load from grid to the inverter. Experimental results were obtained for a prototype under all possible operating conditions so as to validate the performance of the proposed topology.

Interactive Information Retrieval: An Introduction

  • Borlund, Pia
    • Journal of Information Science Theory and Practice
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    • v.1 no.3
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    • pp.12-32
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    • 2013
  • The paper introduces the research area of interactive information retrieval (IIR) from a historical point of view. Further, the focus here is on evaluation, because much research in IR deals with IR evaluation methodology due to the core research interest in IR performance, system interaction and satisfaction with retrieved information. In order to position IIR evaluation, the Cranfield model and the series of tests that led to the Cranfield model are outlined. Three iconic user-oriented studies and projects that all have contributed to how IIR is perceived and understood today are presented: The MEDLARS test, the Book House fiction retrieval system, and the OKAPI project. On this basis the call for alternative IIR evaluation approaches motivated by the three revolutions (the cognitive, the relevance, and the interactive revolutions) put forward by Robertson & Hancock-Beaulieu (1992) is presented. As a response to this call the 'IIR evaluation model' by Borlund (e.g., 2003a) is introduced. The objective of the IIR evaluation model is to facilitate IIR evaluation as close as possible to actual information searching and IR processes, though still in a relatively controlled evaluation environment, in which the test instrument of a simulated work task situation plays a central part.

Interactive Influencer Status and Development Plan (가상 인터렉티브 인플루언서의 현황과 발전 방안)

  • Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.59-70
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    • 2022
  • Recently, in platforms such as YouTube and Instagram, virtual characters resembling human life become the main characters, produce various contents, breathe with the public, and create the era of virtual humans. For example, existing game characters appear as virtual characters with unique AUs, or AI characters created by reflecting the public's preferences are actively communicating with the public through advertisements and SNS activities. As the consumption of video content through smart devices increases significantly in the post-corona era, virtual influencers are being used as all-round entertainers because there is little risk of personality controversy or production cost. there is a trend In this study, we investigated the characteristics of the case of being active as an influencer among the activities of a virtual character, and how the interactive aspect of the influencer appears by identifying the current situation through major cases. Combining this, based on the analysis of the influence of virtual influencers, the parts that producers should recognize are derived, and the differentiated characteristics of interactive virtual influencers are summarized. In addition, the difficulties of virtual influencers were investigated and problems were identified, and for the development of the content industry, a more favorable method for interaction was presented and suggestions were made to secure inner sincerity.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Qualitative Study on Group Decision Making with Synchronous Text Communication Medium (동시적 텍스트 기반 매체를 이용한 집단의사결정에 관한 질적 연구)

  • Park Sanghyuk;Cho Namjae
    • Journal of Information Technology Applications and Management
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    • v.11 no.4
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    • pp.1-23
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    • 2004
  • This study identifies communication patterns of groups using synchronous text communication medium for their group decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of groups, when appropriately organized, can be of help in enhancing creative production of outcomes. A qualitative study was conducted on communication patterns based on an analysis of text-based electronic conversation protocols. Specifically this research tried to overcome existing studies on electronic groups by focusing on interactive process of communication among participants. The major study conclusion; are: (1) The production of creative outcome may depend on the process or sequence of discussion among group members with synchronous text communication medium. That is, proper interactive responses and appropriate control of the discussion process are essential to obtain a high level of performance. (2) It is importantto make discuss rules based on meta-cognitive and interactive protocols in the early stage. Explicit rules relating to internal group processes as well as communication medium use are even more important to groups with electronic communication medium than face-to-face groups.

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A Data Fault Detection System for Diesel Engines Using Neural Networks (신경회로망을 이용한 디젤기관의 데이터 이상감지 시스템에 관한 연구)

  • 천행춘;유영호
    • Journal of Advanced Marine Engineering and Technology
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    • v.26 no.4
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    • pp.493-500
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    • 2002
  • The operational data of diesel generator engine is two kinds of data. One is interactive the other is non interactive. We can find the fault information from interactive data measured for every sampling time when the changing rate, direction and status of data are investigated in comparition with those of normal status to diagnose the fault of combustion system. The various data values of combustion system for diesel engine are not proportional to load condition. The criterion to decide the level of data value is not absolute but relative to relational data. This study proposes to compose malfunction diagnosis engine using neural networks to decide that level of data value is out of normal status with the data collected from generator engine of the ship using the commercial data mining tool. This paper investigates the real ship's operational data of diesel generator engine and confirms usefulness of fault detecting through simulations for fault detecting.

An Analysis of Interactive Activities of Foreign R&D Centers Operating in Korea (한국 진출 외국 R&D 센터의 상호작용 특성 분석)

  • Bok, Deuk-Kyu;Lim, Tae-Yun
    • Journal of Technology Innovation
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    • v.15 no.2
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    • pp.41-59
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    • 2007
  • This paper analyzes interactive activities of foreign R&D centers operating in Korea. Interactive activities refer to collaborative R&D activities, R&D outsourcing, and formation of communities between foreign R&D centers and Korean firms and institutions. Active interactions between foreign R&D centers and their Korean partners (Korean firms and universities, research institutes etc.) are essential in promoting spillover effects from foreign R&D centers. Using the survey of 76 foreign R&D centers operating in Korea, this paper found the intensity of interplay between foreign R&D centers and the Korean firms and institutions was not so high. And the partners of foreign R&D centers with the mission of finding new technologies in Korea are mainly customers rather than universities and research institutes. This result is markedly different from previous studies focused on the cases of western countries, where the partners of foreign R&D centers that have the mission of finding new technologies were mainly local universities and research institutes.

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Improvement to Crack Retardation Models Using ″Interactive Zone Concept″

  • Lee, Ouk-Sub;Chen, Zhi-Wei
    • International Journal of Precision Engineering and Manufacturing
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    • v.3 no.4
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    • pp.72-77
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    • 2002
  • The load interaction effect can be best illustrated by the phenomenon of overload retardation. Some prediction methods for retardation are reviewed and the problems discussed in the present paper. The so-called under-load effect much of the retardation disappears if a very low level minimum stress follows the overload, is also of importance for a prediction model to work properly under random load spectrum. The concept of Interactive Zone (IZ) fully considering reversed plasticity during unloading was discussed. This IZ concept can be combined with existing models to derive some improved models that can naturally take account of the under-load effect. Some simulations by IZ improved models for test under complex load sequences including multiple overloads and both over/under loads are compared with test results. It is seen that the improvement by IZ concept greatly enhanced the ability of existing models to accommodate complex load interaction effects.

Secure Transmission for Interactive Three-Dimensional Visualization System

  • Yun, H.Y.;Yoo, Sun Kook
    • Journal of International Society for Simulation Surgery
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    • v.4 no.1
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    • pp.17-20
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    • 2017
  • Purpose Interactive 3D visualization system through remote data transmission over heterogeneous network is growing due to the improvement of internet based real time streaming technology. Materials and Methods The current internet's IP layer has several weaknesses against IP spoofing or IP sniffing type of network attacks since it was developed for reliable packet exchange. In order to compensate the security issues with normal IP layer, we designed a remote medical visualization system, based on Virtual Private Network. Results Particularly in hospital, if there are many surgeons that need to receive the streaming information, too much load on the gateway can results in deficit of processing power and cause the delay. Conclusion End to end security through the network method would be required.