• Title/Summary/Keyword: Realistic Interface

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Realistic adsorption behaviors of the copper onto the functionalized CNTs

  • Park, Mi-Na;Kim, Byeong-Hyeon;Lee, Gwang-Ryeol
    • Proceedings of the Korean Vacuum Society Conference
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    • 2011.02a
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    • pp.476-476
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    • 2011
  • Introduction of CNTs into a metal matrix has been considered to improve the mechanical properties of the metal matrix. However, the binding energy between metals and pristine CNTs wall is known to be so small that the interfacial slip between CNTs and the matrix occurs at a relatively low external stress. The interfacial strength between CNT and metal matrix is thus one of the key factors for successful development of the CNT/metal composites. Defective or functionalized CNT has been considered to enhance the interfacial strength of nanocomposites. In the present work, we design the various realistic hybrid structures of the single wall CNT/Cu complexes and characterize the interaction between single wall CNTs and Cu nano-particle and Cu13 cluster using first principle calculations. The characteristics of functionalized CNTs with various surface functional groups, such as -COOH, -OH, and -O interacting with Cu are investigated. We found that the binding energy can be enhanced by the surface functional group including oxygen since the oxygen atom can mediate and reinforce the interaction between carbon and Cu. These results strongly support the recent experimental work which suggested the oxygen on the interface playing an important role in the excellent mechanical properties of the CNT/Cu composite.

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Analysis of Change of Event Related Potential in Escape Test using Virtual Reality Technology

  • Hyun, Kyung-Yae;Lee, Gil-Hyun
    • Biomedical Science Letters
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    • v.25 no.2
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    • pp.139-148
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    • 2019
  • The role of electroencephalography (EEG) in the development of brain-computer interface (BCI) technology is increasing. In particular, the importance of the analysis of event related potential (ERP) in various situations is becoming more significant in BCI technology. Studies on past maze and fire situations have been difficult due to risks and realistic problems. Nowadays, according to the development of virtual reality (VR) technology, realistic maze and fire situation can be realized. In this study, ERPs (P300, and evented related negativity) were analyzed to collect objective data on case determination in an emergency situation. In order to overcome the limitations of previous methods that evaluating the EEG frequency change, ERPs were derived by setting epochs for stimulation and standardizing them, and evaluated for ERPs in this study. P3a and P3b, which are subcomponents of P300, were analyzed and the evented related negativity (ERN) was analyzed together with error positivity (Pe). As a result of the study, statistically significant changes of ERPs were observed, this result, which has little related research, is considered to be meaningful as medical basic statistics.

Developing Virtual Learning Environments for Improving Spatial Sense of Young Children (유아의 공간감각 향상을 위한 가상학습공간 구축)

  • Cha, Eun-Mi;Lee, Kyoung-Mi;Lee, Jeong-Wuk
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.154-160
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    • 2007
  • The 'spatial sense' means an intuitive feel for one's surroundings and the objects in them. The early childhood is an important period to develop the 'spatial sense'. For young children, motion is a major way of extending their spatial awareness. Consequently, an important step in spatial sense instruction involves getting the children moving. This paper proposes four motion based-contents for improving the spatial sense of young children: a bubble game, a cyber goalkeeper game, a mud-huddle game, and a shape recognition game, The proposed four games are implemented to the virtual learning environments. Also, the virtual learning environments utilize the realistic interfaces which can recognize motions of young children and then interact with the games as they do the movement at the virtual environments provided. Using the realistic interfaces not only develops young children's spatial sense but also offers them the pleasure and interest of self-study.

Augmented Reality Based Tangible Interface For Digital Lighting of CAID System (CAID 시스템의 디지털 라이팅을 위한 증강 현실 기반의 실체적 인터페이스에 관한 연구)

  • Hwang, Jung-Ah;Nam, Tek-Jin
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.119-128
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    • 2007
  • With the development of digital technologies, CAID became an essential part in the industrial design process. Creating photo-realistic images from a virtual scene with 3D models is one of the specialized task for CAID users. This task requires a complex interface of setting the positions and the parameters of camera and lights for optimal rendering results. However, the user interface of existing CAID tools are not simple for designers because the task is mostly accomplished in a parameter setting dialogue window. This research address this interface issues, in particular the issues related to lighting, by developing and evaluating TLS(Tangible Lighting Studio) that uses Augmented Reality and Tangible User Interface. The interface of positioning objects and setting parameters become tangible and distributed in the workspace to support more intuitive rendering task. TLS consists of markers, and physical controller, and a see-through HMD(Head Mounted Display). The user can directly control the lighting parameters in the AR workspace. In the evaluation experiment, TLS provide higher effectiveness, efficiency and user satisfaction compared to existing GUI(Graphic User Interface) method. It is expected that the application of TLS can be expanded to photography education and architecture simulation.

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Vision based 3D Hand Interface Using Virtual Two-View Method (가상 양시점화 방법을 이용한 비전기반 3차원 손 인터페이스)

  • Bae, Dong-Hee;Kim, Jin-Mo
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.43-54
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    • 2013
  • With the consistent development of the 3D application technique, visuals are available at more realistic quality and are utilized in many applications like game. In particular, interacting with 3D objects in virtual environments, 3D graphics have led to a substantial development in the augmented reality. This study proposes a 3D user interface to control objects in 3D space through virtual two-view method using only one camera. To do so, homography matrix including transformation information between arbitrary two positions of camera is calculated and 3D coordinates are reconstructed by employing the 2D hand coordinates derived from the single camera, homography matrix and projection matrix of camera. This method will result in more accurate and quick 3D information. This approach may be advantageous with respect to the reduced amount of calculation needed for using one camera rather than two and may be effective at the same time for real-time processes while it is economically efficient.

Contact interface fiber section element: shallow foundation modeling

  • Limkatanyu, Suchart;Kwon, Minho;Prachasaree, Woraphot;Chaiviriyawong, Passagorn
    • Geomechanics and Engineering
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    • v.4 no.3
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    • pp.173-190
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    • 2012
  • With recent growing interests in the Performance-Based Seismic Design and Assessment Methodology, more realistic modeling of a structural system is deemed essential in analyzing, designing, and evaluating both newly constructed and existing buildings under seismic events. Consequently, a shallow foundation element becomes an essential constituent in the implementation of this seismic design and assessment methodology. In this paper, a contact interface fiber section element is presented for use in modeling soil-shallow foundation systems. The assumption of a rigid footing on a Winkler-based soil rests simply on the Euler-Bernoulli's hypothesis on sectional kinematics. Fiber section discretization is employed to represent the contact interface sectional response. The hyperbolic function provides an adequate means of representing the stress-deformation behavior of each soil fiber. The element is simple but efficient in representing salient features of the soil-shallow foundation system (sliding, settling, and rocking). Two experimental results from centrifuge-scale and full-scale cyclic loading tests on shallow foundations are used to illustrate the model characteristics and verify the accuracy of the model. Based on this comprehensive model validation, it is observed that the model performs quite satisfactorily. It resembles reasonably well the experimental results in terms of moment, shear, settlement, and rotation demands. The hysteretic behavior of moment-rotation responses and the rotation-settlement feature are also captured well by the model.

Three-dimensional Seismic Refraction Travel Time Tomography for Dipping Two Layers (경사 2층 구조를 위한 3차원 굴절탄성파 주시 토모그래피)

  • Cho Dong-heng;Cho Kwang-ho
    • Geophysics and Geophysical Exploration
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    • v.1 no.1
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    • pp.19-24
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    • 1998
  • This paper deals with tomographic travel time inversion of three dimensional seismic refraction survey conducted over a dipping interface. The slowness, and thus velocity as its reciprocal, distribution on the subsurface interface is to be determined applying an ART with under-relaxtion parameter. The models chosen are realistic, i.e., most likely to be met in engineering seismics, and the interface includes anomalous zones. It is found that, generally speaking, the inversion could be misleading or meaningless without the correction of the dip of the interface. This is rather surprising when we recall that usual assumption for the interpretation of refraction seismics data is the horizontal attitude of structures within the limit of $15^{\circ}$ dip or so. To make the present method tenable for a new means of routine seismics, some practical ways of identifying head wave arrivals are to be devised.

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A study on iNterface and Interaction using Chatgpt System in Virtual Reality Space (가상현실 공간에서의 ChatGPT 시스템을 활용한 인터페이스와 상호작용에 대한 연구)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1285-1290
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    • 2023
  • Although the environment in virtual space (hereinafter referred to as VR) has the problem of being difficult to access compared to existing PCs and smartphones, it has the advantage of being more realistic and providing endless experiences and functions compared to existing environments. In this VR environment, there is a need to develop technologies that help people handle tasks more conveniently in the virtual world by studying interfaces and interactions using ChatGPT, a recently popular AI technology. The ChatGPT interface and interaction in the VR environment are also studied to provide personalized services. Through this, users can choose the interface that suits them and the secretary interface can also provide customized services optimized for users. Accordingly, in this study, we design a convenient interaction method by linking the ChatGPT system in a VR environment and use it as a previous study for the development of an AI assistant.

A Usability Checklist for the Heuristic Evaluation of Mobile Phone User Interface

  • Park, Jun-Ho;Suh, Young-Bo;Lee, Cheol;Ji, Yong-Gu;Yun, Myung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.909-917
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    • 2006
  • In the last decade, the research of the usability of mobile phones has been a newly evolving area with few established methodologies and realistic practices that ensure capturing usability in evaluation. Thus, there exists growing demand to explore appropriate evaluation methodologies that evaluate the usability of mobile phones quickly as well as comprehensively. This study aims to develop a task-based usability checklist based on heuristic evaluations in views of mobile phone UI practitioners. A hierarchical structure of UI design elements and usability principles related to mobile phones were developed and then utilized to develop the checklist. In order to demonstrate the practical effectiveness of the proposed checklist, comparative experiments were conducted on the usability checklist and usability testing. Majority of usability problems found by usability testing and additional problems were discovered by the proposed checklist. It is expected that the usability checklist proposed in this study could be used quickly and efficiently by usability practitioners to evaluate the mobile phone UI in the middle of the mobile phone development process.

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Development of the FishBowl Game Employing a Tabletop Tiled Display Coupling With Mobile Interfaces (모바일 인터페이스와 테이블탑 타일드 디스플레이를 연동한 FishBowl 게임 개발)

  • Kong, Young-Sik;Park, Kyoung-Shin
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.57-66
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    • 2010
  • In the prior works on tabletop systems, a projection-based tabletop surface is mostly used to display computer images, and the participants interact with the display surface by hand multi-touching or using some tangible objects. In this research, however, we developed the FishBowl game that employs a scalable tabletop tiled display with infrared camera tracking coupled with PDA mobile interfaces. The focus of this game is to enhance user interactivity and realistic experience by coupling the high-resolution tabletop virtual environment and PDA mobile interface. This paper describes the game design followed by the system design and its detailed implementations. It also discusses the system usability and recommendation for its improvements after interviewing game players and then concludes with future research directions.