• Title/Summary/Keyword: multiple interactive

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Improvement to Crack Retardation Models Using ″Interactive Zone Concept″

  • Lee, Ouk-Sub;Chen, Zhi-Wei
    • International Journal of Precision Engineering and Manufacturing
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    • v.3 no.4
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    • pp.72-77
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    • 2002
  • The load interaction effect can be best illustrated by the phenomenon of overload retardation. Some prediction methods for retardation are reviewed and the problems discussed in the present paper. The so-called under-load effect much of the retardation disappears if a very low level minimum stress follows the overload, is also of importance for a prediction model to work properly under random load spectrum. The concept of Interactive Zone (IZ) fully considering reversed plasticity during unloading was discussed. This IZ concept can be combined with existing models to derive some improved models that can naturally take account of the under-load effect. Some simulations by IZ improved models for test under complex load sequences including multiple overloads and both over/under loads are compared with test results. It is seen that the improvement by IZ concept greatly enhanced the ability of existing models to accommodate complex load interaction effects.

An Interactive Method for Multicriteria Simulation Optimization with Integer Variables (이산형 다기준 시뮬레이션 최적화를 위한 대화형 방법)

  • Shin, Wan-S.;Kim, Jae-Yong
    • Journal of Korean Institute of Industrial Engineers
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    • v.22 no.4
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    • pp.633-649
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    • 1996
  • An interactive multicriteria method, which is called the Modified Pairwise Comparison Stochastic Cutting Plane (MPCSCP) method, is proposed for determining the best levels of the integer decision variables needed to optimize a stochastic computer simulation with multiple response functions. MPCSCP combines good features from interactive tradeoff cutting plane methods and response surface methodologies. The proposed method uses a simple pairwise man-machine interaction and searches an integer space uniformly by using the experimental design which evaluates the decision space centering around an integer center point. The characteristics of the proposed method are investigated through an extensive computational study. The parameter configurations examined in the study are (1) variability of the sampling errors, (2) the size of experimental design, (3) the relaxation of cutting planes, and (4) the levels of decision maker's inconsistency.

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Design and Development of the Multiple Kinect Sensor-based Exercise Pose Estimation System (다중 키넥트 센서 기반의 운동 자세 추정 시스템 설계 및 구현)

  • Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.3
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    • pp.558-567
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    • 2017
  • In this research, we developed an efficient real-time human exercise pose estimation system using multiple Kinects. The main objective of this system is to measure and recognize the user's posture (such as knee curl or lunge) more accurately by employing Kinects on the front and the sides. Especially it is designed as an extensible and modular method which enables to support various additional postures in the future. This system is configured as multiple clients and the Unity3D server. The client processes Kinect skeleton data and send to the server. The server performs the multiple-Kinect calibration process and then applies the pose estimation algorithm based on the Kinect-based posture recognition model using feature extractions and the weighted averaging of feature values for different Kinects. This paper presents the design and implementation of the human exercise pose estimation system using multiple Kinects and also describes how to build and execute an interactive Unity3D exergame.

Interactive Visualization for Patient-to-Patient Comparison

  • Nguyen, Quang Vinh;Nelmes, Guy;Huang, Mao Lin;Simoff, Simeon;Catchpoole, Daniel
    • Genomics & Informatics
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    • v.12 no.1
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    • pp.21-34
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    • 2014
  • A visual analysis approach and the developed supporting technology provide a comprehensive solution for analyzing large and complex integrated genomic and biomedical data. This paper presents a methodology that is implemented as an interactive visual analysis technology for extracting knowledge from complex genetic and clinical data and then visualizing it in a meaningful and interpretable way. By synergizing the domain knowledge into development and analysis processes, we have developed a comprehensive tool that supports a seamless patient-to-patient analysis, from an overview of the patient population in the similarity space to the detailed views of genes. The system consists of multiple components enabling the complete analysis process, including data mining, interactive visualization, analytical views, and gene comparison. We demonstrate our approach with medical scientists on a case study of childhood cancer patients on how they use the tool to confirm existing hypotheses and to discover new scientific insights.

A Platform Providing Interactive Signage Based on Edge-cloud Cooperation (엣지-클라우드 협업 기반 인터랙티브 사이니지 제공 플랫폼)

  • Moon, Jaewon;Kum, Seungwoo;Lee, Sangwon
    • Journal of Internet Computing and Services
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    • v.20 no.2
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    • pp.39-49
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    • 2019
  • Advances in IoT data analysis technology have made it easier to analyze situation and provide interactive services based on the context. Most of digital signage application have been used to provide information uni-directionally, but in the future it will evolve to provide personalized content according to the individual user situation and responses. However, it is not easy to modify or apply the existing interactive digital signage platforms due to their hardware dependency. The proposed platform is modularized by dividing main functions into two, the cloud and the edge, so that advertisement resources can be easily generated and registered. Thus, interactive advertisement can be rendered in a timely manner based on sensor analysis results. At the edge, personal data can be processed to minimize privacy issues, and real-time IoT sensor data can be analyzed for quick response to the signage player. The cloud is easier to access and manage by multiple users than edge. Therefore, the signage content generation module improves accessibility and flexibility by handling advertisement contents in the cloud so that multiple users can work together on the cloud platform. The proposed platform was developed and simulated in two aspects. First is the provider who provides the signage service, and second is the viewer who uses the content of the signage. Simulation results show that the proposed platform enables providers to quickly construct interactive signage contents and responses appropriately to the context changes in real-time.

Multiple Objective Linear Programming with Minimum Levels and Trade Offs through the Interactive Methods

  • Chun, Man-Sul;Kim, Man-Sik
    • Journal of the military operations research society of Korea
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    • v.13 no.1
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    • pp.116-124
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    • 1987
  • This paper studies to develop the procedure which is combined by the progressive goals and progressive weights generation method. This procedure minimizes the number of questions the decision maker has to make, and also satisfies the generated minimum goal of each objective function. With the procedure developed, we are able to improve the previous multiple objective linear programming techniques in two points.

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User Interactive ROI based Scalable Video Consumption System (사용자의 인터랙션 정보를 반영한 ROI 기반 스케일러블 비디오 소비)

  • Choi, Jeong-Hwa;Bae, Tae-Meon;Ro, Yong-Man
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.1-12
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    • 2007
  • In this paper, we propose a video service system that reflects user interaction in the multimedia contents to increase user satisfaction in the restricted content consumption environment. The proposed system is based on the multiple ROI(Region of Interest) coding in H.264/AVC Scalable Video Coding (SVC). The proposed system provides scalable video quality by adopting SVC. And by bidirectional communication between user and video server, it enables user to select meaningful ROI among multiple ROIs by user interaction. To verify the usefulness of the proposed system, we demonstrate it with a test-bed on which user interactive ROIs are implemented.

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Optimal Detection for NOMA Systems with Correlated Information Sources of Interactive Mobile Users (상호작용 이동통신 사용자의 상관 정보원을 가진 비직교 다중접속 시스템에서의 최적 검출)

  • Chung, Kyu-Hyuk
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.4
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    • pp.651-658
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    • 2020
  • In the fifth generation (5G) mobile networks, the interactive mobile game users have increased tremendously, which induces correlated information sources (CIS). One of the promising 5G technologies is non-orthogonal multiple access (NOMA). In NOMA, the users share the channel resources, so that CIS affect each user's bit-error rate (BER) performance, which is not the case for orthogonal multiple access (OMA). In this paper, we derive the optimal receiver for NOMA with CIS, and then investigate the impact of CIS on each user's BER performance.

A Study on Reducing Duplication Responses of Chatbot Based on Multiple Tables (다중 테이블을 활용한 챗봇의 중복 응답 감소 연구)

  • Gwon, Hyuck-Moo;Seo, Yeong-Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.10
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    • pp.397-404
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    • 2018
  • Various applications are widely developed for smartphones to meet customer's needs. In many companies, messenger's typed interactive systems have been studied for business marketing, advertising and promotion to provide useful services for the customers. Such interactive systems are usually called as "Chatbot". In Chatbot, duplicated responses from Chatbot could occur frequently, and these make one lose interest. In this paper, we define a case that the response of Chatbot is duplicated according to the user's input, and propose a method to reduce duplicated responses of Chatbot. In the proposed method, we try to reduce duplication responses through a new duplication avoidance algorithm by building multiple tables in a database and by making combinations of user's input and its response in each table. In our experiments, the proposed method shows that duplicated responses are reduced by an average of 70%, compared with the existing method.

Design and Implementation of IPTV based interactive public services of Converged Broadcasting and Telecommunications (IPTV기반 방통융합 양방향 공공서비스 설계 및 구현)

  • Park, Joo-Gi;Choi, Eun-Bok
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.489-496
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    • 2010
  • Since the specifications of public services in broadcasting-telecommunication convergence environment are not standardized, the public services should be developed and presented by each IPTV service provider, and therefore it is worried that public organizations and IPTV service providers may invest in the public services redundantly, which are managed inefficiently. To resolve those problem, in this paper, the service and network interfaces among multiple public organizations and multiple IPTV service providers and the interactive VOD-type public service providing system of one source multi-use based on ACAP-J are proposed. The proposed system can be utilized in the standard platform of the evolved new public services. And the used technologies can be utilized as a guide for the development of new services.

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