38 research outputs found
Development of material removal function in atmospheric pressure plasma jet machining processing
The removal function is one of the key factors in achieving ultra-precision machining results by computer controlled optic surface principle. In the atmospheric pressure plasma jet machining process,the distribution of active radicals on the workpiece surface is one of the major factors that affect the removal function. However, the distribution of jet pressure on the workpiece surface affects the distribution of active radicals. The pressure distribution of the plasma jet effluent on the workpiece surface has been simulated according to jet theory. The spatial density distribution of active radicals is measured with atomic emission spectroscopy. The results show that there is a relationship between the activeradical distribution and the jet pressure distribution. Finally, based onexperimental data, the material removal function model has been developed by curve fitting, and in this model, the reactive gas flux and the distance between the nozzle and the workpiece is defined/calculated/obtained by the parametersof the removal function
Chronic salmon calcitonin exerts an antidepressant effect via modulating the p38 MAPK signaling pathway
Depression is a common recurrent psychiatric disorder with a high lifetime prevalence and suicide rate. At present, although several traditional clinical drugs such as fluoxetine and ketamine, are widely used, medications with a high efficiency and reduced side effects are of urgent need. Our group has recently reported that a single administration of salmon calcitonin (sCT) could ameliorate a depressive-like phenotype via the amylin signaling pathway in a mouse model established by chronic restraint stress (CRS). However, the molecular mechanism underlying the antidepressant effect needs to be addressed. In this study, we investigated the antidepressant potential of sCT applied chronically and its underlying mechanism. In addition, using transcriptomics, we found the MAPK signaling pathway was upregulated in the hippocampus of CRS-treated mice. Further phosphorylation levels of ERK/p38/JNK kinases were also enhanced, and sCT treatment was able only to downregulate the phosphorylation level of p38/JNK, with phosphorylated ERK level unaffected. Finally, we found that the antidepressant effect of sCT was blocked by p38 agonists rather than JNK agonists. These results provide a mechanistic explanation of the antidepressant effect of sCT, suggesting its potential for treating the depressive disorder in the clinic
Interaction proxémique et interface utilisateur transférable : application à la ville intelligente
Ubiquitous computing is gradually coming into reality, people use various digital devices (personal computer, laptop, tablet and smartphone) in order to study, work, entertain and communicate with each other. A city is actually a ubiquitous society, citizens get practical information from digital public displays that are installed everywhere in a city: bus station, railway station, airport or commercial center, etc. It seems that we are closing to the vision of ubiquitous computing, however, it’s still far from the vision what Mark Weiser described: the most profound technologies are those that disappear, they weave themselves into the fabric of everyday life until they are indistinguishable from it. That means in nowadays the widespread digital devices are still not intelligent enough and not well integrated, this issue is especially serious under a context of city than for personal usage condition.Smart city is a modern concept of city that seeks to improve the efficiency and quality of life by the information and communication technologies (ICTs), it as well emphasizes the importance of citizens’ knowledge for the wise management of city. The ICTs of a smart city constructs a large scale ubiquitous system, including traffic control systems, public transportation system, energy control systems, etc. In all the systems, digital public displays are one of the most important viewports that connect citizens with city. However, the public display today is only used as a screen to display information, it’s blind to the presence of users and ambient devices, these result in low efficiency of interactions, and make a city unable to take use of citizen knowledge.In this dissertation, we build an intelligent public display by the theory of proxemic interaction. Proxemic interaction is spatial related interaction patterns inspired by the psychological term: Proxemics, it studies the spatial -related interaction human to device and device to device. A proxemic interactive public display means that it is aware of user’s presence, position, movement, identity and other user related attributes, and takes these attributes as implicit inputs for interactions. Besides, it can sense ambient mobile devices and act as a hub for local deices information flows. Compared with traditional public display, proxemic interactive display can provide specific users with more personal related and instant - need information rather than provide general information to all users. That means to make displays sense users instead of making users explore displays exhaustively. These advantages make a proxemic display more adapt to the prospect of smart city.Our object is to study how to address the challenges of public display in a smart city by proxemic interaction. Towards this object, we study the dimensions of proxemic interaction, and build a prototype of proxemic interactive projected display with Kinect, Leap motion and web camera. This prototype supports implicit and explicit interaction of users to provide more personalized contents to users, as well as natural interactions. Furthermore, we developed a toolkit for data migration between public display and personal mobile devices, so that public display becomes aware of ambient users’ devices, users can download resources from public displays freely, while public displays can be as a terminal to collect knowledge of citizens for smart city.We discuss the potential applications of this prototype under smart city, and build an experimental application of proxemic airport flight information board. Based on this experimental application, we organized a systematic laboratory user study to validate whether proxemic interaction can really improve the performance of public displaysL’informatique ubiquitaire est graduellement devenue une réalité, nous utilisons divers dispositifs pour travailler et s’amuser (l’ordinateur, le portable, le smartphone). Au-delà des dispositifs personnels, les citoyens obtiennent des informations par les écrans publics qui sont présents partout dans les villes: l’abribus, l’aéroport, le centre commercial, etc. Il semble que la vision de l’informatique ubiquitaire est plus proche, cependant, l’avenir décrit par Mark Weiser est encore loin: «les technologies les plus profondes sont celles qui disparaissent». Actuellement les appareils électroniques ne sont pas assez intelligents et bien intégrés dans le contexte d’une ville. La ville intelligente (smart city) est un concept émergent pour construire une ville utilisant les technologies de l’information et de la communication (TIC). Ce concept propose d’améliorer la qualité de la vie et d’augmenter l’efficacité des activités dans une ville par les TIC. Il aussi met l’accent sur les savoir-faire des citoyens pour la construction des villes. La ville intelligente est en effet un système ubiquitaire large qui comprend différent systèmes (le système de gestion trafic, le système de transport public, le système de distribution de l’énergie, etc.). Les écrans publics construisent l’une des plus importants systèmes dans une ville. Cependant, ils ne sont utilisés que pour afficher de l’information, ils sont aveugles aux utilisateurs ainsi qu’à leurs dispositifs personnels. Dans cette thèse, nous proposons de construire des écrans publics intelligents basés sur l’interaction proxémique. L’interaction proxémique est inspirée par le terme venant de la psychologie «Proxémique». La Proxémique désigne les espaces virtuels autour des êtres humains pendant la communication. Les espaces sont différents selon la culture, les lieux où l’interaction se déroule. La Proxémique a été introduite à l’interaction homme machine par S. Greenberg en 2011 et il a créé le terme d’interaction proxémique. L’interaction proxémique étudie l’interaction en fonction de la relation spatiale entre les objets. Un écran proxémique peut connaître la distance, la position, l’identité et le mouvement de l’utilisateur. Ces dimensions proxémiques sont mesurées par l’écran comme les signaux de l’interaction implicite. Par ailleurs, il peut détecter les dispositifs mobiles des utilisateurs: il peut distribuer et échanger de l’information avec les dispositifs de l’environnement. Par rapport à un écran traditionnel, un écran proxémique offre des contenus plus personnalisés et ainsi répond aux besoins immédiats des utilisateurs. Ces avantages permettent à un écran public de bien s’adapter aux exigences de la ville intelligente. Notre objectif est d’étudier la façon de relever les défis d’un écran public dans une ville intelligente par l’interaction proxémique. Pour atteindre cet objectif, nous étudions les dimensions de l’interaction proxémique, et puis nous concevons un prototype d’écran proxémique grâce à différents capteurs: Kinect, Leapmotion et Webcam. Ce prototype supporte l’interaction implicite et explicite des utilisateurs pour fournir un contenu plus personnalisé aux utilisateurs, ainsi que des interactions naturelles. En outre, nous avons développé une boîte à outils pour la migration des données entre l’écran public et les appareils mobiles personnels. Avec cet outil, l’utilisateur peut télécharger des ressources à partir de l’écran, et l’écran deviendra un terminal pour recueillir les connaissances des citoyens pour la ville intelligente. Nous discutons les applications potentielles de ce prototype dans la ville intelligente, et nous proposons une application expérimentale qui est un panneau d’affichage proxémique des vols dans un aéroport. Basé sur cette application, nous avons réalisé des études utilisateurs systématiques dans notre laboratoire pour vérifier si l’interaction proxémique peut vraiment améliorer les performances d’un écran public
Proxemic interaction applied with public screen
International audienceProxemics is the terminology to describe spatial relationship among humans while communicating each other. It’s an interesting topic to apply proxemics theory in the domain of human computer interaction. Unlike human, it’s more difficult for computers to interpret instantly and precisely the user’s nonverbal hint, like body postures, movement, and distance, etc. In this article, we build a model which abstract the proxemic calculation based on single de-tector environment. With this model, we could easily calculate user’s position in front of the detector. And furthermore, we build a preliminary prototype of PI which applied with public screen mounted in the public area of laboratory. It serves as easy access, sharable and open platform for members of lab. We also do an experimental test with questionnaire, as well as user study to assess the usability of prototype
Exploring Initiative Interactions on a Proxemic and Ambient Public Screen
International audiencePublic screens are common in modern society, and provide information services to audiences. However, as more and more screens are installed, it becomes a burden for users to find information concerning themselves quickly. This is because screens cannot understand what users really need, they only display pre-designed information related to a certain location. To ensure better cohabitation between people and screens, one solution is to make screens understand users rather than make users understand screens. Given that it is difficult, even for humans, to interpret other people's intentions, it is far harder for screens to understand users. We need first to decide which kinds of information about users could be helpful for a screen to estimate to users' needs. In this paper, we study a public interactive screen, which can speculate as to users' intentions by interpreting their proxemic attributes (such as dis- tance, movement, etc.) and context information (identity, locations, etc.). Based on proxemic interaction semantics, we built an interactive pub- lic screen, which: 1) could interpret users' needs in advance and display relevant information; 2) be available for multi-users and display distinct information to them; 3) be open for data exchanges with users' mobile devices. Through a lab study, we demonstrate that the screen presented in this paper is more attractive to users and could provide users with useful information more rapidly and precisely than traditional screens
Exploring initiative interactions on a proxemic and ambient public screen
International audiencePublic screens are common in modern society, and provide information services to audiences. However, as more and more screens are installed, it becomes a burden for users to find information concerning themselves quickly. This is because screens cannot understand what users really need, they only display pre-designed information related to a certain location. To ensure better cohabitation between people and screens, one solution is to make screens understand users rather than make users understand screens. Given that it is difficult, even for humans, to interpret other people's intentions, it is far harder for screens to understand users. We need first to decide which kinds of information about users could be helpful for a screen to estimate to users' needs. In this paper, we study a public interactive screen, which can speculate as to users' intentions by interpreting their proxemic attributes (such as dis- tance, movement, etc.) and context information (identity, locations, etc.). Based on proxemic interaction semantics, we built an interactive pub- lic screen, which: 1) could interpret users' needs in advance and display relevant information; 2) be available for multi-users and display distinct information to them; 3) be open for data exchanges with users' mobile devices. Through a lab study, we demonstrate that the screen presented in this paper is more attractive to users and could provide users with useful information more rapidly and precisely than traditional screens
Novel Proxemic Interactive Platform for Sociable Public Zone in Smart City.
International audiencePublic Screens are widely used in modern cities in the fields of public transportation, commerce, education and advertising. They respond to users' inputs passively rather than spontaneously interacting with them. Therefore few screens are sociable. This situation has started to change with the progress of interaction technology. In this paper we present an application independent proxemic platform, which includes a sociable public screen together with a file migration toolkit. The sociable screen displays information according to user's distance, orientation, posture, location and identity. Moreover, via the toolkit we can exchange resources easily and safely between various ambient devices with the screen. The platform works as a public sociable medium connecting citizens and providing new opportunities for them to communicate with each other. We describe the platform application using a bus shelter scenario before demonstrating the usability of our work through user study
Proxemic interaction applied with public screen
International audienceProxemics is the terminology to describe spatial relationship among humans while communicating each other. It’s an interesting topic to apply proxemics theory in the domain of human computer interaction. Unlike human, it’s more difficult for computers to interpret instantly and precisely the user’s nonverbal hint, like body postures, movement, and distance, etc. In this article, we build a model which abstract the proxemic calculation based on single de-tector environment. With this model, we could easily calculate user’s position in front of the detector. And furthermore, we build a preliminary prototype of PI which applied with public screen mounted in the public area of laboratory. It serves as easy access, sharable and open platform for members of lab. We also do an experimental test with questionnaire, as well as user study to assess the usability of prototype