• Title/Summary/Keyword: interactive analysis

Search Result 1,111, Processing Time 0.026 seconds

Effects of Soil-Plant Interactive System on Response to Exposure to ZnO Nanoparticles

  • Lee, Sooyeon;Kim, Saeyeon;Kim, Sunghyun;Lee, Insook
    • Journal of Microbiology and Biotechnology
    • /
    • v.22 no.9
    • /
    • pp.1264-1270
    • /
    • 2012
  • The ecotoxicological effects of nanomaterials on animal, plant, and soil microorganisms have been widely investigated; however, the nanotoxic effects of plant-soil interactive systems are still largely unknown. In the present study, the effects of ZnO nanoparticles (NPs) on the soil-plant interactive system were estimated. The growth of plant seedlings in the presence of different concentrations of ZnO NPs within microcosm soil (M) and natural soil (NS) was compared. Changes in dehydrogenase activity (DHA) and soil bacterial community diversity were estimated based on the microcosm with plants (M+P) and microcosm without plants (M-P) in different concentrations of ZnO NPs treatment. The shoot growth of M+P and NS+P was significantly inhibited by 24% and 31.5% relative to the control at a ZnO NPs concentration of 1,000 mg/kg. The DHA levels decreased following increased ZnO NPs concentration. Specifically, these levels were significantly reduced from 100 mg/kg in M-P and only 1,000 mg/kg in M+P. Different clustering groups of M+P and M-P were observed in the principal component analysis (PCA). Therefore, the M-P's soil bacterial population may have more toxic effects at a high dose of ZnO NPs than M+P's. The plant and activation of soil bacteria in the M+P may have a less toxic interactive effect on each of the soil bacterial populations and plant growth by the ZnO NPs attachment or absorption of plant roots surface. The soil-plant interactive system might help decrease the toxic effects of ZnO NPs on the rhizobacteria population.

Analysis of the Adaptability and Methods of Public space in media - Focused on new-media and HCI theory - (공공공간에서 나타나는 미디어 특성에 관한 연구 - 뉴 미디어와 HCI 이론을 중심으로 -)

  • Koh, Gwi-Han;Kang, Seon-Gyung
    • Korean Institute of Interior Design Journal
    • /
    • v.22 no.1
    • /
    • pp.203-210
    • /
    • 2013
  • With digital technology, space design is developing in a new direction with the changing paradigm. The space creates an interactive environment by motivating the User's active participation through the digital madia. In this social stream, it is very important to think about how this new paradigm affects the spatial design and the interactions between social changes and spatial design paradigm, so that we can understand design paradigm of our time. Hence, in this research, we will think about social characteristic and design paradigm of digital age by questioning how spatial design is changing in the digital age and how digital technology is affecting spatial design. this study analyzed about the space form, digital media setting, user interactivity of the examples of experience space using digital media. fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system, and the main computer system sends manipulated output media to interactive devices. So, a user's movement in the space is more than just a movement itself user's movement now forms a important spatial structure that leads the narrative of the space. Researcher will analyze the characteristic of a public space and progress this research supposing that space needs this interactive design.

Development and Application of Interactive Prototyping Programming Learning Model based on Physical Computing (피지컬 컴퓨팅 기반의 인터랙티브 프로토타이핑 프로그래밍 학습모형 개발 및 적용)

  • Seo, Jeonghyun
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.3
    • /
    • pp.297-305
    • /
    • 2018
  • Physical computing is the concept of expanding computing to humans, environments, and objects. It draws attention as a programming learning medium based on physical outputs in integration of hardware and software. This study developed a programming learning model based on interactive prototyping using the characteristics of physical computing with a high degree of technical freedom and analyzed its learning effect in an experiment. To examine the effect of the experimental treatment, this researcher divided fifty nine 5th-grade elementary students into an experimental group and into a control group. the interactive prototyping programming learning model was applied to the experimental group, and a linear sequential programming learning model was applied to the control group. Information Science Creative Personality Test was conducted before and after the experimental treatment. Analysis of Covariance was conducted with the pre-test scores of the two groups. As a result, it was proved that there was the effect of learning at the significance level of .05. It indicates that the physical computing based interactive prototyping programming learning model is applicable to the programming learning for 5th-grade elementary students.

A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
    • /
    • v.11 no.1
    • /
    • pp.423-430
    • /
    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

An Analytic Framework for the Political and Aesthetic Possibility of Interactive Documentary and Its Practice (인터랙티브 다큐멘터리의 정치적·미학적 가능성과 그 실천에 관한 분석틀 제안)

  • Kwon, Hochang
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.10
    • /
    • pp.184-193
    • /
    • 2021
  • Interactive documentary refers to a new style of documentary that is created and accepted through active interaction. It is attracting attention as a platform that forms a public sphere and mediates audiences to participate in social change. However, the possibilities was not systematically explored, and there was insufficient consideration on how to realize them. In this paper, discussions on the political aesthetics of Walter Benjamin are examined, and the media characteristics of interactive documentary are analyzed through text mining. Then, by connecting the two to each other, we draw a map of the political and aesthetic possibilities, and based on the map, we analyze the actual works. This study has the value of establishing a theoretical framework for the possibilities of interactive documentaries. In the follow-up study, we will consider the practical strategy of interactive documentary as a transmedia activism and develop a practical analysis and planning methodology.

AHP Analysis Model for drawing Importance Priorities of IT Service developments for Smart Tourism (스마트관광을 위한 IT서비스 개발의 우선순위 도출을 위한 AHP 분석모델)

  • Kim, Keun-Hyung
    • The Journal of Information Systems
    • /
    • v.28 no.4
    • /
    • pp.49-64
    • /
    • 2019
  • Purpose The purpose of this paper is to observe the relative priorities of importances among IT services for Smart tourism as well as the relative priorities of importances among ways for developing the IT Services. Design/methodology/approach AHP analysis model was designed with 3 layers in order to recognize the relative importances priorities of IT services and the ways developing the IT services in Smart tourism. The factors in the top layer consist of Pre-trip IT services, During-trip IT services and Post-trip IT services. The lower factors in second layer of the Pre-trip IT services consists of Tourism information search, Online reservation and Price comparison. The lower factors of the During-trip IT services consists of Context recognition, Virtual Reality and Drone Application. The lower factors of the Post-trip IT services consists of Interactive Sharing and Tagging. The factor of third layer, the ways of developing the IT services consist of Company leading, University leading and Industry-University Collaboration. The structural questionnaire based on the AHP analysis model was designed and used to survey experts in IT and tourism areas. The collected data by the question investigation was analyzed by AHP analysis technique. Findings The importance priority of During-trip IT service was highest among in the three type IT services of tourism life cycle. The importance priority of Price comparison service was highest among IT services for Pre-trip. The importance priority of the Context recognition service was highest among IT services for During-trip. The Interactive sharing service was highest among IT services for Post-trip. It would be confirmed for the IT service development ways of Company leading to be suitable for most of the It services, such as Tourism information search, Online reservation, Price comparison, Context recognition, Virtual reality, Drone application, Interactive sharing.

Interactive Morphological Analysis to Improve Accuracy of Keyword Extraction Based on Cohesion Scoring

  • Yu, Yang Woo;Kim, Hyeon Gyu
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.12
    • /
    • pp.145-153
    • /
    • 2020
  • Recently, keyword extraction from social big data has been widely used for the purpose of extracting opinions or complaints from the user's perspective. Regarding this, our previous work suggested a method to improve accuracy of keyword extraction based on the notion of cohesion scoring, but its accuracy can be degraded when the number of input reviews is relatively small. This paper presents a method to resolve this issue by applying simplified morphological analysis as a postprocessing step to extracted keywords generated from the algorithm discussed in the previous work. The proposed method enables to add analysis rules necessary to process input data incrementally whenever new data arrives, which leads to reduction of a dictionary size and improvement of analysis efficiency. In addition, an interactive rule adder is provided to minimize efforts to add new rules. To verify performance of the proposed method, experiments were conducted based on real social reviews collected from online, where the results showed that error ratio was reduced from 10% to 1% by applying our method and it took 450 milliseconds to process 5,000 reviews, which means that keyword extraction can be performed in a timely manner in the proposed method.

Interactive Visual Analytic Approach for Anomaly Detection in BGP Network Data (BGP 네트워크 데이터 내의 이상징후 감지를 위한 인터랙티브 시각화 분석 기법)

  • Choi, So-mi;Kim, Son-yong;Lee, Jae-yeon;Kauh, Jang-hyuk;Kwon, Koo-hyung;Choo, Jae-gul
    • Journal of Internet Computing and Services
    • /
    • v.23 no.5
    • /
    • pp.135-143
    • /
    • 2022
  • As the world has implemented social distancing and telecommuting due to the spread of COVID-19, real-time streaming sessions based on routing protocols have increased dependence on the Internet due to the activation of video and voice-related content services and cloud computing. BGP is the most widely used routing protocol, and although many studies continue to improve security, there is a lack of visual analysis to determine the real-time nature of analysis and the mis-detection of algorithms. In this paper, we analyze BGP data, which are powdered as normal and abnormal, on a real-world basis, using an anomaly detection algorithm that combines statistical and post-processing statistical techniques with Rule-based techniques. In addition, we present an interactive spatio-temporal analysis plan as an intuitive visualization plan and analysis result of the algorithm with a map and Sankey Chart-based visualization technique.

Development of Automated Analysis System for Model Plane Engine Using Fuzzy Knowledge Processing

  • Lee, Joon-Seong;Lee, Shin-Pyo
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.12 no.2
    • /
    • pp.171-176
    • /
    • 2002
  • This paper describes a new automated analysis system for model plane engine. An automatic finite element (FE) mesh generation technique, which is based on the fuzzy knowledge processing and computational geometry technique, is incorporated into the system, together with one of commercial FE analysis codes, ANSYS, and one of commercial solid modelers, Designbase, The system allows a geometry model of concern to be automatically converted to different FE models, depending on physical phenomena of plane engine to be analyzed, i.e. deformation analysis, thermal analysis and so on. The FE models are then automatically analyzed by the FE analysis code. Among a whole process of analysis, the definition of a geometry model, the designation of local node patterns, the assignment of material properties and boundary conditions onto the geometry model are only the interactive processes to be done by a user. The interactive operations can be processed in a few minutes. The other processes which are time consuming and labour-intensive in conventional CAE systems are fully automatically performed in a personal computer environment. The proposed analysis system is successfully applied to evaluate a model plane entwine.

Automated Simulation System for Micromachines (마이크로머쉰의 자동 시뮬레이션 시스템)

  • Lee, Jun Seong
    • Journal of the Korea Society for Simulation
    • /
    • v.5 no.1
    • /
    • pp.29-29
    • /
    • 1996
  • This paper describes a new automated simulation system for micromachines whose size range $10^{-6}$ to $10^{-3}$ m. An automic finite element (FE) mesh generation technique, which is bases on the fuzzy knowledge processing and computation al geometry technique, is incorporated into the system, together with one of commerical FE analysis codes, MARC, and one of commerical solid modelers, Designbase. The system allows a geometry model of concern to be automatically converted to different FE models, depending on physical phenomena of micromachines to be analyzed, i,e. electrostatic analysis, stress analysis, modal analysis and so on. The FE models are then automatically analyzed using the FE analysis code. Among a whole process of analysis, the definition of a geometry model, the designation of local node patterns and the assignment of material properties and boundary conditions onto the geometry model are only the interactive process to be done by a user. The interactive operations can be processed in a few minutes. The other processes which are time consuming and labour-intensive in conventional CAE systems are fully automatically performed in a popular engineering workstation environment. This automated simulation system is successfully applied to evaluate an electrostatic micro wobble actuator.