• Title/Summary/Keyword: 미디어 신체

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Effects of Media Involvement, Body Satisfaction and Self-Esteem on the Appearance Management Behavior of Preteen Boys and Girls (남녀 프리틴 세대의 외모관리행동 영향요인 -미디어관여, 신체만족, 자아존중감을 중심으로-)

  • Kim, Analia;Lee, Soo-Gyoung;Koh, Ae-Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.11 s.158
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    • pp.1538-1549
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    • 2006
  • The purpose of this study was 1) to identify gender differences in appearance management behavior and influencing variables(media involvement, body satisfaction and self-esteem), 2) the effects of influencing variables on appearance management behavior, and 3) to analyze the relationships among influencing variables. The data were collected ken 458 fifth and sixth grade girls and boys of five elementary schools ill Seoul, Korea via self-administered questionnaires, and were analyzed by factor analysis, t-test, and multiple regression analysis. The results of this study were as follows: Regarding the gender differences in research variables, preteen girls showed more interest in clothing/hair style management, weight management, TV involvement and celebrity imitation than preteen boys. Girls showed lower level of satisfaction than boys. Multiple regression analyses were conducted to identify the effects of media involvement, body satisfaction and self-esteem on appearance management behavior. For boy group, clothing/hair style interest was influenced by celebrity imitation, and weight management by TV involvement, body satisfaction and school self-esteem, and height management by celebrity management and school self-esteem. For girl group, clothing/hair style management was influenced by celebrity imitation and general self-esteem, and weight management by body satisfaction, general self-esteem, celebrity imitation and TV involvement, and height management by school self-esteem, TV involvement, time spent watching TV and general self-esteem. From the results of analyzing relationships among influencing variables, it was found that media involvement influenced self-esteem; TV involvement and celebrity imitation influenced school self-esteem; body satisfaction had the effect on all three sub dimensions of self-esteem in boy group. For female group, TV involvement had the effect on body satisfaction, and celebrity imitation on general self-esteem, the family self-esteem and school self-esteem, and body satisfaction on all three sub dimensions of self-esteem.

Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device (모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.704-713
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    • 2016
  • Recently, the value and the status of the body that are due to the mobile wearable device have attracted attention globally confusing in media convergence age. The mobile wearable device connect worldwide that are networked to overcome the limitations of space and time, also it provide a great opportunity to be able to us to open a new cultural experience and value to the populace. In this study, spatial information acquired by the virtual reality 360 degrees camera around the Gangnam station. Also, extended spatial experience performed by use of virtual reality headset, smart phone connected to the Youtube platform. Sense of body can also lose its value due to voyeurism, it is facing the transformational period in civilization. In conclusion, through deep research into the intersections of technology and a human being for the future, maintaining the proper balance is the key. Therefore, this study identified the need for interdisciplinary research.

Design and Implementation of U-Health System for Active Oxygen Measurement Data based on Mobile Phone (활성산소 측정 데이터를 위한 모바일 기반의 U헬스 시스템 설계 및 구현)

  • Lee, Chang Moo;Oh, Seung Kyo;Choi, Deok Jai
    • Smart Media Journal
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    • v.1 no.4
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    • pp.52-58
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    • 2012
  • In recent years the combination of IT and BT for U-Healthcare Medical Services has attracted popular attention as an alternative for solving health problems due to aging issue. Active oxygen as free radicals causes unstable state of the body resulting to other disease on which approximate 90% of the diseases are associated with active oxygen. The severity is even higher along with increasing age. Therefore, there is a need for systematic management of active oxygen saturation for the elderly and chronic patients. In this paper, the data about active oxygen measurements from the body measurement is sent to the data storage of medical facilities by the service provider. Medical information is measured by devices provided complying with the standard, support and information using Bluetooth communication. Users can check their health status themselves using the proposed system through 3G/4G mobile devices like smart phone to medical institutions in which the smart phone act as a gateway for medical data transferred from patient to medical institutions and vice versa. Users can get and experience a diagnosis and effective U-Environmental Health Services from Medical institutions anywhere using the proposed built system.

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FBX Format Animation Generation System Combined with Joint Estimation Network using RGB Images (RGB 이미지를 이용한 관절 추정 네트워크와 결합된 FBX 형식 애니메이션 생성 시스템)

  • Lee, Yujin;Kim, Sangjoon;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.519-532
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    • 2021
  • Recently, in various fields such as games, movies, and animation, content that uses motion capture to build body models and create characters to express in 3D space is increasing. Studies are underway to generate animations using RGB-D cameras to compensate for problems such as the cost of cinematography in how to place joints by attaching markers, but the problem of pose estimation accuracy or equipment cost still exists. Therefore, in this paper, we propose a system that inputs RGB images into a joint estimation network and converts the results into 3D data to create FBX format animations in order to reduce the equipment cost required for animation creation and increase joint estimation accuracy. First, the two-dimensional joint is estimated for the RGB image, and the three-dimensional coordinates of the joint are estimated using this value. The result is converted to a quaternion, rotated, and an animation in FBX format is created. To measure the accuracy of the proposed method, the system operation was verified by comparing the error between the animation generated based on the 3D position of the marker by attaching a marker to the body and the animation generated by the proposed system.

A study on Yang Shi Tai Chi Chuan in Bartenieff Fundamentals Perspectives (바티니에프 기본원리를 통해 본 양식 태극권에 관한 연구)

  • Wang, Zhiquan
    • Trans-
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    • v.8
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    • pp.95-127
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    • 2020
  • This research is based on using Bartenieff Fundamentals to analyze the fundamentals of Tai Chi Chuan's movements in order to develop the methods of relaxation from Tai Chi Chuan's principle movement movements It also shows that the two techniques have commonalities in many ways. First of all, taking a philosophical approach on the body movements of Tai Chi Chuan and Bartenieff, for both methods the ultimate goal is the integration of mind and body. In other words, there is a thread of connection between the East's body and mind monism and the west's Body Awareness. Secondly, looking at it from a Breath Support standpoint as used in the Bartenieff method, the two methods both use the breathing to naturally move the body and relax the body. In Tai Chi Chuan the Breath is the basis of life and the strength of the Body. So the breathing of Tai Chi chuan is what makes body and mind communicate, harmonize and integrate. In other words, Breathing in Tai Chi is realized through mental fusion and affects the movements. This is the same as the Breath Support of Bartenieff. It is said that in every aspect the Breath Support of Bartenieff influences the movement and changes both the inner and outer form of the body. Thirdly, looking at the Core Support used in the Bartenieff method, both methods emphasize core. At the same time of moving and being conscious of one's core, the usage of muscles can be deeper rather than superficial and this enables strong and flexible movement. In Tai Chi Chuan abdominal muscles used when one coughs are consciously engaged through abdominal breathing and so strength is collected in the core. When one exercises like that the core becomes more stable and breathing becomes more smooth. Fourthly, analyzing the Rotary Factor used in the Bartenieff Fundamentals, they both use rotary movement to reach the goal of physical relaxation. The rotation factor of Bartenieff allows movement to be easier and more free because of the characteristic of joint exercise where the center axis moved in three dimensions, this is the same in Tai Chi chuan. According to Tai Chi chuan's circle and Spiral Movements, it can achieve the relaxation through switching into a seamless flow and access space as much as possible. Finally, when looking at Developmental Patterning through Bonnie Bainbridge Cohen's Body-Mind Centering Work theory, presented from Bartenieff developmental model are similar with the developmental process of Tai Chi chuan Breath, Core-Distal Connectivity/Navel Radiation, Head-Tail Connectivity/Spinal Movement, Upper-Lower Connectivity/Homologous, Body-Half Connectivity/Homo-Lateral Connectivity, Cross-Lateral Connectivity/Contra-Lateral Connectivity. They are all similar. In other words, in Tai Chi Chuan energy is gathered in the core through breathing, upper and lower body are connected through the spine, not only homo-laterally but also cross-laterally. Through this study the expression of the dance movements can be more natural. Additionally based on the Body Awareness balance usage of the central axis, joints and body can develop the relax technique.

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Analysis of the Contents of Anti-Smoking Advertisement (금연공익광고의 메시지 유형 분석)

  • Soh, Hyeonjin
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.89-94
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    • 2018
  • The study analyzed the characteristics of anti-smoking advertisements in Korea and examined if these characteristics were appropriate in terms of their effects. 68 TV anti-smoking ads were content-analyzed, focusing on ad appeal, message frame, message orientation, communication goal, and ad type. According to research, TV anti-smoking ads in Korea used messages that had the following characteristics: First, physical type messages that emphasize the effects of smoking on health, second negative frame messages that show negative consequences of smoking, third self-oriented messages that emphasize the consequences of smoking on oneself, fourth messages that intend to change attitude toward the smoking, and fifth storytelling techniques. Based on the results of previous ansi-smoking ad effect research, practical implications were discussed to enhance the effectiveness of the nation's anti-smoking advertisements.

Golf Swing Classification Using Fuzzy System (퍼지 시스템을 이용한 골프 스윙 분류)

  • Park, Junwook;Kwak, Sooyeong
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.380-392
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    • 2013
  • A method to classify a golf swing motion into 7 sections using a Kinect sensor and a fuzzy system is proposed. The inputs to the fuzzy logic are the positions of golf club and its head, which are extracted from the information of golfer's joint position and color information obtained by a Kinect sensor. The proposed method consists of three modules: one for extracting the joint's information, another for detecting and tracking of a golf club, and the other for classifying golf swing motions. The first module extracts the hand's position among the joint information provided by a Kinect sensor. The second module detects the golf club as well as its head with the Hough line transform based on the hand's coordinate. Using a fuzzy logic as a classification engine reduces recognition errors and, consequently, improves the performance of robust classification. From the experiments of real-time video clips, the proposed method shows the reliability of classification by 85.2%.

Design and Implementation of a Distribute Multimedia System (분산 멀티미디어 스트리밍 시스템 설계 및 구현)

  • Kim, Sang-Kuk;Shin, Hwa-Jong;Kim, Se-Young;Shin, Dong-Kyoo;Shin, Dong-Il
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10a
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    • pp.677-680
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    • 2000
  • 웹이 등장하면서 지금까지 인터넷 상에서 텍스트와 이미지를 이용하여 정보를 표현하고 전달하는 방법이 가장 많이 사용되어왔다. 그러나 웹 관련 기술의 비약적인 발달과 네트워크 속도의 증가 및 인터넷의 급속한 보급으로 단순한 텍스트와 이미지 중심의 HTML 문서를 이용한 정보의 전달이 아닌 멀티미디어 데이터를 이용한 정보의 표현과 전달이 점차 증대되고 있다. 이에 따라 멀티미디어 데이터를 전송하기 위한 스트리밍 프로토콜도 등장하였다. 최근에는 컴퓨터의 성능 증가 및 네트워크 속도의 증가(초고속 통신 서비스의 보급)에 의해 멀티미디어 데이터의 전송이 가능하게됨으로써 기존의 공중파나 CATV 방송국의 형태 지니고 인터넷 상에서 실시간 생방송 서비스와 VOD(Video On Demand) 서비스를 제공하는 인터넷 방송국이 급속하게 생겨나고 있다.[11] 인터넷 방송은 동영상과 오디오의 실시간 전달을 가능하게 하는 멀티미디어 스트리밍 기술과 멀티미디어를 실시간으로 전송할 수 있는 실시간 전송 프로토콜을 기반으로 발전하고 있다. 인터넷 상에서 멀티미디어 스트리밍 서비스를 하는 대부분의 인터넷 방송은 스트리밍 서버로서 RealNetworks사의 RealSystem과 Microsoft사의 WMT(Windows Media Technologies)를 사용하고 있다. 본 논문은 Real Server와 WMT의 비교 분석을 통해 실시간 전송 프로토콜을 지원하고, 멀티미디어 스트리밍 기술을 지원하는 자바를 기반으로 한 분산 서버 구조의 스트리밍 서버, 서버간의 부하를 제어하는 미들웨어, 멀티미디어 스트림을 재생할 수 있는 클라이언트를 설계하고 구현한다. 방법에 대해서 자세히 살펴보고 실제 SQL Server 7.0 환경에서 구축된 공간 엔진 및 OLE DB 제공자 컴포넌트의 구현 예에 대하여 살펴볼 것이다. 혈액내방사선 조사량이 안전용량 범위(200rad)에 속하며 48시간 후 체내잔류량은 서양인과 큰 차이가 없었다.비출현의 소견을 보이는 악성종양 환자의 골 신티그람 53개중 44개 (83.0%)에서 척추 및 늑골에 미만성, 또는 다발성 침습이 관찰되었다. 또 골전이 부위를 두개골, 척추, 견대부, 늑골, 골반, 사지의 근위부 장골의 6개 부위로 나누어 분석할 경우 49개(92.5%)에서 3부위 이상에 전이가 발견되었고, 35개(66.0%)에서 4부위 이상에 전이가 발견되었으며, 5부위 이상, 6개 부위에 모두 전이가 발견된 것은 각각 20개 (37 7%), 11개(20.8%)이었다. 이상의 성적으로 보아 악성종양 환자의 골 신피그라피에서 신장 영상의 비출현은 종양의 광범위한 골전이를 간접적으로 시사하는 소견으로 생각된다. 여러 악성종양중 전립선암에서 신장 영상 비출현의 빈도가 가장 높았으며, 특히 위암에서 골전이 및 신장 영상 비출현의 빈도가 높음은 주목할 만한 것이라 하겠다.출한 결과 인,규소 증가와 자가영양성 미소플랑크톤(ANP)증가에 미치는 요인이 해안과 외해에서 동일하게 가장 큰 설명력을 보였다. N:P 비도 해안에서 36.4, 외해에서 32.6을 보이고 있어 인이 상당히 부족한 것으로 나타났다. 따라서 조사해역은 인이 식물플랑크톤 성장에 중요한 제한요인으로 작용하고 있다고 판단된다.의 회전. 전위력의 강도, 적용시점, 그리고 키, 체중등의 신체적 요인 등이 있으나 능숙한 기계사

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The Influence of Digital Animation on the choreography of K-pop idol (K-pop아이돌 무대 퍼포먼스 디자인에 반영된 디지털 애니메이션의 영향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.34
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    • pp.129-165
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    • 2014
  • K-pop performances are in the center of the contemporary popular arts and cultural industry, and implicitly reveal the way that our society views the body and the time-space. This paper explores the motif of automaton in the K-pop idol group ShiNee's stage performance of 'Everybody' and the song's music video. At the same time, the paper relates the motif with the automaton of the digital era-that is, the sense of time-space in digital animations. The motif of the automaton has its origins in the mythical forms related to the animation, and is related to the human desire to create humanlike forms. Also, this motif is closely linked to the aesthetical meaning of the animation, being played in different variations since the beginning of the animation. This paper explores the tradition of automaton motif in culture and the arts, and look into the cases in which the history of the relationship between the media and body performance harboring the automaton motif has been displayed in 19th century ballet or modern body expressional arts. In addition, this paper will compare and analyze representative contemporary works that reveal digital viewpoint and the choreography of 'Everybody', and compare other works that stand in similar aesthetic tradition, investigating the influence of digital animation reflected in the K-pop idol and its aesthetic and social undertones.

User Detection and Main Body Parts Estimation using Inaccurate Depth Information and 2D Motion Information (정밀하지 않은 깊이정보와 2D움직임 정보를 이용한 사용자 검출과 주요 신체부위 추정)

  • Lee, Jae-Won;Hong, Sung-Hoon
    • Journal of Broadcast Engineering
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    • v.17 no.4
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    • pp.611-624
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    • 2012
  • 'Gesture' is the most intuitive means of communication except the voice. Therefore, there are many researches for method that controls computer using gesture input to replace the keyboard or mouse. In these researches, the method of user detection and main body parts estimation is one of the very important process. in this paper, we propose user objects detection and main body parts estimation method on inaccurate depth information for pose estimation. we present user detection method using 2D and 3D depth information, so this method robust to changes in lighting and noise and 2D signal processing 1D signals, so mainly suitable for real-time and using the previous object information, so more accurate and robust. Also, we present main body parts estimation method using 2D contour information, 3D depth information, and tracking. The result of an experiment, proposed user detection method is more robust than only using 2D information method and exactly detect object on inaccurate depth information. Also, proposed main body parts estimation method overcome the disadvantage that can't detect main body parts in occlusion area only using 2D contour information and sensitive to changes in illumination or environment using color information.