• Title/Summary/Keyword: scenario design

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Usability test of pulling cable exercise machine in the spinal cord injury disabled: Focusing on deriving improvement (척수 손상 장애인 대상 장애인용 풀링 케이블 운동기구의 사용성 평가: 개선점 도출을 중심으로)

  • Sung Shin Kim;Myo Jung Choi;Hyosun Kweon;Kwang Ok An;Young-Hyeon Bae
    • Journal of Korean Physical Therapy Science
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    • v.31 no.1
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    • pp.16-32
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    • 2024
  • Background: Exercise equipments and assistive devices for the disabled are being developed, but improvements for usability are still needed. The purpose of this study was to improve and utilize the developed exercise equipment and assistance devices by conducting usability test for people with spinal cord injury. Design: Cross-sectional Study. Methods: Scenarios and usability indicators were derived by conducting a preliminary usability test, 5 non-disabled men and women aged 19 or older. In the scenario, a total of 9 tasks were sequentially performed, including 2 tasks of entry and exit, 5 tasks of assistance devices and weight stack adjustment, and 2 tasks of pre exercise and exercise. The usability indicators were task success (success or fail), execution time (sec), safety, and convenience. For safety, 7 questions (Likert scale, 1~5 point) related to safety, stability and hazard were derived, and for convenience, the system usability scale (SUS score) was used (range: 0~100, 50 percentile rank is 68 point). Results: As a result of the usability test of people with spinal cord injury, there was a large variation among subjects in the task of adjusting the position of the pulley and support in the execution time (11.64~25.44 seconds), and one person failed to adjust the pulley. The safety level showed a lower score (score = 3 points) than other items in the item of entrapment or skin pressure, and in the case of SUS, the average score was 64.5 points, which was close to the acceptable level. Conclusion: Through the usability test, it was confirmed that exercise equipment for the disabled needs improvement in operability, pinching, and pressure, and that it is necessary to develop an assistive device that provides unrestrained posture information (biofeedback) to maintain correct posture during exercise.

Draft List and Relative Importance of Principal Processes in the Geosphere to be Considered for the Radiological Safety Assessment of the Domestic Geological Disposal Facility through Analyzing FEPs for KBS-3 Type Disposal Repository of High-level Radioactive Waste(HLW) (KBS-3 방식 고준위방폐물 심층처분장 FEP 분석을 통한 국내 사용후핵연료 심층처분시설 방사선학적 안전성 평가용 지권영역 주요 프로세스 항목 및 상대적 중요도 도출)

  • Sukhoon Kim;Donghyun Lee;Dong-Keuk Park
    • Journal of Radiation Industry
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    • v.17 no.1
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    • pp.33-44
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    • 2023
  • The deep geological repository of high-level radioactive waste shall be designed to meet the safety objective set in the form of radiation dose or corresponding risk to protect human and the environment from radiation exposure. Engineering feasibility and conformity with the safety objective of the facility conceptual design can be demonstrated by comparing the assessment result using the computational model for scenario(s) describing the radionuclide release and transport from repository to biosphere system. In this study, as the preliminary study for developing the high-level radioactive waste disposal facility in Korea, we reviewed and analyzed the entire list of FEPs and how to handle each FEP from a general point of view, which are selected for the geosphere region in the radiological safety assessment performed for the license application of the KBS-3 type deep geological repository in Finland and Sweden. In Finland, five FEPs (i.e., stress redistribution, creep, stress redistribution, erosion and sedimentation in fractures, methane hydrate formation, and salt exclusion) were excluded or ignored in the radionuclide release and transport assessment. And, in Sweden, six FEPs (i.e., creep, surface weathering and erosion, erosion/sedimentation in fractures, methane hydrate formation, radiation effects (rock and grout), and earth current) were not considered for all time frames and earthquake out of a total of 25 FEPs for the geosphere. Based on these results, an FEP list (draft) for the geosphere was derived, and the relative importance of each item was evaluated for conducting the radiological safety assessment of the domestic deep geological disposal facility. Since most of information on the disposal facility in Korea has not been determined as of now, it is judged that all FEP items presented in Table 3 should be considered for the radiological safety assessment, and the relative importance derived from this study can be used in determining whether to apply each item in the future.

Optimizing Clustering and Predictive Modelling for 3-D Road Network Analysis Using Explainable AI

  • Rotsnarani Sethy;Soumya Ranjan Mahanta;Mrutyunjaya Panda
    • International Journal of Computer Science & Network Security
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    • v.24 no.9
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    • pp.30-40
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    • 2024
  • Building an accurate 3-D spatial road network model has become an active area of research now-a-days that profess to be a new paradigm in developing Smart roads and intelligent transportation system (ITS) which will help the public and private road impresario for better road mobility and eco-routing so that better road traffic, less carbon emission and road safety may be ensured. Dealing with such a large scale 3-D road network data poses challenges in getting accurate elevation information of a road network to better estimate the CO2 emission and accurate routing for the vehicles in Internet of Vehicle (IoV) scenario. Clustering and regression techniques are found suitable in discovering the missing elevation information in 3-D spatial road network dataset for some points in the road network which is envisaged of helping the public a better eco-routing experience. Further, recently Explainable Artificial Intelligence (xAI) draws attention of the researchers to better interprete, transparent and comprehensible, thus enabling to design efficient choice based models choices depending upon users requirements. The 3-D road network dataset, comprising of spatial attributes (longitude, latitude, altitude) of North Jutland, Denmark, collected from publicly available UCI repositories is preprocessed through feature engineering and scaling to ensure optimal accuracy for clustering and regression tasks. K-Means clustering and regression using Support Vector Machine (SVM) with radial basis function (RBF) kernel are employed for 3-D road network analysis. Silhouette scores and number of clusters are chosen for measuring cluster quality whereas error metric such as MAE ( Mean Absolute Error) and RMSE (Root Mean Square Error) are considered for evaluating the regression method. To have better interpretability of the Clustering and regression models, SHAP (Shapley Additive Explanations), a powerful xAI technique is employed in this research. From extensive experiments , it is observed that SHAP analysis validated the importance of latitude and altitude in predicting longitude, particularly in the four-cluster setup, providing critical insights into model behavior and feature contributions SHAP analysis validated the importance of latitude and altitude in predicting longitude, particularly in the four-cluster setup, providing critical insights into model behavior and feature contributions with an accuracy of 97.22% and strong performance metrics across all classes having MAE of 0.0346, and MSE of 0.0018. On the other hand, the ten-cluster setup, while faster in SHAP analysis, presented challenges in interpretability due to increased clustering complexity. Hence, K-Means clustering with K=4 and SVM hybrid models demonstrated superior performance and interpretability, highlighting the importance of careful cluster selection to balance model complexity and predictive accuracy.

Characteristics Analysis of Traffic Flow in BRT section according to Market Penetration Rates of Autonomous Vehicles (자율주행자동차 혼입률에 따른 BRT 구간 교통류 특성 분석)

  • Do, Myungsik;Chae, Un Hyeok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.44 no.4
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    • pp.531-544
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    • 2024
  • The purpose of this study is to analyze traffic flow characteristics according to the market penetration rate (MPR) of autonomous vehicles (AV) on road sections where bus rapid transit (BRT) is actually operating. Furthermore, the maximum traffic volume was set through estimation of future traffic demand, and traffic flow characteristics were analyzed through traffic simulation for each scenario considering of a combination of BRT introduction and AV's MPR. To test statistical significance, Kruskal-Willis test and Jonckheere-Terpstra test were used to examine the impact of the market penetration rate of Autonomous vehicles on travel time and delay time etc. At the same time, the existence of the order relationship among travel time data according to the market penetration rate of autonomous vehicle was examined. As a result of the analysis, it was founded that the travel time significantly decreased as the MPR of AV increases in both intermittent flow and continuous flow environments. In particular, in the case of continuous flow, the law of increasing returns was satisfied in the effect of increasing travel speed and reducing travel time as the MPR of AV increases. The results of this study are expected to be used as a basic information for design plans for road reconstruction and space utilization after the commercialization of AV in the future.

Experimental Evaluation of Bi-directionally Unbonded Prestressed Concrete Panel Impact-Resistance Behavior under Impact Loading (충돌하중을 받는 이방향 비부착 프리스트레스트 콘크리트 패널부재의 충돌저항성능에 대한 실험적 거동 평가)

  • Yi, Na-Hyun;Lee, Sang-Won;Lee, Seung-Jae;Kim, Jang-Ho Jay
    • Journal of the Korea Concrete Institute
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    • v.25 no.5
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    • pp.485-496
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    • 2013
  • In recent years, frequent terror or military attacks by explosion or impact accidents have occurred. Examplary case of these attacks were World Trade Center collapse and US Department of Defense Pentagon attack on Sept. 11 of 2001. These attacks of the civil infrastructure have induced numerous casualties and property damage, which raised public concerns and anxiety of potential terrorist attacks. However, a existing design procedure for civil infrastructures do not consider a protective design for extreme loading scenario. Also, the extreme loading researches of prestressed concrete (PSC) member, which widely used for nuclear containment vessel, gas tank, bridges, and tunnel, are insufficient due to experimental limitations of loading characteristics. To protect concrete structures against extreme loading such as explosion and impact with high strain rate, understanding of the effect, characteristic, and propagation mechanism of extreme loadings on structures is needed. Therefore, in this paper, to evaluate the impact resistance capacity and its protective performance of bi-directional unbonded prestressed concrete member, impact tests were carried out on $1400mm{\times}1000mm{\times}300mm$ for reinforced concrete (RC), prestressed concrete without rebar (PS), prestressed concrete with rebar (PSR, general PSC) specimens. According to test site conditions, impact tests were performed with 14 kN impactor with drop height of 10 m, 5 m, 4 m for preliminary tests and 3.5 m for main tests. Also, in this study, the procedure, layout, and measurement system of impact tests were established. The impact resistance capacity was measured using crack patterns, damage rates, measuring value such as displacement, acceleration, and residual structural strength. The results can be used as basic research references for related research areas, which include protective design and impact numerical simulation under impact loading.

Psychological Stability Color for The Fire Escape Mobile App (심리적 안정감을 주는 화재 피난 모바일 앱(App) 컬러연구)

  • Lee, Sang ki;Park, Hae Rim
    • Journal of Service Research and Studies
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    • v.12 no.2
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    • pp.106-116
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    • 2022
  • As part of the Fire Evacuation Service scenario using mobile applications, this study aims to find the appropriate colors to be used in the interface of the application and to define and apply colors that can positively and reliably affect human unstable psychology in the course of evacuating the room in case of fire. In the situation of fire, proper design and placement of the colored escape guidance interface is important, taking into account the psychology of the occupants. However, literature and previous research have shown that colors used to induce evacuation are not suitable for effective evacuation in case of fire. In this study, the purpose of the study was to provide a color that would provide psychological stability in the event of a evacuation in consideration of the psychological issues of those who are still in need of shelter, and to use it to help induce an efficient evacuation in the event of a disaster. Using the image evaluation method, the form and color of images have been derived through frequency analysis to a number of unspecified people, and the main and secondary colors of images were analyzed through KSCA color analysis. Finally, the final application color was constructed through mutual verification between the results by comparing and analyzing the colors obtained through the image evaluation analysis results and the KSCA color analysis results. The results of the study showed that the green line can help stabilize the human mind through comparative analysis with prior research. Therefore, the main color for guiding calm and calm applications in case of fire escape is proposed in the green line. In this study, the experiment with image evaluation cannot accurately measure the effect of factors on color among complex factors. A subsequent study of this will help quantify images if it allows the subject matter of color and image to be defined to some extent through factor analysis.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

Smart Electric Mobility Operating System Integrated with Off-Grid Solar Power Plants in Tanzania: Vision and Trial Run (탄자니아의 태양광 발전소와 통합된 전기 모빌리티 운영 시스템 : 비전과 시범운행)

  • Rhee, Hyop-Seung;Im, Hyuck-Soon;Manongi, Frank Andrew;Shin, Young-In;Song, Ho-Won;Jung, Woo-Kyun;Ahn, Sung-Hoon
    • Journal of Appropriate Technology
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    • v.7 no.2
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    • pp.127-135
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    • 2021
  • To respond to the threat of global warming, countries around the world are promoting the spread of renewable energy and reduction of carbon emissions. In accordance with the United Nation's Sustainable Development Goal to combat climate change and its impacts, global automakers are pushing for a full transition to electric vehicles within the next 10 years. Electric vehicles can be a useful means for reducing carbon emissions, but in order to reduce carbon generated in the stage of producing electricity for charging, a power generation system using eco-friendly renewable energy is required. In this study, we propose a smart electric mobility operating system integrated with off-grid solar power plants established in Tanzania, Africa. By applying smart monitoring and communication functions based on Arduino-based computing devices, information such as remaining battery capacity, battery status, location, speed, altitude, and road conditions of an electric vehicle or electric motorcycle is monitored. In addition, we present a scenario that communicates with the surrounding independent solar power plant infrastructure to predict the drivable distance and optimize the charging schedule and route to the destination. The feasibility of the proposed system was verified through test runs of electric motorcycles. In considering local environmental characteristics in Tanzania for the operation of the electric mobility system, factors such as eco-friendliness, economic feasibility, ease of operation, and compatibility should be weighed. The smart electric mobility operating system proposed in this study can be an important basis for implementing the SDGs' climate change response.

Retail Product Development and Brand Management Collaboration between Industry and University Student Teams (산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作))

  • Carroll, Katherine Emma
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.3
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    • pp.239-248
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    • 2010
  • This paper describes a collaborative project between academia and industry which focused on improving the marketing and product development strategies for two private label apparel brands of a large regional department store chain in the southeastern United States. The goal of the project was to revitalize product lines of the two brands by incorporating student ideas for new solutions, thereby giving the students practical experience with a real-life industry situation. There were a number of key players involved in the project. A privately-owned department store chain based in the southeastern United States which was seeking an academic partner had recognized a need to update two existing private label brands. They targeted middle-aged consumers looking for casual, moderately priced merchandise. The company was seeking to change direction with both packaging and presentation, and possibly product design. The branding and product development divisions of the company contacted professors in an academic department of a large southeastern state university. Two of the professors agreed that the task would be a good fit for their classes - one was a junior-level Intermediate Brand Management class; the other was a senior-level Fashion Product Development class. The professors felt that by working collaboratively on the project, students would be exposed to a real world scenario, within the security of an academic learning environment. Collaboration within an interdisciplinary team has the advantage of providing experiences and resources beyond the capabilities of a single student and adds "brainpower" to problem-solving processes (Lowman 2000). This goal of improving the capabilities of students directed the instructors in each class to form interdisciplinary teams between the Branding and Product Development classes. In addition, many universities are employing industry partnerships in research and teaching, where collaboration within temporal (semester) and physical (classroom/lab) constraints help to increase students' knowledge and experience of a real-world situation. At the University of Tennessee, the Center of Industrial Services and UT-Knoxville's College of Engineering worked with a company to develop design improvements in its U.S. operations. In this study, Because should be lower case b with a private label retail brand, Wickett, Gaskill and Damhorst's (1999) revised Retail Apparel Product Development Model was used by the product development and brand management teams. This framework was chosen because it addresses apparel product development from the concept to the retail stage. Two classes were involved in this project: a junior level Brand Management class and a senior level Fashion Product Development class. Seven teams were formed which included four students from Brand Management and two students from Product Development. The classes were taught the same semester, but not at the same time. At the beginning of the semester, each class was introduced to the industry partner and given the problem. Half the teams were assigned to the men's brand and half to the women's brand. The teams were responsible for devising approaches to the problem, formulating a timeline for their work, staying in touch with industry representatives and making sure that each member of the team contributed in a positive way. The objective for the teams was to plan, develop, and present a product line using merchandising processes (following the Wickett, Gaskill and Damhorst model) and develop new branding strategies for the proposed lines. The teams performed trend, color, fabrication and target market research; developed sketches for a line; edited the sketches and presented their line plans; wrote specifications; fitted prototypes on fit models, and developed final production samples for presentation to industry. The branding students developed a SWOT analysis, a Brand Measurement report, a mind-map for the brands and a fully integrated Marketing Report which was presented alongside the ideas for the new lines. In future if the opportunity arises to work in this collaborative way with an existing company who wishes to look both at branding and product development strategies, classes will be scheduled at the same time so that students have more time to meet and discuss timelines and assigned tasks. As it was, student groups had to meet outside of each class time and this proved to be a challenging though not uncommon part of teamwork (Pfaff and Huddleston, 2003). Although the logistics of this exercise were time-consuming to set up and administer, professors felt that the benefits to students were multiple. The most important benefit, according to student feedback from both classes, was the opportunity to work with industry professionals, follow their process, and see the results of their work evaluated by the people who made the decisions at the company level. Faculty members were grateful to have a "real-world" case to work with in the classroom to provide focus. Creative ideas and strategies were traded as plans were made, extending and strengthening the departmental links be tween the branding and product development areas. By working not only with students coming from a different knowledge base, but also having to keep in contact with the industry partner and follow the framework and timeline of industry practice, student teams were challenged to produce excellent and innovative work under new circumstances. Working on the product development and branding for "real-life" brands that are struggling gave students an opportunity to see how closely their coursework ties in with the real-world and how creativity, collaboration and flexibility are necessary components of both the design and business aspects of company operations. Industry personnel were impressed by (a) the level and depth of knowledge and execution in the student projects, and (b) the creativity of new ideas for the brands.