• Title/Summary/Keyword: 보행흥미도

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A Study on the Characteristics of the'Urban Picturesque' in the Experience of an Urban Pedestrian Street - A Case of the Duksugung-gil, Insadong-gil and Myoungdong-gil - (도시 보행자가로의 체험에 있어서 '어번픽춰레스크'적 특성에 관한 연구 - 덕수궁길, 인사동길, 명동길의 사례를 중심으로 -)

  • Kim, Young-Jae;Kim, Han-Bai
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.6
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    • pp.115-125
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    • 2009
  • The Picturesque Style of the $18{\sim}19th$ Century Romantic landscape gardening had features of both irregularity and variety. These features were applied to $19{\sim}20th$ Century urbanism, which was called 'Urban Picturesque'. Preceding research has found that pedestrians take more interest in streets modeled after 'Urban Picturesque' principles mainly focused on physical appearance. further development of this research was undertaken through an experiment focused on pedestrian activity as well as physical factors through a case study of the Duksugung-gil, Insadong-gil and Myoungdong-gil. The results of the research are as follows. Although the physical conditions of the street in Duksugung are fitted more on Urban Picturesque principles than the other two case studies, the degree of pedestrian interest was highest for the street in Insadong due to excellence both in physical appearance and the diversity of cultural activities available in it. In conclusion, it can be said that to achieve the fdl effect of a Picturesque urban scene, a diversity of place-appropriate activities related to socio-cultural programs should be combined with an excellent physical appearance.

The Effects of Rehabilitation Exercise Using a Home Video Game (PS2) on gait Ability of Chronic Stroke Patients (가정용 게임기를 이용한 재활운동이 뇌졸중 장애인의 보행 능력에 미치는 효과)

  • Shin, Won-Seob;Lee, Seong-Won;Lee, Dong-Yeop
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.487-490
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    • 2009
  • 본 연구는 가정용 게임기를 이용한 재활 운동을 적용하여 뇌졸중 장애인의 보행능력에 효과가 있는 가를 알아보고자 하였다. 뇌졸중으로 6개월 이상 장애를 가진 32명이 연구에 참여하였고 게임운동군 16명과 대조군 16명으로 나누었다. 게임운동군은 가정용 게임기(PS2, sony)를 이용하여 1시간씩 주 3회, 6주간 실시하였다. 대조군은 운동의 적용 없이 평상시 생활을 유지하도록 하였다. 운동 전과 후에 보행능력을 측정하여 효과를 비교하였다. 통계처리 방법으로 전 후 차이를 검증하기 위하여 대응표본 t 검정을 실시하였고 대조군과의 차이 검증을 위하여 독립표본 t 검정을 실시하였다. 모든 통계적 유의 수준은 0.05로 하였다. 본 연구의 결과 보행능력에서 10m 보행속도가 유의하게 증가하였고(p<.05), 6분 보행거리도 유의하게 증가하였다(p<.05). 결론적으로 가정용 게임기를 이용한 재활운동이 뇌졸중 장애인의 보행능력에 효과가 있는 것으로 나타났다. 향후 뇌졸중 장애인에게 흥미를 유발하고 기능회복의 효과를 가진 게임형태의 재활운동이 다양하게 개발되어 적용하는 연구가 필요하다고 생각한다.

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Statistical Modeling Methods for Analyzing Human Gait Structure (휴먼 보행 동작 구조 분석을 위한 통계적 모델링 방법)

  • Sin, Bong Kee
    • Smart Media Journal
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    • v.1 no.2
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    • pp.12-22
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    • 2012
  • Today we are witnessing an increasingly widespread use of cameras in our lives for video surveillance, robot vision, and mobile phones. This has led to a renewed interest in computer vision in general and an on-going boom in human activity recognition in particular. Although not particularly fancy per se, human gait is inarguably the most common and frequent action. Early on this decade there has been a passing interest in human gait recognition, but it soon declined before we came up with a systematic analysis and understanding of walking motion. This paper presents a set of DBN-based models for the analysis of human gait in sequence of increasing complexity and modeling power. The discussion centers around HMM-based statistical methods capable of modeling the variability and incompleteness of input video signals. Finally a novel idea of extending the discrete state Markov chain with a continuous density function is proposed in order to better characterize the gait direction. The proposed modeling framework allows us to recognize pedestrian up to 91.67% and to elegantly decode out two independent gait components of direction and posture through a sequence of experiments.

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Effectiveness of Sensory-Feedback Ankle Training on Motor Functions in Hemiparetic Patients (시지각을 이용한 발의 감각되먹임 적용이 편마비 환자의 운동기능에 미치는 영향)

  • Seo, Dong-Kwon;Lee, Dong-Yeop
    • Proceedings of the KAIS Fall Conference
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    • 2010.11b
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    • pp.595-598
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    • 2010
  • 본 연구의 목적은 뇌졸중으로 인한 만성 편마비 환자를 대상으로 발에 시지각 자극을 적용하여 균형과 보행에 관한 운동기능에 미치는 효과를 알아보고자 하였다. 6개월 이상 된 편마비 환자 16명이 연구에 참여하였고, 무작위로 실험군(EG) 10명과 대조군(CG) 10명으로 구분하였다. 두 군 모두 기본적인 물리치료를 적용하였고 실험군은 정적균형도구인 Tetrax Multiple System을 이용하여 발목에 감각되먹임 시지각 자극을 매회 30분, 4주간 주 3회 실시하였다. 운동 중재 전과 후의 운동기능에 해당하는 균형(TUG), 보행(DGI)을 측적하여 본 연구의 효과를 비교하였다. 실험군에서 정적 균형, TUG, 그리고 동적 균형지수(DGI) 지수는 중재 전후 통계적으로 유의한 차이를 나타냈고(p<.05), 실험, 대조군간 전후의 변화율에서도 유의한 차이가 나타났다(p<.05). 대조군에서는 DGI 만 중재 전후 통계적으로 유의한 차이가 나타났다. 순수하게 유산소 운동만을 실시하였다. 통계처리 방법으로 전 후 차이를 검증하기 위하여 대응표본 t 검정을 실시하였고 대조군과의 차이 검증을 위하여 독립표본 t 검정을 실시하였다. 모든 통계적 유의수준은 0.05로 하였다. 본 연구에서는 편마비 환자에게 흥미를 촉진하고 운동 기능 회복의 효과를 강화할 수 있는 감각 되먹임이 동반된 시지각 자극을 적용하여 균형 및 보행기능의 향상을 얻을 수 있었고, 차후 연구는 장기간의 추적 관찰 연구가 지속되어야 하고 발목 뿐만 아니라 다른 관절에서의 비교연구가 필요할 것이다.

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The Effects of Rehabilitation Exercise Using a Home Video Game (PS2) on Gait Ability of Chronic Stroke Patients (가정용 게임기를 이용한 재활운동이 뇌졸중 환자의 보행 능력에 미치는 효과)

  • Shin, Won-Seob;Lee, Dong-Yeop;Lee, Seung-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.1
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    • pp.368-374
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    • 2010
  • The purpose of this study was investigate the effect of rehabilitation exercise using a home video game(PS2, Sony) on gait ability in the chronic stroke patients. The subjects of this study were 32 patients who underwent stroke for more than 6 months and were assigned to a game-based exercise group (n=16) or a control group (n=16). The Game-based exercise group executed a rehabilitation exercise three times a week during 6 weeks, at the rehabilitation unit. The exercise was performed by PS2 for one hour. Control group maintained their usual life without application of exercise. Outcome measures included gait ability. After the completion of the game-based exercise, 10m walking velocity was improved significantly (p<0.05). Six minute walking distance was increased significantly (p<0.05). These results showed that the rehabilitation exercise using a home video game is effective in the improvement of gait ability in chronic stroke patients. This study suggest that interesting, motivating game-based rehabilitation exercise and effective in recovery of function exercise for chronic stroke patients should be necessary to develop and apply.

A comparison and analysis on amounts of physical activity between young children with mental retardation and young children with normal condition using accelerometer (가속도센서를 이용한 정신지체유아와 일반유아의 신체활동량 비교 분석)

  • Hwanag, Sun-Young;Choi, Kyung-Nam
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.6
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    • pp.1869-1873
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    • 2008
  • The purpose of this study is to compare and analyze the amount of physical activity between young children with mental retardation and young children with normal condition using accelerometer. Six children (three children with retardation and other three children with normal condition) were selected as a subject on this research. And measurement of this research was done with the following items;(1)numpeaks accelerometer transverse; PAT, (2) numpeaks accelerometer longitudinal;PAL, (3)heat flux average original rate; HFA, (4) steps per minute(SPM), (5)GSR average. The amount of physical activity for young children with mental retardation shows that they move less that young children with normal condition; young children with mental retardation (PAT-$2.94{\pm}0.60$, PAL-$4.97{\pm}0.650$, young children with normal condition(PAT-$4.50{\pm}0.95$, and PAL-$6.05{\pm}0.87$). This suggests that young children with mental retardation lacks physical ability. And the amount of physical activity for young children with mental retardation was less compared with young children with normal condition. It is concluded that many programs for young children with mental retardation to have more interest and act fast should be introduced and developed in educating young children with mental retardation.

The Character Recognition System of Mobile Camera Based Image (모바일 이미지 기반의 문자인식 시스템)

  • Park, Young-Hyun;Lee, Hyung-Jin;Baek, Joong-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.5
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    • pp.1677-1684
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    • 2010
  • Recently, due to the development of mobile phone and supply of smart phone, many contents have been developed. Especially, since the small-sized cameras are equiped in mobile devices, people are interested in the image based contents development, and it also becomes important part in their practical use. Among them, the character recognition system can be widely used in the applications such as blind people guidance systems, automatic robot navigation systems, automatic video retrieval and indexing systems, automatic text translation systems. Therefore, this paper proposes a system that is able to extract text area from the natural images captured by smart phone camera. The individual characters are recognized and result is output in voice. Text areas are extracted using Adaboost algorithm and individual characters are recognized using error back propagated neural network.

Study on Injury Risk Factors of the Elderly for Safety·Security Design (안전·안심디자인을 위한 고령자의 손상 위험요인에 관한 연구)

  • Kim, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.105-112
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    • 2017
  • This study recognizes it as a social problem that can be prevented by basic research on safety security design for the elderly, and aims to clearly analyze risk factors for injury. For this study, raw data from the 6th Korean National Health and Nutrition Survey were employed and analyzed. Their social characteristics were classified with standards including gender, education, EuroQoL(human locomotion, normal activity and pain uncomfortableness), the quality of life(PHQ-(1)(2)(4)), recognition on stress, activity restriction status and associated causes(bone fracture and joint injury). Their epidemiological traits were chronic diseases, 'diabetes and hip-joint pain', and health-behavioral traits were 'smoking, breakfast frequency and high-level physical activity status.' In conclusion, it can be found that damage risk of elderly rose in case of female, lower education, inconvenience or limitation, pain or discomfort in locomotion and daily activities, higher recognition of stress, lower interest in work, feeling of depression, despair, and weariness, restriction in activity caused by bone fracture and joint injury, having diabetes and hip-joint pain, smoking, low frequency in having breakfast and high-level physical activities. Based on this study, we envision that an effective solution for injury risk factors caused by the organic relation can be reached in the near future.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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