• 제목/요약/키워드: interactive control

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Single-Phase Utility-Interactive Inverter for Residential Fuel Cell Generation System (가정용 연료전지 발전 시스템을 위한 단상 계통연계형 인버터)

  • Jung, Sang-Min;Bae, Young-Sang;Yu, Tae-Sik;Kim, Hyo-Sung;Choi, Se-Wan
    • The Transactions of the Korean Institute of Power Electronics
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    • v.12 no.1
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    • pp.81-88
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    • 2007
  • In this paper, a new single-phase utility-interactive inverter system for residential power generation with fuel cell is proposed. The proposed inverter system is not only capable of working in both stand-alone and grid-connected mode, but also ensures smooth and automatic transfer between the two modes of operation. The proposed control method has little steady-state error and good transient response characteristic. Also, the control method can be implemented using low-cost, fixed point DSP since it has simpler structure, smaller amount of calculation, and smaller number of sensors. The controller for the proposed utility-interactive inverter system is described, and the validity is verified through simulation and experiment.

Effect of Interactive Metronome Training on Postural Control and Hand Writing Performance of Children With Attention Deficit Hyperactivity Disorder (ADHD): Single Subject Research (상호작용식 메트로놈(Interactive Metronome) 훈련이 주의력결핍 과잉행동장애 아동의 자세조절과 글씨쓰기 수행에 미치는 영향: 단일사례연구)

  • Park, Min-Kyoung;Kim, Hee
    • The Journal of Korean Academy of Sensory Integration
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    • v.16 no.1
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    • pp.14-24
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    • 2018
  • Objective : The purpose of this study was to identify the effect of Interactive Metronome (IM) training on postural control and hand writing performance of children with Attention Deficit Hyperactivity Disorder (ADHD). Methods : Participant was a third grade elementary school student diagnosed with ADHD. ABA design was used and a total of 30 sessions were held for 3 sessions every week for a total of 10 weeks. In the intervention period, IM training was conducted for 40~50 minutes before intervention for writing, and the writing task was carried out. We evaluated the handwriting legibility and speed. Before baseline A and within a month after A' phase, Clinical Observation of Motor and Postural Skills (COMPS) was evaluated to examine the changes in postural control of the student. Results : After the IM intervention, the postural control of the student improved in the score of slow movement, finger-nose touching, and asymmetrical tonic neck reflex. The handwriting legibility and speed has also tended to increase during the intervention period, but it has not significantly changed. Conclusion : This study could be used as an evidence that the IM training aimed at postural control and handwriting ability could enhance the ability to improve postural control and thereby provide fundamental knowledge for future studies.

Effects of an Interactive Computer Exercise Programs on Balance Performance in People with Chronic Stroke (컴퓨터 상호작용 운동 프로그램이 만성 뇌졸중 환자의 균형에 미치는 영향)

  • Song, Min-Young;Lee, Tae-Sik;Baek, Il-Hun
    • Journal of the Korean Society of Physical Medicine
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    • v.7 no.1
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    • pp.87-94
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    • 2012
  • Purpose : The purpose of this study was to examine the feasibility and efficiency of balance training program through an interactive video game regimen in people with chronic stroke. Methods : Thirty patients with chronic hemiparetic stroke were recruited. Participants were randomly assigned to either a control group (n=15) or an experimental group (n=15). The control group received the general physical therapy including of strengthening and balance exercise five times a week whereas the experimental group received a program of balance exercise with video game play based on virtual reality as well as the same typical physical therapy. The experimental group received 6 sessions for four weeks. Each session was given 5 minutes. An interactive computer game exercise regimen lasted 30 minutes without rest periods. Outcome measures for weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-standspeed and sit-to-stand-area for the control group (n=15) and experimental group (n=15) before and after treatment were obtained by using the biorescure. Results: Outcomes demonstrated significant improvement in the experimental group compared with the control group in weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-stand-speed. No significant training effect was showed in sit-to-stand-area between pretraining and post-training. Conclusion : An interactive computer game exercise based on task oriented approach for balance in chronic stroke were feasible. In other words, This regimen resulted in a greater improvement in dynamic balance for people with chronic stroke.

Robotics Projects at Pusan National University

  • Kwak, Seung-Chul;Sung, Ji-Hoon;Shim, In-Bo;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.814-819
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    • 2004
  • Soft engineering, based on symbiotic coexistence of human, machines and environment, is a new engineering field to explore the proper technology and the proper way of engineering. To explore soft engineering intents easily, various robot projects at Pusan National University conducted are presented. Thought experiment, interactive e-leaning, rapid prototyping engineering, biomimciry, tangibility, and ubiquity are concepts to be explored. Thought experiments projects are organized and performed, which include robot assembly game, Turing test, and robotics in science fiction. "Junk robot project" and "ubiquitous Pusan National University (u-PNU) project" have been organized. Also, bug robot project, interactive robot project, and interactive emotional robot projects are introduced. Weekly science fiction films are shown and discussed.

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Customer Segmentation for IPTV Based on Competitive Resources under the Competition Environment among Broadcasting Media (방송 매체 간 경쟁 상황에서의 활용 자원에 기반한 IPTV 고객 세분화)

  • Suh, Bo-Mil
    • Journal of Information Technology Applications and Management
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    • v.19 no.2
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    • pp.97-116
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    • 2012
  • Since 2008 when IPTV service entered the broadcasting market, the competition among interactive broadcasting media has been growing more and more fierce. To make a market strategy under the harsh competition, this study tried to make an IPTV customer segmentation based on the characteristics of interactive broadcasting media. From previous literature, this study drew five characteristics of interactive broadcasting media : ease of use, two-way communications, active control, variety of content, and economic efficiency. Two-step clustering based on these characteristics identified four customer segments. There were statistically significant differences in the five characteristics among the customer segments. This study profiled the customer segments and proposed competitive strategies for each customer segment.

Evolution of a Robotic Cane

  • Yoon, Joong-Sun;Kim, Jin-Young
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.5
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    • pp.635-641
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    • 2004
  • A human-friendly interactive system that is based on the harmonious symbiotic coexistence of human and robots is explored. Based on interactive technology paradigm, a robotic cane is proposed for blind or visually impaired travelers to navigate safely and quickly through obstacles and other hazards faced by blind pedestrians. Robotic aids, such as robotic canes, require cooperation between human and robots. Various methods for implementing the appropriate cooperative recognition, planning, and acting, have been investigated. The issues discussed include the interaction of human and robot, design issues of an interactive robotic cane, and behavior arbitration methodologies for navigation planning.

A Study of Line-Interactive UPS with Voltage Compensator (Line-Interactive 전압보상기에 관한 연구)

  • Woo Sung-Min;Kang Dae-Wook;Lee Woo-Cheol;Choi Chang-Ho;Hyun Dong-Seok
    • Proceedings of the KIPE Conference
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    • 2001.07a
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    • pp.487-490
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    • 2001
  • Power Quality and Reliability are becoming important issues for critical and sensitive loads. This paper describes the Line Interactive UPS with the function of Voltage Compensator that is 'Line interactive Dynamic Voltage Restorer(LIDVR). The main purpose of a LIDVR is to compensate for voltage sag(dip), outage and overvoltage. The overall system consists of three controller 1) current controller with prediction 2) voltage controller and 3) proposed variable DC LINK controller. The variable DC LINK control technique using the LIDVR protects DC LINK from overflowing the input current. The simulation results are depicted in this paper to show the effect of this proposed system.

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A Seamless Adaptive Streaming Scheme for Interactive Multimedia Service in HTTP Adaptive Streaming (HTTP 적응적 스트리밍에서 끊김 없는 대화형 멀티미디어 스트리밍을 위한 전송 기법)

  • Kim, Heekwang;Chung, Kwangsue
    • Journal of KIISE
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    • v.44 no.5
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    • pp.545-552
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    • 2017
  • Because of the explosive growth of mobile devices and development of network technologies, HTTP (Hypertext Transfer Protocol) adaptive streaming has become a new trend in video delivery to provide efficient multimedia streaming services. As interest in personalized broadcasting grows, the study of interactive multimedia has been actively pursued. The interactive multimedia service is a method of playing media according to a scenario selected by the user. Providing the interactive multimedia service with the existing HTTP adaptive streaming causes switching delay and buffer underflow according to the point in time when the user selects the scenario while the client streams the interactive multimedia and therefore decreases the user QoE (Quality of Experience). In this paper, we propose an adaptive streaming scheme for interactive multimedia service in HTTP adaptive streaming to provide seamless playback. We design the architecture and prefetching scheme for interactive multimedia streaming.

Interactive Popup Book System Based on User Preference (사용자 선호도 기반 인터랙티브 팝업북 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.469-474
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    • 2008
  • Recently popular media, book, has problems to satisfy a child who wants to be a character in a story, because it just transmits fixed story. Therefore, many people are interested in interactive contents that are changed variously by user's acting in multimedia division. This paper introduces an interactive pop-up book system that can control a story of book by interesting interactivity. This system suggests a special story graph that transforms a linear architecture story to a interactive story by traversing diverse node We focus to make a special pop-up book interface and wind blowing interface for physical environments to have interesting and familiar user interaction, and to conclude by user studies. We also investigated user preference for various interactive story paths, so we can excluded unnecessary stories and surveyed to compare before the excluding and after. Finally, story paths that user prefers are introduced in the Interactive Popup Book System.

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Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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