• Title/Summary/Keyword: 바이크

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Research of Upper limb Torque on the Hand Bike by Degree of Seat using Cybex (싸이벡스를 이용한 핸드바이크 시트 각도의 상지 회전력에 관한 연구)

  • Kim, Dong-Ok;You, Yeon-Ho;Rhee, Kun-Min
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.10 no.4
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    • pp.287-294
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    • 2016
  • Based on upper limb torque by different angles of a back, distance between crank axis and chest and angles of hand-grips, this research is to develop variable hand bikes. By doing so, it is to offer guidance for its design. For this research three normal persons took part in the experiment. Results are as follows. First, upper limb torque was found to be the highest at 50 degree of a back and muscle endurance was shown to be the highest at 80 degree of a back. It means that as a back of a chair gets lower the speed and efficiency becomes better, which contradicts the subjective fact that K-type hand bikes would show the highest speed. Second, among types of grips of hand bikes 45 degree ones have been shown to be the ones with the highest torque. This is due to proper distribution of power of joints in arms, elbows, and shoulders. Third, in case of distance of 45cm between crank axis and chest, it has shown the most efficient torque. This is because of the effect of gravity and exhaustion when handling.

Design of Smart Bike Studio for Sportainment (스포테인먼트를 위한 스마트 바이크 스튜디오 설계)

  • Bang, Green;Sung, Bokyung;Ko, Ilju
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.89-102
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    • 2017
  • With the increase in interest in health in the society, a variety of fusion studies have been conducted by ICT to sports. This study develops a smart bicycle that is run only when a rider maintains balance, and proposes an interface of studio space where the smart bicycle can be experienced. The studio consists of interactive smart bike, a geodesic dome for immersion of content for a single person, and virtual reality content that is implemented to enjoy various sceneries in real space. This study contributes to attempts of design and production of studio that is optimized to interactive space of smart bike for single person. This studio has a scalable interface, which can be applicable to various other interactive contents for sportainmnet.

Implementation of Intellectual Smart Sizing and Fitting System for Bike User (바이크 사용자용 지능형 Smart Sizing 및 Fitting 시스템 구현)

  • Yeon, Sang-Ho;Yoon, Dal-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.451-458
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    • 2013
  • In this paper, we have developed an intellectual sizing and fitting system for bike user. In order to prevent the disease, we should adjust the bike's frame and select several components in the body size. Then it propose an extractions algorithm of avatar imagination with the cromakey method and realize the sizing and fitting.

Bicycle Wear Survey Based a Study on the Development of the Commute for Bike Wear Textile Design (바이크복 현황조사를 기반으로 한 출.퇴근용 바이크복 텍스타일 디자인 개발에 관한 연구)

  • Lee, Youn-Soon;Eum, Ji-Eun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.4
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    • pp.179-190
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    • 2012
  • During recent few years, Bike is arising as one of the most important item of sports market. As well as in domestic markets, customers are demanding specific brands only for young aged riders. Therefore, this study researched current bike wears and suggest digital textile printing with sports wear trends which also have safety and visual impact effectiveness, so it can be satisfied as green products and we also try to suggest sports sensitivity of existing cycle wear to city fashion. The purpose of this study is to figure out 20's-30's female biker attitude for bike wear and their purchasing habits and also their preference, digital textile design of city biker wear based on present condition research of riding wear markets and to establish high quality products with occupying high percentage of global markets and making high profits. For this study, bike wear distributors Survey First, foreign companies generally meet evenly sampling the 20s and 30s targeted vendors 10 companies were selected. 'city sporty ware' or 'casual line' dual 'extreme line' from all manufacturers, including, however did not distinguish it from all the vendors. This higher proportion of the recent upsurge in public and non-professional riders, despite the fact that you can see that the lack of 'Extreme line' compared to the 'casual' line of the city sporty ware production. overall seasonal sales in the spring appeared windbreak jacket, leggings and sweat emissions and at the same time built into the fabric dry faster T-shirt and shorts in the summer sales were higher. autumn jacket and produced excellent warm in winter fleece fabric T-shirts, pants, windshield jacket higher sales. showed improvements in design, improved in the order of the highest and perfect for everyday wear for both. As mentioned, we figure out 20's-30's female rider's attitude for riding suit and their purchasing habits and also their preference, so we can develop riding suit design based on their needs and suggest new design patterns.

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Design development of athleisure bike wear to be a casual daily wear (일상복 겸용의 애슬레저 바이크 웨어 디자인 개발 연구)

  • Lee, Dal A;Ahn, In-Sook
    • The Research Journal of the Costume Culture
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    • v.24 no.6
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    • pp.788-802
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    • 2016
  • Sportswear transforms itself into a new fashion item to satisfy desires for beauty in addition to having functionality and movability for sports activities. Sportswear is not in fashion just temporarily but comes in various forms along with sociocultural phenomenon that put emphasis on well-being and leisure. This research aims to study the needs of the bikers who ride bicycles or cycles has become a popular outdoor activity, and give suggestions for high functional sports design that can satisfy the needs of the highly demanding taste of athletes. To understand the design development direction and design preference, practical consumer needs were derived through a survey analysis on bike wear purchasing satisfaction and actual wearing state by bike riders. For consumer needs analysis, focus group interview, in-depth interview and questionnaire method were used. Based on analysis of those researches, athleisure bike wears appropriate for urban sports activities were categorized into sports, life, fitness and leisure 4 styles for athleisure bike wear design development. It is believed that this study will contribute to in the category expansion of sports wear market and satisfy the consumer demands for functional and specialized casual bike wears as well as fashion factors optimized to life style of modern people.

The Analysis of the Health Related Physical Fitness and Mental Health in Individuals with Intellectual Disabilities on Virtual Reality Exercise Program by Game Bike - a pilot study (게임바이크를 이용한 가상현실 운동프로그램 적용이 지적장애인의 건강관련체력과 정신건강에 미치는 영향 - 탐색연구)

  • Lee, Kyung-Hun;Kim, Ju-Yeong;Yoo, Jae-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.119-129
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    • 2020
  • Intellectual disability affects all spheres of the lives of people can be who suffer from it. Unfortunately, modern medicine cannot cure intellectual disability. However, the quality of life improved by means of physical exercise. In this study, we compared the health-related physical fitness, metabolic syndrome index and mental health between a game biking group(5 participants) and a brisk walking group(4 participants). This study used a between-subject design and verified by non-parametric test. The participants performed an exercise program with warm up and resistance training for 12 weeks. A game bike was used for the physically impaired, where the individual looked at a screen and pedaled. The fasters he pedaled the faster the object on the screen movies. We measured health-related physical fitness, metabolic syndrome index and mental health. We also measured their perceived exertion and interest during the exercise by a visual analog scale. The results before and after the exercise program showed that health-related physical fitness, metabolic risk factors, mental health level were improved in both groups. As we hypothesized before the study, the game biking group showed a statistically significantly different level on the Rating of Perceived Exertion than the brisk walking group and a higher level on the Rating of Exercise Interest during the exercise program. Our results lead to a conclusion that an exercise program with the use of a game bike improve motivation for exercise participation in intellectually handicapped participants.

SIMAN 을 사용한 생산시스템의 시뮬레이션(I)

  • 조규갑
    • Journal of the KSME
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    • v.25 no.2
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    • pp.117-121
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    • 1985
  • SIMAN의 주요한 논리적 특성은 시뮬레이션프로그램이 시스템 모델부분과 실험부분의 두가지로 구성이 되어 있으며, 일반적인 시스템의 모델링과 분석뿐만 아니라, 자재운반시스템, 로봇 시스템, 제조 셀(manufacturing cell), 플렉시블 제조시스템(Flexible Manufacturing System, FMS)등의 모델링에 유용한 특성을 가지고 있어서 생산시스템의 시뮬레이션에 아주 적합한 시뮬레이션 언 어이다. 또 SIMAN은 대형. 중형 컴퓨터는 물론, 16비트 바이크로컵퓨터에서도 사용이 가능하 다(5). 이 글에서는 SIMAN 시뮬레이션 언어를 사용한 생산시스템의 시뮬레이션에 대한 개념과 방법을 고찰하고, 생산시스템의 시뮬레이션에 관한 간단한 사례를 고찰하고자 한다.

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Performance Evaluation and Development of Virtual Reality Bike Simulator (가상현실 바이크 시뮬레이터의 개발과 성능평가)

  • Kim, Jong-Yun;Song, Chul-Gyu;Kim, Nam-Gyun
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.51 no.3
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    • pp.112-121
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    • 2002
  • This paper describes a new bike system for the postural balance rehabilitation training. Virtual environment and three dimensional graphic model is designed with CAD tools such as 3D Studio Max and World Up. For the real time bike simulation, the optimized WorldToolKit graphic library is embedded with the dynamic geometry generation method, multi-thread method, and portal generation method. In this experiment, 20 normal adults were tested to investigate the influencing factors of balancing posture. We evaluated the system by measuring the parameters such as path deviation, driving velocity, COP(center for pressure), and average weight shift. Also, we investigated the usefulness of visual feedback information by weight shift. The results showed that continuous visual feedback by weight shift was more effective than no visual feedback in the postural balance control It is concluded this system might be applied to clinical use as a new postural balance training system.