• Title/Summary/Keyword: Media Movement

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Effect of different storage media on elemental analysis and microhardness of cervical cavity margins restored with a bioactive material

  • Hoda Saleh Ismail;Brian Ray Morrow;Ashraf Ibrahim Ali;Rabab Elsayed Elaraby Mehesen;Salah Hasab Mahmoud;Franklin Garcia-Godoy
    • Restorative Dentistry and Endodontics
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    • v.49 no.1
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    • pp.6.1-6.16
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    • 2024
  • Objectives: This study aimed to investigate the elemental analysis and microhardness of a bioactive material (Activa) and marginal tooth structure after storage in different media. Materials and Methods: Fifteen teeth received cervical restorations with occlusal enamel and gingival dentin margins using the tested material bonded with a universal adhesive, 5 of them on the 4 axial surfaces and the other 10 on only the 2 proximal surfaces. The first 5 teeth were sectioned into 4 restorations each, then stored in 4 different media; deionized water, Dulbecco's phosphate buffered saline (DPBS), Tris buffer, and saliva. The storage period for deionized water was 24 hours while it was 3 months for the other media. Each part was analyzed by scanning electron microscopy-energy dispersive spectroscopy (SEM-EDS) analysis for different substrates/distances and the wt% of calcium, phosphorus, silica, and fluoride were calculated. The other 10 teeth were sectioned across the restoration, stored in either Tris buffer or saliva for 24 hours or 3 months, and were evaluated for microhardness of different substrates/areas. Data were analyzed using analysis of variance and Tukey's post hoc test. Results: Enamel and dentin interfaces in the DPBS group exhibited a significant increase in calcium and phosphorus wt%. Both silica and fluoride significantly increased in tooth structure up to a distance of 75 ㎛ in the 3-month-media groups than the immediate group. Storage media did not affect the microhardness values. Conclusions: SEM-EDS analysis suggests an ion movement between Activa and tooth structure through a universal adhesive while stored in DPBS.

An Efficient Brownian Motion Simulation Method for the Conductivity of a Digitized Composite Medium

  • Kim, In-Chan
    • Journal of Mechanical Science and Technology
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    • v.17 no.4
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    • pp.545-561
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    • 2003
  • We use the first-passage-time formulation by Torquato, Kim and Cule [J. Appl. Phys., Vol. 85, pp. 1560∼1571 (1999) ], which makes use of the first-passage region in association with the diffusion tracer's Brownian movement, and develop a new efficient Brownian motion simulation method to compute the effective conductivity of digitized composite media. By using the new method, one can remarkably enhance the speed of the Brownian walkers sampling the medium and thus reduce the computation time. In the new method, we specifically choose the first-passage regions such that they coincide with two, four, or eight digitizing units according to the dimensionality of the composite medium and the local configurations around the Brownian walkers. We first obtain explicit solutions for the relevant first-passage-time equations in two-and three-dimensions. We then apply the new method to solve the illustrative benchmark problem of estimating the effective conductivities of the checkerboard-shaped composite media. for both periodic and random configurations. Simulation results show that the new method can reduce the computation time about by an order of magnitude.

Augmenting Interactivity of Touch Pad by Adding Isometric Rate Control

  • Heo, Seong-Kook;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.240-244
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    • 2009
  • In this paper, we present FloatingPad, a touch pad based device with better scrolling feature and more interaction styles than a traditional touch pad. When we interact with a real object like a picture or a book, we manipulate on the object, and we also move, rotate, and flip the object. We applied this idea into a touch pad. In FloatingPad, the touch pad is not fixed to the device. It is floating on the device; it can be slid on the device. Therefore a user can have additional degree of freedom of input by shifting and rotating the touch pad while having the traditional touch pad input. By using this technique, the interactivity of the touch pad can be augmented, and better scrolling feature can be provided by reducing clutching occurs on the position scrolling devices by using the movement of the touch pad as rate control. We implemented the prototype device and conducted a user study with three applications developed for FloatingPad.

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A Study on Characteristic of Immateriality in Commercial Interior Space - Focused on Restaurant and Bar in Korea since 2000 - (상업공간 실내에서 표현되는 비물질적 특성에 관한 연구 - 2000년 이후의 국내 식음공간을 중심으로 -)

  • 정선영
    • Korean Institute of Interior Design Journal
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    • v.13 no.4
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    • pp.83-91
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    • 2004
  • This study focuses on defining the new meaning of immateriality in the present times expressed on space. The purposes of this study were to examine the characteristics of immateriality showed in commercial interior design in Korea, based on the definition of immateriality concept and the analysis of the way it is expressed. The result of this study is as follows; it categorized characteristic of material expression, space concept and media. Characteristic elements can be classified into 6: transparency, implication, off-gravitation, ambiguity of boundary, temporality, interactivity. Expression of immateriality in commercial interior space was obtained in many different ways, which are identified: new expression of material by reduction of materiality, leveling of transparency, expression of floating status, changeable image, illusion effect, blurring boundary. Immateriality is deeply associated with the elements such as surface, material, media, light, and movement. So it is being recognized as an important design concept in today's pluralist society and will play an important role within the design paradigms for the future.

Design of Kinetic Typography Interaction based on the Structural Characteristics of Hangul

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.12 no.3
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    • pp.42-46
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    • 2016
  • Kinetic typography is technology such as color, scale, position of the letter changes dynamically with time and it communicates information with aesthetics and originality. The purpose of this study is to identify the design factors in the formativeness of Hangul and present and implement the interaction design method of unique Hangul kinetic typography based on the scientific structure of Hangul. We implemented the Hangul kinetic typography system, which varies in sizes and motion directions according to a viewer's movement and exhibited in a media art event. To do this, we used a viewer's skeleton information on typography synchronization. The results indicated that Hangul kinetic typography has potential not only as a means to communicate with viewers but also as a medium to show the artistic value of Hangul.

Commercial Indoor Navigation System Technology Movement

  • Seo, Jae-Min;Jang, Beakcheol
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.1
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    • pp.33-40
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    • 2017
  • In this paper, we introduce commercial indoor navigation systems being deployed and serviced in many fields of industry focusing on their indoor positioning technologies. Indoor positioning technology is a technology that locates people or targets in the interior of a building. To do that, it utilizes radio waves such as WiFi, and bluetooth, magnetic fields, or other sensory information from smart phones. We present indoor navigation systems categorizing them into their indoor positioning technologies. We define important performance issues for indoor positioning technologies and analyze them according to the performance issues. We believe that this paper provide wise view and necessary information for recent indoor navigation systems.

Interactive Advertisement that Feels and Experiences

  • Kim, Yuji;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.13-19
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    • 2019
  • In this paper, we propose and implement VVVV base interactive advertisement. It has now expanded from the traditional marketing methods of television, radio, newspapers and magazines to become a digital marketing era. However, it is still in the form of infusion-type advertising, similar to traditional marketing techniques. For more innovative we put story and design elements into digital technology. Consumers will feel fresh excitement as they experience advertising. Emotional stories and image will also provide an element for customers to talk to each other. The propose advertisement is design to recognize the movement of people in the corridor by using Arduino and ultrasonic sensor installed in the passageway where many people pass. Arduino and VVVV takes people's movements for a values. This values change the advertising image. In this case, we applied the mask in VVVV so that the image to be reproduced and the image of the background role are displayed when the person passes the sensor. By realizing this interactive advertisement, the objective is to increase the buyer's purchasing power by approaching the buyer more effectively than the existing advertisement.

Color Path : A Location Based Drawing and Storytelling Project (위치기반의 드로잉과 스토리텔링 연구)

  • Woo, Suk-Young;Park, Seung-Ho
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.65-78
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    • 2007
  • The mobile phone and wireless network, location based technology and other newly introduced technologies and communication media gave birth to the new terminology "ubiquitous" and are changing our daily life. Influence of such technologies and communication media is not an exception in the arts. New media art pieces using these technologies are increasing, and taking on the characteristics of public art within a wider scope of a city as a backdrop, beyond the traditional boundaries of art galleries. Of such art, locative media art using locative media has a closer relationship with city space than any other form of an, and makes various attempts to allow the spectator to reinterpret and experience city space and induce communication. These characteristics of locative media art can be considered as a method that can solve quality problems of the city space, especially the loss of the sense of place and the absence of communication. is one such locative media project with a purpose of solving quality problems of city space, especially the recovery of commercial sites and inducing communication. This project uses the paths of the city as its canvas, movement of people as its brush, the color of the roads as its pallet, and by allowing the partakers to draw paths of their own and to share their paths with others. People are encouraged to share stories about their paths. The project proceeds using barcodes that are frequently used commercially. When users wish to create their own place, they can enter their place and colors of their choice using input devices installed in the city space. Paths that are created through such a process will be displayed in public areas throughout the city, shared with others, and can create and share a stories about the city using on/off-line media.

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Implementation of Interactive Media Content Production Framework based on Gesture Recognition (제스처 인식 기반의 인터랙티브 미디어 콘텐츠 제작 프레임워크 구현)

  • Koh, You-jin;Kim, Tae-Won;Kim, Yong-Goo;Choi, Yoo-Joo
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.545-559
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    • 2020
  • In this paper, we propose a content creation framework that enables users without programming experience to easily create interactive media content that responds to user gestures. In the proposed framework, users define the gestures they use and the media effects that respond to them by numbers, and link them in a text-based configuration file. In the proposed framework, the interactive media content that responds to the user's gesture is linked with the dynamic projection mapping module to track the user's location and project the media effects onto the user. To reduce the processing speed and memory burden of the gesture recognition, the user's movement is expressed as a gray scale motion history image. We designed a convolutional neural network model for gesture recognition using motion history images as input data. The number of network layers and hyperparameters of the convolutional neural network model were determined through experiments that recognize five gestures, and applied to the proposed framework. In the gesture recognition experiment, we obtained a recognition accuracy of 97.96% and a processing speed of 12.04 FPS. In the experiment connected with the three media effects, we confirmed that the intended media effect was appropriately displayed in real-time according to the user's gesture.

The Effect of Using Image Media for Environmental Education on Students' Environmental Sensitivity (환경교육 영상매체 활용 수업이 환경 감수성에 미치는 영향)

  • Choi, Sung-Bong
    • Journal of Environmental Science International
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    • v.17 no.10
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    • pp.1183-1193
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    • 2008
  • Today, environmental pollution and destruction due to the industrialization of our modem society have been the global issues. Although now we can lead affluent lives through science technologies and economic development, these environmental problems have resulted in striking the harmonious balance between human beings and nature and threatened human lives with abnormal weather caused by the global warming, destruction of the ozone layer, and El Nino phenomenon, acid rain, decrease in species diversity, movement of hazardous materials, and harmful waste increase. We are aware of the importance of environmental education, but in reality, it seems impossible to implement appropriate environmental education on account of our educational climate which exclusively focuses on the entrance examination. However, environmental education is the most ultimate solution for those problems in that only when students understand our environment fully and grow habits to protect it through environmental education, the present environmental problems can be solved and more serious problems that can be resulted in the future can possibly be prevented. Thus, this study has examined the effect of using image media in the environment subject on students' environmental sensitivity. According to the results, it was shown that it had positive effects on 'sensitivity of environment', 'attitudes towards environment', and 'environmental affinitive behaviors'.