• Title/Summary/Keyword: 미디어 신체

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Immersive Smart Balance Board with Multiple Feedback (다중 피드백을 지원하는 몰입형 스마트 밸런스 보드)

  • Seung-Yong Lee;Seonho Lee;Junesung Park;Min-Chul Shin;Seung-Hyun Yoon
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.171-178
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    • 2024
  • Exercises using a Balance Board (BB) are effective in developing balance, strengthening core muscles, and improving physical fitness and concentration. In particular, the Smart Balance Board (SBB), which integrates with various digital content, provides appropriate feedback compared to traditional balance boards, maximizing the effectiveness of the exercise. However, most systems only offer visual and auditory feedback, failing to evaluate the impact on user engagement, interest, and the accuracy of exercise postures. This study proposes an Immersive Smart Balance Board (I-SBB) that utilizes multiple sensors to enable training with various feedback mechanisms and precise postures. The proposed system, based on Arduino, consists of a gyro sensor for measuring the board's posture, a communication module for wired/wireless communication, an infrared sensor to guide the user's foot placement, and a vibration motor for tactile feedback. The board's posture measurements are smoothly corrected using a Kalman Filter, and the multi-sensor data is processed in real-time using FreeRTOS. The proposed I-SBB is shown to be effective in enhancing user concentration and engagement, as well as generating interest, by integrating with diverse content.

The Y Generation's Decision Factors of Purchasing Jeans in the United States (미국 Y세대의 청바지 구매결정요인에 관한 연구)

  • Hwang, Su-Jeong;Lee, Jin-Hee
    • The Research Journal of the Costume Culture
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    • v.17 no.5
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    • pp.878-885
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    • 2009
  • The Y generation born between 1981 and 1995 is the largest consumer group in the United States. This study is to provide an insight of understanding Y generation's decision factors of purchasing Jeans and the fit issues. This study investigated their purchasing decisions factors, including fit, cost, brand, color, and the media/internet influences. It is revealed that the Y generation might have access to the internet, but they still rely more on their peers and savvy skills to decide what they purchase. They preferred to shop from the land based retail stores rather than the internet. The fit was the most important factor of their purchasing decision, but less concerns of the brand. In this study, 87% of them chose "fit" as the reason to buy a pair of jeans. Fit problems were related to the price category. This study suggests apparel manufacturers should understand Y generation's fit issues in the global market.

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A Qualitative Case Study on Critical Success Factors of Digital Textbook-Based Instruction (디지털교과서 활용수업의 핵심성공요인에 관한 질적 사례연구)

  • Ahn, Soonsun;Leem, Junghoon
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.49-60
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    • 2013
  • The purpose of this study was to analyze inductively Critical Success Factors of Digital Textbook-Based Instruction based on qualitative research. To accomplish the purpose of the study, D elementary school in Incheon, one of digital textbook model schools, was selected as the school for observation. Three fifth graders and their teacher were interviewed and their six lessons were used for analyzing teaching and learning activities in digital textbook-based instruction. The results of the study, 'the use of systematic strategies based on multimedia features', 'information literacy-related questions and answers', 'specific guidance and help', 'the stability of the physical system and equipment', 'active collaborative learning and interaction', 'individual self-directed learning', 'consideration of emotional/physical changes', 'selection and concentration based upon available resources were identified as critical success factors of digital textbook-based instruction.

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A study on the hearing characteristic based equalizer design for the elderly (고령층의 가청주파수 특성을 고려한 이퀄라이저 연구)

  • Lee, Chul-Hee;Hong, Sung-Kyoo
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.779-787
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    • 2018
  • This study delves into how the equalizer can compensate for a sound pressure of lost frequencies. The targeted audiences are senior citizens who have difficulties hearing high-frequency because of a decline of audio frequency. Through investigations, this study confirms that the reason why reduction of high-frequency hearing increases depending on senescence. By considering the features of audio frequency of senior citizens, it also clarifies the necessity of equalizer reflecting features of audio frequency for the senior citizens, which have dramatically increased in Korea. There are application programs having functions, which provide several options of equalizer setup that people can adjust it depending on their own audio frequency. Some of them provide different equalizer setup depending on age. This study, however, reveals that they are not fully enough to compensate for the range of hearing loss of the senior citizens. Therefore, by pointing out limitations of existing functions and suggesting improvements, this study explores the way of improvements that enhance the sound transmissions of digital media contents for senior citizens.

Hand Tracking Based Projection Mapping System and Applications (손 위치 트래킹 기반의 프로젝션 매핑 시스템 및 응용)

  • Lee, Cheongun;Park, Sanghun
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.4
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    • pp.1-9
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    • 2016
  • In this paper we present a projection mapping system onto human's moving hand by a projector as information delivery media and Kinect to recognize hand motion. Most traditional projection mapping techniques project a variety of images onto stationary objects, however, our system provides new user experience by projecting images onto the center of the moving palm. We explain development process of the system, and production of content as applications on our system. We propose hardware organization and development process of open software architecture based on object oriented programming approach. For stable image projection, we describe a device calibration method between the projector and Kinect in three dimensional space, and a denoising technique to minimize artifacts from Kinect coordinates vibration and unstable hand tremor.

Using Skeleton Vector Information and RNN Learning Behavior Recognition Algorithm (스켈레톤 벡터 정보와 RNN 학습을 이용한 행동인식 알고리즘)

  • Kim, Mi-Kyung;Cha, Eui-Young
    • Journal of Broadcast Engineering
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    • v.23 no.5
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    • pp.598-605
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    • 2018
  • Behavior awareness is a technology that recognizes human behavior through data and can be used in applications such as risk behavior through video surveillance systems. Conventional behavior recognition algorithms have been performed using the 2D camera image device or multi-mode sensor or multi-view or 3D equipment. When two-dimensional data was used, the recognition rate was low in the behavior recognition of the three-dimensional space, and other methods were difficult due to the complicated equipment configuration and the expensive additional equipment. In this paper, we propose a method of recognizing human behavior using only CCTV images without additional equipment using only RGB and depth information. First, the skeleton extraction algorithm is applied to extract points of joints and body parts. We apply the equations to transform the vector including the displacement vector and the relational vector, and study the continuous vector data through the RNN model. As a result of applying the learned model to various data sets and confirming the accuracy of the behavior recognition, the performance similar to that of the existing algorithm using the 3D information can be verified only by the 2D information.

Navel Area Detection Based on Body Structure (신체의 구조를 기반으로 하는 배꼽 영역 검출)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.3
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    • pp.2185-2191
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    • 2015
  • With the advance of the environment where we can get various multimedia contents, adult image detection has become an important issue these days. In this paper, we suggest a method of robustly detecting navel areas from input images which can be usefully utilized in adult image detection. The suggested algorithm first extracts face regions and extracts candidate nipple areas using a nipple map. Our method then selects only actual nipple regions by filtering candidate areas with geometrical features and an average nipple filter. Subsequently, the method robustly detects navel areas by using the structural relation with the nipple areas and applying edge and saturation images. Experimental results show that the suggested algorithm can effectively detect navel regions.

A Study on the Planning of a Space for Senior Citizens Using Digital Contents (디지털 콘텐츠를 활용한 노인 공간의 기획에 관한 연구)

  • Kwon, Ji-Hyuk
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.257-267
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    • 2020
  • The objective of this study is to plan a space for senior citizens using digital contents as the measures for securing the cultural diversity by paying attention to culture of senior citizens. For this, this study theoretically examined digital contents as physical/social/psychological aging of senior citizens, space only for senior citizens, and culture of senior citizens. The research method used an in-depth interview. The results of this study are as follows. The senior citizens wanted the new play culture besides cultural programs operated by the existing spaces for senior citizens, and they also showed high preference of digital contents such as personal media and game. Especially, the senior citizens had an expectation that such digital contents would be helpful to smooth communication between family members. Based on such results, this study suggested a digital based culture spaces for senior citizens.

Real-Time Motion Generation Method of Humanoid Robots based on RGB-D Camera for Interactive Performance and Exhibition (인터렉티브 공연·전시를 위한 RGB-D 카메라 기반 휴머노이드 로봇의 실시간 로봇 동작 생성 방법)

  • Seo, Bohyeong;Lee, Duk-Yeon;Choi, Dongwoon;Lee, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.528-536
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    • 2020
  • As humanoid robot technology advances, the use of robots for performance is increasing. As a result, studies are being conducted to increase the scope of use of robots in performances by making them natural like humans. Among them, the use of motion capture technology is often used, and there are environmental inconveniences in preparing for motion capture, such as the need for IMU sensors or markers attached to each part of the body and precise high-performance cameras. In addition, for robots used in performance technology, there is a problem that they have to respond in real time depending on the unexpected situation or the audience's response. To make up for the above mentioned problems, in this paper, we proposed a real-time motion capture system by using a number of RGB-D cameras and creating natural robot motion similar to human motion by using motion-captured data.

Human Factor Research on the Measurement of Subjective Three Dimensional Fatigue (주관적인 3차원 피로감 측정 방법에 대한 휴먼팩터 연구)

  • Li, Hyung-Chul O.
    • Journal of Broadcast Engineering
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    • v.15 no.5
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    • pp.607-616
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    • 2010
  • The methods developed to measure visual fatigue so far are quite few and lack of validity, and more importantly, they do not figure out the complex properties of the visual fatigue. The purpose of the research was to analyze the factors comprising the visual fatigue and to develop the method to measure it validly. The results are summarized as follows. First, we found that the 3D visual fatigue was comprised of four independent factors (visual stress, eye pain, body pain and image blurring factors). Second, we developed 29 items that measure four factors of 3D visual fatigue. Finally, the watching duration and binocular disparities affected the visual fatigue as had been expected. These results imply that the developed method does measure the three dimensional fatigue validly.