• Title/Summary/Keyword: menu engineering

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Evaluation on Nutritional Balance of Market-Kimbab and Nutritionally Adjusted Kimbab Menu by the Self-Developed Computer Program (영양평가 전산프로그램을 이용한 시판김밥 및 김밥균형식단의 영양균형성 평가 - 지방산, 아미노산 및 항산화 비타민 균형을 중심으로 -)

  • Lee, Yang-Cha;Kim, Kap-Young;Koh, Kyun;Park, Tae-Sun;Kim, Sook-Young;Oh, Kyung-Won;Kim, Mi-Kyung
    • Journal of the Korean Society of Food Culture
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    • v.15 no.3
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    • pp.163-174
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    • 2000
  • This research was designed to develop a computer program and evaluate the nutritional balances especially the balance of fatty acids, amino acids and antioxidant vitamins for convenience foods. The Korean convenience food, Kimbab purchased from markets was evaluated by using the self-developed computer program. Contents of calories, protein and calcium were lower$(1/3^{\circ}{\neq}1/2)$ than the recommended levels of Korean adult woman, and the carbohydrate/ protein/ fat(CPF) energy ratio was 70: 13: 17. The mean P/ M/ S ratio was 2.2/ 1.4/ 1 and that of ${\omega}6/\;{\omega}3$ fatty acids was 17.9/ 1, which was higher than the desirable ratio of $4{\sim}8/\;1$. Average essential amino acid balance of market-Kimbab samples was within the desirable range even though the absolute amount of protein was lower than the recommended level. Contents of antioxidant vitamins (A, C &E) were lower than recommended levels. Two kinds of nutritionally adjusted Kimbab menu were established by self-developed computer program. Some of major changes was adding food ingredients such as tuna fish and perilla leaf cooked with sesame oil and soybean oil to increase ${\omega}3$ series fatty acids. Some fruits and milk were also added to the menu. The adjusted CPF ratios was 63: 15: 22 and the new values for P/ M/ S and ${\omega}6/\;{\omega}3$ fatty acids ratios were 1.0/ 1.2/ 1/0 and 6.1/ 1 respectively. In sensory evaluation of two kinds of adjusted Kimbab, the taste and overall estimation scores were higher than unadjusted Kimbab. The computer program developed in this study might be used as a tool for the evaluation of nutritional balance of other convenience foods and menu planning.

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Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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A Design and Implementation of Mobile 'Moving Data' Coaching Application for Training in the Athletic Club (운동부의 훈련을 위한 모바일 '움직임 데이터' 코칭 어플리케이션 설계 및 구현)

  • Kim, Se-min;Ryu, Chang-su;You, Kang-soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.8
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    • pp.1511-1516
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    • 2016
  • Sports areas of the Republic of Korea has been strengthened by the sports powers in various phases of the competition. However, not all students can succeed in greatly athlete, was necessary for these measures. This paper presents the design and implementation of mobile applications to athletic coaching leaders to record dynamic data of student athletes. Stocks applicable in this paper is basketball. The development of mobile applications can choose to 'Assist Records' menu and 'Hot & Cold Zone' menu in the Main Page. Athletic director are stored in the photo file after the screen capture to allow the map to be just athletes. To a point that can be expected can be used as the training time and increasing efficiency of the training effect through the mobile application, it will be able to widen the non-coat to improve the performances.

Communication Software Development for a Workstation Controller in a CIM System (자동화 공정내의 워크스테이션 제어기 통신 소프트웨어 개발)

  • Do, Sung-Hee;Park, Gyung-Jin
    • Journal of the Korean Society for Precision Engineering
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    • v.9 no.1
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    • pp.34-43
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    • 1992
  • Computer Intergrated Manufacturing (CIM) is an emerging technology which aims at the total automation of a manufacturing system. Despite the extensive research on CIM in this decade, total automation seems to be far from reality for many reasons. In this study, the problems of implementing a CIM system are analyzed and a solution method is suggested. A set of software has been developed and tested for a workstation cotroller which controls closely integrated equipment in the low level of a flexible manufacturing system. The functions of the programs are communications between machines and computers and control of workstation scheduling. The software group is developed on IBM OS/2 operating system with 'c' language to enhance the portability. The usage of the software is presented to users through the Presentation Manager which is menu handler of OS/2 system. Although the software is developed for limited machine equipment, the scheme can be adopted to various machines due to the generality.

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Understanding of the Shear Bands in Amorphous Metals

  • Park, Eun Soo
    • Applied Microscopy
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    • v.45 no.2
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    • pp.63-73
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    • 2015
  • Shear banding is an evidence of plastic instability that localizes large shear strains in a relatively thin band when a material is plastically deformed. Shear bands have attracted much attention in amorphous metals, because shear bands are the key feature that controls the plastic deformation process. In this article, we review recent advances in understanding of the shear bands in amorphous metals regarding: dislocations versus shear bands, the formation of shear bands, hot versus cold shear bands, and property manipulation by shear band engineering. Although there are many key issues that remain puzzling, the understanding built-up from these approaches will provide a new insight for tailoring shear bands in amorphous metals, which potentially leads to unique property changes as well as improved mechanical properties. Indeed, this effort might open a new era to the future use of amorphous metals as a new menu of engineering materials.

Implementation of a Virtual Training System on Gas Safety

  • Wouseok Jou;Tae-sik Lim;Kyong-sik Kang;Tae-ok Kim
    • Proceedings of the Safety Management and Science Conference
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    • 2000.11a
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    • pp.1-5
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    • 2000
  • With the advent of the internet era, web-based virtual training system is gaining its importance in recent years. Because of the fact that the training can take place in any place and at any time, the virtual system is now replacing many of the conventional off-line classes. Hardware environments such as communication bandwidth and computer performance gets fast enough to accommodate the virtual education. Based on the observations on current virtual training system, this paper proposes three critical design rules required when developing a new virtual training system: i) With conceptual mapping, the menu hierarchy can be organized in a clear-cut manner, ii) Extensive use of multimedia tools can help students keep their attention to the lecture materials, and iii) Provision of interaction mechanisms helps students to gain their identity and motivation.

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A Study on Intelligent HDF Control System based on Personal Computer(I) (PC를 이용한 지능형 HDF 제어시스템에 관한 연구 (I))

  • Lee, Byung-Chae;Jang, Jae-Ho;Lee, Myoung-Ho
    • Proceedings of the KOSOMBE Conference
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    • v.1993 no.05
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    • pp.132-133
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    • 1993
  • This paper describes the first attempt to design of an intelligent HDF control system for acute or chronic renal failure patients. As the fist step to achieve our objective, we have developed a HDF machine control system based on personal computer, which provides convinient operating procedure using menu driven software and also treatment decision aid procedure using patient data retrival system.

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Development of educational software for beam loading analysis using pen-based user interfaces

  • Suh, Yong S.
    • Journal of Computational Design and Engineering
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    • v.1 no.1
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    • pp.67-77
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    • 2014
  • Most engineering software tools use typical menu-based user interfaces, and they may not be suitable for learning tools because the solution processes are hidden and students can only see the results. An educational tool for simple beam analyses is developed using a pen-based user interface with a computer so students can write and sketch by hand. The geometry of beam sections is sketched, and a shape matching technique is used to recognize the sketch. Various beam loads are added by sketching gestures or writing singularity functions. Students sketch the distributions of the loadings by sketching the graphs, and they are automatically checked and the system provides aids in grading the graphs. Students receive interactive graphical feedback for better learning experiences while they are working on solving the problems.

An Efficient Menu Recommendation System with Data Mining on User Preference (사용자 선호도 기반 데이터마이닝을 통한 효율적인 메뉴 추천 시스템)

  • Park, Byeong-Seok;Kang, Seong-Hun;Cho, Hyun-Woo;Jeong, Young-Sik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1549-1552
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    • 2015
  • 최근 스마트폰을 비롯한 스마트 디바이스의 급격한 보급화가 이루어짐에 따라 추천가 시스템과 같은 개인화 서비스에 관한 연구가 활발히 진행되고 있다. 그러나 이러한 서비스는 활용 방안이 광범위함에도 불구하고 마케팅 등의 특정 분야에 한정되어 있거나 저수준의 QoS를 제공하는 정도에 머물러 있어 국내의 추천가 시스템은 아직 도입단계에 불과하다. 추천가 시스템은 추천할 물품과 같은 객체의 기본 및 평가 정보를 텍스트 형태의 메타 정보로 나타낸다. 이러한 메타 정보 기반 필터링에 의해 주변 경로 및 취향이 고려되지 않은 결과를 사용자에게 제공하고 있다. 이에 사용자와 상호작용하여 건강이나 취향, 식사 이력, 통계 등을 고려해 메뉴를 추천해주는 최적화된 알고리즘 연구가 요구된다. 본 논문에서는 최적화된 내용 기반 필터링을 활용해 사용자의 입력 패턴과 취향을 파악하여 메뉴를 추천해주는 시스템인 UBRS을 제안하고자 한다.

An OSD Menu Verification Technique using a FMM Neural Network (FMM 신경망을 이용한 OSD 메뉴 검증기법)

  • Lee Jin-Seok;Park Jung-Min;Kim Ho-Joon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.315-318
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    • 2006
  • 본 논문에서는 TV OSD(On Screen Display) 메뉴 자동검증 시스템에서 문자패턴의 실시간 인식을 위한 방법론을 고찰한다. 이는 일반적인 문자인식 문제와는 달리 시스템 환경에 대한 몇 가지 가정과 제약조건을 고려해야 한다. 예컨대 문제의 특성상 카메라 및 TV 제어 기기부의 동작과 연동하는 작업 스케쥴링 기능과 실시간 분석기능 등의 요건은 시스템개발을 복잡하게 하는 반면, 주어진 OSD 메뉴 데이터로부터 검증과정은 미지 패턴에 대한 인식과정을 단순화하여 일종의 판정(decision) 문제로 고려될 수 있게 한다. 본 연구에서는 인식의 방법론으로서 수정된 구조의 FMM 신경망을 적용한다. 이는 하이퍼박스 기반의 패턴 분류기로서 간결하면서도 강력한 학습기능을 제공한다. 기존의 FMM 모델이 갖는 단점인 학습패턴에서 특징분포와 빈도를 고려하지 못한다는 점을 개선하여, 특징과 하이퍼박스간의 가중치 요소를 고려한 활성화 특성을 정의한다. 또한 실제 데이터를 사용한 실험결과를 통해 제안된 이론의 유용성을 고찰한다.

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