• Title/Summary/Keyword: interactive control

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Implementation of an Interactive Advertising platform Using the Kinect (Kinect를 이용한 Interactive 광고 플랫폼 구현)

  • Kim, Kyung-hyun;Lee, Ki-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.89-92
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    • 2013
  • South Korea's advertising market in 2012, growing at a standard 10 trillion, but most advertising is in the form of one-way communication by advertisers. In this paper, at the time they are attracting the interest of consumers, more recent placement by Facebook or Youtube propose an advertising platform using the Kinect motion-sensitive controller that can communicate with consumers. In the proposed platform, by the simple enjoyment of the game accept ads without resistance, and can deliver content more effectively than advertising indirectly passing. Had occurred in the existing Windows forms drawing problem was solved by using the XNA game engine using the Facebook API was designed so that it can be integrated with SNS.The scored elements to attract the interest of the users with the introduction of the ranking system and the user's face image to extract added to the story line, and increased immersive.

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Low Flow Analysis of the Nakdong River Basin by SSARR-8 Model (SSARR-8 모형을 이용한 낙동강 수계의 저수유출 해석)

  • Gang, Ju-Hwan;Lee, Gil-Seong;Kim, Nam-Il
    • Journal of Korea Water Resources Association
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    • v.31 no.1
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    • pp.71-84
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    • 1998
  • The SSARR model adopting IS(integrated snowband) watershed model is applied to the Nakdong River basin for low flow analysis. The IS watershed model is added to new version of the SSARR which has functions of simulating evapotranspiration. infiltration and lower zone routing. It provides annual water budget information as an output file and can be operated by interactive mode. Sensitivity analysis for both cases of high and low flows was carried out, which becomes the knowledge base for model calibration. Model verification was performed using the relative errors of high flows and absolute errors of low flows at the control points. Monthly water budget analysis was done by IS watershed model. and it reveals that runoff coefficient is 52.6%

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Projection Facade and Game System for Multi-Audience Participation using Smart Devices (스마트 기기를 활용한 다중 관람자 참여형 프로젝션 파사드 및 게임 시스템)

  • Jang, Seungeun;Tang, Jiamei;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.1-8
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    • 2013
  • As yet the use of 3D projection mapping facade has been limited to advertising and performance in the outside. And interactive elements are lacking. In this paper, propose a interaction system which control of projection mapping facade for multi-audience participation using smart devices. The system can be interaction for the multi-façade. And single or multiple can participate in the game. A user test based on the result confirmed an effectiveness of the proposed method. This research showed a practical method in which interaction of projection facade system can be used to user devices. The results of this study can be used as a base module for projection facade interaction system. In addition, It can be utilized for converged content development such as performances, games, education and various applications services.

Influence of Alcohol and Low Dietary Copper on Copper Utilization of Maternal and Offspring Liver (임신과 수유기간 동안 Alcohol과 저 Copper 식이가 어미와 새끼 쥐 간의 Copper 수준에 미치는 영향)

  • Lee, Jong Ho
    • Journal of Nutrition and Health
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    • v.23 no.6
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    • pp.443-450
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    • 1990
  • Pregnant rats were fed liquid diet to determine the influence of maternal ethanol intake on maternal and pup liver copper when dietary copper was low. The diets, which contained either 0.75(low) or 3.75(control)mg copper/1 with or without 30% of kcal from ethanol, were fed throughout gestation and the first 15 days of lactation. maternal calorie intake and body weight were unaffected by dietary treatment. Ethanol intake depressed maternal liver copper concentration only when diet copper was low(interactive effect P<0.05). Although ethanol intake depressed total pup liver copper concentration regardless of dietary copper level, the interactive effect observed in maternal liver was reflected incopper content of the pup liver metallothionein fraction eluted from a Sephadex G-75 column. The zinc content of metallothionein was inversely related to copper content of metallothionein. Results suggest that pregnancy and lactation is a special period to develop a copper deficiency when low copper intake and ethanol ingestion are combined not only in mothers but also in their offspring.

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Surface analysis of metal clips of ceramic self-ligating brackets

  • Kim, Kyung Sook;Han, Se Jik;Lee, Tae-Hee;Park, Tae-Joon;Choi, Samjin;Kang, Yoon-Goo;Park, Ki-Ho
    • The korean journal of orthodontics
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    • v.49 no.1
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    • pp.12-20
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    • 2019
  • Objective: The aim of this study was to analyze the surface composition, roughness, and relative friction of metal clips from various ceramic self-ligating brackets. Methods: Six kinds of brackets were examined. The control group (mC) consisted of interactive metal self-ligating brackets while the experimental group (CC, EC, MA, QK, and WA) consisted of interactive ceramic self-ligating brackets. Atomic force microscopy-lateral force microscopy and scanning electron microscopy-energy-dispersive X-ray spectroscopy were used to analyze the surface of each bracket clip. Results: All the clips in the experimental groups were coated with rhodium except for the QK clip. The results showed that the QK clip had the lowest average roughness on the outer surface, followed by the MA, EC, WA, and CC clips. However, the CC clip had the lowest average roughness on the inner surface, followed by the QK, WA, MA, and EC clips. The QK clip also had the lowest relative friction on the outer surface, followed by the MA, EC, CC, and WA clips. Likewise, the CC clip had the lowest relative friction on the inner surface, followed by the QK, WA, MA, and EC clips. Conclusions: The surface roughness and relative friction of the rhodium-coated clips were generally higher than those of the uncoated clips.

Interactive ADAS development and verification framework based on 3D car simulator (3D 자동차 시뮬레이터 기반 상호작용형 ADAS 개발 및 검증 프레임워크)

  • Cho, Deun-Sol;Jung, Sei-Youl;Kim, Hyeong-Su;Lee, Seung-gi;Kim, Won-Tae
    • Journal of IKEEE
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    • v.22 no.4
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    • pp.970-977
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    • 2018
  • The autonomous vehicle is based on an advanced driver assistance system (ADAS) consisting of a sensor that collects information about the surrounding environment and a control module that determines the measured data. As interest in autonomous navigation technology grows recently, an easy development framework for ADAS beginners and learners is needed. However, existing development and verification methods are based on high performance vehicle simulator, which has drawbacks such as complexity of verification method and high cost. Also, most of the schemes do not provide the sensing data required by the ADAS directly from the simulator, which limits verification reliability. In this paper, we present an interactive ADAS development and verification framework using a 3D vehicle simulator that overcomes the problems of existing methods. ADAS with image recognition based artificial intelligence was implemented as a virtual sensor in a 3D car simulator, and autonomous driving verification was performed in real scenarios.

A Study on The Youtube-Using Education In the Untact Period -A Focus On The National Makeup Certification (언택트(untact) 시대의 유튜브 활용 교육에 관한 연구 -메이크업 국가자격을 중심으로)

  • Shin, Yu-Jin;Kim, Keum-Ran
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.81-86
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    • 2020
  • This study aimed to speculate on Youtube for national certification education in makeup in the Untact period derived from the pandemic phenomenon such as the COVID 19. For the purpose, this study surveyed perception on Youtube on national certification education, characteristics of the programs, selection standards, continuance and recommendation intention and supplementations. The results are: The perception on Youtube was very positive(75.5%); Among characteristics, the mean value of informativeness was 3.54, that of play speed control as an advantage was 4.07 and that of feedback limit as a disadvantage was 3.64. In respect to selection standards, 44.5% of the subjects selected a program based on professionalism; 82.0% had continuance intention and 82.6% had recommendation intention. As for the needs of supplementation, the mean value of sanitation education was 4.20, that of updated regulations was 4.13 and that of feedback was 4.0. Therefore, it is suggested that if an interactive education system is supplemented in exact information and feedback, Youtube makeup certification programs will be further facilitated as useful education materials for makeup development.

A Comparison of Effects of Playfulness, Emotional Control, Emotional Instability on Young Children's Peer Play Behavior (유아의 놀이성, 정서통제, 정서불안정이 또래놀이행동에 미치는 상대적 영향 비교)

  • Sung, Mi Young
    • Korean Journal of Childcare and Education
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    • v.12 no.1
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    • pp.37-55
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    • 2016
  • The purpose of this study was to analyze the effects of young children's playfulness, emotional control, and emotional instability on their peer play behavior, focusing on age differences. A total of 209 4- and 5-year-old children attending a child care center in South Korea participated in this study. The instruments used in this study were the Playfulness Scale, Emotion Regulation Checklist, and Penn Interactive Peer Play Scale. The collected data were analyzed using a Student's t-test, Pearson's partial correlation, and stepwise regressions with the SPSS software ver. 16.0. The main results of this study are as follows: First, there was a significant age difference in young children's emotional control, emotional instability, playfulness and peer play behavior. Second, the factors of emotional control and playfulness significantly predicted young children's play interaction irrespective of age. Third, the factors of emotional instability and playfulness significantly predicted young children's play disruption and play disconnection. Further, implications for the use of early intervention targeting specific emotional control and emotional instability problems have been discussed.

An Application for Management of National Geodetic Control Points on the Web 2.0 (Web 2.0 기반 국가기준점 어플리케이션 설계)

  • Kim, Tae-Woo;Kim, Jyung-Wuk;Suh, Yong-Cheol
    • Journal of Korea Spatial Information System Society
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    • v.11 no.3
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    • pp.79-84
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    • 2009
  • As a surveying standard of a nation, the Korean geodetic control points such as triangulation points and benchmarks require continuous and effective management toward a spatially enabled society. As the developments of information technologies, use of mobile devices like PDA (personal digital assistant) has been increasing and the Web 2.0 environment became an important part of GIS. In this context, the management systems for national geodetic control points should be upgraded in accordance with the current trend, particularly for more interactive user-interface on the Web 2.0. This paper describes the framework design and prototype implementation of a Web 2.0 GIS application for the management of Korean geodetic control points. Our system enables a real-time update of the control point information and provides aerial photos on vector maps using Ajax(Asynchronous JavaScript and XML) techniques.

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The Intelligent Determination Model of Audience Emotion for Implementing Personalized Exhibition (개인화 전시 서비스 구현을 위한 지능형 관객 감정 판단 모형)

  • Jung, Min-Kyu;Kim, Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.39-57
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    • 2012
  • Recently, due to the introduction of high-tech equipment in interactive exhibits, many people's attention has been concentrated on Interactive exhibits that can double the exhibition effect through the interaction with the audience. In addition, it is also possible to measure a variety of audience reaction in the interactive exhibition. Among various audience reactions, this research uses the change of the facial features that can be collected in an interactive exhibition space. This research develops an artificial neural network-based prediction model to predict the response of the audience by measuring the change of the facial features when the audience is given stimulation from the non-excited state. To present the emotion state of the audience, this research uses a Valence-Arousal model. So, this research suggests an overall framework composed of the following six steps. The first step is a step of collecting data for modeling. The data was collected from people participated in the 2012 Seoul DMC Culture Open, and the collected data was used for the experiments. The second step extracts 64 facial features from the collected data and compensates the facial feature values. The third step generates independent and dependent variables of an artificial neural network model. The fourth step extracts the independent variable that affects the dependent variable using the statistical technique. The fifth step builds an artificial neural network model and performs a learning process using train set and test set. Finally the last sixth step is to validate the prediction performance of artificial neural network model using the validation data set. The proposed model is compared with statistical predictive model to see whether it had better performance or not. As a result, although the data set in this experiment had much noise, the proposed model showed better results when the model was compared with multiple regression analysis model. If the prediction model of audience reaction was used in the real exhibition, it will be able to provide countermeasures and services appropriate to the audience's reaction viewing the exhibits. Specifically, if the arousal of audience about Exhibits is low, Action to increase arousal of the audience will be taken. For instance, we recommend the audience another preferred contents or using a light or sound to focus on these exhibits. In other words, when planning future exhibitions, planning the exhibition to satisfy various audience preferences would be possible. And it is expected to foster a personalized environment to concentrate on the exhibits. But, the proposed model in this research still shows the low prediction accuracy. The cause is in some parts as follows : First, the data covers diverse visitors of real exhibitions, so it was difficult to control the optimized experimental environment. So, the collected data has much noise, and it would results a lower accuracy. In further research, the data collection will be conducted in a more optimized experimental environment. The further research to increase the accuracy of the predictions of the model will be conducted. Second, using changes of facial expression only is thought to be not enough to extract audience emotions. If facial expression is combined with other responses, such as the sound, audience behavior, it would result a better result.