• Title/Summary/Keyword: 상호신체성

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The Study on well-aging using digital fitness technology (디지털피트니스 기술을 활용한 웰에이징에 관한 연구)

  • Seungae Kang
    • Convergence Security Journal
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    • v.24 no.3
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    • pp.231-237
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    • 2024
  • The rapid aging of the global population poses significant challenges to public health systems, as it often correlates with various physical, cognitive, and social declines among the elderly. Traditional approaches to promoting healthy aging emphasize the importance of physical activity, mental engagement, and social connectivity. However, factors such as mobility issues and resource constraints can limit the accessibility and effectiveness of these approaches. Digital fitness technologies, including wearable devices, mobile applications, virtual reality platforms, and AI-based feedback systems, present innovative solutions with the potential to enhance the physical, cognitive, and social well-being of older adults. This study analyzes the latest trends in digital fitness technologies and proposes strategies for effective utilization in promoting well-aging. Specifically, it addresses the need for improved technology accessibility through affordable devices and user-friendly interfaces, the development of personalized fitness programs, strategies to enhance ongoing participation such as social interaction and gamification, and solutions for data protection and ethical issues. Effective implementation of these strategies is expected to significantly improve the health and well-being of older adults. Future research and policy development should incorporate these elements to maximize the impact of digital fitness technologies and enhance the overall quality of life for the elderly.

Implementation of the BCG Signal Processing Method Using Template Matching (템플릿 매칭을 이용한 심탄도 신호처리 기법 구현)

  • Noh, Yun-Hong;Jeong, Do-Un
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.235-239
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    • 2008
  • 일상생활 중 지속적인 심장의 활동상태 모니터링을 통해 건강관리 및 응급상황에 대처하기 위한 많은 관련 연구들이 수행되고 있다. 심전도신호를 모니터링하기 위해서는 필수적으로 전극을 신체에 부착해야만 하며 피검자로 하여금 불편함을 초래한다. 본 연구에서는 가정 또는 사무실에서 무구속(non- restrained)적인 방법으로 심장의 활동상태를 모니터링하기 위하여 심탄도(ballistocardiogram, BCG)를 계측하고자 하였다. 심탄도는 심장의 수축과 이완에 따라 심장과 혈관에서의 혈류변화에 따른 탄도를 계측한 신호를 의미하며, 심탄도를 계측하기 위하여 로드셀을 이용한 의자형 무구속 심탄도 측정시스템을 구현하였다. 그리고 심탄도 신호로부터 건강정보의 추출을 위해 웨이브렛 변환과 템플릿 매칭(template maching)기법을 이용한 신호처리기법을 제안하였다. 구현된 시스템 및 신호처리기법의 타당성을 검토하기 위해 심전도와 동시에 심탄도를 측정하였으며, 상호 비교를 통해 심탄도 계측시스템의 유용성을 평가하였다.

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Real-time Motion Generation of Virtual Character using the Stereo Images (스테레오 영상을 이용한 가상 캐릭터의 실시간 동작 생성)

  • Lee, Ran-Hee;Kim, Sung-En;Park, Chang-Jun;Lee, In-Ho
    • Annual Conference of KIPS
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    • 2002.11a
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    • pp.31-34
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    • 2002
  • 본 논문에서는 2 대의 카메라로부터 입력된 스테레오 영상을 이용하여 가상캐릭터의 동작을 실시간으로 생성하는 방법에 대해 기술한다. 이 시스템은 동작자의 움직임을 캡쳐하기 위해 동작자의 좌, 우 전방에 동기화된 2 대의 컬러 CCD 카메라를 위치시킨다. 카메라로부터 입력된 스테레오 영상을 분석하여 신체의 중심이 되는 루트와 머리, 손, 발과 같은 end-effector의 2차원 특징점을 추출하고, 추출된 특징점들은 카메라의 사영행렬과 추적 알고리즘을 통해 3차원 위치를 생성한다. 생성된 루트와 end-effector 의 3 차원 위치정보는 노이즈 제거를 위한 필터링을 거친 후 역운동학 알고리듬에 적용하고, 인체 관절의 해부학적인 제약조건과 관절간의 상호 연관성 및 전 후 프레임간의 부드러운 연결 동작 생성을 고려하여 중간관절의 위치를 정밀하게 계산한다. 중간관절의 위치를 생성하므로 서 임의 동작자의 움직임에 대한 모든 관절의 정보를 획득할 수 있으며, 획득된 동작 데이터를 가상 캐릭터에 적용하므로 서 캐릭터의 움직임을 실시간으로 생성할 수 있다.

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Design of an Embedded Integrated Model for Human-Vehicle Interaction (인간-차량 상호작용을 위한 임베디드 기반 통합 모델 설계)

  • Park, Seung Hyeon;Yang, Ji Hyun
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.1794-1795
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    • 2015
  • 현재의 자동차는 운전자에게 안정성과 편의성을 제공하기 위해서, 자동차 중심의 인터페이스를 넘어 인간 중심의 인간-차량 인터페이스로 발전함에 따라서 차량의 전체 시스템 설계에 영향을 미치는 새로운 양방향 인터페이스를 필요로 하고 있다. 운전자가 운전함에 있어 사용하고 있는 운전자의 음성, 신체 동작, 생체 신호와 차량의 주행 상태에 대한 종합적이고 체계적으로 관리가 기반이 되는 통합 모델을 통해서 지능화, 복합 체계화된 지능형 자동차를 효율적으로 구현할 수 있는 인간-차량 인터페이스를 제공할 것으로 기대된다.

Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.45-52
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    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

Effects of Gaussian Magnetic Therapy on Body Temperature in Elderly Women with Delayed Onset Muscle Soreness (노년기 지연성 근육통증에 대한 가우스 자기장 치료가 신체 체열 변화에 미치는 영향)

  • Shin, Won
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.538-545
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    • 2019
  • The purpose of this study was to analyze the change of body temperature and pain by application of Gaussian magnetic for the elderly delayed muscle pain. For the purpose, we selected 15 elderly women(age;$69.47{\pm}1.60$) and conducted repeated experiments. The Gaussian magnetic field area was divided into three areas (1000G, 1500G, 2000G). The applying arbitrarily manufactured magnetic field wristbands changes of body heat and pain before and after wearing Gaussian magnetic were measured and collected data were analyzed using SPSS 19.0. To examine the pre-and post-treatment differences by treatment areas, we conducted paired t-test. Group differences and interaction effects were analyzed using two-way ANOVA and Duncan post hoc tests. The significance level was set to ${\alpha}=.05$. The results are as follows. The change of body heat by the Gaussian magnetic field area showed significant differences in all three groups(P<.05). There were also significant differences in the results of group interactions and in the delayed muscle pain scale between groups(P<.05). The area with the largest difference appeared in the area of 1500G field. The 1000G-1500G Gauss field is considered to be the most ideal magnetic field for body heat and muscle pain changes. In conclusion, the Gaussian magnetic field of 1000G-1500G may affect body temperature and muscle pain in the elderly, and may have a significant impact on the quality of life in old age.

The Influence of Musical Activities on Social and Emotional Behavior of Infants (음악활동이 영아의 사회·정서적 행동에 미치는 영향 - 만 2세(25-36개월) 영아를 중심으로)

  • Nam, Ok Seon
    • Journal of Music and Human Behavior
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    • v.4 no.2
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    • pp.18-40
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    • 2007
  • The purpose of this study was to verify the influence of musical activities on social and emotional behavior of infants, through providing musical activities to the infants who were cared in a nursery and observing the interactions between peer group, or a therapist and an infant derived during them. The subject is 24 infants who are under 2 years of age(25~36months) at two nurseries located in Bundang area, and 13 infants among them are randomly assigned as study group and 11 infants as control group. Pretest and posttest about social and emotional behavior are performed, and ITSEA developed by Brggs-Gowan and Carter(2001) and amended by Shin Ji Yeon(2004) was used as an evaluation tool. Infants' changes of interaction behaviors during musical play were also analyzed quantitatively and qualitatively, and for the analysis, infant's social play behavior examination tool developed by Holloway and Reichhart-Erickson(1988) was adopted. Based on time sampling method, each item of this tool was evaluated. Each session was performed for 15 minutes, and 60 times of analysis about interactions per session was conducted at every 15 seconds. The analysis result was showed with a table and a graph, and described qualitatively about behavior changes. When compared social and emotional positive behavior average figures and negative behavior average figures between study group and control group, this study showed that the positive behavior figure of study group was increased and the negative behavior figure was decreased. While concentration and empathy among positive behaviors increased meaningfully, aggression, defiance, separation anxiety and rejection to new things among negative activities also decreased meaningfully. The conclusion of this study is as follows. First, interactions with peers or a therapist based on music and musical experience make an effect on strengthening positive behavior among social and emotional behavior and decreasing negative behavior. Second, music has influence on negative behaviors more than positive behaviors of an infant, and produces a good effect on sub behaviors of negative behaviors specially.

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Exploring Strategy of Health Contents for Smart Media : Utilizing Information and Data (스마트 미디어 환경에 적합한 헬스 콘텐츠 전략 탐색 : 정보와 데이터 활용을 중심으로)

  • Yoon, Hongsuk;Shin, Dong-Hee
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.85-96
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    • 2015
  • With the emergence of smart media and devices which are able to continuous data monitor, the usage patterns of access and acquire health information are changed. Health contents should be provided to promote intrinsic motivation considering the way of cognizing and processing data in human information interaction. For this, planning for prevention centered health contents is required to utilize personal information and medical big data for engagement with the contents. Therefore, this paper reviews previous studies of health communication dealing with users' information literacy like e-health literacy. In addition, the paper classifies ways of communication when mediate IT as immediacy, interaction and data capturing. In conclusion, strategies of health contents for promoting users' intrinsic motivation are explored and its implications are discussed.

Effect of Satisfaction in Neighborhood Park Environments on Physical Activity and Health - The Case of Seongsan-gu and Uichang-gu in Changwon City - (근린공원 환경의 만족도가 신체활동과 건강에 미치는 영향 - 창원시 성산구와 의창구를 대상으로 -)

  • Park, Kyung-Hun;Lee, Woo-Sung;Kim, Tae-Hwan;Kim, Eun-Jung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.3
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    • pp.64-75
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    • 2014
  • The purpose of this study is to analyze the effects of satisfaction in neighborhood park environments located in the Changwon-si of Gyeongsangnam-do, South Korea, on physical activity, the number of parks used for health improvement, and health levels based on Body Mass Index(BMI). Accordingly, a survey was conducted of 429 nearby residents and users of eight neighborhood parks located in urban areas of Seongsan-gu and Uichang-gu in the Changwon-si. The correlation between the environmental perception of neighborhood parks and physical activity and health, which was observed in the survey results, was analyzed using one-by-one linear regression analysis. By summarizing the study results, it was found that the primary reasons for avoiding park use were lack of time, time and effort required to reach the park(i.e., distance from the park), and lack of facilities within the park. Conversely, the primary reasons for using the park included accessibility, walking or strolling, leisure facilities, trees or shade, and diversity in exercise areas. In the case of park users, walking or strolling was the most common activity in the park. On average, park users walked to the parks for 10 minutes and exercised for an hour at least twice per week. With respect to the physical environment of the parks and surrounding areas, park users showed a high level of satisfaction with the distance between their houses and parks and the street environment. On the contrary, they exhibited low levels of satisfaction with water spaces and sightseeing within the parks. Subsequently, it was shown that the number of people using the parks for physical activities and health improvement was positively influenced(within a 5% significance level) by the intent to use the park for exercise, time spent in the park, satisfaction with park use and health improvement, distance to the park, and the convenience of using the park for the elderly. However, only the health improvement gained from park use was found to exhibit a correlation with BMI at the 10% significance level. Continuous accumulation of practical case studies on physical activities in parks and their health improvement effects is required. Through this, park spaces that are under the threat of reduction or elimination owing to various development plans can be conserved and expanded. Furthermore, such case studies can be used to provide data as the basis for deriving park plans and designs that improve parks' functions as sites of physical activity and health improvement.

A Study on the Noise and Vibration Reduction at Supports Center on a Tall Building Apartment (초고층 빌딩의 헬스장 구조소음 및 진동 대책)

  • 박해동;백재호;이홍기;전종균
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2003.11a
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    • pp.527-532
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    • 2003
  • 아파트의 층간소음저감을 위한 다양한 기술이 개발되고 있다. 콘크리트 건물의 단일층을 경계로 한 소음저감을 위한 공기음의 투과손실을 증가하는 방법이 주로 적용되고 있으나, 철골조 초고층아파트 스포츠 시설 운영시 이에 대한 대책으로 공기음의 대책과 구조음의 대책을 두단계에 걸쳐 수립하였다. 초고층 아파트 내부에 스포츠 시설의 배치는 이를 이용하는 사용자에게 편리성의 주지만 철골조의 특성상 충격성 진동원이 발생하는 스포츠 시설은 상하부층인 아파트에 소음진동의 연향으로 인해 이를 방지하는 설계가 요구된다. 일반적인 아파트의 충간 소음진동문제는 이를 발생시키는 상부거주자의 예절과 충간 소음진동 저감 기술이지만 아파트내부의 동일층을 경계로 위치한 스포츠 시설은 시설의 사용성에 반해 하부층에 미치는 영향을 기술적으로 저감하여야 한다. 입주한 초고층아파트의 스포츠 시설에서 발생하는 소음진동 민원문제를 풀기 위하여, 하부층 민원인이 느끼지 못하는 수준의 소음과 진동 허용치를 상호 결정하고 이를 만족하기 위한 차음 및 구조소음 설계를 수행한 사례이다.

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